Schnellinger Posted February 20, 2022 Share Posted February 20, 2022 Hello. Is there a mod that automatically changes my followers' clothes? I have this wonderful mod, DMRA complete armor and clothing, along with a 'bouncing boobs' mod. And it's cool to see my followers (Dragonchixx, Raewyn, Tamara, Katzumico Quiao) with these. But their outfit gets 'old' after a while so I have to manually change the clothes/armor in their inventory. By default, they choose the best armor according to their skills on heavy/light armor. That's great but, uhm... I want to see their 'attributes' in different outfits. :wink: Link to comment Share on other sites More sharing options...
Pellape Posted February 20, 2022 Share Posted February 20, 2022 What you mean old? Damaged or more immersive? You can do this easy your self really with my guidance if you want to and if you have Construcion Set installed. You will make a quest for them all, One quest so it does not take game resources as it runs 1 tie every 5 sec, instead of every damn frame. You will with my guidance make a script with the OBSE command RAND You will use 2 commands to add and remove the sets. Additem and removeitem. No need for you to own the sets at all, just have a mod that has them and your mod will have the armor mod as requirement.So what ye think? Does this sound like a good idea and you will also learn something in this process an it is ALWYS good and cool to learn new fun things. For Script commands, peek here:https://cs.elderscrolls.com/index.php?title=List_of_Functions Do not worry about all functions as it will only be a few we need and I guide you to which but I will not make your mod, I will guide you only. How to use and get started with CS https://cs.elderscrolls.com Link to comment Share on other sites More sharing options...
Pellape Posted February 20, 2022 Share Posted February 20, 2022 Bouncing Boobs is a problem in the reality. They will hurt the girl really. That is what I think about when I see the bouncing boobs in game, or rather videos that has them, Pure pain. Before the bra came along, and specially the sport bra, girls that had an active life, like in this case, a warriour or mage that travels a lot, they will use towel like clothes to fixate their boobs or they will have a LOT of agany. Think about this when you get in game and see their boobs. They are in pain for sure. Link to comment Share on other sites More sharing options...
Schnellinger Posted February 23, 2022 Author Share Posted February 23, 2022 -With "it gets old" I mean that I've seen them long enough with the same clothes. I would like them to change their outfits daily, like people of the reality. There's a lot of sexy clothes and armor sets that I would like to see them using. -I guess we could try to create such mod. I've used the construction set once to remove Dragonchixx's annoying bound armor spell. When the spell was active, my game would freeze if I tried to access her inventory, and her head was like... inside of her right shoulder. Bouncing Boobs is a problem in the reality. They will hurt the girl really. Yea, right, but it's still 'eye candy' for me. ;) Link to comment Share on other sites More sharing options...
Pellape Posted February 24, 2022 Share Posted February 24, 2022 YEA!!! WHo doesn't like Eye candy?? :D Still, I prefer them to not bounce. :D OKi!!! So what we need to do is make a quest, with a questscript, to keep the Perfromance as high as possible. We need to group up a couple of armor sets, please provide the ObjectID for each armor, set in groups, like: ArmorID01CuiassArmorID01BootsArmorID01Gloves ArmorID02CuiassArmorID02BootsArmorID02Gloves Go into CS and make a new Quest called StaCMOutfitRandomizerQST or whatever. It must start with Sta as that is your initials right? Everything I create starts mostly with Pek and as this is a quest, end the name of it with QST as we will later use the sam name again but end it differently depending on the type, so we keep all different things in order that makes sense. I bet you use CM, but if you do not, well CM can be common CompanionMod or whatever. Well we start with this. When you provide the list, we make the StaCMOutfitRandomizerSCR, SCR = Script Also, make sure your Companions is set to Persistent and have a ReferenceID as this Quest will be added to Their esp or the armor esp. We can also make this quest stanalone, but then you need to use spells at the chest with armors and also at eah companion and then we do not need you to provide armor ID's nor Companion ID's... If we use the Companion Mod, you can alway load it with all your armor mods activated. You decide if we make this more common or detailed. :D Link to comment Share on other sites More sharing options...
RomanR Posted February 25, 2022 Share Posted February 25, 2022 (edited) If I may, I would rather use a field for it, because with growing number of these sets the handling of variables will be difficult. Record structure could be for example like this:"head"index: +0 : some id for this set (number or name) +1 : number of clothes or armor (3 - following Pellape's example)"body" +2 : ArmorID01Cuirass \ +3 : ArmorID01Boots | - again Pellape's example +4 : ArmorID01Gloves / ........................................ +5 begin of head for next set .... Also for easier work it would be needed to implement some "service" functions which adds, finds and removes sets, but in the end it's worth it in my opinion. Edited February 25, 2022 by RomanR Link to comment Share on other sites More sharing options...
