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Got a Mod that gives certain clothes exp boosts for fitting professions (Chef hat = cooking boost, Med gloves = Medical boost, ...) so I was quite flustered when I changed from my Fighter/Looter Outfit to Medical Outfit in the field to patch up.
My Char was only wearing the Gloves and the Coat instead of the whole set and I couldnt find any of the missing clothes in neither backpack nor on tiles the whole way back home where I saved the set. I suppose they're just gone...?
Also when changing back to Fighter/Looter before returning home, the Medical Mask suddenly reappeared and other Fighter/Looter clothes had disappeared, nowhere to be found.
This is only a minor problem though. I tested this with only the two mods active.
"AuthenticZClothing.Bag_MilitaryWebbingTightened_AZ
AuthenticZClothing.Bag_MilitaryWebbing_AZ"
(note: I use a mannequin, so inherently only one webbing will be present. If you use this workaround on a dresser containing both tightened and loosened webbing, it might pick up both)
I would literally use this mod for the "Undress" function alone. Yet another "Should be in Vanilla" mod for my list.
Partial incompatibility with Spongie's Open Jackets- the wearing options (open+close/sleeves rolled/legs tucked) seem to bungle the system. You can see in the outfit save files that this mod remembers your selected option, but I think that Spongie's method just doesn't store the item in the last worn configuration, so when this mod goes back to look for it, it's technically not there (finds base.denimshirt instead of base.denimshirtROLLED?).
To users: the only thing I would suggest is that you back up their save before testing it out (as with all mods), as there is some possibility of it not playing nicely with modded bags- especially if the equipment mod author used uncommon paths/techniques (Authentic Z works fine though as far as I can tell). Quick workaround is to unequip problematic gear before saving outfit. Seems to be the auto-equipping process that deletes them, not the undress function.
ST Survival Tailor:
* Lg Utility Pack (Front)
* Lg Utility Pack (Back)
* Utility Belt
* Gun Belt
I imagine everything else in ST that's a container, if I've missed any, likely don't work as well. I'll paste this over to the ST workshop page, too, since I'm guessing the problem is likely on their end.
i think the bag thing needs people to describe what they are seeing though
my experience (with only this mod, mod options and mod manager activated) was that it will save the bag on the back and re-equip it, but it will ignore bags that are equipped in the hands - which is probably best since it means the bag in the hand will always re-equip after the clothes have been changed or removed - or the player can drop that bag on the ground to use as the storage bag (since it has to be a container on that side of the inventory), and not worry about it being used as part of the outfit (although if it matches the back bag i guess it would be possible for them to get mixed up - although so long as bags get equipped last it probably should't cause a problem even if it equips the wrong one)
anyway - yet another really cool QoL mod that will likely never be removed from my list
thanks for the continued awesomeness :-)
Also, is the "Item instance" what would control which color of a piece of clothing the code picks? Say I have several shirts in different colors, is it impossible to have it save the green one for one preset, and the black one for another?
Unfortunately, it seems to be incompatible with Ellie's Tattoo Parlor. Using the undress option, or even loading a preset, completely (and permanently) removes all your tattoos.
Not a huge deal since it's mostly cosmetic, but thought I'd mention it for anyone intending to use both mods at the same time.
I'll look at bags when I find time.
About your error, SFDressClothingExtraAction (probably a modded file from an unkown mod I'll call modX) is trying to create a non-existing item.
1/ This could occure due to ClothingPreset mod saving an item type then you removing the mod that adds that item type.
2/ Or this could simply be a bug in modX.
It could be something else..
function: createItem -- file: ISClothingExtraAction.lua line # 75
function: perform -- file: SFDressClothingExtraAction.lua line # 6.
I don't know if is possible, like wear the clothes (must the bags) for staying at the same equipped order, like i have some containers, bags equipped and i'm used to that order on the UI and wear with the same Extra Clothing Options that was when unequipped. Either way, thanks for your nice mod, really useful.
You could switch your presets when you have selected a dedicated container of your choice.
(or when you are close enough to all clothes containers you wanna pick from, so that they are available from your loot window)