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Battle for Azeroth (8.0.1)
Updated:07-21-18 10:57 AM
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Outfitter  Popular! (More than 5000 hits)

Version: 5.20.3
by: mundocani [More]

About Outfitter

Outfitter is an equipment management addon which gives you fast access to multiple outfits to optimize your abilities in PvE and PvP, automated equip and unequip for convenience doing a variety of activities, or to enhance role-playing.

Outfitter includes an icon bar for fast access to your outfits, a minimap menu for fast compact access, support for LibDataBroker, scripting with a library of pre-made scripts for most common tasks, outfits optimized for a particular stat, item comparisons across outfits, quick access to items via the character sheet, and more.

Version 5.20.3 changes

* FIXED: Prevented more custom events from being registered with the system

Version 5.20.2 changes

* FIXED: Storing outfits on the server no longer gives an error

Version 5.20.1 changes

* FIXED: Outfitter's custom event types should longer give errors about being unknown

Version 5.20 changes

* FEATURE: Updated for patch 8.0
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Unread 09-14-09, 01:55 PM  
mundocani
A Defias Bandit
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Version 4.8b12 changes

* FEATURE: Default for new outfits is to use your current gear instead of an empty outfit
* BUGFIX: Added warning dialog if you try to change the icon for an EM-based outfit without equipping it first
* BUGFIX: Fixed bug causing outfits to be re-saved when changing outfits using the main Outfitter UI
* BUGFIX: Fixed bugs with banked items on EM outfits (Blizzard changed the way they report banked items in patch 3.2)

This should finally fix the remaining major EM bugs. Turns out Blizzard changed the way the EM reports the location of banked items in patch 3.2 and Outfitter was trying to use their old location format. This caused weird errors about necks not being equipped in trinket slots and also caused the outfit coloring and tooltips to be wrong if there were banked items.

I also had a very old bug which was causing outfits to get saved when you equipped them. For classic outfits (non-EM) this was never a problem because saving had no side-effects. The EM has severe restrictions on saving outfits: you have to save the outfit to change the icon and you have to be wearing all of the gear in order to save the outfit. Because of the icon restriction, changing the icon when not wearing the outfit first causes the outfit to get updated with your current gear, overwriting whatever you had put in there before. Because you have to be wearing your gear, the unnecessary save would cause any slots that couldn't be equipped (banked items) to get changed to what you had equipped. Blech.
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Unread 09-14-09, 01:55 PM  
mundocani
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Originally posted by Generizer
Also, in previous builds there was a rebuild for Max iLvl option. I can't find that anymore.
The rebuild option for an outfit is only available if you selected an optimization for that outfit when you created it. For example, if you optimize for Frost Resistance then the outfit will have a "Rebuild for Frost Resistance" menu item. That setting can not be remembered on the server though, so if you use another machine then it won't appear.

A future version of Outfitter will have the ability to rebuild any outfit for any optimization at any time, but for now this how it works.

4.8b12 should fix the problem with nil Items, it's not a Baggins-specific conflict, just a general bug that shows up in various ways.
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Unread 09-14-09, 12:07 PM  
Generizer
A Kobold Labourer

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I get the following error w Outfitter 4.8b11 and Baggins r433. I cannot open my bags anymore >_<

The mods both work fine when the other is disabled.

