It works great, you just need to make sure you're placing the mod file into the correct folder. Check the mod's file structure, pick the version you want to use, and you'll see where it needs to go.
My favourite jacket in the game and now I get to wear it myself. AND a sleeveless version to avoid clipping with my robo arm. Perfect mod. Thank you so much!
Nice mod you done, could you make a version where the only jacket replaced is the "Aldecaldos Rally Bolero Jacket" please? (i like the spiked jacket to, so i wanted that as it is in vanilla)
Wow! Thank you so much for your hard work to get this mod to us :) It looks great! I was curious though, would it be possible to recolor it at all? Like blue, or white or yellow, etc, or even without the Aldecaldo decal? I went to try myself but realized I don't have the space to unpack all the files, so if it's too difficult/tricky I completely understand. No pressure to do so at all, but would be delighted if there ever happened to be a way to make it happen.
You're welcome! Custom colors are certainly possible, I've just never made them myself. At the moment I have little interest in making custom colors, but that may change in the future. Removing or changing the decal should be pretty easy. It's a mesh that floats just above the jacket that shows the image. Removing the decal is as easy as deleting the mesh.
You don't need to uncook/unbundle all the files if you are lacking space. You can use wildcards to target specific ones. e.g. add -w *panam* to your uncook command to uncook all files with panam in the name, or -w base\characters\main_npc\panam* to uncook all files in Panam's folder. Then open the jacket mesh and it's buffers in 010 to find the materials/textures it's using and uncook/unbundle those with wildcards. It's a bit more tedious than uncooking/unbundling everything, but certainly doable.
I'm still on 1.2 myself so I can't quickly test. The only thing I can think of is the change in 1.2 that means you have to place mods in the mod folder, not the patch folder. But that's only relevant if you haven't played in a while. Other than that patches should not affect replacers like this mod.
27 comments
Perfect mod. Thank you so much!
(i like the spiked jacket to, so i wanted that as it is in vanilla)
Thanks for sharing and keep up the good work!
Custom colors are certainly possible, I've just never made them myself. At the moment I have little interest in making custom colors, but that may change in the future.
Removing or changing the decal should be pretty easy. It's a mesh that floats just above the jacket that shows the image. Removing the decal is as easy as deleting the mesh.
You don't need to uncook/unbundle all the files if you are lacking space. You can use wildcards to target specific ones. e.g. add -w *panam* to your uncook command to uncook all files with panam in the name, or -w base\characters\main_npc\panam* to uncook all files in Panam's folder. Then open the jacket mesh and it's buffers in 010 to find the materials/textures it's using and uncook/unbundle those with wildcards. It's a bit more tedious than uncooking/unbundling everything, but certainly doable.
The only thing I can think of is the change in 1.2 that means you have to place mods in the mod folder, not the patch folder.
But that's only relevant if you haven't played in a while. Other than that patches should not affect replacers like this mod.
A question, though on the asset IDs for the Racing and Rally in-game asset IDs.
For the Aldecado bolero one, you mean: Q114_Aldecaldo_Jacket?
I didn't find the asset ID for the racing one, could you provide it?
Thanks so much!
The IDs for the racing jackets are: