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How to Make a Mashup!


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Posted

Welcome to RedMonika's "How to make a mashup" tutorial!

 

I've done a couple of tutorials in the past but, honestly, they're crap and we can do better. In this tutorial you're going to learn:

 

1. How to create a folder and file structure in Mod Organizer for your collection

2. How to use Outfit Studio to create mashups

  • Creating the idea
  • Setting partitions
  • Changing textures
    • Using different textures from other mods

3. How to finalize the idea in NifSkope

4. How to organize your mashup

5. How to create an esp in Creation Kit

  • How to make records
    • Enchantments
    • Crafting Recipes
    • Temper Recipes

6. Having fun

  • Experimenting with armor mods

 

This is exactly how I do it. So, let's start!

Posted

Building a Mashup! - The Preliminary Setup!

 

Getting into making mashups you want to be organized. You, also, have to have a pre-made location for your nifs. I use Mod Organizer to do this. I'm sure there is a way to do this in Vortex - I just don't have a clue how to do it.

 

In Mod Organizer we're going to "Create empty mod":

 

Spoiler

image.png.145d20087bab67d487ae0ef4ee9c9ebd.png

 

Name it something that makes sense and click "OK".

 

This will be placed on the bottom of your list on the left side in Mod Organizer. If you manage your mods in different groups assign it to a group that makes sense.

 

Now, we need to create the file structure. Right-click on it and select "Open in Explorer". You want to create a new folder and name that as "meshes". If you want your mashups to be located in the "meshes" folder stop there. If you want them to be in the "armor" folder create a new folder and name that "Armor". Where ever you choose you now need to create a folder for your mashups and name it something that makes sense. I have mine as "RMMashups."

 

So, what you'll have for example:

 

RMMashups
-- Meshes

----Armor

------RMMashups

 

Outside of a mod manager what do you need:

 

1. Bodyslide and Outfit Studio: https://www.nexusmods.com/skyrim/mods/49015
2. NifSkope: http://niftools.sourceforge.net/wiki/NifSkope

3. Creation Kit via Steam: Library > Tools

 

Installing them is out of the scope of this tutorial. If you need help with that, please, see the videos by GamerPoets on YouTube.

 

Now that, that's done you're ready!

 

Posted

  Building the Mashup! - The Idea

 

What do you want your armor to look like? There are lots of options to choose from. A bit for male and a lot for females. What texture do you want to use? Again, lots to choose from. Or, do you want to use a different armor mod all together?!

 

For this tutorial we're going to make a new Dark Brotherhood set. We're the main character - the PC! So, we should have something interesting to stand out, right?

 

Spoiler

image.png.e50ad85d719407b491464ce72b533a28.png

 

image.png.cf186b7e7608a7e79b75fd11a9612be9.png

 

Sorry for the male character players. Being a chick I automatically do stuff for female characters but if you have an idea of what you want to do there's no reason why the steps can't be followed. Maybe you just want your look to be a different texture - we can do that!

 

The hood is from: https://www.nexusmods.com/skyrim/mods/25259
The mask is from the Vigilant armor in: https://www.nexusmods.com/skyrim/mods/68144
The armor is from: https://www.nexusmods.com/skyrim/mods/89849
The gloves are from CT77's Remodeled Armor - the first link
The boots are from: https://www.nexusmods.com/skyrim/mods/93069

 

For the boots do you want high heel sounds? If that is a yes install the sound file and enable. Don't forget to run LOOT!

Heels Sound 1.5.7z

Posted

Building the Mashup! - Installing Mods

 

When you download amor and or texture mods, generally, they will replace something unless they're noted to be stand alone. In these cases you can change their folder structure while installing them. When installing them you can choose "Manual." This lets you to create new directories:

 

Spoiler

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When you click "Manual" another window with a file structure will display:

 

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Opening the folders you can see the structure:

 

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image.png.bb49f4891f99f4c78e827c3e3862418f.png

 

*Note: We can see from the structure that this set is placed into "ebony," which will replace the ebony armor. Since we don't want that to happen we're going to make a new folder for it.

