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Expired

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expired6978

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About this mod

Uses NiOverride to make items capable of being dyed.

Requirements
Permissions and credits
Changelogs
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Warning: This mod requires
SKSE64 2.0.16 (or greater)
AND
RaceMenu Special Edition 0.4.0 (or greater)


Armors MUST support the Dye system to work!


What does it do?
Adds the ability to dye supported armor from a menu. Items that are dyed can be given to other Actors and will maintain their colors.

How do I dye my armor?
Go to an Alchemy Table or Tabletop, if the mod did not encounter any errors on startup you will have the "Dye" option in addition to "Use Alchemy Table". When the menu opens you will be met with a list on the left of currently equipped items, or previously dyed items. Select an item and select a color diamond at the bottom, this represents the layer. The first layer usually tints the entire armor, it is more desirable to select the next layer that can potentially colorize only specific parts.

How do I remove dye from my armor?
When in the Dye Menu, select your item, the rectangle in the Dye list should be transparent. Press the Dye key while no dyes are selected and it will revert your armor to its default colors.

Things to know
Dye ingredients will be consumed whether anything was actually dyed or not. Know what layers the item you're dyeing supports before dyeing. The system cannot tell what layers are available at dye-time nor can it tell what the default colors are, it just knows that there is a maximum of 15 layers, and what the current overrides are.
Weapons are not supported yet, only Armor.

Differences from LE
  • No layer limit, only the UI is limited to 15 layers
  • Now supports targeting any layer (diffuse, normal, specular, environment, glowmap)
  • No longer changes the underlying shader type
  • Mask size will be scaled to the size of the source texture
  • Masks are iterative not combined before blending. Overlapping masks will have overlapping effects
  • Various blend modes now available
  • New blend shaders can be created (shader program name must be the name of the file, and be lowercase)

Why are there three plugins, can't you make it one?
There are 3 plugins because it may be desirable to remove the default ingredients completely for overhaul mods, in which case you just disable DyeManagerDefaults.esl, or overwrite the included script with your own list of ingredients. UIExtensions holds all of the menu assets, this is where all of my custom menus go, while I could integrate only the DyeMenu into the main mod I will not do so, UIExtensions is also shared with Extensible Follower Framework.

What are the default Dye items?
  • Orange Orange Dartwing (bb956), Monarch Butterfly (727e0), Salmon Roe (003545), Fire Salts (3ad5e), Carrot (64b40)
  • Purple Deathbell (516c8), Jazbay Grapes (6ac4a), Lavender (45c28), Thistle Branch (134aa), Nightshade (2f44c)
  • White Salt Pile (34cdf), Bonemeal (34cdd), White Cap (4da22), Tundra Cotton (3f7f8)
  • Yellow Honeycomb (b08c5), Torchbug Thorax (4da73), Yellow Mountain Flower (DG002a78), Chicken Egg (23d77), Wheat (4b0ba), Honey (10394d)
  • Green Luna Moth Wing (727df), Rock Warbler Egg (7e8c8), Cabbage (64b3f), Fost Mirriam (34d32), Hanging Moss (57f91)
  • Black Vampire Dust (03ad76), Black Soul Gem, Void Salts (3ad60), Dwarven Oil (f11c0)
  • Blue Blue Dartwing (727de), Blue Butterfly Wing (e4f0c), Blue Mountain Flower (77e1c)
  • Red Briar Heart (3ad61), Daedra Heart (3ad5b), Human Heart (b18cd), Human Flesh (1016b3), Red Mountain Flower (77e1d), Tomato (64b42)
  • Pink Soul Gem Fragments (67181, 67182, 67183, 67184, 67185)
  • Cyan Chaurus Eggs (3ad56), Gleamblossom (b097), Glowing Mushroom (7ee01), Glow Dust (3ad73), Wisp Wrappings (6bc0e)


For Modders

How can I support my armor?
See the Sample Optional downloads section.
How can I add more Dye ingredients, or replace the existing?
Dye ingredients are managed by NiOverride, the defaults are managed by DyeManagerDefaults.esl. You can disable this if you wish to use your own altogether. You can add more dye ingredients by using the NiOverride.RegisterFormDyeColor(Form akForm, int colorAARRGGBB) function. You must use this on Initialize and on Game Reload, these functions are very fast so they should not contribute to script lag.If you wish to consume potions as dyes you may either register the Potion itself, or the base MagicEffect. If a potion has multiple registered effects, the potion dye color will be an average result of the MagicEffect's assigned colors.

Supported Mods
  • Male Steel Plate Armor (optional file)