You wouldn't necessarily need extra texture sets, just different meshes that use the same texture. Mesh files are pretty small. I thought of something like this for one of my armors (great minds think alike), making a graduated armor set of my Dread Hunter/Huntress mod. You can temper say a main torso armor to make it stronger (fine to legendary), or you would be able to use a lower level armor as a smithing ingredient to make a better rated, more visually complex piece. You need to have an mesh that will be the final stage/most complex armor mesh. Then strip away components (like leg protection or pauldrons) from the mesh, a few pieces at a time, to create different stages or levels in the armors development. So, you start with something very basic, then use it to make the next level which is slightly more complex. Say 4 or 5 levels until you get to the final product. I though it would be good to have requirements for each level, like a minimum smithing and heavy or light armor skill level to be able to re-craft. Min 20 smithing for level 1, min 30 for level 2, or whatever. You can temper each level, but the base armor rating gets higher with each level so there is incentive to re-craft the armor. A good vanilla example would be the scale armor. There are 3 or 4? different variants ranging in how much of the body is covered. You take the one that would look like it provided the least protection and call that level 1. To get to level 2, a medium protection armor, you use level 1 as a crafting ingredient. Level 2 adds maybe 4 AR to the base of level 1. The higher level armors dont have any variants, so that would be some work to simplify the meshes for different stages. I suppose you could do something similar for weapons, but weapons aren't my expertise. Hope this makes sense. - Echo