Made 2 Measure: Seabound's Clothing Patch

- The Read Me and Original Post have been updated with instructions to ONLY use M2M with a new game. Not doing this risks corrupting the existing save file.
I haven't used the mod yet because I know there will be updates, but will the mod ever be able to play on an existing save? or it has to be a new game? :sadge:
 
I haven't used the mod yet because I know there will be updates, but will the mod ever be able to play on an existing save? or it has to be a new game? :sadge:
For now, v1.0 and v1.0.1 require a new save game. But it is my intention to have M2M working for all saves.

off topic but it's a shame the racing pants got removed since my character uses them
The Racing Pants can now be purchased at Spelunkers (Caverns Gift Shop) along with Donnie's Work Shirt. (I designated Spelunkers for Workwear items when restocking the Stores.)
is there no way to make the samedi tattoos white?
Not with the limited Tattoo color pool from the Vanilla game. Use Singa's "Many More Tattoo Colors" mod.

I also had a crashing problem like 7BSamuel and long story short I fixed it by deleting every clothing item, including the eyes, so the problem more likely is having clothing that was removed but the main culprit is the eyes since I assume most people buy them because they want to use another color that's not the default color
Essentially, if the game tries to load an item which was removed by M2M, it will crash. It will only try to do this if the Playa is wearing the item which was removed by M2M when the save is loaded, or if that item is part of a saved custom outfit and the game attempts to preview/load that outfit (a list of removed items is available in the changelog.txt). If the item removed by M2M has been previously purchased, but is not being worn and is not part of a saved custom outfit, the game will not crash. The item has been removed, so it will not appear in menus to be previewed/loaded, and so it cannot crash the game. It is still registered as "purchased" in your save file though. So if that item were to be restored, it would reappear in your Wardrobe.

I thought the Eyes could possibly be the culprit since they are now non-removable, and can no longer use clothing colors. The clothing colors had to be removed in order for Player Creation to be able to change the color by swapping it's Variants. If clothing colors are already assigned to the Eyes (prior to M2M installation) when the save loads in, the game crashes, because it's trying to load clothing colors for an item which can't use clothing colors.

If this is indeed the problem, the ideal solution would be to somehow tell Player Creation to use a different "Eyes" item, then restore clothing colors to the original "human eyes" (the ones currently available in Player Creation).

If I can't make that work, then maybe I'll just have to restore the Eyes how they were in GotR, and scrap the whole "Contact Lenses" idea.
 
NOTICE: M2M HAS BEEN TAKEN DOWN FOR MAINTENANCE.
This was a difficult decision to make, but it is clear post release that M2M v1 was not in a stable condition.

For those of you who are already using M2M:
- Do not save your game while wearing many items at once. This can brick your save.​
- Know that anything could corrupt your save file at any time.​
- It is recommended to stop using M2M altogether and switch back to a non-M2M save.
- Please do NOT share M2M v1.0 or v1.0.1 elsewhere under any circumstances.​
- The only place you will be able to find Made 2 Measure is here on SaintsRowMods.com.​

I sincerely apologise for all the inconvenience and problems version 1 of this mod may have caused.
 
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NOTICE: M2M HAS BEEN TAKEN DOWN FOR MAINTENANCE.
This was a difficult decision to make, but it is clear post release that it was not in a stable condition.

For those of you whom are already using M2M:
- Do not save your game while wearing many items at once. This can brick your save.​
- Know that anything could corrupt your save file at any time.​
- It is recommended to stop using M2M altogether and switch back to a non-M2M save.​
- Please do NOT share M2M v1.0 or v1.0.1 elsewhere under any circumstances.​
- The only place you will be able to find Made 2 Measure is here on SaintsRowMods.com.​

I sincerely apologise for all the inconvenience and problems version 1 of this mod may have caused.

I have set up an "M2M Open Beta Testing" thread for those of you who wish to get involved in testing Made 2 Measure v2.0.
Awe, no need to apologize! Like thomasprf said, it's awesome to see some new and exciting stuff still coming to this franchise. Will definitely check out the open beta testing thread and continue to help support the project!
 
M2M IS BACK ONLINE WITH v1.1!

All known issues were investigated, but there is no simple solution.
In order to fix save corruption, about half of M2M's development would have to be undone, at which point it would no longer be M2M.

It is STRONGLY recommended to follow the instructions in the "ISSUES" section of the original post:
- DO NOT save your game while wearing more than 50 Clothing, Jewelry or Tattoo items at one time. Be conservative with the amount of items you apply to your character.
- DO keep back-ups of the save file you are using.

To avoid multiple possible crashing issues, M2M MUST be used with a new game.

I have taken the opportunity to make a couple of adjustments, including adding a brand new item!
M2M_ArmBands.png
- Scrubs Top is now at Sloppy Seconds.
- Racing Pants are now at Nobody Loves Me.
- There is now a "Referee Shirt" at Stilwater U. Gift Shoppe.

I sincerely apologise for this period of inconvenience. Thank you for your understanding. M2M will NOT be taken down again.
 
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Wonderful mod you have. Is there any way to install this mod without it crashing when my games launches? All of the mods i have are just the quality of life ones. Like more skin and hair colors along with Super UI & GOTR
 
I don't necessarily agree with the ideology that you just can't save your game at a certain point and that's a standard soft requirement. However I can't discredit you for this amazing mod. It's adventurous and pushes the game to the limit, there's bound to be some jank and new challenges with it. Question, does making items be wear options / variants get around the item limit? I know in Gotr simply undoing one file that says notready makes it go past the limit.
 
