Mods / American Frontiersman: Western Wear

Tags: #Clothing
Author: GothMoth
Side: Both
Created: Feb 9th at 7:49 PM
Last modified: Oct 27th at 12:22 AM
Downloads: 30025
Follow Unfollow 296

Recommended download (for Vintage Story 1.21.5):
AmericanFrontiersmanWesternWear_1.8.5.zip  1-click install


 

Have you ever wanted to be just like Daniel Boone, Davey Crockett, or any other early American roughing it out on the wild frontier?

Well now you can!

 

This mod adds an assortment of 19th century themed clothing and accesories, a list of what is included can be found below.

All of the items have crafting recipes and most clothing have recipes for both tailors and non tailors with the tailor versions being cheaper to craft.

 

 

Clothes Currently Included:

  Hats:

    • Raccoon Skin Cap. Warmth rating of 1.5C. Rain protection rating of 50%.
    • Open Crown Cowboy Hat (12 total variants). Warmth rating of 1C. Rain protection rating of 95%.
    • Straw Boater Hat (7 total variants). Warmth rating of 1C. Rain protection rating of 85%.
    • Derby Hat (11 total variants). Warmth rating of 1C. Rain protection rating of 70%.

 

  Tops:

    • Cotton Shirt (24 total variants, 12 long sleeve and 12 short sleeve). Warmth rating of 2C.
    • Tucked In Cotton Shirt (24 total variants, 12 long sleeve and 12 short sleeve). Warmth rating of 2C.
    • Mountaineer Coat (4 total variants). Warmth rating of 4C.
    • Fringed Mountaineer Coat (4 total variants). Warmth rating of 4C.
    • Wool Sweater (24 total variants, 12 long sleeve and 12 short sleeve). Warmth rating of 3C.
    • Tucked In Wool Sweater (24 total variants, 12 long sleeve and 12 short sleeve). Warmth rating of 3C.
    • Canvas Duster (12 total variants). Warmth rating of 2.5C.
    • Flannel Shirt (22 total variants, 11 long sleeve and 11 short sleeve). Warmth rating of 3C.

 

  Bottoms:

    • Jeans (4 total variants). Warmth rating of 2C.
    • Mountaineer Pants (4 total variants). Warmth rating of 3C.

 

  Boots/Shoes:

    • Mukluk boots (4 total variants). Warmth rating of 2C.

 

  Accessories:

    • Bandana (12 total variants including the Patriot Bandana). Warmth rating of 0.5C.
    • Leather Gloves (6 total variants). Warmth rating of 1C.
    • Fringed Leather Gloves (6 total variants). Warmth rating of 1C.
    • Leather Suspenders (12 total variants). Warmth rating of 0.5C.
    • Linen Suspenders (12 total variants). Warmth rating of 0.5C.
    • Cigar. No warmth raiting. (includes 2, one that uses the face slot and one that uses the shoulder slot)
    • Ciggarette. No warmth raiting. (includes 2, one that uses the face slot and one that uses the shoulder slot)
    • Cigarillo. No warmth raiting. (includes 2, one that uses the face slot and one that uses the shoulder slot)
    • Belcourt Spectacles. No warmth raiting.
    • Wooden Cross Necklace. No warmth raiting.
    • Obsidian Arrowhead Necklace. No warmth rating.
    • Nadiyan Flint Amulet. (Item already exists in the base game, this mod just adds a crafting recipe for it.) No warmth rating.
    • Leather Chaps (4 total variants). Warmth rating of 2C.
    • Linen Chaps (12 total variants). Warmth rating of 1.5C.

         (Both pairs of chaps currently use the arm slot, this is subject to change however. In a future update I may change them so that they are considered leg armor and use the leg armor slot. If I do change them to armor they would provide minor protection.)

 

 

I am currently looking for someone to help me develop this mod, if you are interested please send me DM on the forums.

 

If you would like to keep up to date on the mods development I post sneak peaks for upcoming updates on my Patreon, the donation button at the top of the mod page links directly to my Patreon.

I have re-enabled Patreon Memberships and have started working on the mod again. Be sure to check the Patreon for sneak peaks!

I have also started doing mod development streams where I work on content/updates for the mod on stream. I stream over on my YT channel at: https://www.youtube.com/@TheRealGothMoth

 

I would also like to thank my friends Michael and STENDO_CLIP who helped me resolve some of the issues I was having with the mod, as well as my friend Gutted who helped me play test the mod.

If you have and play Project Zomboid, my friend STENDO_CLIP has an amazing mod for it called Vanilla Firearms Expansion (VFE) and I highly recommend it.

 

Mod Compatability

Purposeful Storage - The hats, tops, pants, shoes, gloves, and necklaces can be stored in their respective storage containers.

Hydrate or Diedrate - All of the clothing items provide cooling when worn. (exlcuding accessories, i.e. glasses and smokes)

 

If there are any other mods that you would like to be made compatible with my mod please let me know in the comments here, my patreon, or my discord server and I'll see what I can do!

 

  Known Issues:

 

Currently Known Issues

There is some slight clipping with the dreadlocks and messy dreadlocks. They have a few strands on the front that don't get hidden by hats for some reason.

I do not think I can do anything about it aside from making the hats bigger, IMO if I make them bigger they look weird.

 

The straw boater hat and the derby hat aren't hidden by the fur coat and it clips with the hood a bit. I don't know how to make the hat get hidden by the fur coat, if anyone knows please tell me how to do it.

 

The mountaineer coat clips with the buckle on both the leather and linen chaps. This issue may be fixed in the future, however I'm not sure how I'd do it. The issue is caused by the belt buckle being thicker than the belt on the chaps by 0.01 pixels, if I make it smaller it'd be clipping with the belt. If it's something people want me to address then I'll see what I can do, however for now it's not a major issue.

 

Updating from any version prior to 1.7.0 will break the following items and requires you to re-craft them or spawn them in via creative or commands. (this is due to necessary item ID changes required to create color variants of existing items)

Fringed and Non Fringed Mountaineer Coat.

Mountaineer Pants.

Jeans.

Mukluks.

Fringed and Non Fringed Leather Gloves.

Wool Sweater.

Cigar, Cigarette, and Cigarillo.

Patriot Bandana.

Derby Hat.

Straw Boater Hat.

Open Crown Cowboy Hat.

If you find any bugs or problems with the mod, please let me know in the comment section below.

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.8.5 americanfrontiersman 3435 Oct 27th at 12:22 AM AmericanFrontiersmanWesternWear_1.8.5.zip 1-click install

Added Rain Protection All Hats:

  • The Open Crown Cowboy hat now has a rain protection rating of 95%
  • The Straw Boater Hat now has a rain protection rating of 85%
  • The Derby Hat now has a rain protection rating of 70%
  • The Raccoon Skin Cap now has a rain protection rating of 50%

 

Added Compatibility/Support for Hydrate or Diedrate:

  • All pants now provide cooling.
  • All shirts now provide cooling.
  • All coats now provide cooling.
  • All shoes now provide cooling.
  • All hats now provide cooling.
  • All chaps now provide cooling.
  • All gloves now provide cooling.
  • All bandanas now provide cooling.

 

All rain protection ratings and cooling amounts are subject to change if people think they should be. I just kind of gave everything an arbitrary rating based off how effective I believe they would be at keeping you cool/dry.

Please feel free to share any feedback in the comments!

1.8.4 americanfrontiersman 6806 Sep 1st at 6:16 PM AmericanFrontiersmanWesternWear_1.8.4.zip 1-click install

Just a small hot fix for the derby hat to address an issue it had with some of the hair styles clipping through it that didn't clip through the other hats in this mod. This should hopefully fix that. (Note that this does not fix the clipping with the dreads and messy dreads that is mentioned in the known issues tab)

1.8.3 americanfrontiersman 5426 Aug 8th at 5:32 PM AmericanFrontiersmanWesternWear_1.8.3.zip 1-click install

Patched the mod to allow the clothing to work with the shelves added by Purposeful Storage.

