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First I create two loadouts states (Basic and Combat).
Then I press Edit beside a pawn and Add/create the tags for basic clothes, builder, doctor, Melee, Range and so on and assign the clothes to these.
Next i assign these tags to each pawn manually as they need them. A doctor who uses a gun would get the Basic clothes tags, the doctor tag and the range tag. Additionally i would set so that the Range/Melee tags are only active if Combat state is active and that the Basic clothes tags are on the lowest priority (bottom) in the order. Profession tags should be between basic and the combat tags and set to any.
This way in an emergency I can set one pawn to Combat state, right click and set all to Combat and all my pawns would then go find and equip their armor like plate and remove the parts from the basic clothes that are incompatible with their armor.Additionally the pawns that are not for fighting dont get the combat tags and just keep their standard clothes while my fighters get ready.
Afterwards just set all to Basic again and they would get back their stats boosting clothes.
Hope this helps a bit.
Instead, what it seems actually happens is, you create the tags, you create the loadouts, then you have to assign every tag to every pawn and restrict each tag to only be active when a given loadout is active.
Given the choice, I would much rather the first (policy-consistent) behavior than the second. While I love the concept, it feels very cumbersome to effectively utilize.
Loadout = set of tags, potentially associated with a State
State = a user-defined state for the pawn to be in, you can enabe/disable tags for a given pawn depending on the state the the pawn is currently in.
Policy-consistent loadout mods exist, CE / Awesome Inventory implement that kind of functionality. The goal of this mod is the ability to compose your tags, meaning there is less micro-management late game in larger saves.
Fyi, you do not *have to* make a tag active with a given state, it will default to active in all states.
A - The vanilla outfit system is still the root dictator of what a pawn can/cannot wear. This is for simplicity, and helps avoid bugs.
Could you explain what isn't clear in the above Q/A? It basically just means, if you say 'no t-shirts' in the outfit, and you add a t-shirt in the tag, the pawn won't equip one because their outfit does not allow it.
Also, I now believe that I am simply misuing the mod, as I am trying to find a faster replacement for the Outfitted mod.
So nevermind the question.
I am want my pawns to use flak armor parts only in case of combat, so they are not slowed down while being "civil". This means I have to allow them to wear those pieces of armors in general, which they will do if they find nothing "better". Problem being, that a flak vest is the only piece of clothing in that bodypart.
Is there a way to solve that problem?
I'm running into the same issue, it seems that because I do not have any other gear that uses the 'middle' layer while covering any of the following: Torso, Neck, Left Shoulder, Right Shoulder the flak armor still is a valid item to equip if not disabled via vanilla outfits which is something you don't want since you have to manually allow flak armor every time you want to swap to the combat gear.
Perhaps I'm missing something in the mod that isn't clear to me, but I've fiddled around with it, read the FAQ and a couple of threads but I don't see how I can fix this (and yes I do have a combat loadout which works (in my case helmets instead of broadwraps)).
I haven't played in a while, so dont remember it exactly how it worked but maybe this would help, you could make a lower priority basic loadout that covers those areas with some clothes or smth. and make that one always on. In that case as long as you have those clothes to equip, they shouldnt equip anything else that would cover those areas.
Then when you switch to combat mode the higher priority combat loadout would be activated, which includes the flak armor and they should replace their lower priority clothes with it.
You could give this a try. I kinda explained how I use this mod in more detail at the start of this thread.
My combat gear is actually higher in priority and because it is I know it works (the loadout part) because it swaps back a helmet for a broadwrap (the broadwrap has a lower priority) but the flak vest will never be unequipped (unless it goes below outfit min. quality % of course).
The flak vest is somewhat special, it covers the 'middle' layer. As you can see here: https://rimworldwiki.com/wiki/Armor#Middle and here: https://rimworldwiki.com/wiki/Clothing#Middle for the middle layer you can only equip: several armor pieces and the sash (req. Biotech and Complex clothing), the corset, the formal vest and the eltex vest the latter three all require Royalty (and the formal ones req. Noble apparel as well).
So, or I'm missing something and I'm not setting up my gear correctly or this doesn't as intended. I'm thinking the first, but in that case what am I doing wrong?
I just tried it again and i think i doesnt always work quite as it should, but only if you have masterwork item, which seem to override tag preferences for some reason. Otherwise if i have a free sash that could be worn (right quality and hit points) they will wear the sash and remove the flak armor if asked to satisfy loadout.
If you dont have the DLC, you could do it in another way, either set in the mod options that they should only wear items found in loadouts or make an outfit identically to your normal one except where you forbid flak vest and switch between them when you go into combat. Or make a fighter worker outfit and switch between that or something.
You could also download the "Better Pawn Control" mod. That mod can switch all Outfits/area/work priorities ... with a single button when you want to go to combat (doesnt work with loadouts).
Also dont forget that you can switch all loadout states to the selected one with right click or that you can hover your mouse over an outfit/loadout and by holding left click drag that to other pawns in the assign menu.
Edit:
Just so you know the way you describe it works actually as intended. If they can wear an additional item accoding to the outfit setting, that is not covered by the loadout (or if the item is not avaiable that is in the loadout) they will wear it. The loadout is always secondary to the outfit setting, so they will check if they can wear their loadout according to the outfit settings and then check what else is avaiable accordind to their outfit setting and wear those additional items. You need to combine both vanilla setting as well as loadout in the right way to get it right.