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I see. Thank you for the response!
I suppose we can live without that feature for now, it's no biggie.
Yeah it's a new bug, they changed something with the new patch and I have zero leads on how to fix it except de-compiling their Java code, which I'm not really inclined to do.
I'll leave it as is for now, they might revert this in future patches.
When I start a new game, I can rip underwear for ripped sheets as intended.
But when I quit and load back in the same game, I can no longer rip underwear (I don't even get the option to). The rest works fine though, I can even inspect and patch them still, and they still provide protection.
I tested this in Singleplayer and without any other addons mounted.
Anyway, love the addon! It's really nice not being forced to wear the same outfit every run. Yay for fashion!
I added the option to mark specific items as certain weight classes with the sandbox options. This was done so people could make items from other mods (with non-base-game item naming) compatible with he mod.
If an item isn't modified, add it's item name (found it the debug menu, not the display name) to the defense class and it should be registered.
The short answer is that both mods are "incompatible".
Long answer, the realistic weights mod changes clothing weights to be more, well, realistic, making them so light that my mod's formula pretty much gives them zero defenses since it's designed for the base game. Because this is all done through a script, my mod doesn't mesh well with it.
I've played around with it before. A quick fix I found is to rename realistic weight's "media\lua\client\weight_overhaul.lua" to something unusable (like "weight_overhaul.lua.something" for example).
I've added some sandbox options to the mod since the last patch, so a better fix would be to just crank up the defense multipliers to make up for it.
Last time when I was playing with both mods, tight pants worked fine for me, the mod creator might have changed his code since last I played. So there might be more to it.