Hi. This time I'll tell you how to make a new pattern to be used with the Initiative armor sets for Cora and Liam. Contrary to Ryder's armor, you don't have to use the same tinting for all the armor pieces, you could make them all black except for the gauntlets, and you can also enable multiple patterns at the same time, they will all have the same color though.

1. Download one of the pattern project files I've uploaded. One is for Liam and the other is for Cora.
2. Open an SimpleAppearenceItemData asset that has been edited in the project file. (The assets in bold has been edited).
3. In the top there is a dropdown menu. Switch to ItemMeshMaterialVariation. There might be multiple ItemMeshMaterialVariations in the menu. You should edit all of them (except if you are editing a helmet as one of them will be for the visor).
4. Navigate to Shader -> VectorParameters and unfold all of them. The underarmor should have 5 VectorParameters and the other armor pieces should only have 4.
5. Make the changes you want. Tinting works like RGB colors with 3 values, one for each of the 3 colors. The values should be between 0 (black) and 1 (white). The last value should just be kept a 1.
6 . The VectorParamter named Stripe_A_B_C is used to change the pattern on the armor piece. Setting the value to 1 enable the pattern and 0 disables.
7. Save your project file and export the mod by clicking file -> Export to Mod.

Tinting guide for the Underarmor:
The Pathfinder Underarmor has 3 tints.
The A tint is the sides of the chest around the ribcage.
The B tint is the main tint and tints most of the mesh (The black part on the Vanilla Underarmor).
The C tint is accents on the arms, body and legs (the red part on the Vanilla Underarmor).

Tinting guide for Initiative Armor pieces.
The Initiative Armor pieces only use 2 tints. B and C.
The B tint is the main tint and effects most of the mesh. (The white part on the Vanilla armor pieces.)
The B tint is the accents. (The blue part on the Vanilla armor pieces.

Article information

Added on

Edited on

Written by

EbenHawke

0 comments