About this mod
It turns out that Bethesda had much bigger plans for our humble clothing than what made it into the game. They had a whole perk called Textiles that got cut at the end. What would it have held? This is TN's take on what it would have likely been like!
- Requirements
- Permissions and credits
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Translations
- German
- Donations
- The Textile perk is restored, and added as a tier 1 Science perk. You will be able to unlock 3 tiers of research, and the perk is leveled up by crafting clothing of any kind.
- All clothing in the game is now craftable, even unique NPC clothing. These recipes are all unique and make sense for the clothing item you are making. You will unlock the ability to craft the clothing by completing research, completing quests where the clothing is introduced, or even via the traits you chose at creation. (Ex. Neon Rats can craft Neon specific clothing earlier than other characters.) Unlocked clothing carries over between NG+ playthroughs, so you'll be able to craft UC specific clothing once you complete the UC questline, even if you haven't yet done it in your current NG+.
- Unlock 5 unique clothing options once you complete various large quests, like beating entire faction storylines!
- Many clothing choices are given additional environmental resistances, especially clothing items with built in masks, or respirators, thick clothing or clothing made of materials which might help resist corrosion.
- Security and military clothing options are given additional physical and energy weapon defensive values.
- Clothing worn by strong leaders will boost social stats higher.
- Unique clothing from unique NPCs will all have unique stats, protective values, and environmental protection.
- Separate clothing items like the hazmat suits, the hardhat mining gear, disciples gear and the masked striker outfit into their component pieces.
- Turn certain clothing items into variants of the original, like the Striker Streetwear, which can be changed to have the hood up (without the mask).
- Craft a separate flight cap that can show up while your suit is on, but your helmet is off.
- Turn many headwear items (hats, helmets, and the like) into gear worn with your spacesuit instead of with the space suit off. Some can even show up under your helmets, or modify the helmet visuals.
- New clothing specific modifications are available. All clothing has a varying number of slots which you can apply effects which increase your environmental resistances, ballistic resistance, or even extra carrying capacity.
- Craft all of the different Linings in the game, and switch them out. Most clothing has a Lining slot available.
- Some clothing has an advanced Internal slot where you can put more advanced upgrades that can increase EM resistance, make you harder to detect, or increases all of your resistances.
- Uncapped your environmental resistances, so your choices of resistances can matter more.
- Comes with support for the Legendary Module Recycler with no patching needed.
- It is highly recommended you use WFF! A patch is included that moves all clothing into the Apparel category.
- You can also now use the mod with NWEF, the New Workbench Essential Framework!
- And if you have neither, there's a standalone workbench option.
- Find all of these options under the Gameplay Options.
100% compatible with Perk Up - Legendary Drip, so long as you load my mod after his mod in your Plugins.txt.
*xatmosLegendaryDrip.esp
*TNTextilePerkRestored.esm
Also compatible with Gambit77's Craftable Quality if you get the patch!
This is the successor to my previous (now unlisted mod), TN's Useful Unique Outfits. All of the features of that mod were rolled into this one!
Disclaimer: The textures shown for the Striker gear in the screenshots come from another mod: Mass Effect N7 Striker Coat
Installation:
- Unzip the archive and put TNTextilePerkRestored.esm into your Starfield/Data folder (most likely under Documents/My Games/Starfield/Data), or let your mod manager install the file.
- Ensure the file is enabled in your Plugins.txt
- Install Baka Achievement Enabler and SFSE if you don't want achievements disabled.
Q. Will you make a patch for _________ mod?
A. Most likely not. There's WAY too many clothing/outfit mods out there. There's just no way for me to keep up with them. If I DO make a patch for something, it's because I think there's a specific unique synergy between the two mods.
My Other Mods:
TN's Ship Modules All In One
TN's Class M Ship Building
TN's Space Mining and Salvage
TN's Hab Shells
TN's Supplemental Thrusters
TN's Hab Tweaks
TN's Useful Ship Structure
TN's Expanded Cargo Holds
TN's Supplemental Reactors
TN's Supplemental Cockpits
TN's Weapon To Module Snapping
TN's Separated Categories
TN's Aid and Ammo Crafting
TN's Melee Weapon Modifications
TN's Power Tools
TN's Modular Starborn Suits
TN's Outpost Storage
TN's Realistic Oxygen Meter
TN's Textile Perk Restored