The Killing Antidote

The Killing Antidote

Jodi's Workshop
Costumes, makeup, challenge maps, what else.
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Request for Passionate Modder(s)
There is a mod I have been seeking since starting the game...

If anyone has the ability to develop a mod that allows overriding the rules for wearing clothes, that would be fantastic.

The goal is to allow the player to wear any combination of clothes at once without restriction. This would be inclusive of any clothing mods players install as well.

While this could allow for chaotic messes with lots of clipping, it could also enable players to make some unique fashions that are not currently possible due to limitations currently in the game.

You may want to wear two items together, but adding one immediately unequips the other; this mod would resolve that.

If anyone has the knowledge and ability to make this, I believe many would be grateful.

Thank you.
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Showing 1-5 of 5 comments
Surely there is at least one other person who has thought about it and wants this change too.

We're not talking about using it to wear 5 bras at the same time (Which I guess you could do if you want to see a clipping monstrosity).

It's for the purpose of allowing freedom with any combinations of clothes we could ever want.

Customization is a significant part of the game and increasing the flexibility with it would do a lot of good for the game from my perspective.

There's been countless times I've tried equipping multiple items and selecting one unequips the other. Unfortunate, but something that I'm confident can be bypassed with a bit of handiwork from an experienced modder or even the dev(s) themselves.

Looking forward to this change.
I think this is a lot harder than you actually realise, each item essentially has a type, those types match a specific slot on the player character. Fundamentally this is why you can't equip two different shirts or jackets at the same time, because the slot information on Jodi is already occupied. I suspect if you removed those assignments it would break a lot of things.

A potential issue could be created with how the game applies physics to Jodi, certain clothing options like bras apply a type of morph to her chest, compressing it slightly and reducing the physics, I assume when that type of clothing is equipped it overrides the physics, but I don't know how it would act or what physics preset would take precedence if you removed the slot information and wore two conflicting items at the same time, I can easily see this causing clipping issues with her body model and not just the clothing. Though that is pure speculation on my part, maybe it'd be fine.

It would probably be easier to create copies of the existing clothes then assign the copies different slots, such as creating a jacket copy that equips like a backpack, but even that wouldn't work exactly as you want and probably causes other problems too.

Either way it's an interesting idea, one I'm woefully lacking in actual knowledge to answer properly.
Last edited by Seishisha; 7 Jun @ 8:17am
I've recognized that each item is assigned to a specific type and that's where the limitations come from. Some even seem to occupy multiple types, especially clothing from mods. It is not my intention to underestimate what would be required for someone to put together a mod that works as I indicated. There is no doubt that it could cause other issues if the game's coding doesn't allow for it or the modder is inexperienced.

Regarding your point of clothing that applies a change to the body physics; I think it could be coded to where the last item of the same 'type' would take priority and be the one that overrides the previously equipped items to match its physics in the case of a shirt/bra that morphs the chest in your example.

Whichever method is needed would be fine as long as provides the desired result of allowing the player to equip multiple pieces of clothing that would normally be categorized as the same.

I appreciate you at least chiming in on this topic anyway. Any reply is better than none.

Something not specifically related to my original post is a mod that would allow a piece of clothing to override others to remove clipping. To clarify; you are wearing a long shirt and pants, but the shirt can be seen clipping through a portion of the pants. The mod would allow you to right click the item you want to take priority and it would overlap any other clothing that it's in contact with. For my example, you could right click the pants to have it overlap the shirt and remove any parts clipping through as if though compressing it underneath to match its shape.
As of now, it’s impossible. Being able to set, for example, that a long shirt is either tucked into pants or hanging over them, and then adding a vest on top — which would somehow make the shirt get pushed underneath the vest, while the vest itself sits properly on the shirt (meaning it actually grows in size and sits slightly away from the shirt’s surface) — that’s just not doable because it would take a ridiculous amount of work to prep the clothing. Every single piece would need to have super detailed geometry.

You can’t just sort what should render on top of what, because there’s no clear info about what counts as a surface or what it’s relative to. Doing that properly would mean manually creating every possible variation, and that would make asset creation complexity grow exponentially.

Of course, we’re assuming here that we want it to actually look good. You could just force everything to show at once, but then it would look like one big glitchy mess.

Honestly, games will probably be rendered using some kind of AI before anyone manages to pull this off with regular geometry. At the end of the day, 3D graphics is basically a huge collection of tricks. The game doesn’t even know that one wall is blocking another — it’s all just smoke and mirrors.
Originally posted by John Doe:
As of now, it’s impossible. Being able to set, for example, that a long shirt is either tucked into pants or hanging over them, and then adding a vest on top — which would somehow make the shirt get pushed underneath the vest, while the vest itself sits properly on the shirt (meaning it actually grows in size and sits slightly away from the shirt’s surface) — that’s just not doable because it would take a ridiculous amount of work to prep the clothing. Every single piece would need to have super detailed geometry.

You can’t just sort what should render on top of what, because there’s no clear info about what counts as a surface or what it’s relative to. Doing that properly would mean manually creating every possible variation, and that would make asset creation complexity grow exponentially.

Of course, we’re assuming here that we want it to actually look good. You could just force everything to show at once, but then it would look like one big glitchy mess.

Honestly, games will probably be rendered using some kind of AI before anyone manages to pull this off with regular geometry. At the end of the day, 3D graphics is basically a huge collection of tricks. The game doesn’t even know that one wall is blocking another — it’s all just smoke and mirrors.

Thanks for your reply. Did not expect a reply from you, but you've made a great mod that improves customization for the game. I've been using it since first looking through the workshop. Looking forward to future additions.

Perhaps I am misunderstanding, but is it possible to disable whatever check happens to see if a certain type of clothing is already equipped? By disabling this, it would stop you from unequipping another article of clothing.

I understand your perspective of it may not look good, but I feel moderately confident that some combinations not currently possible would work decently well. People can cause glitchy messes at their discretion.
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