1.8.2 americanfrontiersman 1420 Jul 25th at 12:24 AM AmericanFrontiersmanWesternWear_1.8.2.zip 1-click install

This update makes a fair few changes to a good chunk of crafting recipes. Most are minor fixes, some are slight rebalances.

Rebalanced Stitching Kits:

  • Light Stitching Kit now only requires 2 flax twine to craft, was 3.
  • Medium Stitching Kit now only requires 4 flax twine to craft, was 6.
  • Leather Stitching Kit now only requires 2 leather to craft, was 4.

 

Crafting Recipe Changes:

  • Removed Clothier crafting recipes for the bandanas, as the addition of stitching kits made them redundant.
  • Reduced code bloat for tucking and untucking cotton shirts.
  • Reduced code bloat for tucking and untucking wool sweaters.
  • Reduced code bloat for removing the fringes from the leather gloves.
  • Reduced code bloat for removing the fringes from the mountaineer coats.
  • Adjusted crafting recipes so that both tailor and non tailor recipes are laid out the same in the crafting grid. This was how they were always supposed to be, I apologize for not fixing this in the last update.
  • Added shears as a crafting requirement to some clothier trait recipes that were missing them previously.
  • Added a new crafting recipe for the Mountaineer pants. Now you have two methods to craft them, with 4 (2 for clothier) small pelts as before or now with 2 (1 for clothier) medium pelts.

 

To explain what I mean by reducing code bloat, previously each color variant of the abovie items had it's own recipe to tuck/untuck or remove fringes. I.E. to tuck in a black cotton shirt the recipe for it was ONLY for the black cotton shirt. The reason I had made the recipes that way was as when I originally made them I now realize I was missing a portion of the code to allow the crafting recipes to accept color variants. As I've said before I am very inexperienced with coding and mistook this for it not being possible and just did it the hard way. Now that has been corrected, it wasn't a big issue as it was maybe 20kb more data being used by the old method, however if I can simplify stuff and reduce file size I will.

 

THE NEW STUFF!:

  • Added Long Sleeve Cotton Shirts, both tucked and untucked. These are now the default item crafted when making a cotton shirt, to get the short sleeve version just craft a cotton shirt with a pair of shears (this is irreversable).
  • Added Long Sleeve Flannels. These are now the default item crafted when making a flannel. Short Sleeve versions are obtained the same way as the cotton shirts.
  • Added Short Sleeve Sweaters. Crafted the same as the other short sleeve shirts.
  • Added a pair of Rope Suspenders. The model and crafting recipe are subject to change, I am unsure currently if I will change them later or not.
1.8.1 americanfrontiersman 2658 Jun 14th at 8:16 PM AmericanFrontiersmanWesternWear_1.8.1.zip 1-click install

This update is to "future proof" the mod so to speak. I added three new crafting ingredients, Stitching Kits, that are used to craft all of the clothing in the mod. These replace all of the sticks, flax twine, and sewing kits used in the existing crafting recipes. I did this so that all the crafting recipes in the mod will never be overwritten by other mods or potential future base game content.

 

Added:

  • Stitching Kit - Light. Crafted with 3 flax twine and 1 stick.
  • Stitching Kit - Medium. Crafted with 6 flax twine and 2 copper bits.
  • Stitching Kit - Leather. Crafted with 4 plain leather and 2 copper bits.

 

Changed:

Changed all of the crafting recipes for clothing, some items no longer have tailor recipes as with the new stitching kits they weren't needed. Those being the cotton shirt and wool sweater. Changed a lot of the tailor recipes to include shears as a requirement to bring them in-line with the normal recipes for consistancy. Items recipes were changed to require either a light, medium, or leather stitching kit depending on the type of item. My reasoning between using light or medium for items is somewhat arbitrary, however I did try to think about logically what items would need more reinforced stitching or vice versa. I am open to feedback on the changes and will change any recipe accordingly if presented with a better reason as to why it should or shouldn't use a specific kit. I also removed some redundant code in the bandana recipe, I realized I had accidentally included a recipe for the patriot bandana twice. For now the medium and leather kits are made with two copper bits, however I do plan on eventually changing them to require an actual copper needle that will be smithed on an anvil. For now however I just wanted to get this quick patch out and will work on making that change the next time I have more time to work on the mod as I have not made a smithing recipe before and I am unsure how long it would take for me to figure out, so for now they use metal bits.

1.8.0 americanfrontiersman 3201 May 13th at 8:41 PM AmericanFrontiersmanWesternWear_1.8.0.zip 1-click install

This update brings a good few new items as well as a few minor subtle tweaks to the colors of some textures.

Added:

  • Canvas Duster (12 total variants)
  • Leather Chaps (4 total variants, uses the arm slot for now)
  • Linen Chaps (12 total variants, uses the arm slot for now)
  • Flannel Shirt (11 total variants, only comes in a tucked in version as I could not get the texture to look good enough on the untucked model)
  • Obsidian Arrowhead Necklace
  • Crafting recipe for the base game Nadiyan Flint Amulet (crafted with a flint arrowhead and rope)

 

Changes:

  • Organized some of the texture folders, item types that had more than one model were consolidated into folders named after their appropriate item type. This was mostly done to make finding stuff easier for myself in the future.
  • Re-named all of the crafting recipe files to organize them by item type. Same reason as the above change.
  • Slightly changed the colors on the brown jeans so that it looked visually different enough from other brown clothing items in the mod to prevent them from looking like part of the same article of clothing. (May adjust more in the future if needed)
  • Removed the textures for the tucked-in wool sweater and instead created a new model for it that uses the base wool sweater textures. This was done as texture files are much bigger file size wise than model files, this change reduced the wool sweater texture folder size by around 100kb. The only visual change in-game is that the tucked-in wool sweater is now flush with the top of the pants, before it had a very minute gap that annoyed me which was the main motivation for this change.
  • Changed the names of both cotton shirts from "shirt-cottoncolors" and "shirt-cottontuckedcolors" back to what they were previously prior to update 1.6.5. Those being "shirt-cotton" and "shirt-cottontucked" respectively. The names were originally changed as I was going to make a file for the standard version of each item and then a file for the color variants, this was a stupid idea which is why it was scrapped and I just used one file for each item and it's variants.
1.7.1 americanfrontiersman 837 May 2nd at 1:22 AM AmericanFrontiersmanWesternWear_1.7.1.zip 1-click install

By request I added back in versions of the 3 smokes that use the face slot. They're identical in every way to the ones that use the shoulder slot, the only difference is the slot they use, their names, and their descriptions. The face slot versions are prefixed by "Hand Rolled" and in each of their descriptions it says that they use the face slot. They can be obtained by putting the normal shoulder version into the crafting grid and they can be converted back to the shoulder slot version in the same way.

1.7.0 americanfrontiersman 134 May 1st at 11:09 PM AmericanFrontiersmanWesternWear_1.7.0.zip 1-click install

This is the biggest update for this mod to date. It changes a lot of existing items, causing any of the effected items to break requiring you to re-craft them or spawn them back in via creative mode. This was unavoidable for the most part, to prevent this I would have needed to make two different JSON files for each item which would obviously be unnecessary bloat so I made the decision to just go ahead and add in the variant code for all the items I want to have variants for. Some items only got a few variants, this is because I wasn't originally planning on adding any variants for them however I figured since I was coding them to be capable of having them later I'd at least add a few variants to compensate for breaking older versions of the items. I also gave the mod it's own creative mode menu tab to make it easier for me to test stuff in the future, as well as to make it easier to spawn back in items for those who want to do that. Below is the full list of additions and changes.

 

Added:

  • 11 color variants for both the Wool Sweater and the Tucked In Wool Sweater.
  • 10 color variants for the Derby Hat.
  • 11 color variants for the Open Crown Cowboy Hat.
  • 6 color variants for the Straw Boater Hat.
  • 3 color variants for both the Mountaineer Coat and Fringed Mountaineer Coat.
  • 3 color variants for the Mountaineer Pants.
  • 3 color variants for the Jeans.
  • 2 color variants for the Mukluks.
  • 11 color variants for the Leather Suspenders.
  • 11 color variants for the Linen Suspenders.
  • A bandana with 12 total color variants, including the previously standalone Patriot Bandana which is still crafted the same way as before.
  • 5 color variants for both the Fringed Leather Gloves and Leather Gloves.