Code:
[11:00:22] Interface\AddOns\Outfitter\Outfitter.lua:8632: attempt to index field 'Items' (a nil value)
[C]: ?
Interface\AddOns\Outfitter\Outfitter.lua:8632: in function <Interface\AddOns\Outfitter\Outfitter.lua:8603>
(tail call): ?
Interface\AddOns\Outfitter\Outfitter.lua:8869: in function <Interface\AddOns\Outfitter\Outfitter.lua:8852>
(tail call): ?
...\modules\LibFilter_Outfitter\LibFilter_Outfitter.lua:557: in function <...\modules\LibFilter_Outfitter\LibFilter_Outfitter.lua:536>
(tail call): ?
(tail call): ?
Interface\AddOns\Baggins\Baggins-Filtering.lua:280: in function <Interface\AddOns\Baggins\Baggins-Filtering.lua:252>
Interface\AddOns\Baggins\Baggins-Filtering.lua:329: in function `OnSlotChanged'
Interface\AddOns\Baggins\Baggins-Filtering.lua:242: in function `CheckSlotsChanged'
Interface\AddOns\Baggins\Baggins-Filtering.lua:392: in function `ForceFullUpdate'
Interface\AddOns\Baggins\Baggins.lua:2766: in function `OpenBag'
Interface\AddOns\Baggins\Baggins.lua:2795: in function `OpenAllBags'
Interface\AddOns\Baggins\Baggins.lua:2876: in function <Interface\AddOns\Baggins\Baggins.lua:2872>
(tail call): ?
[string "TOGGLEBACKPACK"]:1: in function <[string "TOGGLEBACKPACK"]:1>
Also, in previous builds there was a rebuild for Max iLvl option. I can't find that anymore.
Last edited by Generizer : 09-14-09 at 12:07 PM.
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Unread 09-13-09, 10:54 PM  
mundocani
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Originally posted by dracula
- In the character window outfitter panel, click an outfit "X" (which is also an E.M. set) to equip and select it
- Now click the down-arrow behind another outfit "Y" (which is also an E.M. set) and choose "Change icon"
- Pick another icon and click OK
- Now outfit X was copied to outfit Y

But there are more scenarios that trigger it for me. [/b]
Looks like the problem is that the EM can't update the icon for a set without also updating the set too. Since the outfit isn't equipped when you set the icon, Outfitter saves the icon which also saves the set which is your currently equipped gear (EM doesn't have any way to set items on an outfit without them being equipped).

I'll have to change it to either give you an error if you try to change an EM outfit's icon without equipping it on top first, or I'll have to have it equip the outfit when you try to set the icon. I'll probably opt for putting up an error message since I'm sure I'd be fielding bug reports about equip-on-set-icon into the next millennium otherwise.
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Unread 09-13-09, 10:19 PM  
mundocani
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Originally posted by dracula
Ever since the integration with the Equipment Manager the addon has become quite unreliable for me. It keeps losing outfits (effectively copying an existing outfit on to another, thereby overwriting it), and today I got some weird warning message about it being unable to equip a head item in a trinket slot.

Especially the outfits that are often suddenly overwritten is quite annoying. Last time I managed to do it like this:

- In the character window outfitter panel, click an outfit "X" (which is also an E.M. set) to equip and select it
- Now click the down-arrow behind another outfit "Y" (which is also an E.M. set) and choose "Change icon"
- Pick another icon and click OK
- Now outfit X was copied to outfit Y

But there are more scenarios that trigger it for me.
Thanks, I'll try that scenario.

I haven't had any reports of problems with traditional (non-EM) outfits btw, so if you have trouble you can always just turn off the EM icon for your outfits.

Keep in mind that this is a beta though, try not to get too annoyed at bugs.
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Unread 09-13-09, 08:52 PM  
dracula
A Murloc Raider
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Ever since the integration with the Equipment Manager the addon has become quite unreliable for me. It keeps losing outfits (effectively copying an existing outfit on to another, thereby overwriting it), and today I got some weird warning message about it being unable to equip a head item in a trinket slot.

Especially the outfits that are often suddenly overwritten is quite annoying. Last time I managed to do it like this:

- In the character window outfitter panel, click an outfit "X" (which is also an E.M. set) to equip and select it
- Now click the down-arrow behind another outfit "Y" (which is also an E.M. set) and choose "Change icon"
- Pick another icon and click OK
- Now outfit X was copied to outfit Y

But there are more scenarios that trigger it for me.
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Unread 09-13-09, 04:05 PM  
mundocani
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Originally posted by Miralen
Can the corrupted outfit date cause WoW to crash cause sicne I grabbed the newest version ive been hit with 3 wow crashes. Not saying its the addon's fault just wondering if I should delete my wtf file for it and start a-fresh with outfitter and my outfits...Luckily I am not using outfitter to its full extent so all my outfits equates to like 4 lol.
I don't know of any issues with Outfitter being able to crash WoW, though since patch 3.2 I've seen more WoW crashes too (used to be very rare, now it happens once every couple days or so).

