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ExoWarlock313

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ExoWarlock313

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About this mod

Adds 15 texture variants as skin mods so you can mix and match at a spacesuit workbench, and 4 helmet glow variants as armor mods for Exile Armor.

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This mod uses the brilliant Exile Retextures asset by Boris4774 and converts them into 15 skin mods you can apply to teenco's Exile Armor at a spacesuit workbench. Now you can enjoy the new looks while keeping the default texture as an option, apply different skins for your helmet and suit, or have your companions dressed up with a different scheme than your armor!

This mod also includes 4 helmet glow variants (original yellow glow+3 variants from boris) that work independently from skins and can be changed at a workbench. Blend into the dimming night with blue glow, or project fear with red eyes - your choice!

You'll need the Asset Buldle by Boris4774 under "Update Files" for this to work!
I have to extra highlight this part since 1/3 of the folks didn't download it, the mod won't work without that asset bundle!

Don't forget to also endorse Boris4774's retexture and teenco's Exile armor for their fantastic work!

Wait - what about the backpacks?
Spoiler:  
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Most skins retextured the backpack, except for these 3: Camo, Red Devil, Z51. I decided not to showcase them as I cannot get the lighting right, but at least you can preview the skin when modding a backpack at any workbench. You can also get rid of backpacks visually (my personal preference) - by using OrgasmicSneeze's Gunsling Boostpack Remover - it maches the aesthetics of Mass Effect Andromeda (where the Exile armor is ported from) better this way.


Applying skins to existing armors
You should have no problem applying skin mods to Exile armors spawned prior to the installation of this mod, since the mod uses vanilla "Skin" attach point for skin mods. However, it also uses a custom "Helmet glow" attach point for the helmet, which is not retroactively applied on existing helmets. To acquire Exile helmets with this new attach point:
a) Wait for 48 hours so the vendor repopulates their inventory with the new helmet; or
b) Wait for a new batch of enemies to spawn to drop a new one; or
c) Use console command "help exile 4 armo" to get the id of exile helmet, then "player.additem <id>" to give you a new one

Known issues
Sometimes the armor may visually revert to the default skin when worn or previewed in your inventory.
To solve this:
a) Unequip, close inventory and equip; or
b) Unequip another armor piece, unequip bugged piece, close inventory, equip all pieces; or
c) Drop the armor piece on the ground and pick it up; or
d) Try a random combination of the above (seriously, Bethesda changed how texture swapping works in this game and no one has a clear picture right now on what might interfere with this new system)

Installation
1. Make sure you already have teenco's Exile Armor installed.
2. Install Exile Retextures asset buldle by Boris4774. It's under the miscellaneous file category. My mod only contains a single .esm plugin, you must install this asset bundle to have all the textures required for this mod; didn't install=mod won't work.
3. Put this mod (ExileRetexture.esm) into your load order. 


Compatibility
Thanks to Bethesda's thoughtful design choices, all attach points (armors or weapons) are now in a form id list to determine the display order in workbenches. This means any mod (including this one) adding new attach points will be modifying this list and conflicts with each other. I've created a patch for dm's Legendary Module Recycler as an optional file, but if you want to make a patch for other mods introducing attach points, grab xEdit and look for 0005F814 <do_ModMenuSlotKeywordList> to resolve conflicts.
Despite adding a new attach point keyword, this mod will not conflict with other mods that did the same. This mod now uses a script to inject 0005F814 <do_ModMenuSlotKeywordList> instead of overriding with a new record, which guarantees its compatibility. yay
If Vortex reports a conflict related to "ExoWarlock_FormListMergeScript.psc", just resolve it by setting one of them overriding all other copies. That file is the script for injection, which I used in my many other mods for the same purpose, and they are the exact same file so it does not matter which one is left.


Thanks
Boris4774 for the retxture asset bundle
teenco for the Exile Armor
ElminsterAU et.al. for xEdit
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