 

To change the destination of these files we create a new directory:

 

Spoiler

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For this example we're going to make a new directory named "Cleric" and place the nifs in it by dragging them into it:

 

Spoiler

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Now, we need to put the Data file on top to have it properly installed. Right-click on the "data" folder above "meshes" and set it to data directory. The red text will now be green:

 

Spoiler

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Click "OK" to install.

 

This way nothing is replacing anything and the armor is located in its own location. This can also be done with textures. In most cases I'll do the following when installing textures. By following the default path but separating them into their own folder makes it simple when changing textures. This will make sense later on.

 

Spoiler

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After installing armor mods you want to disable their esp by moving them into the optional side and then enable them:

 

Spoiler

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After note:

 

As above I mentioned about placing them into their own group. This is what I do in Mod Organizer for example:

 

Spoiler

image.png.83322de567c1488de8c6b748912a8cf1.png

 

  • Armor is where I put stand alone armor that I may use for mashups or use their texture.
  • BS Armor is where I place armor mods that have bodyslide files that I may use for mashups
  • In Game Armor and Mashups is the category that I place armor that I use in game
  • Armor Texture is where I place texture mods

 

The order is important. If one mod in Armor is a replacer my mods in the "In Game Armor and Mashups" take "priority". Likewise with "Armor Texture". This is how they are ordered in the list as well. Bodyslide armor mods are a separate beast here, which we'll talk about later.

 

 

Posted

Building the Mashup! - Using Bodyslide

 

Above I mentioned that bodyslide armor is different. When you download an armor mod that replaces "vanilla" armor... well, it replaces it but bodyslide armor will replace that. Okay, so the game comes with standard armor: dragonbone, bandit, etc. CT77's Remodeled Armor mod replaces these with his edited versions. Here we have his Thieves' guild armor:

 

Spoiler

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When we build that in Bodyslide this is what we'll see in game.

 

This is the Thieves' guild armor from BD UUNP replacer:

 

Spoiler

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If we build the latter Thieves' guild armor it will replace CT77's armor and we'll see this instead. So, what does this tell us when we're making mashups? Well, we need to do one at a time. Let's say you want to use the shorter cut jacket from the BD mod with the skirt from CT77's mod. You'll need to build BD's set first to use the jacket and then CT77's mod to use the skirt.

Posted

Building the Mashup! - Building the Armor in Bodyslide

 

Our goal:

 

Spoiler

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After we install our mods and disable the esps we're not going to use we'll open Bodyslide and build our armor:

 

1. BD Dark Brotherhood armor

 

Spoiler

image.png.8aa361d0d63ce5bf96d975dffbbd9590.png

 

2. CT77's Dark Brotherhood gloves

 

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3. CT77's Warlock hood

 

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4. Darkwing's Dark Brotherhood heels:

 

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Posted

Building the Mashup! - Putting it Together

 

We're now going to put the parts together in Outfit Studio. I use this as a base to see what I'm doing and to catch errors that I might miss or forget about. I start with 0.nif and 1.nif in a system that works for me. The more you do this you'll find ways that are more efficient for you. I start with the main armor piece and then the accessories - gloves, boots, hoods, etc.

 

1. In Bodyslide click on "Outfit Studio":
 

Spoiler

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Since, I work on the 0 and 1 at the same time and prevent confusion I open up two Outfit Studio windows. I have my 0 on the left and my 1 on the right.

 

2. Open up armor:

  • Starting with the 0.nif
    • File > Load Outfit > From File > Browse
Spoiler

image.png.186938f030bec65611c88212ff70b2d5.png

 

3. Browse to the Dark Brotherhood armor

  • meshes > armor > dbarmor > dbarmortorso_f_0.nif
  • Click Ok
Spoiler

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4. Outfit Studio will display the armor:
 

Spoiler

image.png.80ac87daf33b5463c3582a4896771ce8.png

 

When building mashups I always put the body on the bottom of the list. If it's not I'll delete it and add it. This will make sense later.

  • To delete a mesh right click on the mesh on the right, right-click and click Delete. Alternately, you can select the mesh and press your Delete button on the keyboard.
  • To add a mesh select File > Load Reference... > From File > Browse
    • This allows you to choose something specific from an esp
      • When you're loading a reference you're selecting a part of the armor from the nif
      • When loading a reference it will be green. Right-click and select "Set Reference"
Spoiler

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Look familiar? These are same shapes listed under on the right of our armor.

