Hello, all.
In playing around with some things in the game, I made a few discoveries.
First, that the "ordinary" mage robes (Traveler, Knave, and Adventurer) don't seem all that magical; they give minor situational bonuses to saves and AC, but these bonuses are barely useful enough to warrant an armor slot, much less require an identify spell.
That's not what this thread is about, though. :)
This thread is about an observation I made a few weeks ago, which was that if you change your character's armor, leather, and metal colors using Shadowkeeper or some other character/save editor, you only see those changes while wearing no armor at all. As soon as you put on any piece of armor, the armor you're wearing overrides what your character's natural colors are.
I don't like that.
So I did a few things. The first thing I did was remove all of the color effects from the "ordinary" mage robes listed above. Now, when you put on your adventurer's robe, the trim and straps will remain brown-ish if you haven't changed these colors for your character; and if you have, these changes will be reflected accordingly.
The second thing I did, because my first change made all of these robes identical, was to change the visual "Armor Level" for each robe. Previously all "ordinary" robes used Armor Level 3, which is the avatar with the cape and the shoulder pads. I've made the following changes:
Traveler's Robe: Now uses Armor Level 2 (the high color, no cape look)
Adventurer's Robe: Continues to use Armor Level 3 (Shoulder-guards and cape)
Knave's Robe: Now uses Armor Level 4 (cape, shoulder-guards, and hood)
The result is three distinct mage armors, all of which display the mage's natural colors for armor, leather, and metal.
~Screenshots forthcoming.~
So that's the first big thing here.
What's the Second big thing?
When I gave the Knave's Robe a hooded appearance, I realized that this left the Archmage robes looking somewhat lackluster. So I set about a much more involved process to make these robes look truly unique. Here's what I did:
I've added a color effect to each of these robes that overrides the wearer's Major and Minor clothing colors. Yes, this means that you will always look the same when wearing a given archmage robe (this has no effect on your character's feedback circle).
I also modified the existing colors to make a clearer distinction between "Good", "Neutral", and "Evil" archmage robes. Now, Good wears white and gold; Evil wears black and red and gold; and Neutral wears grey. They all continue to use the hooded appearance.
Screenshots:
[spoiler]Robe of the Evil Archmagi:
![image]()
![image]()
![image]()
Robe of the Good Archmagi:
![image]()
![image]()
![image]()
Robe of the Neutral Archmagi:
![image]()
![image]()
[/spoiler]
So that's this mod. Extract the six files in the attached .rar archive into your Override folder, and enjoy.
I've left the Resistance robes unchanged for now, mainly because the changes I made looked awful.
I'm working on changes to standard armor as well to allow similar modifications, but that's still in the works. Let me know what you think!
In playing around with some things in the game, I made a few discoveries.
First, that the "ordinary" mage robes (Traveler, Knave, and Adventurer) don't seem all that magical; they give minor situational bonuses to saves and AC, but these bonuses are barely useful enough to warrant an armor slot, much less require an identify spell.
That's not what this thread is about, though. :)
This thread is about an observation I made a few weeks ago, which was that if you change your character's armor, leather, and metal colors using Shadowkeeper or some other character/save editor, you only see those changes while wearing no armor at all. As soon as you put on any piece of armor, the armor you're wearing overrides what your character's natural colors are.
I don't like that.
So I did a few things. The first thing I did was remove all of the color effects from the "ordinary" mage robes listed above. Now, when you put on your adventurer's robe, the trim and straps will remain brown-ish if you haven't changed these colors for your character; and if you have, these changes will be reflected accordingly.
The second thing I did, because my first change made all of these robes identical, was to change the visual "Armor Level" for each robe. Previously all "ordinary" robes used Armor Level 3, which is the avatar with the cape and the shoulder pads. I've made the following changes:
Traveler's Robe: Now uses Armor Level 2 (the high color, no cape look)
Adventurer's Robe: Continues to use Armor Level 3 (Shoulder-guards and cape)
Knave's Robe: Now uses Armor Level 4 (cape, shoulder-guards, and hood)
The result is three distinct mage armors, all of which display the mage's natural colors for armor, leather, and metal.
~Screenshots forthcoming.~
So that's the first big thing here.
What's the Second big thing?
When I gave the Knave's Robe a hooded appearance, I realized that this left the Archmage robes looking somewhat lackluster. So I set about a much more involved process to make these robes look truly unique. Here's what I did:
I've added a color effect to each of these robes that overrides the wearer's Major and Minor clothing colors. Yes, this means that you will always look the same when wearing a given archmage robe (this has no effect on your character's feedback circle).
I also modified the existing colors to make a clearer distinction between "Good", "Neutral", and "Evil" archmage robes. Now, Good wears white and gold; Evil wears black and red and gold; and Neutral wears grey. They all continue to use the hooded appearance.
Screenshots:
[spoiler]Robe of the Evil Archmagi:



Robe of the Good Archmagi:



Robe of the Neutral Archmagi:



So that's this mod. Extract the six files in the attached .rar archive into your Override folder, and enjoy.
I've left the Resistance robes unchanged for now, mainly because the changes I made looked awful.
I'm working on changes to standard armor as well to allow similar modifications, but that's still in the works. Let me know what you think!