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Visibility Rules

Visibility rules hide body regions covered by equipment and hide conflicting equipment components. They do not remove items from the outfit. A hidden shirt remains equipped and can still contribute its own rules.

Rule fields#

Rule list Target field Other fields
Body Part Visibility Rules Body Part: a ROG.BodyPart.* tag Visible; Equipment Type
Equipment Slot Visibility Rules Slot: a ROG.EquipmentSlot.* tag Visible; Equipment Type

Equipment Type is tested against the types of successfully applied items. A parent type also matches its descendants. For example, a rule for ROG.EquipmentType.Boots matches ROG.EquipmentType.Boots.High.

First match wins#

The plugin scans the selected rule list from top to bottom for the target. It returns the Visible value of the first matching rule. If no rule matches, rule visibility defaults to true.

Place exceptions above broad rules. Tag depth does not automatically determine priority.

Example custom feet rules:

Order Body Part Equipment Type Visible
1 ROG.BodyPart.Feet ROG.EquipmentType.Boots.HighOpen true
2 ROG.BodyPart.Feet ROG.EquipmentType.Boots false

HighOpen footwear matches both rules; the first keeps feet visible. Other footwear descendants match the second and hide feet. These two rows illustrate a custom rule arrangement; see Default rules for the supplied setup.

Because matching considers all applied equipment types, another item may also match a rule for that body region. Order the list according to the intended outfit result.

Equipment visibility and empty slots#

Rule visibility is only one part of equipment visibility. A normal equipment slot must also contain a successfully applied item. An empty slot stays hidden even if its rule evaluates to true. The Hair slot is a special case that can keep a preconfigured hair mesh visible without an item in the applied outfit.

A helmet can hide the Hair component through a rule without deleting the hair item. Clearing the helmet then restores eligible hair visibility. Preconfigured meshes in other equipment slots are not automatically treated as equipped items; use Preset Items when they should participate in the outfit.

Test a combination#

Equip one item, then add each interacting item. Check body regions and equipment separately. Call Print Visibility Debug to inspect the rule evaluations in Output Log. Also check whether the target slot has an applied item: the debug rule result alone is not proof that an empty component should render.

ROG Modular Equipment · 1.0 documentation
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