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How to add parts in the armature


Dorabella

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As often happens to us, we are interested in some parts of armor / clothes / and / or accessories, and, we find ourselves in the position of having to install a mod, to use a piece of it . With the Tutorial that I am going to present below, a method to get around the problem. Add parts to pre-existing reinforcement , without use CK .

Necessary:

Outfitstudio

Nifskope

TES5Edit

armor \ dress and \ or chosen accessory

 

The first thing to do is, identify the part we want to use. In the example I will use the amulet of the Skin Tight mod . Thus, I will have the amulet without installing any other mods . 

 

Outfitstudio : 

 

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Once we find what we need, SHIFT + CLICK to select the parts we don't need, Right Click and Delete . We are not interested in proceeding until all this is eliminated, only the selected part must remain

 

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Now the first problem will arise: Identify the right Partitions, otherwise the object will not be shown during the game. To overcome this search, let's open Outfitstudio again and import any Amulet, move to Partitions and read the correct one , click on Apply

 

Spoiler

 

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Being an amulet, the choice is quite obvious

 

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Once this is done, File \ Export nif \ and export the object to Skyrim Data \ Meshes 

If we want to associate it with a pre-existing mod, we will insert it in the appropriate folder. For example, I will use a pre-existing folder, without the chosen object . Rename the Nif

 

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After exporting the nif, the Textures will be needed. Just copy the necessary ones in the appropriate Textures folder

 

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Nifskope

 

File \ Open and import the nif

 

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Click on the object (it will turn green), Block details and extend the menu until you find BSShaderTextureSet . Click on the latter to go to the Textures

 

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Right click on the Textures to open the search menu. Having previously copied the textures, the search will be faster

 

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Look for the chosen texture and apply it. proceed for all those necessary, respecting order and position

 

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File \ Save to automatically overwrite the nif

 

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TES5Edit

 

Start TES5Edit, right click and Select None, activate only the plugin where we want to insert the amulet . Associated Masters (ESM) will be added automatically . Wait for the data to load

 

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When ESP has loaded, extend Armor menu until you find Armor Addon and Armor (extend the latter as well) . Right click on Armor Addon and, from the list select Arma-Armor Addon . Here you don't see the whole list because this process has already been applied . A new identification ID code will be automatically generated which must be filled in . To compile, right click on the part concerned, select ADD, right click on it to access the compilation

 

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For additional races (24) the best way is to follow the alphabetical order, so no one is skipped . Press the Race Initial key to find the race to enter

 

A = ArgonianRace and ArgonianRaceVampire

B = BretonRace and BretonRaceVampire

D = DA13AfflictedRace " Bretone" , DarkElf and DarkElf vampire

E = ElderRace and ElderRaceVampire

H = HighElf and HighElfVampire

K = KhajiiitRace and KhajiiitRaceVampire

I = ImperialRace and ImperialRaceVampire

M = ManakinRace"Nord"

N = NordRace and NordRaceVampire

O = OrcRace and OrcRaceVampire

R = RedguardRace and RedguardRaceVampire

W = WoodElfRace and WoodElfRaceVampire

 

After this phase compilation, we move on to Armor

 

The process to be performed is practically the same with the only difference that the identification ID will be another

 

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In some cases, for compilation it is sufficient to right-click on the interested part and compile only the ID code without having to write the entire string . For example, to compile MODL - Model File Name , it is sufficient to enter the ID found in the Armo-Addon , to generate the entire string

 

 

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Once compiled in all its parts, click on the red cross at the top right to overwrite and generate a Backup file. Test in the game

 

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Possible causes that make the object invisible:

1) Wrong keywords. They are not suitable for the object. To find the right ones, in TES5Edit, extend the SKyrim \ Armor menu and search for the one concerned, read the ID of the Keywords and copy it into those of the created object

 

2) Another system, open TES5Edit again, import a Custom armor showing the same type of object, read the relevant Keywords
and recompile those of the created object

 

3) Incompatible Partitions. As above, and recompile with the correct one

 

4)  Removal of a part if the item is equipped. Partitions equal to the base object. If we compile with Partitions 32_SB_32_Body, the armature will be removed, replace it with the appropriate one

 

5) Partitions not equal to that identified in Outfitstudio. This will generate a conflict making it impossible to create the object. Open Outfitstudio, import the nif, read the Partition and, if necessary, recompile in TES5Edit

 

6) Textures absent or incorrectly applied. The applied textures are not found in the folder indicated with TES5Edit. Move the Textures (DDS) to the appropriate folder, or reapply them with Nifskope, or recompile in TES5Edit

 

:exclamation: Before making any other changes, make sure it is working properly

 

To make the object Craftable and temperable

How to add recipe and temper into armor and weapon

 

To add permanent magical effect

TES5Edit : How to add permanent effect

 

 

 

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