 

5. Add the gloves

  • File > Import > From NIF...
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Importing from a nif imports the whole thing. Since the gloves will include the hands we don't need to do each one separately by loading references - we can do it all at once. After selecting "From NIF..." a browse window will appear:
 

Spoiler

image.png.b4b1eb09da677bf50d018aae0be3ed50.png

 

Since we're right there we want the dbarmorgauntlets_f_0.nif
 

Spoiler

image.png.962a6b0cdfade2183fab7fde3beb5518.png

 

6. Add the boots

  • File > Import > From NIF... > meshes > DarkWing > Dark Brotherhood Heel > dbarmorboots_f_0.nif
Spoiler

image.png.2665a8f9b08bc7a7e42cae70137bc0b3.png

 

7. Add the hood

  • File > Import > From NIF... > meshes > clothes > warlock > warlockhood_f_0.nif
Spoiler

image.png.12b28be537cf860bee41416e59a79b09.png

 

8. Add the mask.

  • File > Import > From NIF... > meshes > CUSTOM > Immersive Mashups > Vigilant's Armor > facemask_noscarf_f
Spoiler

image.png.3f898450adea518afa6a82d771b781d5.png

 

Notice that there's only one nif for the mask. Since this is the case you don't need to add it for the 1.nif

 

Now, you need to do it for the 1.nif. This is why I do it at the same time and have two windows up.

 

Tip: if you're not sure where something is you can open the mod up in Mod Organizer by double-clicking or right-clicking and select "properties". Under the "FileTree" tab it will show you where the meshes and textures are:
 

Spoiler

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Posted

Building the Mashup! - Checking Partitions

 

This is where things can go a bit wrong if you're not paying attention. Have you ever equipped armor that was invincible or unequipped something that had no connection with. For example, putting a hood on and the cloak disappears. This has to do with partitions.

 

The partition/slot convention list:

 

Spoiler

30 - Head
31 - Hair
32 - Body (full)
33 - Hands
34 - Forearms
35 - Amulet
36 - Ring
37 - Feet
38 - Calves
39 - Shield
40 - Tail
41 - Long hair
42 - Circlet
43 - Ears

44 - Used in bloodied dragon heads (Used for face/mouth)

45 - Used in bloodied dragon wings (Used for neck)

46 - Chest primary or outer garment

47 - Used in bloodied dragon tails (Used for back)

48 - Misc/FX (use for anything that doesn't fit in the list)

49 - Pelvis primary or outer garment

50 - Decapitated head
51 - Decapitate

52 - Pelvis secondary or undergarment

53 - Leg primary or outer garment or right leg
54 - Leg secondary or undergarment or left leg
55 - Face alternate or jewelry
56 - Chest secondary or undergarment
57 - Shoulder
58 - Arm secondary or undergarment or left arm
59 - Arm primary or outer garment or right arm
60 - misc/FX (use for anything that doesn't fit in the list)

 

These are generally used for these purposes. If you plan to share your mashups you'll want to follow this. If you're going to use the mashup for personal use then it doesn't really matter but when we get involved with module armor pieces you'll need to follow what you use. This will make sense later.

 

In Outfit Studio select the mask shape on the right and then click on the partition tab. We can see that it corresponds with our list using slot 55:

 

Spoiler

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When using partitions/slots in Outfit Studio you'll notice that some pieces will be red and others will be green. Red color shows you what you're editing. If you check the other shapes you'll notice that most of them are set to 32 - the body. This is why I keep the "bodyshape" between the armor parts and the accessories as a border. I know that everything above the body should be 32 and the others I need to check. This works well when you do module mashups. You can assign different parts to different slots. Perhaps you want a pouch separate in order to enchant it in game or add an enchantment to it in the Creation Kit. You can't do this if they're all assigned to 32. We'll look at this later.