I don't know what to suggest, but tossing your settings might make a difference. You can do it in-game using

/outfitter reset

If you want to give it a try. I don't think it's likely to help, but let me know if it seems to make a difference.
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Unread 09-13-09, 01:43 PM  
Miralen
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Can the corrupted outfit date cause WoW to crash cause sicne I grabbed the newest version ive been hit with 3 wow crashes. Not saying its the addon's fault just wondering if I should delete my wtf file for it and start a-fresh with outfitter and my outfits...Luckily I am not using outfitter to its full extent so all my outfits equates to like 4 lol.
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Unread 09-11-09, 02:32 PM  
mundocani
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Re: b10 errors

Originally posted by Generizer
Installed b10 and getting a couple errors:
Something appears corrupted in your outfit data -- those errors are being caused by one of your outfits returning a nil item list (an empty outfit doesn't return a nil item list, it returns an empty item list). I don't know how this happened, but the first thing I would try is to select any Complete outfit. That'll clear out the stack of temporary outfits (manually equipped items) which may be what's causing this. If that doesn't clear it up, see if you can narrow it down to a particular outfit that, when equipped, produces this error. Try recreating that outfit to clear it up.
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Unread 09-11-09, 01:21 AM  
Generizer
A Kobold Labourer

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b10 errors

Installed b10 and getting a couple errors:

Code:
[00:19:49] Interface\AddOns\Outfitter\OutfitterInventory.lua:1565: bad argument #1 to 'pairs' (table expected, got nil)
[C]: ?
[C]: in function `pairs'
Interface\AddOns\Outfitter\OutfitterInventory.lua:1565: in function `ItemList_CompiledUnusedItemsList'
Interface\AddOns\Outfitter\Outfitter.lua:2710: in function `Update'
Interface\AddOns\Outfitter\Outfitter.lua:1700: in function `ShowPanel'
Interface\AddOns\Outfitter\Outfitter.lua:1027: in function `OnShow'
[string "*:OnShow"]:1: in function <[string "*:OnShow"]:1>
[C]: in function `Show'
Interface\AddOns\Outfitter\Outfitter.lua:1010: in function `ToggleOutfitterFrame'
[string "*:OnClick"]:1: in function <[string "*:OnClick"]:1>
&
Code:
[00:19:46] Interface\AddOns\Outfitter\Outfitter.lua:3807: bad argument #1 to 'pairs' (table expected, got nil)
[C]: ?
[C]: in function `pairs'
Interface\AddOns\Outfitter\Outfitter.lua:3807: in function `GetCompiledOutfit'
Interface\AddOns\Outfitter\OutfitterEquipment.lua:648: in function `RestoreSavedStack'
Interface\AddOns\Outfitter\OutfitterEquipment.lua:628: in function `Initialize'
Interface\AddOns\Outfitter\Outfitter.lua:5035: in function `Function'
Interface\AddOns\Outfitter\MCSchedulerLib.lua:278: in function `OnUpdate2'
Interface\AddOns\Outfitter\MCSchedulerLib.lua:198: in function `OnUpdate'
Interface\AddOns\Outfitter\MCSchedulerLib.lua:311: in function <Interface\AddOns\Outfitter\MCSchedulerLib.lua:311>
Good news is that w Baggins running i could open my bags now, yay!

Bad news Outfitter couldn't see any of my sets. So, I couldn't test to see if they would be sorted in Baggins.

Thx for all the hard work.
Gen
Last edited by Generizer : 09-11-09 at 01:24 AM.
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Unread 09-10-09, 12:52 PM  
mundocani
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Originally posted by soki
Worked for me! Thanks!
Cool, glad to hear it - have fun
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Unread 09-10-09, 10:21 AM  
soki
A Kobold Labourer
 
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Originally posted by mundocani
I think the best solution, and the one I'm trying out for Warrior and Druid stance/shapeshift scripts in 4.8, is to have the script be "equip only" if the outfit is Complete. For the talent scripts, that would be something like this:

-- $EVENTS ACTIVE_TALENT_GROUP_CHANGED

if GetActiveTalentGroup() == 1 then
equip = true
end

That's for the primary talents, change the 1 to a 2 to make it work off your Secondary talents instead. It will only equip the outfit and never unequip it automatically. Once you equip another Complete outfit (manually or via script) it'll unequip like you'd expect since equipping a Complete outfit always unequips other Complete outfits.

