I have been trying to get rid of the 111 numbers on the back and replace them with faction logos and one of my own. I'm using gimp for the textures and my game keeps crashing. Any tips on how to remove the 111 and replace it with other logos. I'm trying to give each faction their own jumpsuit so players can give them to settlers depending on their faction alliance playthrough.
The autors of the texture for the suit entered the shelter number as an integral part of the texture. In order to change the number, you will need to master working with Photoshop and have a plug-in for Photoshop for working with DDS files.
I do have to admit to loving this mod. The problem with the Silicon suits is their all imposing the base body inside while the suit itself does conform to the player's bodyslide specs. I see this with a few pieces of clothing in HotC (Hookers of the Commonwealth), so it's not just you by any road.
That said, the lusciousness of the Metal suits... I think it's Platinum that does with the red piping and the gleaming white glory and, believe you me, it works wonders with a white Handmaiden's Fedora (courtesy of TheKite) and shadowed arm and leg armor pieces repainted Nuka-Cherry Red then set to "Appear As Light Armor".
ADDENDUM: I found another interesting quirk and I suspect it's also true for the equivalent Open Vault Suit mod you created. The reshades are brilliant, of course, but in first person view, one sees the vault suit sleeves as... vault suit sleeves. Namely, unchanged color schemes, I mean I'm in my Platinum suit and see the sleeve of the Dirty 111 suit while I'm raising up my Pipboy to check inventory. (Due to speed nerfing, detailed maneuvering and aiming that throwing arc I also use the First-person view to respectively haul ass, manipulate objects, and throw grenades.)
Thanks for your ideas. Yes, there are still some problems in the first-person view. But I'm already very far from the game and from the mods. Therefore, I can not express my attitude to your proposals.
from Description "After you install mod you can craft SVJS in CHEMLAB in the section SLOOTY SUIT. And after you install mods AWKCR and Armorsmith Extended you can additionally craft SVJS in Armor bench (from Armorsmith extended) in the section Clothing Vault-Tec."
I love this cloth, and i thank you for pack it together.. But i have a request or a question. Would you like to take advantage form AE function or something like that? Like the one in "GITS Motoko Kusanagi outfit", i remember AE have a function to change color in workbench.
In this mod, one type of suit. 15 ordinary colors, 6 silicone, and 5 liquid metal. It is easy to compact names to represent all 26 colors.
I have a similar mod https://rd.nexusmods.com/fallout4/mods/19895/? In that mod four basic vaultsuits are created. And then on a workbench one of colors is set to each vaultsuit. But in that way there are minuses. In the inventory can not be determined by the name of what color this vaultsuit. And only dressing on the model you can see the color. If you have one, two, five vaultsuits, this is tolerable. But if you have twenty five vaultsuits it becomes a problem. In that mod compact names were impossible. It turned out something like "VaultSuit Open with shorts White Black with Pattern Dirty".
Summary. If there is no multiplication of the costume type by the number of colors, the compactness wins. If several types of costumes and many colors have to sacrifice clarity for compactness.
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That said, the lusciousness of the Metal suits... I think it's Platinum that does with the red piping and the gleaming white glory and, believe you me, it works wonders with a white Handmaiden's Fedora (courtesy of TheKite) and shadowed arm and leg armor pieces repainted Nuka-Cherry Red then set to "Appear As Light Armor".
ADDENDUM: I found another interesting quirk and I suspect it's also true for the equivalent Open Vault Suit mod you created. The reshades are brilliant, of course, but in first person view, one sees the vault suit sleeves as... vault suit sleeves. Namely, unchanged color schemes, I mean I'm in my Platinum suit and see the sleeve of the Dirty 111 suit while I'm raising up my Pipboy to check inventory. (Due to speed nerfing, detailed maneuvering and aiming that throwing arc I also use the First-person view to respectively haul ass, manipulate objects, and throw grenades.)
Yes, there are still some problems in the first-person view.
But I'm already very far from the game and from the mods.
Therefore, I can not express my attitude to your proposals.
"After you install mod you can craft SVJS in CHEMLAB in the section SLOOTY SUIT.
And after you install mods AWKCR and Armorsmith Extended you can additionally craft SVJS in Armor bench (from Armorsmith extended) in the section Clothing Vault-Tec."
But i have a request or a question. Would you like to take advantage form AE function or something like that? Like the one in "GITS Motoko Kusanagi outfit", i remember AE have a function to change color in workbench.
I have a similar mod https://rd.nexusmods.com/fallout4/mods/19895/?
In that mod four basic vaultsuits are created. And then on a workbench one of colors is set to each vaultsuit.
But in that way there are minuses.
In the inventory can not be determined by the name of what color this vaultsuit. And only dressing on the model you can see the color.
If you have one, two, five vaultsuits, this is tolerable. But if you have twenty five vaultsuits it becomes a problem.
In that mod compact names were impossible. It turned out something like "VaultSuit Open with shorts White Black with Pattern Dirty".
Summary. If there is no multiplication of the costume type by the number of colors, the compactness wins. If several types of costumes and many colors have to sacrifice clarity for compactness.
And this maybe why no much people using that color option.