It's always bothered me how the PC can be wearing the ratty starter clothing, but if they find a simple exquisite amulet and equip it, they're magically the Viceroy of Totambu in the eyes of every NPC they meet.
Would it be possible to use global scripts, local scripts (on the clothing itself - not a good solution), or modify dialogue scripts, or something so that common and other essentially worthless clothing, especially visible items like robes, shirts, pants, and shoes actually have negative Clothing Modifiers?
This is just an idea I had while sifting through some voiced dialogue and noticing all the colorful NPC comments on a poorly dressed PC and then reflecting on how you cease to hear them VERY quickly in the game. Even if you're role-playing as a Monk who has been wearing the same brown-wool robe for the last 20 years but happens to have a certain religious trinket which increases their worth beyond the 20, 50 or whatever value threshold.
As far as role-playing goes, this idea might be a hit and miss. On one hand, things like belts, rings, and amulets are not visible in game so it's weird to be recognized as well-to-do when you look like a pauper. But on the other hand, if you're role-playing it might be more realistic to get confused responses if you're wearing prison garb but are bristling with priceless jewelry (at least in your head, since they aren't rendered in game).
Any thoughts? Or suggestions for how this could best be pulled off?