Firstly I apologize if it is frowned upon to reply to a post several months old, but a Google search on this very topic brought me here so I figure others that may search would be brought here as well making an answer relevant. I was confused why the sleeping clothes didn't seem to get used. I wonder if it's a bug or if they just scrapped the feature before it got fully implemented. That bit of information in the topic was especially useful because I wasted some time trying to get the sleep clothes to work and it let me know that was futile. I found a messy workaround and I am not at all an expert at modding, in fact I only dabbled with a couple things so far. Unfortunately an activator box with the script attached would have to be placed on every bed where this behavior is desired. I'm not sure if there is a better way, and this is pretty much my second script I've written. Here's what I did: I created a generic "xmarkeractivator" box and shaped it such that it covered the bed such that it forms a box that covers the surface of the bed with the exception of the sides and front so that NPCs walking on the sides/in front are not hit. I attached this script: Scriptname BedActivatorScript extends ObjectReference
;The player check may be superfluous here. In earlier versions I didn't do the sleep check. State 2 is while the "laying down" animation is playing, so they strip to their underwear as they are laying down for bed.
Event OnTriggerEnter(ObjectReference akActionRef)
If ((akActionRef != Game.GetPlayer()) && ((akActionRef AS Actor).GetSleepState() == 2))
(akActionRef AS Actor).UnEquipAll()
EndIf
EndEvent
;This is the less graceful part. Five seconds after they move out of the activator box when waking up, they get disabled and then enabled. This makes them put their clothes/armor back on.
;I do not think there are any negative side effects to doing this, but I'm not sure. Sometimes they move slightly when enabled again, but it doesn't always happen. They also disappear for a slight moment.
Event OnTriggerLeave (ObjectReference akActionRef)
If (akActionRef != Game.GetPlayer())
Utility.Wait(5)
akActionRef.Disable()
akActionRef.Enable()
EndIf
EndEvent Sorry again if this is not the place for this reply or if the bump is bad.