Controlling clothing equipment and exchange on NPCs through scripts running on magic effects from the Resist Poison Argonian Racial Ability always seemed to me to be a bit unreliable. It seems the script effect wasn’t always running continuously on them, so I experienced some Argonians with human clothing items at some really rare but still noticeable times. It was time for a new approach and I gave the idea of “tokens” a try, simply some (preferably unnoticeable) inventory items having scripts running on them, thus practically controlling the NPC that wears those, with remarkable results in the end. Object Scripts in Oblivion seem to be way more reliable and stable than Spell Scripts for Abilities, at least I haven’t experienced one single weird occurance anymore since I improved my scripts.
The Argonian Racial Ability Resist Poison is still used, but only to provide those tokens now to all Argonian NPCs, which only has to happen once. This way now the NPC or Player Character also doesn’t have to be exactly of the vanilla race “Argonian” anymore (as it was the case previously) for my scripts to take control. The only necessity now is that the Argonian Racial Ability Resist Poison is affecting the NPC’s or player’s race, and this particular ability mustn’t be altered by another mod, or this will remove my scripts providing the tokens in the first place from it. Technically even any custom race is fine now, as long as it has the specific Argonian Racial Ability.
Due to Object Scripts never ceasing to run, even corpses are now still controlled, thus you can’t strip dead NPCs down to showing human body parts anymore either. My scripts are now technically “waiting” for a body slot to get changed (an item equipped or unequipped) before any further action is taking place, which again improved performance drastically, were they previously checking all body slots continuously over and over again each frame. For convenience there’s also a delay of 10 frames before any further checks take place, so they don’t even check for this each frame but only each 10th frame. The exact value of frames to skip can be changed via console ingame (“set ABraceQuest.framesToSkip to X“, X being the number of frames you want them to wait).
Also they aren’t altering “base items” anymore, but create new ones with adapted meshes instead, copying about all stats and properties from the originals. There will be no more Argonian items seen worn by Non-Argonians just because of “bad timing” anymore! To keep track of already adapted items and not to create new base items again each time, which shouts for savegame-bloating, I now use Pluggy Arrays to store once adapted items in and regularly check for existance before adding new items to them. Thus it became necessary to have a recent release of the OBSE plugin “Elys Pluggy” installed and running for my scripts to work. Failure to do so or an insufficient version of OBSE should now raise an alarm by my Quest Script the first time you play a game after installing my latest release and result in my scripts immediately terminating!
Another important point is, any release of OBSE prior to the recently released v0015a bugfix will, when used by my scripts, lead to an inevitable and guaranteed CTD, when equipping an item without a designated female NIF file! (A few random items, mainly custom modded content, intended for male only, fail to have designated meshes for both genders) So I highly recommend upgrading if it hasn’t happened already, though my scripts will still “accept” previous releases for convenience’s sake. Also I took special care to catch any such cases in my scripts and make them basically work exactly like the game engine itself, using male meshes if there are no female meshes present, not running into a script-breaking condition. Unfortunately, as I was told, there’s no way to check for this condition without triggering such a CTD the same time. But as long as you have a recent OBSE release v0015a or later, it will be totally fine for items to not have meshes for both genders assigned now. My scripts are guaranteed work-safe regarding this issue.
Due to base items possibly still altered by a previous version of my mod I highly recommend deactivating it first and saving, so all possibly altered base items will hopefully get reverted back to normal, before installing and running my latest release!