When you allow for 12 or 16 different versions of each armor, you increase the amount of effort and filesize the armor takes up by the same magnitude.

That’s not feasible.

Its why I suggested we simply get a color picker so that the players themselves can pick and choose colors out of the entire spectrum available in Unreal.

Right now if you have a piece of armor and wish to color the straps on the chest the same as the legs, but the straps on the chest and legs are a slightly different material. The colors will likely mismatch. To do as you stated would require the developer working on it, to finely tune it for each of the 12 colors so that they match.

I wouldn’t be as simple as setting up 12 colors and then applying them to each dye channel. They would have to move the sliders around, test it in different lighting conditions, and make sure all parts match where you think they should. But then there’s a problem. That developers’ eyes may not exactly see the colors in the same way you do, or the same way I do. The lighting they use for testing may not be the lighting we consistently find ourselves playing in because of our playstyle or base location.

So its not a perfect system. And no system really is admittedly. But The problem is the effort on the developer’s side of things yielding a benefit that doesn’t match.

Meanwhile the effort to give us a color picking system is relatively easy and allows a near infinite amount of choice to the players. Giving that effort an extraordinary amount of benefit.

It comes down to one of choice on the devs on whether or not they wish to go that route. Given the amount of joy such systems give players when they interact with a mod that does so, I would say its a win win scenario.