Outfit management
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fmitasamodel%2FRW_Outfitted]Github[/url][github.com]
Set the desired weights for buffs and penalties for each outfit type, and watch your Pawns choose their gear automatically - no more micromanagement.
In addition to the classic allow/disallow selection, you can now define which parameters a Pawn should prioritize.
Is it battle time, where sharp or blunt protection is the priority?
Should a miner focus on mining yield or speed?
Or is it a hauler, where carry capacity and movement speed matter most?
Makes a perfect combo with Combat Extended, Better Pawn Control, and Gear Up And Go.
How it works
From time to time Pawn checks if he needs to change an apparel. The same as in the vanilla, it is done by calculating the score of each available apparel.
Main point what this mod does in contrast to vanilla:
[list]
[*] Base score.
Base vanilla score is never zero. Pawn is always encouraged to wear as many apparels as possible.
In this mod base score is 0 by default. No need to wear an apparel just to wear an apparel.
[*] Special utilities.
Vanilla adds score to special apparels like shield belts.
In this mod they have 0 by default. No need to wear an apparel just to wear an apparel.
[*] Temperature score.
Vanilla has something similar, but calculations are completely different.
In this mod Player can select either fixed target temperature range or allow the mod to do it automatically.
If auto mode is selected, then mod checks the current map's seasonal temperature, then adds the map condition (heat wave, cold snap, etc.), then creates a range based on this middle value and selected temperature offset (20 by default).
This range (either manual or auto) is then compared to difference between Pawn's current comfortable temperature and the comfortable temperature if the apparel in question will be worn (instead of currently worn apparel if there is some already). If no temperature adjustments are needed, then this score will be 0. Otherwise, the higher is delta - the higher is score calculated. Checks are performed for both sides - cold and heat.
[*] Stat priorities score.
This is what vanilla doesn't have at all.
Player can select, which stat is important for this outfit policy, both - positive and negative importance.
Then using the sliders it can be defined how important it is.
Importance is raised to a power of 3 to allow to increase the importance of stats with generally low values (like moving speed offset).
Stats are not hardcoded; every mod, which adds new stats, will be listed here. Any apparel, which has the stat in question, will gain or lose a score based on this setting.
This is where the most important thing happens: you can allow to wear all possible apparels (okay, there are some exceptions, see below), then select the proper stat priorities for each policy/role and Pawns will adjust their apparels automatically based on score assigned by these priorities.
You can use as many mods, which add new apparels, and all you need to do is simple allow Pawns to wear everything and set priorities.
[*] Naked score.
If Pawn is care about being naked, then additional score is added to pants (or anything on skin layer what covers legs) and to shirts (or anything what covers torso) for females.
[*] Auto work priorities (outdated, need re-check).
Automatic work priorities assign some stat priorities based on enabled jobs for a Pawn. Currently this is hardcoded and needs to be re-checked.
[*] Final score.
Final score is a sum of all scores minus score of worn apparel in the same slot.
Positive score -> go wear this new apparel.
The same score is also calculated for already worn apparel! If this final score is zero or less, then Pawn will actively remove the apparel starting from the heaviest item.
[/list]
Useful hint: always apply some small negative score to stats, which represent weight. "Mass" in vanilla as example.
This will provide slight negative score to each apparel until this apparel is needed based on another score.
CE users please read below.
In vacuum
If Pawn is in vacuum, then no apparel, which has any offset to vacuum resistance, will be automatically removed. It mirrors the vanilla behavior.
Compatibility
[list]
[*] [b]Save game[/b]: adding and removing mid-game allowed. After removal the game will throw a lot of errors, and will reconstruct the original type from outfitted automatically. Re-save & load will clear the errors.
[*] [b]Achtung[/b]. Compatible. Thanks to pardeike.
[*] [b]CE[/b]: if carry bulk or weight capacity are the priority stats, then the apparel score will be dependent on both - how item modify the stat AND how much it takes to be worn.
Example:
Marine armor adds 10 bulk capacity, but it takes 15 to be worn. Raw score is -5.
Marine armor adds 80 carry weight, but its mass is 50. Raw score is +30.
If only these 2 stats are selected, then raw stats score will be +25.
[*] Export Agency.
Soft incompatibility. Export Agency causes new games/loaded from vanilla games to have no stats priorities defined.
I have created fixed version and suggested it to author, let's see.
[/list]
Your Ideas
Ideas are extremely welcome. Please feel free to post it [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fmitasamodel%2FRW_Outfitted%2Fdiscussions%2Fcategories%2Fideas]here[/url][github.com].
Known issues
[list]
[*] Gas masks for CE uses. Currently they need to be forbidden in vanilla way using filter. Ideas how to handle it (forbid by default? allow only to force wear them?). Please write.
[/list]
Forked
Previous version: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3454809174]https://steamcommunity.com/sharedfiles/filedetails/?id=3454809174[/url]
Thanks to:
- Killface
- Fluffy
- Soulkata
- homiru