 

Changes:

  • Renamed the mod to American Frontiersman: Western Wear. This was done as I plan on making two more mods in the American Frontiersman series of mods and I wanted the mods name to reflect that.
  • Removed the warmth rating on the Cigar.
  • Removed the warmth rating on the Cigarillo.
  • Removed the warmth rating on the Cigarette.
  • Removed the warmth rating on the Belcourt Spectacles.
  • Gave the Wool Sweater it's own model instead of using a base game model. (It remains mostly unchanged)
  • Changed the item codes in the itemtypes JSON files of the Mountaineer Coat, Fringed Mountaineer Coat, Mountaineer Pants, Jeans, Fringed Leather Gloves, Leather Gloves, Wool Sweater, Tucked Wool Sweater, Mukluks, Open Crown Cowboy Hat, Straw Boater Hat, Derby Hat, and the Patriot Bandana.
  • Changed the slot that the Cigar, Cigarette, Cigarillo, and Bandanas use from the face slot to the shoulder slot. This was done so that you will now be able to wear them with glasses.
1.6.5 americanfrontiersman
1.20.8 - 1.20.9
1279 Apr 22nd at 8:19 PM AmericanFrontiersman_1.6.5.zip 1-click install

If there's any issues with the mod on 1.20.8 or 1.20.9 please let me know, should be perfectly fine tho as I think those two updates were just patches.

Added New Items:

  • Leather Suspenders. They use the coat (upperbodyover) slot, I used this slot for them as you would not see them while wearing a coat in that slot anyway and you're certainly not going to be wearing them for their warmth rating.
  • Linen Suspenders. Uses the same slot as the leather ones.
  • Added colored variants of the cotton shirt and the tucked in cotton shirt. You can now make them in any color you can dye cloth in, they're crafted the same way as the undyed versions.
1.6.4 americanfrontiersman 605 Apr 12th at 12:27 AM AmericanFrontiersman_1.6.4.zip 1-click install

I finished touching up the models with flat cubes, hopefully they should be shaded correctly in game now. I also added a new top, it is a "wool" sweater made with linen. Once I figure out color variants I will add the ability to craft the new sweater in any color that linen can be.

  • Added a wool sweater.
  • Updated the open crown cowboy hat's model.
  • Retextured the open crown cowboy hat to add a little bit more detail.
  • Updated the straw boater hat's model.
  • Updated the derby hat's model.
1.6.3 americanfrontiersman 494 Apr 6th at 11:20 PM AmericanFrontiersman_1.6.3.zip 1-click install

Changed a few things and added a few new things.

  • Added a bandana, more coming later.
  • Added a wooden cross necklace.
  • Changed the fringes on the Mountaineer Coat model.
  • Changed the fringes on the Fringed Leather Gloves model.
  • Remodeled and Retextured the Mukluks.
1.6.2 americanfrontiersman 44 Apr 5th at 6:27 PM AmericanFrontiersman_1.6.2.zip 1-click install

This is mostly a patch/optimization update, but it does add a new item.

  • Added a pair of brass spectacles with tinted green lenses, modeled loosely after the Belcourt Spectacles from Red Dead Online.
  • Condensed the cigar, cigarette, and cigarillo json files into a single file. (Eventually I'll do this for all similar items of the same clothing category)
  • Fixed a few minor things I over looked in the JSON for the mukluks.
  • Modified the texture of the mountaineer pants to add more detail.
  • Changed the texture of the leather gloves to use the same base colors as the mukluks so they stood out while wearing the mountaineer coat.
  • Changed the warmth rating of the mountaineer coat to that of the reindeer fur coat as I felt it should be warmer after using it in my own gameplay.
1.6.1 americanfrontiersman 382 Apr 2nd at 5:29 PM AmericanFrontiersman_1.6.1.zip 1-click install

This is just a minor patch, no new content.

  • Brought the formatting of the descriptions of all mod items in-line with the descriptions of base game items of the same type.
  • Fixed and re-formatted all of the old json files to bring them in-line with my new ones.
  • Fixed a good amount of items that had their Z axis set too high for their GUI data, this would cause these items to render over top of UI windows when they were behind them.
1.6.0 americanfrontiersman 196 Apr 1st at 3:46 PM AmericanFrontiersman_1.6.0.zip 1-click install

This update adds a multitude of new clothing to the mod, the new items are as follows:

  • Added Blue Jeans.
  • Added a Mountaineer Coat with fringes on the sleeves as well as a variant without the fringes.
  • Added Mountaineer Pants.
  • Added a Cotton Shirt as well as a tucked-in variant.
  • Added a pair of Leather Gloves with fringes as well as a variant without the fringes.

 

I also fixed a few minor bugs in this update:

  • Fixed the Cigar rendering in front of any UI windows that were over top of it.
  • Fixed the Cigarette rendering in front of any UI windows that were over top of it.
  • Fixed the Cigarillo rendering in front of any UI windows that were over top of it.
1.5.4 americanfrontiersman 416 Mar 27th at 7:47 PM AmericanFrontiersman_1.5.4.zip 1-click install

This update overhauls most of the existing crafting recipes and makes them more expensive, however they cost half as much materials if made by a tailor. This was done to balance the existing items in the mod as well as to make tailor characters more useful while using this mod, the recipe for the coonskin cap got changed the most, as it was super cheap to make especially considering how much cold resistance it gave in comparison to other hats.

  • Added a Derby/Bowler hat
  • Changed the crafting recipe for the Raccon Skin Hat from 1 small pelt, 1 cloth, and a pair of shears to 6 small pelts, 2 cloth, 4 flax twine, 1 stick, and a pair of shears for non tailors.
    • Added a recpie for the Raccoon Skin Hat that requires the Clothier trait that costs 3 small pelts, 1 cloth, and a sewing kit.
  • Changed the crafting recipe for the Mukluks from 2 small pelts, 2 cloth, and a pair of shears to 4 small pelts, 4 cloth, 4 flax twine, a stick, and a pair of shears.
    • Added a recipe for the Mukluks that requires the Clothier trait that costs 2 small pelts, 2 cloth, and a sewing kit.
  • Changed the crafting recipe for the Open Crown Cowboy Hat from 3 leather, 1 cloth, 1 flax twine, 1 stick, and a pair of shears to 6 leather, 2 cloth, 4 flax twine, 1 stick, and a pair of shears.
    • Added a recipe for the Open Crown Cowboy Hat that requires the Clothier trait that costs 3 leather, 1 cloth, and 1 sewing kit
  • Changed the crafting recipe for the Straw Boater Hat from 3 dry grass, 1 cloth, 1 flax twine, 1 stick, and a pair of shears to 6 dry grass, 2 cloth, 4 flax twine, 1 stick, and a pair of shears.
    • Added a recipe for the Straw Boater Hat that requires the Clothier trait that costs 3 dry grass, 1 cloth, and a sewing kit.
1.5.3 americanfrontiersman 840 Mar 7th at 5:11 PM AmericanFrontiersman_1.5.3.zip 1-click install

Added two new wearbles.

  • Added a cigarette
  • Added a cigarillo

As with the cigar both of the new item's crafting recipes are subject to change in the future.

1.5.2 americanfrontiersman 174 Mar 6th at 4:19 AM AmericanFrontiersman_1.5.2.zip 1-click install

Added a craftable and wearable cigar. 

The current recipe is a place holder, I think I might add tobacco as a growable crop in the future and if I do it's crafting recipe will be completely changed.

1.5.1 americanfrontiersman 470 Feb 26th at 7:18 PM AmericanFrontiersman_1.5.1.zip 1-click install

Updated the mod descritption in the modinfo json file.

Changed the crafting recipes for the two new hats. I removed the sewing kit and replaced it with twine and a stick so it's effectively the same as the sewing kit, but it is no longer locked behind an item that's pretty rare for anyone not playing as the tailor class.

1.5.0 americanfrontiersman 131 Feb 26th at 1:17 AM AmericanFrontiersman_1.5.zip 1-click install

Added two new hats.