Posted

 Building the Mashup! - Changing Textures

 

Remember, how we installed textures in their own location? This is why. Let's say you want your armor to be black and use the black textures from: https://www.nexusmods.com/skyrim/mods/82520?tab=files. When installing and if you don't change its destination folder it will overwrite Dark Brotherhood's armor texture for everyone and we just want it for this. When I installed the texture I placed it in a new directory I named "Black":

 

Spoiler

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In Outfit Studio to check the path for textures double-click on the shape and click "Textures":

 

Spoiler

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You can see if we hadn't created a new directory it would have replaced the default texture. By inserting "Black" to textures\armor\dbarmor\Black\DBArmor_Female_Torso.dds to both lines for "Seven.091", "Belt", "DBGauntlets", "DBboots"  and click "OK" the texture changes:

 

Spoiler

image.png.37276847242ede8f8bd1c52f37f67d5b.png

 

Tip: If you're going to share your mod and have permission from the modder who created the armor and textures that you're using you'll want to place them in their own directory for your mod. This can be done when you install them

Posted

Building the Mashup! - Saving your Mashup

 

Remember when we created our own folder to store our collection? You're going to use it now!

 

1. In Outfit Studio

  • File > Export > To NIF... Browse to your folder:
Spoiler

image.png.33609513a49b1f3506bf1ba90631aa26.png

 

I have my own ridiculous naming convention but it works. This will make sense later. In your folder you need to think how you want your mashups to be organized. Since we're doing a specific armor set you can create a folder that makes sense to you. As I said I have a ridiculous way and have one folder for this purpose and then other folders for module parts:
 

Spoiler

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For the tutorial I'm going to create a new folder named "Tutorial" by clicking "New Folder":
 

Spoiler

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What I do is save the 0 and 1.nif as that. In this case if I mess up somewhere I always have a back up:
 

Spoiler

image.png.dc1b00fa6556e548b69a5ea10d286eb2.png

 

2. Mod Organizer will place this within its "Overwrite" folder but we need to physically move to its proper location - I know, sounds weird.

  • Right-click on your folder and select "Open in Explorer".
  • Right-click on "Overwrite" and select "Open in Explorer".

 

In the Overwrite folder you'll see the folder structure:

  • meshes > your folder > armor set folder > 0.nif and 1.nif

or

  • meshes > armor > your folder > armor set folder > 0.nif and 1.nif

 

Drag the meshes folder from the "Overwrite" folder to your folder

Posted

Building the Mashup! - Using NifSkope

 

I don't know why but if I don't do this step the meshes of the armor in game will be stretched out or the game will CTD. This step is quick.

 

1. Open Nifskope and click on the folder to browse and open your nif:

 

Spoiler

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2. Browse and open your 0.nif:

 

Spoiler

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3. Click the disk icon in the banner to and follow the steps for the 1.nif

 

After this you can close NifSkope

Posted

Building the Mashup! - Organizing

 

After moving the files from "Overwrite" to your folder we need to close and open Bodyslide.

 

Bring up two Outfit Studio windows:

 

1. Open up the 0 and 1.nif:

  • File > Load Outfit > Browse

2. Delete everything below the "baseshape" by right-clicking on the shape on the list and clicking "Delete". You can also press your "Delete" key on your keyboard. This is why I keep everything that's 32 above the "baseshape". Everything including the body will be set to 32.

 

3. Save the armor:

  • File > Export > To NIF... > name it something that makes sense to you. For this example I'm naming it as MyAssassinArmor_0 and MyAssassinArmor_1. Remember, you need to do this for the 0 and 1.nif.

4. Save the hood, gloves, boots, and mask in the same manner. Delete everything that you're not saving. In my way I would name them MyAssassinArmorHood_0 and MyAssassinArmorHood_1 and follow the pattern for each.. Remember, there's only one nif for the mask, so you don't need to add a _0 or _1 to it.

 

Now, your folder should look something like:
 

Spoiler

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Your mashup is built!

Posted

 Creation Kit! - Preliminary Setup

 

Out of the box CK freaks out if you try to open more than one master file. To get around this we need to edit the ini file.

 

1. In Mod Organizer click on the puzzle piece and select "INI Editor":

 

Spoiler

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2. Select SKYRIM.INI

  • Under [Archive] add:
    SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim
    VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
    SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
    SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
Spoiler

image.png.0b2b754d5bd08edbd0e0b53cae9bc7d0.png

  • Under [General] add:
    bAllowMultipleMasterFiles=1
    bAllowMultipleMasterLoads=1
Spoiler

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When the file is edited click "Save" and "X" out.

