Divinity: Original Sin 2

Divinity: Original Sin 2

Redress
72 Comments
Lofgren  [author] 1 Jun @ 8:37pm 
There should be a recipe for making more of the tools added to your crafting options.
Yandere_DESU 1 Jun @ 6:17am 
Howdy a bit late to the party. But is it possible to have multiple of those? So I can drip out all of my comapanions?
[P¢C]  METAL BLACK  29 Dec, 2023 @ 1:11am 
The items didn't spawn for me, am I missing something?
Wind Wolf 13 Aug, 2023 @ 1:25pm 
Simply amazing and much more easier to use than Vanity
Clown Fiesta 10 Feb, 2023 @ 4:35am 
Does this works for rings and amulets?
Tyler Durden 11 Aug, 2022 @ 3:08pm 
im having a issue where my quest for the contamination set wont complete. im not sure what the issue is, quest says "complete the elven armor" but even after i wear all the pieces the quest does not advance or complete. ive tried using the shears to remove the transmog and then re-equipping everything, but still nothing... im also using the free 4 relics mods, but im almost positive i found all pieces naturally without picking up any of the mod gear. my best guess is the redress mod might of messed up the script showing i had all the pieces and now the quest is stuck?
handsome Jack 5 Mar, 2022 @ 3:16am 
you are best, thx you, man
BlueJasmineSH 8 May, 2021 @ 9:34am 
Same with the Vanity mod, model is saved, but the color is changed to the last equipment you wear. Is there any way to fix it?
Mortelith 5 Apr, 2021 @ 5:05am 
Hi, the mod don't seem to work any longer... The items appear in the game, but the sewing kit does not save looks. It would be very appreciated, if you could bring the mod up to date... Thank you in advance!
ReFleXzZ 29 Dec, 2020 @ 5:33pm 
Is there a way to change the appearance without loosing the effects of the vulture armor for example?
Lofgren  [author] 9 Dec, 2020 @ 9:42am 
Well as you know if you modify the template it modifies everything based on it. Just like if you give a new ability to the "human" base stats entry it applies to every human in the game, but if you give a new ability to Lohse it applies only to Lohse.
GW 8 Dec, 2020 @ 8:34pm 
Yeah that "when you copy the template you get the scripts along with them" was precisely the part I was referring to lol. Didn't mean to turn it into a whole conversation haha. I was mostly just thinking out loud since I have a bit of a background in programming and was pondering why it would be set up that ways.
Lofgren  [author] 8 Dec, 2020 @ 7:50pm 
What you are describing is basically how it works, but these set pieces have their own templates, so when you copy the template you get the scripts along with them. They COULD have set it up differently, but they didn't anticipate that somebody would be doing as much template swapping as I do in this mod. In fact, in the documentation there is a strongly worded warning about changing the appearance of a piece of armor more than once, which is why I change it back whenever you unequip something. This seems to mitigate most of the issues that arose when I was permanently changing item appearances.
GW 8 Dec, 2020 @ 3:00pm 
So a mod like yours would tell the instance of the armor to look at a different mesh/texture.

But set bonuses would only care about either a) the name of each piece of armor you're wearing or b) the id/name of the underlying template, so changing visual references wouldn't matter.

Not sure what separating visuals and properties has to do with that, since all RPGs do that anyway.
GW 8 Dec, 2020 @ 3:00pm 
Maybe I didn't explain myself very well lol. What I'm saying is that in most games you could swap out an appearance of an item for another one, without the game thinking its an actually different item for the purposes of applying set bonuses etc.

I'm not sure exactly how this game's files are laid out, but typically I'd expect some kind of Armor object for each piece of armor that serves as a template, which is created as an instance within the game when looted and then stats are applied to that instance, and saved in the game's savefile. This instance of the piece of armor would pull the reference to its mesh/texture from the template object of the same name.
Lofgren  [author] 8 Dec, 2020 @ 2:00pm 
The way that items are designed is deliberate. It's why you can find 50 items with the same appearance in-game, but totally different properties. If they hadn't separated visuals and properties, this mod would not have been possible.
GW 8 Dec, 2020 @ 12:25pm 
Oh also, cool thing I found. Not sure if the leggings that the Captain's Coat equips on your character are a unique appearance or if other items in the game have that appearance (I only just beat act 1) but I found a way to save their appearance without the coat.

> Equip Coat + any pants
> Save your appearance
> Unequip coat (pants revert to their original appearance)
> Unequip and re-equip pants (the "saved appearance" turns them back into the shorts)
> Save appearance again while not wearing coat
> Voila, now your pants turn into shorts with or without the coat on.