  • Added the straw boater hat.
  • Added a cowboy hat with an open crown.
1.4.0 americanfrontiersman 515 Feb 15th at 6:38 AM AmericanFrontiersman_1.4.zip 1-click install

Corrected the mod ID, I apologize for the inconvenience. It had to be done eventually and I figured I'd do it while the previous version only contained a single item that would be affected. It's a one time change and will never happen again.

Added craftable Mukluk boots.

1.3.0 americanfrontiersman 299 Feb 11th at 12:51 AM AmericanFrontiersman_1.3.zip 1-click install

Fixed the raccoon skin hat's warmth rating, had two lines both modifying it's rating. It now has the proper warmth rating.

Slightly changed the top of the tail model on the raccon skin hat to make it a bit less blocky.

Slightly adjusted the size of the raccoon skin hat so that it now sits on top of the hood of the Fur Coat and no longer clips with it.

1.2.0 americanfrontiersman 144 Feb 9th at 7:50 PM Empty AmericanFrontiersman_1.2.zip 1-click install

98 Comments (oldest first | newest first)

💬 GothMoth , Nov 6th at 5:26 AM

vectray26se

Alrighty, you're welcome. Yea I figured I'd double check as they did add new code for the headwear to make it keep you dry in the rain so I thought maybe there was a change to repairng stuff, doesn't hurt to check. And yea that's understandable, there's a crap load of content/mechanics they just don't explain anywhere in the handbook. I mean heck even the stuff they do explain is still a bit daunting to a degree, I never even tried to make steel until I had around 400-500 hours in the game lmao. If you have any other questions, feedback, etc feel free to leave a comment. Have a great day/night and thanks for downloading the mod!

💬 vectray26se, Nov 6th at 1:14 AM

Thank you for your fast reply. Well then the error was on my side, i assumed that it isn't possible, because it is not shown in the handbook. What you said in your edit is probably what i have experienced. Haven't gotten that many hours into the game yet.

💬 GothMoth , Nov 6th at 12:40 AM (modified Nov 6th at 12:50 AM)

vectray26se

They already should be? Unless they changed how repairing clothes works in 1.21. I was able to repair them just fine with sewing kits and linen in 1.20. Haven't sat down and played 1.21 yet.

 

Edit: You should be able to repair them, I just tested it and I can repair them. You need to use linen or sewing kits and left click on the clothing item in your inventory with them to repair them. I don't know if you thought that it needed to be a crafting grid recipe or if you're running into some sort of mod conflict making the clothes from my mod irrepairable. I honestly didn't even know clothes could be repaired with linen sheets for the first few hundred hours I put into the game lmao, it really doesn't explain the clothes repair system to you at all.

💬 vectray26se, Nov 5th at 11:43 PM

GothMoth

Do you have any plans to make the clothes repairable?

💬 GothMoth , Oct 26th at 11:31 PM

IAmMoss

Quite frankly I am too lol. Working on adding rain protection to the hats atm, also going to attempt to add Hydrate or Diedrate support to all the clothes for those that use that mod. The first version of my second mod is also almost ready, just have to add some furniture to it and it's good. Won't have a bunch of content on release, but it'll have corn, moonshine, and some western/rustic furniture.

💬 IAmMoss, Oct 26th at 10:30 PM

GothMoth

Well i look forward to it when you get the design figured out!

💬 GothMoth , Oct 25th at 3:24 PM

IAmMoss

Ah, I'm still running 1.20.12 which would explain why I couldn't find the code for it, because I haven't updated my server yet lol. Once I update to 1.21 I'll certainly add that to the hats it makes sense on.

Yea it's in my list of future content ideas. I've tried to make one a few times, it's just really challenging to make cowboy hats that look decent with cubes lol. 

💬 IAmMoss, Oct 25th at 6:11 AM

GothMoth

It is a fairly new feature in the base game.

Also was wondering if you've thought about adding a stetson hat?

💬 GothMoth , Oct 22nd at 6:11 AM (modified Oct 22nd at 6:22 AM)

Digger_Joe

I didn't even know that was a thing honestly, when I get a chance I'll see about adding it.

 

Edit: I'm looking in the itemtypes file for hats and I don't see anything anywhere that mentions or even implies that a hat keeps you dry. Is this a base game thing or a mod?

💬 Digger_Joe, Oct 21st at 11:45 PM

GothMoth
Have you given thought to adding the Keep dry in rain functionality to the hats, like with the vanilla straw hat? It's a bummer that I have to forgo my cowboy hat to keep dry.

💬 GothMoth , Oct 13th at 12:55 AM

Otterbutter

Alrighty, glad I could clear that up. I didn't even know there was a setting to disable class-specific recipes. 

💬 Otterbutter, Oct 13th at 12:32 AM (modified Oct 13th at 12:33 AM)

ah no, I was just curious. I'm in singleplayer so I have the class-specific recipes setting disabled, and that causes both recipes to show up.

 

Now if I could figure out how to make the pants in this mod not break on the kobold player model 🤔 nevermind, the kobold mod author already fixed it lmao

💬 GothMoth , Oct 12th at 7:26 PM

Otterbutter
There's two crafting recipes for most clothing items, one requires the player to have the clothier trait given by the tailor class and it takes ~half as many resources to craft, the other does not require the player to be a tailor but requires more materials to craft. The mod has been set up this way as to not lock most or all of the clothing behind a single class/trait, but to still bloster the role of a tailor on servers that utilize the games class system. I just didn't want to lock a bunch of people out of being able to craft the stuff from this mod. As I assume the average player is not playing as a tailor, using a mod to give all players the clothier trait, or if they're going to spawn it in with commands/creative mode then the crafting recipes don't even matter. If you personally don't like how the recipes are set up you're more than welcome to edit the recipes yourself, it's quite easy. The easiest way to do that would be to first delete all of the recipes that do not require the clothier trait and then remove the trait requirement from the remaining recipes. Anyway I hope that clears up the confusion, if you have any other questions or feedback feel free to voice them here. Have a good day!

💬 Otterbutter, Oct 12th at 6:30 AM

Why do some of the clothing items have an alternate recipe that seems to just take twice as many resources for no benefit?

💬 Grimwood, Sep 25th at 9:49 PM

yes now i can live my dream of sitting on my porch and smoke a cigar while cleaning my flintlock in vintage story.

💬 GothMoth , Sep 18th at 12:36 AM

smt923

Oh ok sweet, glad that it works!

💬 smt923, Sep 17th at 11:53 PM

ah you know what, my bad, i was being pre-emptively anxious about these not working since ive had issues with some other clothing before but it actually seems to work fine on these models so nevermind!

💬 GothMoth , Sep 17th at 5:13 PM

smt923

If that mod changes the player model then I have no idea if they'd work. I assume it wouldn't, I would say to test it out though because it could work as I'm not sure how that mod or the game handles player model changes. I will more than likely not make a patch to make them compatible, however if someone wants to make a patch themselves they're more than welcome to. I just set up a github for the mod which is linked at the top of the page if you or anyone else is interested in patching the two.

💬 smt923, Sep 17th at 1:11 PM

is there any chance of getting compatability between this and the beasts of men playermodels? i assume these clothes wouldn't work on those models

💬 GothMoth , Sep 13th at 1:58 AM

Tegakari

You are very welcome, glad you like the mod!

 

If you're interested in seeing what I'm working on I show off mod progress on there, all posts are free to view currently. Typically I'll time gate new behind the scenes posts for 3 days, but after that they're free for anyone to view no donation required.

💬 Tegakari, Sep 12th at 9:40 PM

Thank you so much for adding my request!!!

I look forward to other mods your working on!  I mainly play as a malefactor so anything that can improve my combat skills would be amazing.

Again, thank so much and keep up the good work!

💬 StorytellerTina, Sep 5th at 6:52 PM

GothMoth I'm liking these ideas a lot! oh, and thanks for the mods, I'm brand new to VS so I'm jotting these down lol

💬 GothMoth , Sep 4th at 7:42 PM

StorytellerTina

You're very welcome, I'm glad you like the mod! Also glad that you're excited for the upcoming stuff and thank you for subbing I appreciate it greatly. I may be working on the mod again some time soon, I may work on it a bit more tomorrow after work or on saturday. 

