Egad Posted September 26, 2012 Share Posted September 26, 2012 Not sure this would be possible, but I thought it would be cool to be able to add dyes to the smelting and tanning process to get colored raw materials for armor crafting. Link to comment Share on other sites More sharing options...
Wasbunny Posted September 26, 2012 Share Posted September 26, 2012 I'm also looking into this and so far this is my understanding of how this would work. New armor colors have to be their own mesh/texture files, so a complete new version in each shade of the armor would have to be created. One method I've come across is to create the base at the forge and then go to the tanning rack and there would be a recipe that includes the base armor and maybe some dyes or plants and the new colored version of the armor is created (destroying the original as if it was an ingredient). This makes the whole process a bit heavy since every variation of each piece must be created (with unique names) separately. But if offering a couple color variations to some custom armor I think it might be the way to go. As far as I know there is no way to create a recipe that would just swap out the texture files of the same .nif file. If there is a way to do this with scripting or something I would also be very interested. Link to comment Share on other sites More sharing options...
Perraine Posted September 26, 2012 Share Posted September 26, 2012 It may be possible to do with scripts, you'd probably need to attach a script to say a potion bottle with a unique name (blue dye) and when the potion is "consumed" by the player it activates a second part of the script which activates a new "texture set" for the currently equipped armor... You'd still need a separate texture file for each and every colour variation you want (which could get VERY complicated to install and add a massive amount of files to your HDD) otherwise it could cause problems or crashes, unless you can also add an argument in the script so that if their is no "blue texture" in the data folder the "potion" won't work, so you'd need to set up a very specific naming convention for ALL "Dye" texture files ... Link to comment Share on other sites More sharing options...
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