Its perfect for my elf rogue who doesn't have many options for pants that look rogue-ish.
GW 8 Dec, 2020 @ 12:16pm 
Besides, I'm only using the mod for roleplaying purposes anyway, and so if a unique set has a unique effect I generally feel like I should keep its appearance to justify the effect.
GW 8 Dec, 2020 @ 12:16pm 
Yeah I had already noticed while testing that sets with special effects get funky. How weird it is that the game engine seems to apply its scripts based on a sets mesh/visual appearance ID rather than the actual item ID itself.

I have Vanity installed as well, but in experimenting with it, it seems very easy to permanently lose a unique item's appearance if you're not careful. Because its "undo" spell only undoes the *last* appearance change that you applied, if you change the appearance of one item, and then change the appearance of another without undoing the first one, that first item can never be reset to its original appearance.

I've considered the possibility of storing unique appearances (like the Captain's set) by changing random civ clothes or something else to their appearance, and storing those in case I ever lose them.
But frankly, your mod just seems to be better implemented.

Lofgren  [author] 7 Dec, 2020 @ 6:33pm 
Thanks for the tip. I STRONGLY recommend NOT using this mod with any scripted sets, but it's good to know that there is workaround if you do.

The icon being wrong is actually my screw up, but since you're never supposed to actually see the icon unless something goes catastrophically wrong (like what you describe), I didn't think it was worth fixing.

Someday there may be a patch for scripted sets, but honestly I still have not figured out a way to fix the issues that they have and still retain the other features of the mod. The Vanity mod should be able to deal with scripted sets without these issues, I think, because it works differently due to applying the appearance to an item rather than a character.
GW 6 Dec, 2020 @ 2:32pm 
(follow on cuz 1000 char limit)
This only happens if you have Pants equipped while saving the appearance of the Coat, however. Simple work-around is to make sure you're not wearing any pants when saving the coat, and then it works just fine.
GW 6 Dec, 2020 @ 2:32pm 
So kinda hilarious bug, if you save the appearance of the Captain's Charismatic Coat (which, by default, overrides any pants you put on with the knee-length shorts) then try to equip any other pants, the game infinitely adds a pair of Threadbare Pants (which have the icon of civ shoes) to your inventory, until you reset your appearance with the sheers.

Best guess, the captain's set does something akin to this mod/vanity to visually override your leggings while wearing the coat, and your mod must create an infinite loop where the coat says "ok, leggings equip, change to <shorts>" and your mod says "ok, shorts equipped, change to <saved appearance>" and then the coat triggers and saying "ok, <saved appearance> equipped, change to <shorts>" and so on and so on.

No clue why it adds a pair of pants with the icon for shoes to your inventory every time though lmao.
kmcsjr 30 Nov, 2020 @ 6:22pm 
tyvm
Lofgren  [author] 29 Nov, 2020 @ 6:50pm 
@kmcsjr