I have not seen nor heard of the True Smoking mod, prior to build 42 I used Smoker for a few years and then switched to More Smokes. Currently my plans for smoking are as follows. I want to make the ciggarette, cigarillo, and cigar smokeable if you have homesteader installed, I will also probably include them in homesteader for those who do not use this mod. That will take a bit of work on my part to figure out how to achive that, I'm assuming I can make a patch file to do it like how it works with adding compatability with other mods I'm just not entirely sure how atm. I also plan on adding a pipe, probably two. If there is one in the base game like you mentioned I'll also make that craftable. One will be a normal pipe, the other will be a corncob pipe to make the corn even more useful lol. I want to make it increase your accuracy (decrease aim wobble) so that people who have a trait that reduces their accuracy can used ranged weapons easier by smoking. The other challenging part is that I want to make tobacco processing somewhat realistic, meaning you'd need to dry the leaves out before they can be used in crafting smokes or smoking it in a pipe. I can probably just use the base game drying mechanic for this, however I would like to implement a tobacco drying rack to speed the process up. The drying rack would probably work like meat hooks from A Culinary Artillery (I think they're added by that if not then Expanded Foods) if you are familiar with that mod. All that said tobacco will more than likely be implemented before the smoking mechanic is, as I would also like to make a new medical item that uses tobacco which was used by the Native Americans as an antiseptic and pain releaver.

💬 StorytellerTina, Sep 4th at 11:55 AM

GothMoth well dang, you just bullseyed my whole wishlist. Consider me excited! Especially since I've been enjoying everything so far, thanks for the great mod.
Oh, and extra thanks for giving me the heads up. Just subscribed! I might hop into one of those streams, I'm eager to see everything 👀

A smoking mechanic would be interesting! (iirc there's a pipe in vanilla, but is it functional?) If it's equal parts realistic and roleplay friendly, I'm in for sure.
Speaking as a former smoker, if you're looking for additional inspiration, I think my favorite mod has to be True Smoking from Project Zomboid's Build 42, your description mentions you've got buddies who mod it so you might be familiar.

Spoiler!
(p.s. anyone reading this who wants to quit smoking, here's some encouragement. You play VS, so you're familiar with a challenge. Just like in that game, it's nothing you can't overcome You're awesome.)

 

💬 GothMoth , Sep 2nd at 12:15 AM

berserkus

You are very welcome, glad to hear you guys are excited for homesteader. I am too quite frankly lol. The tobacco won't be in the initial release, but I'm certainly going to try my darndest to get it in there when I can. The initial release will probably just be the corn and moonshine stuff once I get it all sorted out. If you guys want to keep up with my work on it, I usually stream the work I do for this mod and homesteader on my YT channel which is linked in the description of this mod and I believe on my patreon. Well anyway I hope yall keep enjoying the mod and please let me know if you run into any more issues. Have a great day/night!

StorytellerTina
Yes I am planning on doing more frontier/western mods. I am currently working on the second mod in the American Frontiersman series which is going to add furniture, decor, crops, moonshine, and if I can figure it out a smoking mechanic that will increase your characters accuracy with ranged weapons. Aside from that I do have another mod planned, but I have no time frame for that one. That mod will be western firearms, such as the colt peacemaker, colt navy, remington new model army, henry repeater, to name a few. That mod is prob a bit of a ways off however as it's just me working on all of this and I'm no expert lol. If I can get a co-developer the time frame will certainly move up on that. If you are interested in seeing what stuff I have planned and what stuff I am currently working on I have a patreon linked at the top of the mod page where I post things like mod in-dev previews as well as talk about future plans for this mod and both of the upcoming mods. I also stream my mod development on my YT channel if you're interested in checking that out. I hope you enjoy my mod, have a great day/night!

💬 berserkus, Sep 1st at 8:25 PM

GothMoth Thanks for the speedy update! We are sooooooo hyped for the homesteader mod, the models look awesome and the moonshine + functional tobacco would be a dream

💬 StorytellerTina, Sep 1st at 8:22 PM

I cannot tell you how excited I am to try this! Are you going to do more 18th-century themed mods? If so, let me be the first to express interest!

💬 GothMoth , Sep 1st at 6:19 PM

berserkus

Just released a hot fix for the derby, did not test any 1.21 hairs, it should fix the clipping with the long flowing hair. I'm going to hope my assumption that the new hairs do not have a larger model than that hair style is correct lol. If it's still an issue let me know and I can see what I can do. If I have to use my laptop to run a 1.21 install I can if the issue still persists and it's not the same issue that the dreads have, that being that the protruding parts on the front of the hair model isn't hidden by hats for some reason.

💬 GothMoth , Sep 1st at 6:28 AM

@berserkus

I assume the dense rows don't have a secondary model, as I believe (at least with hair in 1.20 dunno if it's done differently now) every hair style has two models. That being the normal model and then a condensed model that's used when wearing a hat or hood that hides the normal model. I actually just loaded up my test save for 1.20 and it seems the issue exists there too, surprised no one ever pointed it out. That's my bad I suppose, I didn't realize the long flowing hair didn't have a secondary model. I believe I only tested the racoon hat and cowboy hat with all the hairs, I probably changed the size of the derby by accident and completely forgot about why I used the cowboy hat as a base for it when I modeled it lmao. I will try and release a hotfix tomorrow after I'm done work if I'm not busy, cuz now that I know the issue exists it will bother me until I fix it lmao. Shouldn't be too hard of a fix anyway. I cannot promise that this will fix any issues with new hairs in 1.21, however it should at least fix the issue with the long flowing hair. If the cowboy hat doesn't have the same clipping issues as the derby I'm going to assume the derby won't either after the fix. If it doesn't fix the other clipping then the next fix might take a bit. I've been working on the next mod in the American Frontiersman series, but that's on hold for the moment. If you're interested in that mod I have two free posts over on my patreon showing off the stuff I've gotten done for it so far. Thank you very much for letting me know about the issue and I'm glad you like the mod!

💬 berserkus, Aug 31st at 9:57 PM

GothMoth Quickly tested a couple styles, some of the old hair clips(was using Long Flowing when I first noticed) and the new styles I tried clipped or oddly enough with Dense Rows it actually did make the character bald under the hat. 

Love this mod btw, my friends and I decided to make a cowboy/frontier themed server after we first saw it. Looking forward to the update but no rush because we can just hold off on derby hats in the meantime. Thank you!

💬 GothMoth , Aug 30th at 3:50 PM

berserkus
Is it all hair or just the new ones? I know in 1.20 there were a few that clipped through it, the dreadlocks and messy dreadlocks. If it's new hair styles once I update to 1.21 I can see if I can fix it, however it could be a similar case with the new stuff as with the dreadlocks. That being the fact that some hair just doesn't get hidden by hats which I am unsure of if I can fix that unless there's a way to make it so the hat can hide all hair, but then you'r character would be bald while wearing a hat which would just substitute one isse for another. 

Also thank you for letting me know, I haven't had the chance to try it on 1.21 myself yet as my server is still running 1.20 and I more than likely won't be updating my game until I update my server.

💬 berserkus, Aug 30th at 8:13 AM

Tested this on 1.21.0, seems to run fine besides hair will clip through the derby hats

💬 GothMoth , Aug 23rd at 3:46 AM

Jenpai

It should already be compatible with Purposeful Storage if you're running the most recent version. If there's any items that aren't working with the storage containers from that mod that you think should work with them, please tell me and I'll see if I can fix it. 

I can't promise anything, as the existing color variants are based off of the dyes that exist in the base game. IF I were to add more color options it would most likely be done by making them avalible if you have the next mod I'm working on, as someone asked about adding an indego plant and the next mod will be adding crops so if they get added it'll be via that mod. If that happens I'll certainly look into creating more dyes, that mod will add furniture, decor, new plants, and potentially new mechanics if I can figure them out. I just didn't want to lump all of that stuff into the clothing mod and quite frankly that mod may be broken up into two seperate mods if it's too much stuff.

