
Dynamic Companion Outfit Switcher
[b][u][size=5]Dynamic Companion Outfit Switcher[/size][/u][/b] [size=4]Dynamic Outfit Switcher changes [i]your [/i]clothes when the situation changes. This add on changes your [i]followers[/i]. [/size
[b][u][size=5]Dynamic Companion Outfit Switcher[/size][/u][/b]
[size=4]Dynamic Outfit Switcher changes [i]your [/i]clothes when the situation changes. This add on changes your [i]followers[/i].
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[size=4]Hooks off DOS, When combat state changes - Your companions put on their saved Combat Outfit, when you've finished off that last raider - Switches back to default or your saved exploration outfit.
Walk into a conversation - they'll have some manners and take their hat/helmet off! Give them a hazmat suit and they'll suit up when taking rads [/size]
[spoiler][size=4]Because companions being immune to rads is immersion breaking[/size][/spoiler]
[size=4]Adopts DOS' mod settings so the only extra step is to save your companions outfit, by using the MCM menu or you can apply some manual hotkeys. It follows DOS lead - Yes even[i] AUTO MODE[/i].
[/size][size=5][b][u]How does it work?[/u][/b][/size][size=4]
[i]Everyone following you[/i] - Vanilla Companion, Dogmeat, Danse, Multi-Follower Mods ( Like AFT Plus ), Custom Modded Companions like Ellen The Cartographer. Each companions outfit are snapshotted and remember which outfits you saved for them, As long as you keep these outfits and their parts in their inventory. Outfits save between dismissing companions too!
[/size][size=5][b][u]How to use[/u][/b][/size][size=4]
Open a followers trade menu ( Have another mod planned to make this process easier ), Then go to MCM and press "Save X Outfit" or use the provided hotkey functionality, your choice. Then either enable auto mode or manual mode within DOS settings. The "Save x Outfit" button snapshots ALL followers currently following you at once, each stored separately.
That's the whole workflow. Two outfits per follower, saved as they stand.
[b]Combat [/b]is worn when the player mod switches to combat. [b]Exploration[/b] is worn the rest of the time. [b]Radiation [/b]and [b]dialogue [/b]need no saving at all - rads use whatever hazmat suit is in their pack, dialogue just lifts their hat.
[/size][size=5][b][u]Rules[/u][/b][/size]
[list]
[*][size=4]Robots are restricted apart from Codsworths hat [/size][/*]
[*][size=4]Power Armour is never touched - Simply the mod only equips/re-equips the worn helmet.[/size][/*]
[*][size=4]Radiation is completely optional and requires you to only drop a spare hazmat suit - They are immune anyway, this just keeps some space for immersion.[/size][/*]
[*][size=4]Nothing saved = Nothing happens - By design, if you don’t save an outfit nothing will happen. [/size][/*]
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[size=5][b][u]Outfit Lock[/u][/b][/size][size=4]
Followers re-equip "better" armour out of their own inventory whenever the engine feels like it, which quietly undoes a swap you just made. Turn on [i][b]Lock Outfits[/b][/i] and every piece is equipped in a way the AI can't undo.
The catch, stated plainly: a locked outfit also resists the trade menu. Unlock, re-dress them, save, lock again. There's a hotkey for exactly this. Power Armour gear is never loc



