Camo Consistency
⚪ Last updated 2018Preview

🔍 Analysis
- 👍 4.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #40 of 262 Gameplay mods in this game by downloads
📋 About This Mod
Overhauls the camouflage fatigues available in-game to better match their appearance to the areas where they're effective. Expands FOB Event camo effectiveness for consistency and variety. Makes no changes to single-color "FOB infiltration"
The Problem
The camo system in Metal Gear Solid 5 is somewhat binary: Either you have matching camo for the texture Snake is standing on, or you don't. Since this can have huge effects on enemy sight range, this can lead to situations where camo is inconsistent at all the wrong times, adding to frustration. Additionally, FOB Events added a ton of cool new camos but lazily assigned seemingly random effectiveness to them, leading to bizarre scenarios like Desert Ambush -- a sandy yellow and black camo -- only being effective in greenery! There are many other problems, such as Golden Tiger being the sole camo in the entire game with any degree of effectiveness on red soil, Woodland being completely redundant because of Olive Drab, and so forth.
The goal of this mod is to flesh out the camo system with extra variety, correct obvious problems where camo did not even remotely resemble its area of effectiveness, expand the FOB Event unlockable camos to make them more attractive to acquire and use, and to make camo more consistent in a given area of operations if the player chose their camo correctly (which is hopefully a lot more intuitive, as picking something that looks like it can fit in usually means it will).
The Categories
MGS5 includes five moddable camo categories by default, based on the textures the player is standing on:
-
[]Sand/Soil: Includes most sandy desert terrain, a number of rocky Afghanistan terrains, and gravel.
[
]Rock: Includes most rocky terrains not covered by Sand/Soil, and a few soil terrains as well.[]Greenery: Includes a number of forest, jungle, and mossy terrain textures.
[]Marshy/Wet: Includes a number of dark or "wet" soil types and several kinds of water.
[]Metal/Concrete: Includes most "base" terrain, including fully developed roads, helipads, concrete buildings, and most FOB textures (pipes etc.).
As it so happens, there is also a "mix" category which applies only to the Animals and Naked Snake/EVA Jumpsuit camos. This category simply combines the Sand/Soil and Greenery camo types. What I've done is expand the mixed camo categories to contain a mix of every possible camo combination, and assigned each one to at least one non-DLC camo fatigue unlockable through FOB Events. This adds 18 new camo types, though most are just mixtures of existing terrain. I've also gone into the text files and made sure to update effective areas, while also categorizing each fatigue type as follows:
[]Standard: The game originally used this term to describe all camo fatigues. It now applies only to the camos that are unlockable offline (except Woodland and Animals): Olive Drab, Splitter, Squares, Tiger Stripe, Golden Tiger, Desert Fox, and Wetwork.
[*]Monochrome: Th
📊 Mod Details
- Game
- Mgsv Tpp Mods
- Author
- NakarG
- Version
- 0.3
- Downloads
- 11,501
- Endorsements
- 471
- Category
- Gameplay
- Created
- 1/6/2018
- Updated
- 1/25/2018
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