💬 Jenpai, Aug 22nd at 8:59 PM (modified Aug 22nd at 9:07 PM)

Glad to know women's clothing is in the books!

on a side note, any possiblity to get mod compatability with "Purposeful Storage" mod? they have wardrobes and the like for storing clothing

Also would love to suggest Some Teal/Cyan colored items. (Similair to things like the Tailor jacket, Tailor Mask, & Marketeer Set)

💬 GothMoth , Aug 22nd at 6:22 AM

Jenpai
Womens clothing is on the list of ideas for future content. That's not a garuntee it will make it in, however I will certainly try to add some eventually. Development of this is paused for the moment as I'm working on another Frontier/Western themed mod to compliment this at the moment.

💬 GothMoth , Aug 22nd at 6:20 AM

captanredbeard
I don't have a github for this mod, but I do have a discord. My discord username is gothmoth2025 on there if you'd like to add me to talk more about this.

💬 Jenpai, Aug 22nd at 12:32 AM

Would love to see some women's clothing added to this!

💬 captanredbeard, Aug 21st at 11:04 PM

GothMoth

Do you have a github repo or at the very least a discord user? I'm willing to make a pull request for adding wool & more support to this mod.

💬 Grimwood, Aug 15th at 12:09 AM

So cool now i can be a Frontiersman! pipe in one hand and my pistol in the other.

💬 GothMoth , Aug 8th at 9:13 PM

YokieWartooth

You are very welcome.

💬 Yokie, Aug 8th at 8:53 PM

GothMoth Thank you.

💬 GothMoth , Aug 8th at 5:19 PM

YokieWartooth
Will upload the patch shortly.

💬 Yokie, Aug 8th at 1:50 PM

Can we get a compatibility patch for the https://news.kalataka.ru/purposefulstorage mod? As it is right now none of the clothing items work with the various clothing racks the mod adds.

💬 GothMoth , Jul 26th at 3:55 PM

StarGazer1701
Thank you, glad you like it!

💬 StarGazer1701, Jul 25th at 3:57 AM

Raccoon Skin Cap!  Beautiful, amazing, and all I've ever wanted.  Keep up the great work!

💬 GothMoth , Jul 23rd at 8:09 PM

Tegakari

Nah you're fine, it's not rude. I can certainly add a long sleeve cotton shirt, will see about the flannel. The reason the flannel only comes tucked in is that it was impossible for me to make the texture look right on the lower half of the shirt since the lower portion was a different size. That lead to the checkering not lining up and looking bad in my opinion, I just didn't like how it looked and didn't feel it was good enough to be included. That being said it may be a different story with the arms, I can't honestly remember if I even tried to make a version with longer sleeves or not. I'll probably make the long sleeve versions the default ones for crafting and perhaps to get the short sleeves you craft the top with some shears or something. 

As for the base game shirts, yea I sure hope they do. I didn't even notice it myself until I started making the shirts for this mod. I used the basegame shirt model for the cotton shirt originally, then I noticed that. Thought I messed something up and fixed it, then tested a base game shirt and saw it was actually just the basegame model that had the issue. I wonder if it's perhaps a holdover from an older version of the game or something, I really don't understand why they'd do the shirts like they do. A good portion of the base game shirts, quite frankly in my opinion, are a bit too long. They go almost down to the characters knees, which I get for an untucked shirt can be realistic, but from an aesthetics perspective they just take up so much space and block out half of your characters legs, making detailed legware kind of pointless. Which is why I made the tucked in shirts, I made the jeans and was really happy with how the texture came out, then I realized you couldn't even see the detailing on the waist area lol.

I may start working on stuff again soon, not entirely sure. There are some things I would like to change with crafting recipes as well as some other minor stuff I would like to add/change. If I do I'll certainly add the long sleeve cotton shirt, a short sleeve variant of the wool sweater, possibly the long sleeve flannel, and I'll add in tucked variants of basegame shirts. Model files are ridculously small, it's the texture files that make up most of the file size. I may actually make that a standalone thing though, I'm unsure if I should add the tucked vanilla shirts to this as like I said previously I'd prever to touch as little basegame stuff with this mod as possible. Would be nice to be able to re-open the patreon as well lol. Not even for donos, but for people to join the VS server I set up lmao, just set one up about a week ago for the discord server which you get invited to for becoming a patreon member. Running it off my desktop atm, but am going to build a new server PC in the near future for it hopefully.

Regardless I'm glad you like the mod and thank you for your feedback, I greatly appreciate it. Have a great day!
(Edit: I'm working on the mod again lol.)
(Edit 2: I have to thank you, as while implementing the crafting recipes for the long sleeve version of the cotton shirt I realized I could simplify the recipes for tucking shirts in lol. I thought I couldn't do it the new way cuz I did it wrong the first time I tried it when I first made the tucked in cotton shirt.)

💬 Tegakari, Jul 23rd at 9:12 AM

GothMoth

The longer shirts you made are fine, it was the ones from the base game I was having trouble with.

I didn't notice that those shirts conflicted with some of the base game coats until you mentioned it and I played around with them a bit. Sorry if there was any confusion!

I'm sure they'll eventually fix it.

Also, I feel rude for asking, but could you add long sleeve versions of the cotton and flannel shirts?  I do love this mod, and as it stands now, it's very good on it's own!

💬 GothMoth , Jul 21st at 9:22 PM

Tegakari
Yea, pretty sure it's due to how the shirts are done. I know with base game shirts they're kind of a mess. They have a static lower portion that clips through everything and another part of the lower portion is attached to each leg so when you walk it clips through stuff. That's why I made the tucked in variants of the tops in the mod. Actually now that I say that I realize I could make tucked in variants of base game shirts to work with stuff from this mod. I dunno if that's something people would want tho, I try to avoid messing with basegame stuff for compatibility reasons. I'll add it to my list as an idea, if people seem to want it I'll do it as it wouldn't be all that hard to do. Regardless of that though once I start wokring on this again I do plan on adding more shirts and they will of course come with a tucked in variant as the ones in the mod currently have, or they'll only be available tucked in like the flannel.

💬 Tegakari, Jul 21st at 2:37 PM

This mod has all the clothes I wanted for the look I was going for!  Thank You!

The duster is my favorite and exactly what I was looking for, however longer shirts clip through the bottom half of it.

💬 GothMoth , Jul 16th at 11:41 PM

BigBlimpyBear

Yea more coats are on the idea list. Dunno when the next content update will be, been pretty busy. Next update will probably be a small patch as I want to reduce the material cost for the sewing kits, after playing with them for a bit I think they should be a bit cheaper.

💬 BigBlimpyBear, Jul 16th at 9:23 PM

Hey! got any plans for some winter coats? I just think they looked so cool!

💬 GothMoth , Jul 6th at 4:13 PM

routevenus

I'll add them to my list of ideas. I had actually considered them a while ago and just kind of forgot about the idea lol. I think the thing I got hung up on was wondering how I'd make a skirt that didn't seem janky.

💬 routevenus, Jul 2nd at 12:13 AM

any chance of adding women's clothing like blouses and riding skirts?

imageimageimage16 Victorian split skirts :) ideas | riding skirt, skirts, split riding  skirt

 

💬 GothMoth , Jun 26th at 2:05 AM

Jasper_Steele

Currently, no. That's not me saying I won't do it thought. Just that I don't know how to lol. Once I start working on this again and working on my next mod for which I will need to learn how to make mods cross compatible I can look into it. No promises though, as I have no idea how that mod handles clothing and I'm assuming it would require me to create a new model for each top. If that's the case then I may not do that, I dunno. If I had to make a second version of every shirt model I would prob make a secondary mod or optional file on this mod page for the compat, as I don't want to include more stuff than I have to to keep the file size down. All I can promise is that when I get back to this I'll look into it. Glad you like the mod though!

💬 Jasper_Steele, Jun 26th at 1:31 AM

This is probably a tall ask, but is it possible to add compatability to the female seraph mod? i love the look of the dusters and flannel but it looks super weird with the model clipping through the clothing.

