Your crew or companions will change their outfits independently, depending on the environment in which they currently find themselves. They can choose between 16 different outfits for each environment.
How it works:
After installation, you will receive an Outfit Changer Tool in your inventory (currently a Nova Light Pistol). If you lose it, you can always create it again using the Industrial Workbench.
If you want to configure an NPC, equip the tool. As soon as an NPC is in the crosshairs, a button will appear on the HUD: Manage Outfit
After pressing the button, a security prompt will appear asking if you want to manage this NPC.
After confirming, the actual configuration menu will open with the following options:
Configure outfits:
Another menu opens where you can set the conditions for wearing the outfit.
The following types are currently supported:
Default:
All conditions that are not covered by other types and when the NPC is fighting.
This type is also set if no other types are configured. So you don’t need to set all
conditions.
Tip:
For the time being, I have refrained from checking whether the NPC is in a breathable atmosphere and therefore needs to put on a spacesuit. The NPC will put on whatever is set in the slots. Therefore, I advise you to always give him a spacesuit, helmet and backpack when setting this type. Otherwise Andreja will be walking around in summer dresses on Mars.
Cities:
The following settlements are considered:
Cydonia *
New Atlantis
Akila City
Neon
New Homestead *
Hopetown
Gagarin Landing
Paradiso
Red Mile *
* If you end up here, the air is not breathable, so the outfit is not changed until you are inside.
Home
Home locations (or other places) that can be set individually and are stored in a list.
Swimming
When the NPC goes into the water and starts swimming.
After he stops swimming, it takes about 30 seconds for him to take off the swimming trunks and change into his normal outfit.
Sealed Interior (Airlock, Except Major Cities)
As soon as the NPC enters an airlock to a sealed room, he will change to this outfit. Exception: he is in one of the settlements listed above.
Known Issues:
Sometimes it can happen that he warps into the room. Then the sealed interior is not recognized. This is a vanilla bug. Unfortunately I can’t change that.
Note: The ‘Home’ condition type takes precedence over this type. So if a location has been set as your home location and you go into a sealed interior area there, the outfit of the home type takes precedence.
Temperature below 5 degrees Celsius (Outside)
Have you always been bothered by the fact that Andreja walks around in her summer outfit at -32 degrees Celsius?
This can be changed here. As soon as the temperature on the planet drops below 5 degrees, the NPC is outside and the air is breathable, this outfit is put on. Unfortunately, there are no corresponding winter clothes for Starfield yet.
A call to all those who can design clothes. Please make some good winter clothes like a winter jacket, fur hat, etc.
Temperature higher than or equal to 5 degrees Celsius (Outside)
Self-explanatory.
NPC is in spaceship
As soon as the NPC enters a spaceship, whether it’s the players homeship or not, this outfit is put on.
Cancel
Leave menu.
Slots
Once you have decided on a type, the menu changes to the slot menu.
The slots already occupied are displayed at the top of the slot menu.
The menu displayed shows slots 1-8.
Further down, you can switch to the second menu with slots 9-16.
After selecting a slot, the virtual container opens, which contains all the equipment items.
Attention! It can sometimes take a few seconds for the inventory menu to open. Be patient.
In the now open virtual container, the clothing that is assigned to the slot is selected by putting it on. A maximum of 8 items of clothing can be stored in one slot.
If multiple slots are configured, an outfit is randomly selected from the occupied slots when changing clothes, so that variations of each type of up to 16 outfits are possible to choose from.
Enable/Disable
This is where you activate or deactivate the automatic outfit change. All configurations are retained for the NPC if you are disabled it.
Open Container
As soon as the NPC is activated, a virtual container is created for that NPC. All items of equipment from the NPC’s inventory that are not currently being worn are moved into this virtual container. This is to ensure that there is enough carrying capacity for the NPC’s outfits.
As soon as an outfit is put on, it is moved from this virtual container into the NPC’s inventory.
This means that the NPC only has the items of clothing that are put on in his inventory.
Clear Outfit
Deletes the corresponding outfit of the type to be selected.
(In the slot menu, the occupied slots are indicated by a 1 at the top.)
Add/remove Home Location
Any location can be defined as a home location here. All locations are entered in a list.
If you are at a location on the list, selecting this menu item will delete the location from the list.
Remove NPC
The management of this NPC is completely deleted. All clothing from the virtual container is moved to the NPC’s inventory and all slots are deleted.
Debug
ForceRefresh:
During my tests, it sometimes happened that the NPC did not change clothes properly (e.g. Vanilla Warp). Here you can force a change of clothes and certain variables are reset. Just in case a script hangs up.
NPC has stopped moving:
Should it ever happen that the NPC stops moving, it is probably because he has remained in Restrained mode. This is turned on when configuring so that the NPC does not do anything stupid when you are configuring him. But as soon as you close the inventory menu, the mode is deactivated, normally. But it has happened to me that the deactivation failed for some reason. Unfortunately, I couldn’t reproduce it. Maybe if you switch functions in the menus too quickly or leave a menu before a script function has finished.
Cancel
Exit menu
Notes:
The following NPCs can be configured:
Crew members
potential crew members
companions
potential companions
Changing the player character’s outfit is not supported (currently)!
Sleeping:
After the player has slept and wakes up again, the NPCs change their outfits (if several slots are applied).
Spacesuits:
The vanilla mechanic of the game is that in indoor areas, the spacesuit of the NPCs is automatically taken off. However, if you want the NPCs to keep the spacesuit on, there must be no clothes in the outfit slots. Then the mechanic selects the spacesuits because no alternative clothes are available.
Important notice:
In order for the change of outfit to work when entering the buildable outpost airlocks in the sealed interior, I had to insert an additional trigger box. This trigger box is installed in newly built airlocks. However, it is not included in already built outpost airlocks. These have to be removed and rebuilt for the airlock function to work properly. Thanks to Bethesda for failing to include a mechanism ,that is already present in the other airlocks, in the buildable outpost airlocks.
Known issues:
Sometimes the NPCs don’t change their outfits correctly. This is partly due to the fact that NPCs can warp through the airlock. Then the trigger box is not recognized correctly. Unfortunately, this is a vanilla game bug.
It can also happen for other reasons (which I cannot yet explain). In most cases, the outfit change worked for me. However, it cannot be ruled out that there may be more frequent problems on other systems.
Attention! It can sometimes take a few seconds for the NPC inventory menu to open. Be patient.
Possible mod conflicts:
All mods that automatically change clothing can potentially cause conflicts.
In addition, I had to change vanilla scripts. If these are changed by a mod or by an update from Bethesda, there will also be conflicts, or the mod will no longer work properly.
I have also changed the buildable Outpost airlock. If a mod makes changes to this airlock, it is possible that the ‘sealed interior’ type will no longer work as expected.
Uninstall note:
If this mod is uninstalled, all virtual containers will also be deleted. So it is imperative that all NPCs are removed from the management before uninstalling, otherwise all clothing items that were in the virtual containers will be irretrievably lost. So go to the menu and remove all NPCs from the management and then uninstall the mod.
It is also advisable not to be in an outpost with airlocks built after the mod was installed, as these have been modified by the mod.
Uninstall sequence:
1. Remove NPCs from management
and go to an area that is not an outpost.
Clean Save:
3. Save
4. Uninstall mod
5. Load save.
6. Save.
7. Load save
Requires: Cassiopeia Papyrus Extender
Credits:
EagleFour