Wonderful mod you have. Is there any way to install this mod without it crashing when my games launches? All of the mods i have are just the quality of life ones. Like more skin and hair colors along with Super UI & GOTR
Is it crashing before reaching the main menu? Because that indicates a conflict between files in your patch.
If so, I'll need you to be more specific about the mods you're using so I can look into potential compatibility issues.

I don't necessarily agree with the ideology that you just can't save your game at a certain point and that's a standard soft requirement.
I don't agree with it either (which is why I took the mod down). But I'm not letting six months of development immediately go down the drain. After looking back through this thread, there's actually only evidence of one save file being corrupted. With all the other reports of crashing with existing saves, and the uncertainty of bug reports on Discord (I'm still not signing up), I think I got my wires crossed, and thought that save corruption was a more widespread issue (not that it isn't a serious issue). In order to fix it, ALL 26 of the Slots added in M2M would have to be removed. Because they are so integrated now, that would be another colossal amount of work which would be very hard to keep track of without also introducing more bugs. All I can hope is that someone more experienced than me can magic up something to expand memory for save files. The number of saveable worn Slots would need to be increased from 62 to 88.
However I can't discredit you for this amazing mod. It's adventurous and pushes the game to the limit, there's bound to be some jank and new challenges with it.
I was fully expecting bugs post release, but nothing game-breaking like this. I'm glad you like the mod anyway. It's worth noting that different bugs happen for different people. So M2M might work better for some than for others.
Question, does making items be wear options / variants get around the item limit? I know in Gotr simply undoing one file that says notready makes it go past the limit.
You are correct! I've written a short essay explaining it in the spoiler:
Mesh_Information is a container for .cmesh files within a Wear_Option, which is contained within a Customization_Item. You can shift Wear_Options to any Customization_Item you'd like, so long as the item has the correct material ("Variant") used for the .cmesh, and the Slot being used for that item has enough memory for that .cmesh.

There are three kinds of IDs in customization_items.xtbl: MeshID, VariantID, ID (for items). Generally speaking, these are supposed to be unique numbers to each instance of what they represent. Otherwise the game gets confused. One would need to work out the highest ID number in the file, and then keep track of every ID number they add on top of that. There is no limit to how high the number can be. It's just a label to help the game understand what everything is..

There is a separate limit for everything in customization_items.xtbl. Be it a Customization_Item, Wear_Option (dependent on the file size of the .cmesh), Active_Flag, Required_Flag, Incompatible_Flag, Variant, or Flag (eg: "not ready"/"big hat"). GotR reached -1 of this limit for items, but there was plenty of room for Wear_Options.

It also helped at the the very beginning of this project that I completely removed all Leg Tattoo items. This gave me a lot of room to work with. At the end of the project, I restored them as just four items containing the Wear_Options used for the original individual Leg Tattoo items. I could do this using just one Variant, since not all .cmesh files actually require a Variant. There just needs to be some kind of Variant information in that field.
 
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Is it crashing before reaching the main menu? Because that indicates a conflict between files in your patch.
If so, I'll need you to be more specific about the mods you're using so I can look into potential compatibility issues.


I don't agree with it either (which is why I took the mod down). But I'm not letting six months of development immediately go down the drain. After looking back through this thread, there's actually only evidence of one save file being corrupted. With all the other reports of crashing with existing saves, and the uncertainty of bug reports on Discord (I'm still not signing up), I think I got my wires crossed, and thought that save corruption was a more widespread issue (not that it isn't a serious issue). In order to fix it, ALL 26 of the Slots added in M2M would have to be removed. Because they are so integrated now, that would be another colossal amount of work which would be very hard to keep track of without also introducing more bugs. All I can hope is that someone more experienced than me can magic up something to expand memory for save files. The number of saveable worn Slots would need to be increased from 62 to 88.

I was fully expecting bugs post release, but nothing game-breaking like this. I'm glad you like the mod anyway. It's worth noting that different bugs happen for different people. So M2M might work better for some than for others.

You are correct! I've written a short essay explaining it in the spoiler:
Mesh_Information is a container for .cmesh files within a Wear_Option, which is contained within a Customization_Item. You can shift Wear_Options to any Customization_Item you'd like, so long as the item has the correct material ("Variant") used for the .cmesh, and the Slot being used for that item has enough memory for that .cmesh.

There are three kinds of IDs in customization_items.xtbl: MeshID, VariantID, ID (for items). Generally speaking, these are supposed to be unique numbers to each instance of what they represent. Otherwise the game gets confused. One would need to work out the highest ID number in the file, and then keep track of every ID number they add on top of that. There is no limit to how high the number can be. It's just a label to help the game understand what everything is..

There is a separate limit for everything in customization_items.xtbl. Be it a Customization_Item, Wear_Option (dependent on the file size of the .cmesh), Active_Flag, Required_Flag, Incompatible_Flag, Variant, or Flag (eg: "not ready"/"big hat"). GotR reached -1 of this limit for items, but there was plenty of room for Wear_Options.

It also helped at the the very beginning of this project that I completely removed all Leg Tattoo items. This gave me a lot of room to work with. At the end of the project, I restored them as just four items containing the Wear_Options used for the original individual Leg Tattoo items. I could do this using just one Variant, since not all .cmesh files actually require a Variant. There just needs to be some kind of Variant information in that field.
It's crashing before reaching the main menu. Like once it hits 80% loading. Here's my mod list

Gotr
Juiced Patch
Sandbox++
Super UI
Even More Hair Colors
Even More Clothing Colors
Even More Skin Colors
Humanistic Sliders
Easier Side Missions
Fixed Jewelry Stores
Mission Skip v0.4
10 Stunt Jumps
All CDs Moved To One Location
 
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