Tailor Archive
Thread: Clothing enhancements: General information from a BE
I've been getting a lot of questions about enhanced clothing of late, and wanted to clear up a few questions.
First, the stats do NOT currently work. This is quoted from my standard email that I send out to anyone who asks:
I do not make enhancement tapes, those are drop only items that, when they are not bugged, can be dragged and dropped in to a slotted item by anyone. What I can do is add enhancements to the cloth I make my clothing with.
These items do NOT work properly at the moment - but will soon! Word has recently come from above, that tissues made by Bioengineers will be working properly very soon.
That means that enhancements to entertainer healing, medical healing, animal taming/training, melee/stun defense, cover, bleed defense, and warcry/intimidation will be up and running soon.
Medical modifications will be changed. Medicine use is being removed because it was felt that if working properly, it was overpowering.
Mask scent is also being added to camouflage.
The next question I get, and quite often, is what can be added to what item, and how much. This is not an easy question to answer. Only certain items can be given certain stats, and some much more than others. Also, 2/3 of the items that could be enhanced cannot currently be made that way - because Bioengineers can't use factory schematics in any factory. So, keeping that in mind, here is the listing of what is working, and which stats, and how much.
(Assume approximately +8 per mod, it can be much more, but for some that is also high, so for this listing, that's a safe assumption.)
Melee/stun, cover, warcry/intimidation, bleed defense (and soon) camouflage/mask scent
Here are the clothes that can be modified and how much (watch the patch messages for BE fixes, when they go through, the bugged clothing should be modifiable):
(assume approximately +8 per mod)
1 mod: Ammo Bandolier Formfitting Undershirt Lined Workshirt Rank Sash Reinforced Work Shirt Mercenary Bandolier Multipocket Bandolier Two Strap Bandolier
__BUGGED__ Crafter's Pants Pocketed Shorts
__BUGGED__ Padded Workpants Reinforced Pants Wookie Shoulder Pad Infiltrator Leggings Paramilitary Camos
BUGGED, ENT/MED/ANIMAL ONLY__ Desert Command Jacket Heavy Reinforced Jacket Spec Ops Duster
__BUGGED__ Infiltration Suit Reinforced Jumpsuit
__BUGGED__ Fighter Flightsuit Heavy Flightsuit Trader's Flightsuit Transport Flightsuit
Music/Dance Healing (increases healing rate of the recipient)
Medical Healing (med use invalid, injury/wound working)
Animal Taming/Training (not currently working at all, not known whether or not it will work for NON CH)
1(mod): Large pocket pants, Padded jacket, Ribbed pants, Rugged jacket, Striped pants, Thin striped pants, Wooly Jacket, Belted jacket, Flex-form shirt, Longsleeve shirt, Mangy vest, Muscle shirt, Pullover, Scout jacket, Simple vest, Tight jacket, Cold weather jacket, Reinforced jacket, Swoop helmet, Fashionably pleated skirt, Decorative vest, Flared jacket, Suit jacket, Vested jacket, Suit shirt, Trim lined shirt, Flared cuff shirt
2: Weighted waist wrap (wookie), Wookie traveller's helm, Modest skirt, Pleated skirt, Desert crawlers, Hot pants, Striped slacks, Wookie battle padding, Belted skirt, Sigiled waist wrap (wookie), Two-tone formal skirt, Cloaked dress, Robe
3: Councilman's robe, Sleeveless dress, Smock, Loose dress, Decorative dress, Crested battle padding, Decorative waist wrap (wookie)
4: Wookie Sage's Hood
1, 2 ISC (ISC bugged, cloth is not): Large headwrap, Sunguard, Warm hat, Exquisite gown, Luxurious gown, Patterned slip dress, Pantaloons, Short Skirt
1, 2 IRFP (IRFP bugged, cloth is not): Desert command jacket, Heavy reinforced jacket, Spec-Ops duster
(ISC=Identical Synthetic Cloth, IRFP=Identical Reinforced Fiber Panel)
Items bugged due to factory production problems or stat overrides (fix currently in progress)
Light bustier, Small bustier, Sports bustier, Belted vest, Crested vest, Long vest, Short vest, Twi'Lek Bone Crest, Twi'Lek Lekku Wrap, Decorated skirt, Noble skirt, Refined skirt, Thin pleated skirt, Metal bikini, Revealing bikini,Pleated dress, Pilot's jacket, Reinforced pullover, Sleeveless jacket, Dress robe, Dress uniform jacket, Long formal jacket, Gunman's duster, Decorative headdress, Doctor's dress, Elegant gown, Formal gown, Lined shorts, Longsleeve gown, Slacks, Bikini leggings, Comfortable slacks, Dress slacks, Short wrap, Exotic leotard, Grand ball gown, Grand healer's robe, Low-cut top, Revealing top, Leather trim shirt, Sports wrap, Wooly shirt, Fighter flightsuit, Heavy flightsuit, Robe of honor, Trader's flightsuit, Transport flightsuit, Twi'lek Noble's crest, Grand Twi'lek headpiece, Lekku Ys'rak, Crafter's pants,
Pocketed shorts, Padded workpants, Reinforced pants, Wookie shoulder pad, Infiltrator leggings, Paramilitary camos
Well, personally I'm taking a wait-and-see attitude about this. I think it's a bit early to start worrying about which clothes have 1 or 2 or whataver "mods" or which are bugged etc. etc. because we simply don't know how this all is going to work. We really don't. With the ineptitude shown so far in this area, I would settle for simply having the ability to add one mod to a piece of clothing that requires a non-factory-made synthcloth and have that bonus actually do something benefitial rather than harmful. Just getting that, seemingly simple thing done has proven too much so far for the BE developer, so to worry about factories, and multiple mods, and all that is to me,very premature.
I might be wrong, but the enhancements are made through the synthetic cloths/reinforced fiber panels right? So all clothes can use at least one of those can be enhanced no? IIs it when we combine on of those with other ressources to make a certain type of clothes that it gets bugged?
Or is it more complicated than this? I'm confused, but very interested in being able to make those clothes when they are fixed.
Songe wrote:
I might be wrong, but the enhancements are made through the synthetic cloths/reinforced fiber panels right? So all clothes can use at least one of those can be enhanced no? IIs it when we combine on of those with other ressources to make a certain type of clothes that it gets bugged?
Or is it more complicated than this? I'm confused, but very interested in being able to make those clothes when they are fixed.
Bonuses on reinforced fiber panels getwiped by synthetic cloth if both are used in the same garment -- even if the synthetic cloth has no bonuses at all.
Since bio-engineer tissues can't be made in factories, they can't be used to make crates of identical synthetic cloth or reinforced fiber panels. That makes them unusable in most Tier III/IV schematics.
Consequently, the only garments at present that can use reinforced fiber panels are three shirts and most of the bandoliers (but since bandoliers can't be worn with packs, NOBODY wears them). Synthetic cloth enhancements fare better for variety, but still can only be used in non-identical SC slots.
Songe wrote:
I might be wrong, but the enhancements are made through the synthetic cloths/reinforced fiber panels right? So all clothes can use at least one of those can be enhanced no? IIs it when we combine on of those with other ressources to make a certain type of clothes that it gets bugged?
Or is it more complicated than this? I'm confused, but very interested in being able to make those clothes when they are fixed.
Again, maybe, and maybe not. In the upcoming patch us BE's have been promised that we can factory produce the tissues, that they will work, that they will stack, blah blah blah, but like I said, I'll believe it when I see it.
Right now, the situation is as Sam states, however even that is a moot point as the tissues even when added as he says don't seem to do anything benefitial.