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HQ Uniform controls

SarahAda

Well-Known Member
Messages
927
So the existing HQ (as well as a few building plans out in the settlements) has demonstrated the ability to equip people assigned to departments (or assigned to plots, in the case of settlements).

since you are in charge of a commonwealth spanning organization, it should be within your power to designate uniforms for those people. want everyone in vault suits to demonstrate your commitment to prewar preparedness? gunners had a good thing going and want to pick up their aesthetic? minute men everywhere? dyllan and carnal influenced you to high fashion? now you can. Here is another poster ask about this functionality.

i believe this is done through the use of outfit templates (OTFT records), but my understanding of what is possible with these templates is a little fuzzy, so most of this suggestion depends upon these being adjustable somehow in memory, potentially in the same way that other mods, like NPC Outfit Manager or Outfit Switcher - Hotkey Loadouts, dynamically store and load outfits.

there should be terminal or other activator in the repaired meeting room permitting you to choose and outfit from a popup list. this outfit should be loaded into a psudovendor, which is then opened for trade (perhaps reversing the order so you are paying the value of the item to give it to the container in order to add some costs to just giving everyone top tier weapons?) so you can put items onto the outfit. upon close, through the standard mechanisms, the script should store the contents of the container as a new temporary outfit template. there should then be a project added to the administration department to "issue new uniforms for <Name Of Uniform Template>" (i.e. "the HQ administration department", "Sanitation plot workers", "Caravan operators", etc) which covers the costs of creating and distributing the new uniforms, the success of the project should replaces the existing outfit template with the contents of the temporary outfit template. assuming this is actually possible, i believe this would permit those other outfit functions (some of which may be in other mods) to continue operating in the way they do without requiring any awareness of this process.

additional quest detail could be added around Dyllan and Carnal, recruiting them to the HQ or requesting their help making the outfit studio room, or whatever.

as with all of my other suggestions, I've thought this through as much as i can, and believe it's possible, but do not have the actual ability in fallout 4 coding to execute it. i have no expectations of the SS2 team executing this to the playbook i layout, i just want to make it clear what my though pattern is, in order to give anyone who is interested the best view of the territory i can, and let them pick up whats valuable and ignore what's not.

if this is Chapter 3 content then just ignore all of this.
 
Damn, I just had the same idea. I use the Militarized Minutemen mod, so you could design specific badges and ranks for the departments
 
IIRC, there is a setting in the City Manager holotape to turn off HQ outfits being automatically applied.
You can then use this mod to manually apply your own:
 
Would you look at that, I'll give it a try. The setting in the holotape only applies to non-unique NPCs, so I'll have to see about equipping my mostly uniqiue 60 NPCs at HQ
Edit: Damn, while the mod works fine within normal settlements, it doesn't seem to recognize people at HQ as settlers, meaning you can only equip people BEFORE sending them to HQ.
Is there a way to remove people from HQ? My idea would be to send them all to a settlement, equip them there and re-recruit them to HQ. I seem to recall an option to fire people somewhere in the admin desk

Edit 2: Doesn't work. I turned off the uniform distribution for SS2 in the MCM settings, moved the settlers I wanted to change to an empty settlement and equipped them there using the mod.
However when I sent them back to HQ, they were wearing their standard clothing again :aggro
 
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Damn, while the mod works fine within normal settlements, it doesn't seem to recognize people at HQ as settlers, meaning you can only equip people BEFORE sending them to HQ.
You can modify the Clone Outfit Gun at a weapons workbench to allow any NPC to be targeted.
 
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