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changing armor to clothing with tes5edit?


johnny2by4

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Posted

want to play a mage, but i've found the 100+ armor mods i've downloaded predominately contain light/heavy armor outfits.  i'm just wondering what i need to change with tes5edit to get them to count as clothing so i can use armor spells to full effect.

 

i've read that all you need to do is remove armorlight or armorheavy keywords and add armorclothing, but what about the DNAM - armor rating?  do i need to set that to 0?  will just setting that to 0 let me use the armor spells to full effect, or are those other key words needed?

Posted

If you can it would be probably easier in ck, what you really need to do is

 

delete the

material type eg ebony, iron, etc,

armour light or heavy

armour <location type> this being boots gloves etc

armour vendor

 

and replace with

armour clothing

clothing <location type> this being boots gloves etc.

clothing vendor

 

Change the armor value to 0 and you might want to mess around with the weight and value of them as well, as if it was heavy armour, then it could weigh serious amounts, which as clothes it would not, normally I would create a new armour piece using the existing piece as reference;

 

Change the id by adding clothing to then end of it, change the name to include clothing, then edit the stats and keywords, when you finally click ok it should then say id changed do you want to create a new item, which you then say yes to. by doing it this way you then don't have to re-install if you decide to use a fighter or thief, you can just use the armour version.

 

Of course you then really want to create craftable objects for that clothing, which is pretty easy, just find the current craftable object for the armour, delete any needs for forge perks, and maybe remove the ingot requirements as its clothing.

Posted

Very easy to do in TES5 and as a previous poster mentioned, the perk is negated by the keywords ArmorLight and ArmorHeavy. So in the Armor section, change keyword to ArmorClothing. You'll probably need to also include the integer so:

 

ArmorClothing [KYWD:0006BBE8]

 

 

Posted

one more quick question.  i made a new plugin with the changed armor keywords on an armor set just to see if it'd work and afterwards rebuilt my bash patch, wyre bash said that the plugin could be merged with the bash patch but didn't auto deactivate the plugin like it has done with the 4 others that could fully merge into patch.  looking in wyre bash the plugin is green with a check mark when i deactivate it just like the few other mods fully merged into the bash patch, does that mean that i don't need to leave this plugin active?

Posted

My guess is it's because your plugin has masters other than Skyrim's but don't quote me on that. Just to be sure you can check bashed patch's content with tes5edit, if your mod entries are there, then it's all good and you can indeed disable your patch.

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