Pellape Posted February 26, 2022 Share Posted February 26, 2022 (edited) Well OBSE made it easy to really work with sets, in arrays. See an array as a spread cheat or sheet or what ever. it is spellled. So we need 5 arrays. Each array will have a index for each set as a set well mostly has 5 pieces and if only has 2 or one, we add an EMptyRef to that slot as an array must have data in any form.. Let me try to explain. For index 1 we have leather: Helm[1] = LeatherHelmGlove[1] = Leather glove Lets have Iron for index 2 Helm[2] = IronHelmGlove[2] = Iron glove Lets make a variable called: RandomSetINT Short RandomSetINT So we called RND with Set RandomSetINT to rand 1 2 So now we get 1 or 2 random.... If we have 50 sets, we use: Set RandomSetINT to rand 1 50 So then we have a number between 1 to 50 Set the TodaysSet if we get the randomNumber 2 with: Let TodaysHelmetREF := Helm[RandomSetINT]Let TofaysGlovesREF := Glove[RandomSetINT] Simple as that. We now have a proper database and your companions get proper sets. If you ask me, mixed sets always looks stupid and then it will not make them look fancy, no matter how much their boobs are bouncing :D Not if you ask me they will not. I love mixed sets and some order... :wink: Arrays and databases rules. So damn coool... :wink: SO then we end the code with counting all different stuff they have, removing it and adding it into their closet and grabbing the new gloves and helmet with: Companion01Ref.Additem TodaysHelmetREF 1Companion01Ref.Additem TodaysGlovesREF 1 I wrote the most important functions and we get the others in between later on. What ye think? When I create Empty eferences, I do it 2 ways and the second one is most correct but both works. Set EmptyREF to 0Let ThisARR[0] := 0Let ThisARR[1] := EmptyREF Let HelmetRef := ThisARR[0]What an empty REF looks like is 00000000So if we use the 0 in ThisARR[0] and put it into HelmetREF, it will end up as 00000000 but it can be used for any type, Short, float, string and references. It is nothing else than just a simple ASCII sign with a value of FF hex, max 256 dec ;) Using or missusing strings will cause Stringbloats in the OBSE save file, just so you know.... :wink: Edited February 26, 2022 by Pellape Link to comment Share on other sites More sharing options...
RomanR Posted February 26, 2022 Share Posted February 26, 2022 Well, after all, there is only one question to consider - how to handle sets with different pieces? Setting will be easy - with Pellape's approach you simply set missing parts to 0 in their field index. Regarding equipping them I leave it to Staurolite's choice, if she wants also unequip the pieces from another set or not. Link to comment Share on other sites More sharing options...
Pellape Posted February 26, 2022 Share Posted February 26, 2022 (edited) Add ID's so I can put together some code that will be useful. Group them into groups like this: IDHelm1 (can be a hair too)IDGlove1IDCuirass1IDGreaves1IDBoots1 IDHelm2 (can be a hair too)IDGlove2IDCuirass2IDGreaves2IDBoots2 IDHelm3 (can be a hair too)IDGlove3IDCuirass3IDGreaves3IDBoots3 The code will start like this:Scn RomClothRandomizerQSTSCR ; Rom as in RomanR, QST as in a QST script, SCR as in Script ; Declaring the database Array_Var HelmetARR Array_Var GloveARR Array_Var CuirassARR Array_Var GreavesARR Array_Var BootsARR Short RandomArmorSet Short RandomArmorMAX Short CurrentHour Short Turn Short State Ref EmptyRef Begin GameMode ; Initiating the database If ( GameHour > 2 ) Set CurrentHour to GameHour Endif if ( GameHour > 3 && CurrentHour == 2 ) Set CurrentHour to 3 Set State to 1 Endif If ( State == 1 ) Let HelmetARR := ar_Construct Array Let GloveARR := ar_Construct Array Let CuirassARR := ar_Construct Array Let GreavesARR := ar_Construct Array Let BootsARR := ar_Construct Array Let Companions := ar_Construct Array ; Lets fill the database with something. Index Must start with 0 and counting up. If you miss a number, the database will be useless and errors will pop up in the console Let HelmetARR[0] := Let GloveARR[0] := Let CuirassARR[0] := Let GloveARR[0] := let BootsARR[0] := Set EmptyRef to 0 Let Companions[0] := EmptyRef Set State to 2 Endif ; Lets randomize the companions If ( State == 2 ) : Lets check the sizes of the first database and also of the companions Database Let RandomArmorMAX := ar_Size CuirassARR Set RandomArmorINT to RAND 0 RandomArmorMAX Endif That's what I managed to do so far as I now need to take a break. We take one step in a time. read through the code and see if it make sense. if you run it in this condition, without adding anything to index 0 will make errors into the console. Adding the Companions is done either with a spell or static, you decide. If you prefer a spell, this script will become more useful, for anyone you add into the database as companions, well add every damn NPC into it as you want really, just shoot them with a Illusion spell we will make later in 5 rows, simple as that. :D Edited February 26, 2022 by Pellape Link to comment Share on other sites More sharing options...
Pellape Posted February 26, 2022 Share Posted February 26, 2022 (edited) Hopefully the code will only run ones 03:00 to 03:02 each night 2 min in game is 1 second if you use default gametime but it doesn't matter really. :D GameHour is a default game vartiable that is a float and by adding the vallue to a short, truncates every decimal. so Gamehour 3.34 will become 3 and 2.78 will become 2 Edited February 26, 2022 by Pellape Link to comment Share on other sites More sharing options...
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