💬 GothMoth , Jun 11th at 8:46 PM

WasatchWind
Thank you for the feedback, I'm glad you're enjoying the mod. I'm currently taking a break, don't know for how long as I am focusing on real life stuff currently, but once I'm back I'll certainly do a quality pass on all the existing stuff before I jump back into adding new stuff again. Can't promise anything will change all that much, the hats are the way they are in my mod as the other ways I tried to implement them just didn't look right to me. The boater hat I know will probably stay the same as the hat it's based off of has a flat brim as it does in the mod. I know I have a problem with trying to make things look as perfect as I can get them in my eyes and I understand that how I view a model will be the same as everyone else. Hopefully when I come back I can find someone with a bit more experience than myself to help out and give me advice on how to improve stuff lol. It was a really big hit when I lost my friend who had years of experience doing stuff like this, not saying that's the only reason I miss him lol it's just a side effect of a larger issue. As it stands for now though I'm happy with the state of the mod and think he'd certainly be proud of all the work I've done on my own and I'm very glad that so many people seem to enjoy it. Never expected to get over 100 downloads when I first uploaded the original version of the mod, let alone nearly 8000. I didn't even expect to ever add anything beyond the original racoon hat, I sort of just got carried away as working on this mod is a lot of fun for me. If you or anyone else encounters any bugs please feel free to leave a comment here telling me about it, if you think you even have a rough idea of what's causing it also include that in the comment as it would certainly help me trouble shoot it.

I want to also thank everyone who has downloaded my mod so far, it really does mean a lot to me that so many of you seem to enjoy it. I hope that it continues to bring you all joy in some way and I'm certainly not done working on it, I will be back working on it again once I get everything that's going on sorted out and I have more free time. When I come back I'll certainly also start working on the next mod in the series that I've talked about over on my patreon, on which all of the posts should be viewable for free if you're interested in seeing what's coming in the future. Paid memberships are currently disabled as I felt it would be wrong to take money for a mod that I'm not currently working on, so any future posts before I continue to work on the mod will be made public immediately at the time of posting. Thank you again to everyone for even just checking out my mod, you guys are awesome! Have a great day and I hope to bring you all some more cool stuff in the (hopefully) near future.

💬 WasatchWind, Jun 8th at 9:40 PM

So I finally started my 19th century themed playthrough, and have messed around with the clothing in this mod - I've liked pretty much everything, though the hats felt a bit off. I chalked that up to that you haven't tried making the more traditional cowboy hat yet, but then I realized that part of this is that the vanilla game straw hat, contrary to the hats in this mod, is tilted upward, giving it a more natural look. I'm not sure if that would fit for all of the hats in the mod, but perhaps trying that with some of them would improve their in-game appearance.

Nonetheless, I'm really enjoying the mod, it inspired me to do this playthrough in the first place and it's really fun. [Now if only Maltiez would update firearms :(  ]

💬 GothMoth , May 17th at 4:56 PM

LadyEdain

They each used to have a warmth rating of 0.1C, I just removed it as it felt weird needing to repair a cigar with a sewing kit. I may re-add the warmth protection to them in a future update, I'll have to think on it.

💬 LadyEdain, May 17th at 2:34 AM

I think you should give like a 0.1 or 0.2 warmth rating to the smoking paraphenalia. I don't remember if I saw it in a documentary or it was something my grandfather told my grandmother, but during WWII, some men that didn't smoke took up smoking when they were stuck in places like Bastogne because it was so cold, they were using cigarettes to try to feel a tiny bit warmer. (I assume the smoke is warm when it's inhaled, plus a tiny bit of heat radiates to the face or if you cup your hands around it.) So there is historical precedence for smoking to try to stay warm.

💬 Kida_Mei, May 2nd at 2:45 AM

GothMoth Thank you so much, it works wonderfully!! I have a very happy blacksmith now, haha!♥️

💬 GothMoth , May 2nd at 1:25 AM

Kida_Mei

There you go, the patch I just uploaded includes face slot versions of all 3 smokes. The versions that use the face slot have the prefix "Hand Rolled" as well as a bit of text in their descriptions that tells you they use the face slot. Just pop whatever smoke you want to wear in the face slot into the crafting grid and it should give you the face version, or if you want to switch it back it works the same way. You are very welcome and thank you very much, I'm happy you like the mod!

💬 Kida_Mei, May 2nd at 12:53 AM

GothMoth No problem, I really appreciate the consideration!! Fantastic work with the mod! 😊

💬 GothMoth , May 2nd at 12:49 AM

Kida_Mei

I can add a crafting recipe to swap them between slots, that's my bad. I thought about doing that originally when I swapped them to the shoulder slot, but I didn't as at the time I couldn't think of a reason to do so. Gimmie a few minutes and I can release a version with that. Sorry for the inconvienence, glad to hear you were excited for the update though.

💬 Kida_Mei, May 2nd at 12:44 AM

Hi there, just downloaded the update for this and I'm excited about it! My only complaint is it appears that the cigar/cigarette items are now considered a cape/coat slot instead of a glasses slot like it used to be. Is there any chance of having another version of those items added so we can still equip them into the glasses slot? My server blacksmith was heartbroken they could no longer wear their apron with the cigar lol. Thanks!

💬 GothMoth , Apr 29th at 10:55 PM

SerHause

They're planned, but it won't be for a good long while. It's an entirely different thing than this mod and I don't have the knowladge or skills to do it all on my own currently. I'm also planning on making a decorative/furniture mod to go along with this, that'll be the next mod I work on as it'd actually be easier to make than this mod was. Both the decor and gun mods will be seperate mods, however they will all share the American Frontiersman name so they're easy to find. When I release update 1.7.0 I'll be renaming this mod to something like American Frontiersman: Western Wear. If you're interested in whats coming up and potential future mods, I post about all that stuff on my patreon which is linked to the donation button at the top of the page. You don't need to pay anything to see the posts they're all available for free with the only caveat being that some posts like sneak peaks for upcoming updates are only available to members, but they become public after 3 days if you do not wish to donate.

💬 SerHause, Apr 29th at 10:28 PM

Western guns when?

💬 GothMoth , Apr 24th at 3:41 PM

Aloy

Thank you for clearing that up. Good job on your mod btw it looks very nice.

💬 Aloy, Apr 24th at 1:47 AM

QueenWaffle and 81mmMortar yes they should be compatible.

Source: I made DtK

💬 GothMoth , Apr 14th at 5:45 PM

81mmMortar

Compatability wise I have no idea, I don't use Dressed to Kill personally. However as long as it doesn't use any of the same crafting recipes my mod uses I assume it should be compatible, my mod doesn't alter any base game stuff.

Crafting wise you do not need the clotheir trait to make any of the clothes, all items in this mod are craftable by any class. The caveat is that if you are not a tailor the recipes are a bit more expensive.

💬 81mmMortar, Apr 14th at 3:23 PM

Two questions:
Is the mod compatible with Dressed to Kill?
If I disable class traits, do I still need Clothier to make all the cool clothes?

💬 GothMoth , Apr 2nd at 10:42 PM

WasatchWind

Yea that's what my plan for potential future hat remodels is, the base game top hat makes use of angled polygons I'm pretty sure.

💬 WasatchWind, Apr 2nd at 9:52 PM

Perhaps trying the hats with some angled polygons instead of the blocky transitions? It still would probably fit in VS's art style. There's a handfull of objects in the game that have less blocky models, including a few clothing items I believe.

 

💬 GothMoth , Apr 2nd at 5:14 PM

DUCATISLO

I don't really think I can, if they get anymore blocky they won't resemble the hats they're modeled after. I do plan on going back eventually and taking a look at all of my older models and seeing if I can improve them, that won't be for a while though I want to add more content before then.

💬 DUCATISLO, Apr 2nd at 11:20 AM

oh boy new update!

 

also if i can send some feedback you think you can maybe remodel the leather and black hat to be more blocky? just sayin

💬 GothMoth , Apr 2nd at 4:26 AM

WasatchWind

Thank you, I'm glad you like them!

💬 WasatchWind, Apr 2nd at 2:59 AM

The new clothing additions look great! Can't wait to use them for my western playthrough!