Posted

 Creation Kit! - Creating Armor and ArmorAddon Records

 

Now, that CK is set up let's get it going! Think about your armor what do you want it to be comparable to? Do you want it to have the same stats as Dark Brotherhood, leather or ebony armor?

 

1. Open up Creation Kit. If you get any error pop ups click on "Yes to all"

  • Click on the open folder icon at the top left on the toolbar

 

2. In the "Data" window

  • Tick Skyrim.esm
  • Tick Heels Sound.esm if you want heel sounds
  • Click "OK"
Spoiler

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Depending on how many mods you have this can take a couple of minutes. If any error message pop ups click "Yes to all".

 

3. In the "Object Window"

  • In the filter field type in something you want to find. In this case I'm going use Dark Brotherhood armor and type "dbarmor" in the field
  • Scroll down the list and select "*All"
Spoiler

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You can sort by "Editor ID" and then "Form Type". This puts the objects in a more manageable view:
 

Spoiler

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Items can be hard to find. Sometimes you'll need to be creative when trying to find stuff. Bethesda didn't really use a convention for object names.

 

4. In our mashup we have armor, gloves, boots, a hood and a mask. To create the records we need we need to duplicate the "ARMA" and "ARMO" Form Type:

  • Right-click on "DBArmorAA" and select "Duplicate"
    • In the list you'll see "DBArmorAADUPLICATE001"
  • Create duplicates for the following:
    • "DBArmorHelmetAA"
    • "DBArmorGlovesAA"
    • "DBArmorBootsAA"
  • Repeat the steps for the "ARMO" records.
    • The records that end with "SP" have the Dark Brotherhood armor enchantments. If you want your armor to have them duplicate those. We can change the enchantments later, so, if you want, go ahead and duplicate those.

Your list should look like this now:
 

Spoiler

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5. Duplicate the Helmet "ARMA" and "ARMO" records again. This will be for the mask.

 

6. To change the name of an object click on it to type. When you enter a new name two windows will appear one after another:

  • Create New Object - click "No". Once you get more experience you'll start using this. You can use this instead of duplicating an item
  • Confirm Rename - click "Yes". If you made a mistake you can click "No".

 

7. We should rename them now. Again, I have a ridiculous way of naming things but again it will make sense later. In this tutorial I'm going to use:

  • For the AA records
    • TutorialMyAssassinArmorAA
    • TutorialMyAssassinArmorBootsAA
    • TutorialMyAssassinArmorGlovesAA
    • TutorialMyAssassinArmorHoodAA
    • TutorialMyAssassinArmorMaskAA
      • By convention always have "AA" at the end of these files
         
  • For the "ARMO" records:
    • ArmorTutorialMyAssassinArmor
    • ArmorTutorialMyAssassinArmorBoots
    • ArmorTutorialMyAssassinArmorGloves
    • ArmorTutorialMyAssassinArmorHood
    • ArmorTutorialMyAssassinArmorMask

 

8. Type "TutorialMyAssassinArmor" in the filter:
 

Spoiler

image.png.e2c2daaf83f329d1c20f6e1cab8c774a.png

 

Posted

 Creation Kit! - Editing  "AA" Records

 

The "ARMA" or "AA" (short for ArmorAddon) records are the template model for an armor piece. The "ARMO" is the object for that amor piece. For example, you have a bootAA record that is used for one mashup. You create another mashup and want to use the same boot. You don't need to create a new "AA" record just another "ARMO". In regards to database terminology it's a one-to-many relationship.

 

1. Double-click on "TutorialMyAssassinArmorAA":
 

Spoiler

image.png.26252af0f77a08a767d59354e76993d0.png

 

  • ID is the primary key
  • Male - Biped Model is the armor that males wear
  • Female - Biped Model is the armor that females wear
  • Biped Object are the partitions or body slots that we check in Outfit Studio. Generally they need to match but you'll see 32, 34, and 38 for armor, which is okay. For other pieces if they don't match this is when you'll see invincible armor in game.
  • Additional Races can be left alone

 2. Set the "Biped Model" path to our new armor by clicking on "Select"

  • Click ignore if you get an error pop up
  • The "Model Data" window displays:
Spoiler

image.png.bd9fb5b3871588e0dd938b2c3defc7a7.png

 

Remember above when I said that bodyslide armor is different? To change this you can go back into Bodyslide and build another Dark Brotherhood armor. If we rebuild CT77's Dark Brotherhood's armor that will be seen in game while your player will wear what we make.