You will only receive one kit at start up. You can combine the three items of the kit to duplicate them infinitely, so just craft three more kits or however many you need.
kmcsjr 29 Nov, 2020 @ 3:39pm 
Hi. We just started a new multiplayer game. Only the host got the redress kit. The joining player did not. My understanding is that the joining player should have no mods and they use the hosts. This seems top work for everything else. Is there a fix
Roivas 5 Aug, 2020 @ 5:15am 
I didn't use it, just found it, on nexus mod Vanity
in it's expert version via Morphovanish https://www.nexusmods.com/divinityoriginalsin2/mods/228
Roivas 4 Aug, 2020 @ 5:10am 
Is it possible to make armor or selected part of the armor invisible with this mod? iSo far I only found one for classic edition of Divinity 2 but not for DE :/
Lofgren  [author] 23 Jul, 2020 @ 11:02am 
Any scripted gear is likely to have issues, as noted in the description.
PotatoAim2k1 23 Jul, 2020 @ 8:57am 
@Gorgos when you change the appearance of the original armor set, it no longer applies some of the bonuses from that set (i.e. change Captain's Armor to look like common gear)
Gorgos 23 Jul, 2020 @ 3:12am 
what do you mean? does it happen when you use set armor as transmog or when you change set armor apperance?
PotatoAim2k1 22 Jul, 2020 @ 9:59pm 
This mod doesn't quite work with any of the sets from the Relics of Rivellon. When you change the appearance, the items will lose their set bonuses (i.e. Devourer no longer applies Devourer's Slumber).
Gorgos 21 Jul, 2020 @ 6:46pm 
is it possible to make 2h mace to look like 2h sword with this mod? with vanity it changes the look but the character holds the sword as if its a mace.
strawberrycat2007 5 Jul, 2020 @ 6:34pm 
Thankies !
Nicol Bolas 19 Jun, 2020 @ 4:43am 
Love this mod thank you for making it! could i ask you for a feature. Majora's CCP has the godking availible in his full glory but i want to play him "nude" cause his model has already clothings on. could you make an option to save the "nude" or make invisible armor or something?
that would be neat! also a good feature for majoras demon race mod
Lofgren  [author] 6 Jun, 2020 @ 3:46am 
I can guess what's going on. Redress has to unequip and then re-equip armor in order to make it show up properly. In order to avoid unmasking undead, other equipment has to be equipped in between. That means that every time you equip or unequip an item, three equip script events fire, each with a very slight delay (1/5 of a second if I remember correctly). This other mod is probably using the same slight delay mechanism to calculate your resistance, but its delay timing is such that it is calculating based on the dummy armor that gets equipped for 2/5s of a second in between unequipping and re-equipping your actual armor.
leon2356 5 Jun, 2020 @ 10:11pm 
the only exception is undead that cap at 200%. One of the mods i have on makes it so polymorph gives resistance. So i have about 125% fire resistance but when i use redress it caps at 105%. May just be incompatibilities. Going to try using the vanity mod to see if i still get the same problem.
leon2356 5 Jun, 2020 @ 10:05pm 
There is a cap. Every resistance caps at 100% from effects from armor and racial traits, but the demon trait and ice king both raise it to 110%. And if you use a potions it will lets you go over the cap. Same for some skills like fire skin.
Lofgren  [author] 5 Jun, 2020 @ 6:09pm 
As far as I know there is no resistance cap in dos 2.
leon2356 5 Jun, 2020 @ 4:46pm 
I'm having a small bug with this mod. It is messing with the resistance cap on my character. When i equip the armor i want to save the look of, save it. then equip my main equipment it changes the resistance cap. Without using redress my cap is 125% fire resistance. When using redress it drops too 105%. I am using the extender and divinity unleashed. and some other mods.
Derpy Moa 31 May, 2020 @ 3:15pm 
Everyone has extender at this point and would be a huge feature.
Main reason being is that it would fix the issue with mod implemented dyes.

To elaborate, currently if a mod implements dyes to color armor then the loot generated armor pieces spawn with random colors.
So you end up as circus clown with that.

You adding this feature would let you dye stuff once and be done forever for example which is a big deal.

Pretty please :pray:
Lofgren  [author] 31 May, 2020 @ 2:12pm 
Making it so that you could change the color of your items would require a lot more work and the script extender. (Although I suppose anybody who mods DOS2 probably already uses the extender.)
Derpy Moa 31 May, 2020 @ 7:38am 
Could you please add an addon or option to not have colors being changed?
Like if I get x armor as my preferred look then it stays that model AND color.
Quadsword 19 Apr, 2020 @ 10:03pm 
A couple possibly dumb questions. I noticed that the appearance for equipped items was getting overwritten on my main character even though I don't recall using the sewing kit. I used the shears to reset it, but all my equipment turned into generic clothing items. Reloaded a save, unequipped everything I was wearing and then used the shears.

I recall using the sewing kit so that Red Prince could have a normal looking robe instead of that weird tribal outfit (seriously, I hate how tier 1 mage armor looks on male lizards. It looks like a BDSM outfit). Did I encounter some weird bug where my main character's look got set somehow by me changing Prince's outfit?

Or was I just a dumb who forgot that I had used the sewing kit earlier (which is very possible)? Also if you do what I did and your equipment turns into generic clothing items, is there a way to restore them without having to reload a save?
aaltair03 12 Apr, 2020 @ 7:18pm 
Thank you!
Lofgren  [author] 12 Apr, 2020 @ 4:33am 
You can use Vanity to change the appearance of the Tyrant's set permanently. As long as you have all of the items equipped when you activate the Vanity skill, you will not get the curses. In fact, the curses will be permanently removed! I've been meaning to investigate this issue but haven't had the chance.
aaltair03 11 Apr, 2020 @ 11:14pm 
So with the Tyrant's set bug is there a way to get around this other than accepting the perma-curse? Funny I just got the set and thought "kinda ugly...maybe there's a mod..." found this mod then saw the bug, drat!
BEASTESS 🐺 29 Mar, 2020 @ 1:24pm 
Strange. Thanks for the response. I'll see if i can fix whats fvcking with it.
Lofgren  [author] 29 Mar, 2020 @ 12:57pm 
Shouldn't matter where it is in load order, because it is entirely script based.
BEASTESS 🐺 29 Mar, 2020 @ 8:12am 
Doesn't work for me. Are there any conflicting mods known? Should I leave this at the top of the load order?
Spazz 18 Mar, 2020 @ 10:31pm 
Thank you, especially for the efficiency :)