💬 GothMoth , Mar 20th at 4:58 PM

WasatchWind

I don't plan on adding a whole lot of non-clothing items, there will always be more clothing in this mod than non-clothing stuff. If I think of enough non-clothing blocks/items before I implement any into this mod I will probably put them in a seperate sub-mod with a similar name, right now aside from cotton and tobacco there's only a single item I have in mind. If I end up getting someone to assist me in developing this mod and future mods I would certainly add corn, wheat, and potatoes in a sub-mod. I'd only add them if I could figure out how to make them compatible with other food mods like A Cullinary Artillery and Expanded Foods since I personally use those mods and would be frustrated myself if I could not use the crops in any of the recipes they add. On the topic of other clothing mods, I actually dont even know if there are any aside from mine that have been updated within the last year. I tried looking for some before I started work on this mod to try and see if I could look at how other people were doing specific stuff in the json files. Like making one item have multiple color variants and if any of them managed to hide headwear when the character put on something like the fur coat. I really only found mods that were last updated in like 2023, that doesn't mean they don't exist though. If this site had a tag system it'd be much easier to search for specific content like that.

💬 WasatchWind, Mar 20th at 5:12 AM

Yeah, personally, if you were ever to want to add a bunch of new plants, I'd prefer it to be a separate mod. The only plants I'd want are Americas crops, and there's already several mods with that in mind. Clothing mods like this that just add some neat items are less common that I've seen.

💬 GothMoth , Mar 19th at 8:33 AM

LeoSpades

Both jeans and cotton are things I've planned on adding some time in the future, as well as tobacco. No idea when I'll get around to adding them though. As for the dye I'd probably just use the existing blue dye for the recipe, I don't really want to add more plants than cotton and tobacco. I would however consider doing more plants/crops if it was more than just me working on this, but as it is now it's just a lot of work to figure out how to do what I want to do with the games code. Next update will more than likely add one or two new hats. If you or anyone else is intrested in my future plans for this mod I share my ideas, among other things, over on my patreon which is linked at the top of the mod page. You don't have to donate or join or anything to see the posts, they are available a few days earlier to members though. If anyone does go to check them out and cannot see the posts please tell me as you should be able to see any post after I believe 3 days of it being posted for members.

💬 LeoSpades, Mar 19th at 5:35 AM

I know it seems like a newer thing. but have you considered adding the Indigo plant for making the blue dye that is used to make blue jeans?, and the ability to make them, I guess if you want to be immersive you would also have to add cotton which is the material they are made from. Blue jeans were big in the "wild west"/victorian era for working class people because they were so durable and lasted a long time.

💬 Asil, Mar 8th at 7:52 PM

HAHA! You've got the cowboys, where's the Indians? I would love to see head bands with and without feathers, warbonnets, moccasins, knee boots, and beaded robes. Apache, Cheyenne, Seminole, Cree, I want them all!

💬 WasatchWind, Mar 6th at 6:31 PM

Ooh those are some good ones Hydromancerx

💬 Hydromancerx, Mar 6th at 6:06 AM

Some ideas for other clothing of the American West ...
- Moccasins
- Sombrero
- Mexican Poncho
- Cowboy Boots
Thanks in advance!

💬 DUCATISLO, Feb 26th at 8:46 PM

gg

💬 GothMoth , Feb 26th at 7:44 PM

DUCATISLO Thank you for the feedback, I was actually thinking of asking in the comments or mod description about that. I originally added the sewing kit to the new hats to keep the recipes in line with the base game hat recipes, but after uploading I realized the sewing kit was class locked. Wasn't sure if I should change the recipe or keep it. I have changed the recipes for both of the new hats to use a stick and twine in place of a sewing kit, as that's how you make them (albiet with more twine).

💬 DUCATISLO, Feb 26th at 10:32 AM

epic but id remove the sewing neddle for the recepy

 

💬 GothMoth , Feb 26th at 2:35 AM

HangmanMatt I added it to my list, not sure when I'll get around to it just a fair warning. I'll see what I can do about the bone when I get to it, feather should be fairly easy. However I'm going to be taking a bit of a break, sadly my friend passed away and I'm going to be away from my computer for about a week as I have to go out of town for his funeral and it's about a 12 hour drive. Once that's all over and done with I will probably work on adding a few tops and bottoms before I add more hats.

💬 HangmanMatt, Feb 26th at 2:03 AM

QueenWaffle 

here are a couple reference photos of my hat. I thought it would look nice with the bone and the feather. Obviously in a block based system, that is a bit much but there are also already models for bones and feathers in game so idk, I figured it was possible to mix models together. https://imgur.com/a/PYllKlc

💬 GothMoth , Feb 19th at 6:00 AM

WasatchWind Thank you, a good amount, if not hopefully all of that, will come eventually. Currently my plan for the next thing to be added, if I can't figure out the issue I'm having with adding multiple hats before then, is an appalachian mountain man outfit. Specifically the outfit that the WVU mascot wears, it's a leather/hide shirt with fringes. Something similar to what Daniel Boon is typically depicted as wearing in older film/tv stuff. Cowboy hats specifically may be later down the line than most stuff, as it's very challenging for me at least to make specifically the crowns. They don't translate super well into cubes and dealing with rotating cubes and making sure everything is allinged properly after chaning the axis they move on is super time consuming. I was hoping I could enlist the help of my friend who has modeling experince to see if he could find an easier way to model them than I was trying to, but he's in the hospital :/. I certainly am not going to give up, it will just take more time to do the more advanced stuff than I had hoped.

💬 WasatchWind, Feb 19th at 4:48 AM

The hat prototypes look good! I think what everyone is hoping for is some rp as Arthur Morgan from Red Dead Redemption 2, and the iconic hat he has. The classic cowboy hat has a difficult shape to it, curving upwards at the sides, ad then curving down in the front. If you want a good reference [and just an interesting video] here's a video of someone making said hat:

Thinking on other 19th century things - bandannas, chaps, vests, pioneer women bonnets, dusters, and simple button up shirts are all great potential items.

💬 GothMoth , Feb 18th at 8:45 PM

HangmanMatt I do plan on adding cowboy hats, I'm just not sure how to add more than one of the same type of clothing. There's not any guides on how to implement clothing mods to the game that I could find anywhere and my friend who knew way more about coding/programming than me is in the hospital. More hats, including cowboy hats, will be coming eventually. It may just take a bit of time for me to learn how to implement them on my own, next thing I'll be adding will most likely be a shirt or a coat. And thank you, I'm glad you like the mod. Once I've figured that out I would be glad to take a look at your hat and see if it'd be a good fit for the mod. I currently have two hats waiting to be implemented, if you want to see what they look like I have images of them in a post on my patreon. Here's a link to that post: https://www.patreon.com/posts/american-1-4-122084979?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

(The post should be viewable to everyone, member or not. If it is not viewable without being a member please tell me and I'll see if I can fix it. Pretty new to posting stuff on there.)

💬 DUCATISLO, Feb 18th at 6:45 PM

gg

💬 HangmanMatt, Feb 18th at 3:50 PM

Awesome mod. I love the racoon hat. I have a cowboy hat that has kinda become my signature look IRL and would probably be cool to add to this mod. I would be happy to provide reference photos if you wanted to add it.

💬 Coues, Feb 11th at 1:07 AM

Legendary, looking forward to more frontier style clothing in the future. Vintage Story fits that time period so well

💬 Fabiomf, Feb 10th at 7:16 PM

Super cool

💬 Vargur, Feb 10th at 5:13 PM

This looks great and I'm happy to see you might add more hats later - except for the straw hat, the vanilla hats are pretty lacking imho.

💬 GothMoth , Feb 10th at 7:51 AM

@WasatchWind Thanks, glad you like it. I am planning to update this mod in (hopefully) the near future with more frontier/cowboy hats and clothing. I'm just learning as I go though so it could come later than I want it to lol.

💬 WasatchWind, Feb 10th at 5:20 AM

Nice mod, planning on doing a more 19th century frontier playthrough and this will be a great addition. Hope people add more stuff from this era, like other western hats and clothing.

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