  • Click on "Edit"
  • Browse to our armor:
Spoiler

image.png.af4ceef24002771e1bdf1a4183770bf1.png

 

  • Always select the 1.nif
  • Click "Open"
  • You'll return to the "Model Data" window with our armor:
Spoiler

image.png.5950823e1054044006e297ec0ab9db47.png

 

  • Click "OK" and then "OK" again

3. Follow the same steps for the hood and gloves. Next we'll do the boots and add heel sound to them.

 

4. Open "TutorialMyAssassinArmorBootsAA":

  • Change "Footstep:" to "AngelFSTHeelsFootstepSet":
Spoiler

image.png.fb35522e491d4a67527327fe8a31090a.png

 

This is if you want heel sound. Unfortunately, this also means that the male model will have the same sound. If you're doing a set for male characters you might not want this. Also, this will set the heel sound.esm as a master for your esp.

 

4. The mask is a separate piece outside of the default armor therefore we need to do some extra steps

  • Open up "TutorialMyAssassinArmorMaskAA"
  • If you're making both male and female armor change the "Biped Model" path to the mask. If not you can remove the Male by clicking Select > Edit > Cancel:
Spoiler

image.png.ba16f9c3bee4cfc900080da586b03a80.png

 

Remember the mask's slot was at 55? We need to deselect the slots we don't want and select 55

 

Click "OK"

Posted

 Creation Kit! - Editing "ARMO" Records

 

The "ARMO" record is where we "create" the armor that is used in game.

 

1. Double-click on "ArmorTutorialMyAssassinArmor":

 

Spoiler

image.png.75c9ef0c568988dd3b258dd4ff2648c8.png

 

Notice that the body slot is only set to 32 while the AA has other slots chosen. This is okay since both have a 32 selected.

  • ID is the primary key for the record
  • Name is the name we see in game
  • Value is the base value of the piece
  • Enchanting is what the armor is enchanted with
  • Weight is how much it weighs in game
  • You can then choose "Light", "Heavy", "None" for the type of armor
  • Armor Rating is its rating in game
  • Biped Object is the body slot. Again, the slots need to match
  • World model is the ground model and what we see in vendor menus
  • Keywords are what the armor is identified in game
  • Models links the ARMO record to the AA record

 

This is where the fun comes in. Right now our armor has the same stats as the default Dark Brotherhood armor. Here we can change the name.

  • You can call it whatever you want. You can name it "My Killer Assassin Armor" if you want. You may notice that it looks like you can only have 24 characters in the name but I have some that are longer and it's fine
     
  • You can change following:
    • the base value if you want. Keep in mind that enchantments will increase the value
    • the enchantment. We'll talk about this later
    • the weight of it that will reflect the weight in your inventory
    • it from light armor to heavy
    • the rating of it
    • the "World Model". If you want to use a different ground model you can browse to it and set it here
    • the keywords, which I'll describe later but in general you won't want to mess with these until you get more experience. Notice that one is "MagicDisallowEnchanting". This prevents you from learning the enchantment or enchanting it. To remove a keyword right-click on it and select "Delete". To add one right-click on the area and select "Add"

 

To connect the ARMO record to an AA record:

  • Right-click on the listed AA record and select "Delete"
  • Right-click again and select "New"
  • In the "Select Form" window enter "TutorialMyAssassinArmor"
  • Choose the AA that is needed. In this case "TutorialMyAssassinArmorAA" and click "OK":
Spoiler

image.png.642351b74a8d114fab3f88c4da3e0ec8.png

 

The AA record will now be linked:
 

Spoiler

image.png.db2f9d87de4ccb83bc2295d78d35cb37.png

 

Now, it's easy to see the one-to-many relationship that I mentioned above. Click "OK"

 

Once the AA and ARMO records are setup and connected you're ready to make your esp. We will continue with enchantments and recipes but if you want to leave it as is continue down to "ESP Creation".