The quick-and-dirty alternative to this problem is to make those outfits accessories instead (remove the shirt slot for example) and use a static Complete outfit as your base. Then they can be equipped and unequipped at-will without the side-effects that Complete outfits have since they'll just overlay onto your base outfit.

I'm working on changing the way I handle that so in a future version you should be able to set how an outfit behaves without it being based on the outfit's Complete-ness.
Worked for me! Thanks!
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Unread 09-09-09, 11:54 PM  
mundocani
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Originally posted by soki
Thanks for the quick reply. Sorry for the stupid follow-up question, but how would I solve this problem then? =X Perhaps there's aw ay to write a custom script that activates my PvP set (you were right, they're both complete sets) when both my primary or secondary talents are activated?
I think the best solution, and the one I'm trying out for Warrior and Druid stance/shapeshift scripts in 4.8, is to have the script be "equip only" if the outfit is Complete. For the talent scripts, that would be something like this:

-- $EVENTS ACTIVE_TALENT_GROUP_CHANGED

if GetActiveTalentGroup() == 1 then
equip = true
end

That's for the primary talents, change the 1 to a 2 to make it work off your Secondary talents instead. It will only equip the outfit and never unequip it automatically. Once you equip another Complete outfit (manually or via script) it'll unequip like you'd expect since equipping a Complete outfit always unequips other Complete outfits.

The quick-and-dirty alternative to this problem is to make those outfits accessories instead (remove the shirt slot for example) and use a static Complete outfit as your base. Then they can be equipped and unequipped at-will without the side-effects that Complete outfits have since they'll just overlay onto your base outfit.

I'm working on changing the way I handle that so in a future version you should be able to set how an outfit behaves without it being based on the outfit's Complete-ness.
Last edited by mundocani : 09-09-09 at 11:55 PM.
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Unread 09-09-09, 03:08 PM  
soki
A Kobold Labourer
 
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Originally posted by mundocani
If your PvE or PvP sets are Complete outfits then my guess is that another script is causing them to be equipped as a side-effect. This happens if you script a Complete outfit and that script unequips that Complete outfit. When you unequip a Complete outfit, Outfitter has to find another one for you to wear instead so that you aren't left naked. If you don't have a script activating another Complete outfit for you when the other outfit is unequipped then Outfitter will pick your most recently used Complete outfit and equip it for you. So my guess is that Outfitter is choosing your PvP or PvE set for you as a side-effect, which gives the appearance that those outfits are still scripted.
Thanks for the quick reply. Sorry for the stupid follow-up question, but how would I solve this problem then? =X Perhaps there's aw ay to write a custom script that activates my PvP set (you were right, they're both complete sets) when both my primary or secondary talents are activated?
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Unread 09-09-09, 11:03 AM  
mundocani
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Originally posted by soki
I'm using 4.8b9 and I'm having a problem with dual-spec and script settings. I have 2 item sets on my warlock, PvE and PvP. I used it set to to automatically switch to the PvE when I activated my secondary talents, but I've now turned it off (it says Script (None)) but it still switches the gear.. any ideas?
If your PvE or PvP sets are Complete outfits then my guess is that another script is causing them to be equipped as a side-effect. This happens if you script a Complete outfit and that script unequips that Complete outfit. When you unequip a Complete outfit, Outfitter has to find another one for you to wear instead so that you aren't left naked. If you don't have a script activating another Complete outfit for you when the other outfit is unequipped then Outfitter will pick your most recently used Complete outfit and equip it for you. So my guess is that Outfitter is choosing your PvP or PvE set for you as a side-effect, which gives the appearance that those outfits are still scripted.
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