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Outfits in SPID 7.2.0 #64
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This does the same as Papyrus SetOutfit function. So should be safer?
Previous change made GitHub ignore both branches and tags.
- NPCs that Start Dead will get On Death Distribution. - NPCs that die during the game will work the same. - Death Distribution will be performed once for each NPC during game session, so that they won't re-equip new things.
Allowed both regular and On Death distribution to work on initially dead NPCs.
A dedicated manager that will track distributed outfits with SKSE co-save and will be able to revert no longer available outfits. This will allow SPID to preserve randomized outfits behavior.
This is bad, going back to the original idea of equipping stuff manually and retroactively fixing things. Also, added basic logging for distribution.
This restores proper randomization of outfits logic where outfits are reset during load if SPID didn't distribute the same outfit in this game session.
replacements are now tracked by actor formIDs. Less memory consumption, better handling of deleted actors.
Distribution is persistent between saves within the same game session, so only actual replacements are tracked and saved in a co-save to be able to revert distributed outfits that are no longer valid in current distribution.
- Added more information on deserialization error. - Extracted equipping outfits to a separate method for easier replacement.
- Implemented equipping outfits logic in a semi-manual way. (still baking it into saves) - Added more helpful message when reverting corrupted outfits or encounter corrupted actors.
- Added detailed logging for outfit manager in debug
- Outfit Manager now automatically handles proper equipping of outfits by utilizing necessary hooks. - As a bonus, Death Distribution now handles reloads properly, what was looted stays looted 🙂
This solves the problem where filters that reference outfits stopped working after another outfit was distributed.
- Added locking in OutfitManager for extra safety.
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