Posted

Creation Kit! - Making Enchantments

 

What's fun with a newly created armor without a good enchantment, right? Do you want an enchantment comparable to the default Dark Brotherhood with an extra bonus or do you want something that's crazy overpowered? You can do this!

 

Looking at the current ARMO record for "ArmorTutorialMyAssassinArmor" we can see that that enchantment is "DBEnchantShroudedSP" but what is this? Enter this in the filter field of the Object Window:
 

Spoiler

image.png.6a79bdb7ce64b261d7c56268ad359516.png

 

Double click on it to open it:
 

Spoiler

image.png.9b8e4b6159d2bb7eb68ca1a4b32c5aa7.png

  • The ID is the primary key for the enchantment
  • The name is what you'll see in game when learning it
  • The type is whether it is an "Enchantment" for armor or for "Staffs". Specific enchantments can only work on armor, staffs, and weapons. You can't put a weapon enchantment on armor, etc
  • Base Enchantment is what the character learns at an enchanting table. For example, if you have a couple of enchantments with varying degrees of power you can have one that's the "Base Enchantment". If you want the player to learn a particular enchantment you would want to set the "Base Enchantment" to the ID:
Spoiler

image.png.02ddf599019f6c226d57a6f0dc32478f.png

 

Remember, about the keyword in the ARMO record - MagicDisallowEnchanting? If this is deleted the character would learn this enchantment. If you don't want the character to learn the enchantment and leave the keyword you can leave this as "NONE".

  • Worn Restrictions restricts what the enchantment will go on
  • Effects is the effects of the enchantment
    • Effect Name is what it does
    • Magnitude is the power, strength, damage, etc that it gives. In this case this enchantment gives the wearer 100% poison resistance
    • Area of the enchantment
    • Duration
    • Cost the more powerful the enchantment the more it costs to use. This doesn't affect armor

In general working off of what's already setup in an enchantment is the easiest thing to do. We're just going to edit this for our armor. So, what do we want to do with this? Let's look at what we can do.

  • Right-click on the effects window and select "New"
  • The "Effect" scroll box lists what can be used:
Spoiler

image.png.83b23c11369712e5029e1534a6949f9e.png

 

Some of these won't make a lot of sense. To get to familiar looking names scroll down to the fortify enchantments:
 

Spoiler

image.png.b83ffb9b5f7e1ebe4db5d55b571fd236.png

 

In this example I'm going to add resistance to magic.

  • Scroll down to "EnchResistMagicConstantSelf"

I don't like to be too overpowered - what's the realism in that? I'm going to set the magnitude to 80. This gives me a 20% chance of being affected by magic. Once that's selected and the magnitude entered click "OK". We need to change it a little:

  • Change the ID to something that makes sense. Again, with my convention I'm changing the ID to "EnchArmorPoisonMagicResistance". If you have your own convention it makes it easier to find things
  • What should the name be - "My Assassin Enchantment":
Spoiler

image.png.d86156b28f9aea7a01b8ea8f8c4ac1cf.png

 

Click "OK"

  • In the "Create New Object?" window click "Yes".

Now, we need our armor to have this enchantment:

  • Enter the armor name and open up the ARMO record
  • Drop the "Enchantment" box and scroll for our new enchantment:
Spoiler

image.png.21142c92fc0635817f27f595bd5c937c.png

 

Click "OK"

 

You can follow the steps to change and add enchantments to the other pieces. You can also filter for a list of armor enchantments by using "encharmor":

 

Spoiler

image.png.512a08aa739596bb0d02e841fd6f4383.png

 

For the mask you can use one of these or follow the steps to edit one to use.

Posted

 Creation Kit! - Making Crafting Recipes

 

Creating recipes is a straightforward process. Dark Brotherhood doesn't have recipes, so we need to work off of something else:

 

1. In the "Filter" enter "armorleather":

 

Spoiler

image.png.938aad458feb7227dee45dd415d5505a.png

 

Remember I mentioned that Bethesda didn't really have any conventions for this?

