Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://pastebin.com/v3iZ4Bu9
Find it over at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568222561
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2557555437
Here's hoping the author decides to revisit this mod someday.
Only one thing i desire for Outfit Builder is, re-creating deleted policies. If you delete outfit policy generated by Outfit Builder, you cannot create it again (only making duplicate policies)
Can we add to existing games?
I'm having some issue with resetting forced apparels. For a certain pawn, resetting forced apparel doesn't actually reset them, only making duplicate policies over and over again. I tried resubscribing but couldn't solve it. Can you help me fixing this?
So simple and saves so much time.
i dont see the cheat option with this.
all i would want is a extra button for regular (normal reset) that does not save to the name assign.
but its ok, manual dropping items is a tad more envolved but ill just have to manage.
sometimes i still do the "i need to quickly change something on a guy and then i forget to put it back to normal on a colonist afterwards - but now his new template has been changed because of it.
FULL HOMO
You answered my question. Was wondering if policies where simply constructed from the pawn's equipment listing. (No reason for slots to be an apparent issue, I was just checking for clarity that this was the case).
How compatible it it with modded equipment slot locations? e.g. backpacks, boots, rings, gloves, socks, remote detonators .... and so on. Or do you keep things simple by inspecting all relevant equipped items defined as apparel as a part of creating a policy?
Sorry for the interrogation, but does it retain any previous settings applied to the use of these forced policies where updated?
e.g. if you force wear an item > get policy > set policy values for quality, hit points and whether tainted, does it respect those choices with future forced wearing use?
k, I'm now convinced after the helpful feedback that this could be really handy.