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Or even a version of this that replaced the base game plate with your plate, and added the other two as side-grades.
Either way, amazing work!
If you really want to have the whole thing dyeable you could go into the texture files and delete the masks (black/red images) but it probably wouldn't look right.
Thanks a lot for the heads up, just updated with a fix.
You can actually rewrite the whole BotchJob_ToxicCut def to inherit from CutBase , and remove every inner node other than additionalHediffs and the three nodes below it.
The only thing I can think of is changing it with a patch. I'll hold off for now since you were able to sort it out yourself but I could release a patch as a separate, optional mod if there's enough interest.
In theory, it works great if you're using rimedieval and are tech locked. But in a game that also has hi tech middle layer options, it feels a bit cheesy.
Is this sort of thing able to be a toggle? Either way, I just edited the xml to include middle layer on my end so it's not a big issue.
I'm not fully set on having it this way so let me know if you think it's causing balance issues and I might change it.
I'm glad you got it sorted out either way and thanks, go medieval on some raiders for me.
Vahnilla Ancient Armoury
I would love to see all workshop mods use the new standard of "vahnilla" as there punch tag
Even so, I tested it out alongside Rimedieval, Medieval Overhaul, Vanilla factions expanded: Medieval and a few other of the go-to medieval mods and it seemed to be working fine.
If all else fails, you could try temporarily disabling all of your other mods besides this one and see if it shows up. If it does then you know its another mod causing the issue.
@old dog Good catch, that's an oversight on my part, they should protect the whole head. I'll sort it out and update a little bit later today.
actual legend