A test I did, showing there’s something inherently wrong with how this mod is calculating the values based on the stat priorities: https://imgur.com/a/s7CE4xc Summary:- I had a doctor outfit prioritizing tend quality with a few other doctor stats as well. There was a great medic’s bandana I wanted her to wear (+7% tend quality). However, she kept wanting to wear a cloth kepi with no stat bonuses.- I created a new outfit with ONLY tend quality, & checked the scores. With only the one stat (tend quality), the medic’s bandana was on top. Ok, that’s good.- Added in tend speed, & bandana rating DROPPED? Why would it drop because it doesn’t have tend speed, but DOES have tend quality? Kepi score stayed the SAME!- Added in surgery success & bandana rating dropped more! Kepi stayed the same.- Added surgery speed, & bandana dropped even more! Kepi stayed the same.To me, my series of screenshots shows there is something inherently wrong with how these calculations are occurring.
I <3 the concept of this mod, but something seems off here. Seems like it's in how the apparel scores are generated perhaps?The sliders are clunky with a lack of explanation on how they are actually affecting apparel score & how they are affecting each other. For example, on Aiming Time & Ranged Cooldown... why would anyone set those over the 0 baseline? It can be confusing to understand how setting those to -2.5 & setting Sharp Armor to 2.0 might interact. To me, doing that isn't telling the pawn to pick all gear with the best Aiming & Ranged Cooldown FIRST & then pick the best Sharp armor among that (which is what I want).I think this needs to be reworked to allow us pick primary stats that the custom Outfit looks for first, then secondary stats after that, then tertiary & so on. In other words, I don't want an overall score for a piece of apparel... I want my shooter pawn to snag stuff with great aiming & ranged cooldown as the primary, & great sharp armor as the secondary.