 

We're going to use the "Temper" and "Recipe" records. Instead of duplicating them we're going to make new objects

  • Change the ID to something that makes sense. Again, with my naming scheme I'll copy "ArmorTutorialMyAssassinArmor" and change the recipes:
    • TemperArmorTutorialMyAssassinArmorHood
    • TemperArmorTutorialMyAssassinArmorGloves
    • TemperArmorTutorialMyAssassinArmor
    • TemperArmorTutorialMyAssassinArmorBoots
    • RecipeArmorTutorialMyAssassinArmorHood
    • RecipeArmorTutorialMyAssassinArmorGloves
    • RecipeArmorTutorialMyAssassinArmor
    • RecipeArmorTutorialMyAssassinArmorBoots
       
  • In the "Create New Object?" window click "Yes
Spoiler

image.png.880016e4a7542c74b51070a1963b573f.png

 

When the window closes this object will disappear from the list.

 

2. Filter by "TutorialMyAssassinArmor":

 

Spoiler

image.png.e8ba3eaace2e31537fed6232e13f3675.png

 

Let's look at a "Temper" recipe:

 

Spoiler

image.png.691782230a997dfa86ccf99efff03f34.png

  • ID is the primary key
  • Created Object is what's created
  • Created Object Count is how many is to be created
  • Workbench Keyword is what's used. Generally this is left alone
  • Required Item List is what's needed to temper the item
  • Object is what can be selected for the Required Item
  • Count is how many is needed for that Object
  • Match Conditions is what's needed in order to temper the item. Generally this is left alone
    • The functions here is restricting the item from being tempered if it's enchanted and the character doesn't have the Arcane Blacksmith perk

3. Scroll through the "Created Object" to find "ArmorTutorialMyAssassinArmorHood":

 

Spoiler

image.png.9270c5ba72b35dc1160a127609d24343.png

  • Click "OK"

That's set

 

Now, for the "Recipe":

 

Spoiler

image.png.e9b065f6384e33446f32636a49afe374.png

 

Overall, it's similar to the temper recipe

  • It's set to the forge
  • There's no conditions

4. For Created Object scroll down for "ArmorTutorialMyAssassinArmorHood":

 

Spoiler

image.png.d40c769fcca0453ec88c10190ef660c0.png

 

You can change the "Match Conditions" to require a perk and or and item, for example

  • To add a perk
    • Right-click and select new
    • Scroll down to "HasPerk"
    • Click on "Invalid" to scroll through the list of perks:
Spoiler

image.png.937bfb04f79f094f8d84f19bf844c826.png

 

  • To add an item
    • Right-click and select "New"
    • Scroll up to "GetItemCount"
    • Click on "Invalid" to scroll through the list:
Spoiler

image.png.c26da3ae614e91abfedefb3e3eee4d70.png

 

Click "Ok" out

 

The temper and crafting recipes are done!

Posted

Creation Kit! - Saving the ESP

 

Congratulations! It seems that we're all done! Now, we need to save your new esp. This is pretty straightforward too.

 

1. Click on the disk icon on the toolbar

  • In the "Select File" window enter a name that makes sense to you
  • Click "Save"

2. In Mod Organizer

  • Right-click on your folder and select "Open in Explorer"
  • Right-click on the "Overwrite" folder and select "Open in Explorer"
  • Drag the esp from the "Overwrite" folder to your folder

You can now craft and temper the armor in game. If you want you can use https://www.nexusmods.com/skyrim/mods/64905

 

In game:

 

Spoiler

ScreenShot82.jpg.23f6e0a63b39d7ba47f242fd3e169d3c.jpg

 

Spoiler

ScreenShot81.jpg.30ace9fc0beaf274faf4b710ba192c9a.jpg

 

Posted

Creation Kit! - Using the ESP

 

This esp that you just created can be used for your future projects. Remember the "Data" window:

 

Spoiler

image.png.d8f6a67803d13789f91002d4b6682f2f.png

 

Instead of clicking these mods scroll through to find your esp. You can search by using the keyboard by letter. When you locate your esp tick it and click "Set as Active File". Its masters will load with it. When it's ready you'll see on the top Creation Kit - [your esp]. You can now go through the same steps as before and save them to your esp.

Posted

Having fun!

 

Now that you have a general sense of what you're doing, what are you going to do now? The sky is your limit. By importing from nif, loading a reference and using textures you can do so much:

 

Spoiler

image.png.892a64e97f185855ba218e5c9af067aa.png

 

Spoiler

image.png.5aa93dc541141be0f27a4ec01930282c.png

 

 

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