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[sEARCH] Armour esp Tutorial


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Posted

I want to create several parts of an Mod armour, which consists of only one part, e.g. Oberteel, trousers etc.

Since I have already done some meshups, editing the nifs is no problem for me.

What I don't know now is how to edit the esp, or create a new one to insert the new armor parts.

Is there a detailed instruction or Youtube video on how to do this?

Posted
8 hours ago, AreaGamer said:

I want to create several parts of an Mod armour, which consists of only one part, e.g. Oberteel, trousers etc.

Since I have already done some meshups, editing the nifs is no problem for me.

What I don't know now is how to edit the esp, or create a new one to insert the new armor parts.

Is there a detailed instruction or Youtube video on how to do this?

 

easy peasy...

This is what I used to learn how to do it
 

Spoiler

 

 

So, you want to make armor with stats of studded armor. You hit all and search for leather

 

Spoiler

image.png.542e81b607bdf0768e45a9c58a8fb8e6.png

 

Right click on the corresponding items of what you're going to do and hit duplicate. So, if you're doing boots right click on the ARMA, the ARMO, and scroll down for the recipe and temper files. You'll get something like this:

 

Spoiler

image.png.decccf79cd8f86e4112d0204d7006219.png

 

Now double click the file to edit:

Change the ID to what makes sense to you and edit the biped models to your mashup piece. Leave the one you're not editing alone. If you're robbed from being defeated and they take your boots to wear their feet will be invincible. So, I only make female mashups so I leave the male models alone because of that. Hope that makes sense. When you're done editing the file you'll get two prompts. One is to make a duplicate file of what you're editing and the next one is asking you if you want to rename it... hit No and then Yes.

 

For convention leave the AA at the end. So, if you're doing "My crazy boots" keep it as MyCrazyBootsAA

 

Spoiler

image.png.56beb4e23e9baffdf3f74e0c902c85fb.png

 

Now you edit the ARMO file:

 

Spoiler

image.png.477306918b8e5a5b0bfbed0188a58d60.png

 

Double click to edit:

 

Change the ID that makes sense to you. Following the above example I would name it ArmorMyCrazyBoots

 

Change the name to My Crazy Boots and the settings you want. If this is a personal mashup and not going to be shared I'd leave the world model alone. You might be interested in learning how to create one - I have no clue. I just leave it as the piece I'm using. Down below see where it says FullLeatherBootsAA? Right click delete and then do new. You'll then browse to your AA file you just made.

 

Spoiler

image.png.7df469fabb52cd8fd9579f1a9152a2c8.png

 

So, now you created the item. You can continue on to create the recipe and temper files. The recipe file is not needed unless you want to craft it in game. You can add it through console or the add item menu mod. The temper file you might want to, well, temper it. That's unless you make it OP.

 

Now editing the recipe and temper files are essentially the same.

 

Spoiler

image.png.72b3943b4b181b6d6de41ee7493ddaf0.png

 

Double click to edit:

 

Change the ID. Going along: RecipeArmorMyCrazyBoots. Your creating "ArmorMyCrazyBoots" so you want to scroll to find that record. You can change the recipe if you want

 

Spoiler

image.png.bb66940fab3517086f652794de64837c.png

 

The temper file will follow along as "TemperRecipeArmorMyCrazyBoots." Again, you select the object to create as above and then the items you need to temper it with. I change the recipe and temper items for myself. I just don't want to do it.. lol... but you can remove the required items. I haven't messed with the below conditions but I'm sure someone else can give additional information.

 

Spoiler

image.png.90570025019990ebe240174257bc05ee.png

 

 

Okay, all the duplicated files are edited and renamed. Hit the save button and it'll prompt you to create a esp. The video will show you how to save it. 

 

Hope this helps

:)

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