scottstein001 Posted November 8, 2016 Posted November 8, 2016 Trying to make a new outfit using pieces from a few different armour mods. Is it possible to create the outfit for my character and be able to load it independent from the armour mod? I have been able to get the pieces I want to work in game, but I can't figure out how to get it to work independent from the original armour mods. If there are guides on this, I have not had any luck finding it, and would greatly appreciate some knowledge from those who have been able to do this. I have not tried merging the files yet, as for some of the armour, I do not need all the pieces, just one or two items. I have come to a road block and have not found any luck with guides and other videos that cover creation kit topics, most are quite long, so it is possible i missed something. Thanks
yatol Posted November 8, 2016 Posted November 8, 2016 i know, it's a huge mess load tesedit go to armor addon copy paste as new record a random one, name it whatever you want give it sbp 49 (or whatever you want) put all of those armors parts in one nif and put its path in the nif armor addon (or make one armor addon for each nif) go to armor copy paste as new record a random one give it sbp 49 add your armor addon id as armature replace sbp 32 33 37 of body nif by 50 save that in meshes\actors\character\femaleunp (or cbbe or un7b or whatever it is to know what it is) copy paste as new record skinnakedbody hands feets armor addons edit nif path add sbp 50 and give it priority 90 (doesn't matter what you wear, game won't load the meshes, unless it's not sbp 32,33,34...) add them to your armor armature if you don't have hands in first person, do the same with 1stpersonsomething.nif
Varithina Posted November 8, 2016 Posted November 8, 2016 From what I am aware there are no guides to making mashups, here however is how I would do it. If you use mod organiser, create a new mod in its mod directory called scotsmashups or whatever you want to call it, all the names I use in this are just examples, you can use what ever you want as a name. Inside this create a new directory called meshes\scotsmashups\mashup001 for example; next to the same but for textures so you end with somethng like textures\scotsmashups\mashup001 This will keep each mashup you make seperate from each other and from the original armor mods used to create them. Now go into the source meshes folder for each armor piece you want, make sure to get all the meshes you want. then copy each into the meshes\scotsmashup\mashup001 directory in this example. Do the same for the textures but put them in the textures\scotsmashup\mashup001\ again this is for the example I am showing you. Now I would go through and rename each piece of armour to the mashup001 name, eg mashup001gloves.nif and work my way through all the nifs in the mashup directory, use this to check and make sure that you have all the bits you want for your mashup. Now comes the tedious bit, open each file with nifskope, and go down each nif looking for bsshadertextureset when you find them on each instance of this, select the textures option in the bottom window and it will list the texture locations for that nifs textures, they will show as something like textures\donald\pinkblue.dds. You in this case would need to change each instance of textures\donald\ to textures\scotsmashup\mashup001\ To do this double click on the textures list showing each dds which should open up the texture link or left click on the item and choose texture, choose texture, from there change the textures\donald\pinkblue.dds To in this example; textures\scotsmashups\mashup001\pinkblue.dds Work your way though each nif doing that for all the instances where the path to the textures has changed, do not change the female body ones where showing only the ones specific to this armour piece. Make sure to save and overwrite each mesh when doing this. When you have done, now fire up the ck or xedit, I can not really help you with xedit as I find it a pain to use, prefering the ck. At this point you can edit one of the esps that came with the orignal armor mods or create your own, personally I would create my own. So thats the example I will deal with just below. Make sure to select all the require masters for the armor, do not forget hdt and such if needed, when its all loaded and finished, find a vanillia armour piece that you like, so if you want the armor to be ebony or elven or what not, scroll down and find that armour piece, say for example you want the new armor to be elven or its equivalent, scroll down to the elven gloves for example; the rest of the armour works the same way just done for each piece you want to change, for pieces in your mashup that do not have vanilla versions, find the one that is closest and change it to match what you want. For the gloves example, scroll down the armour list till you find the elven gloves, double click on that and you get the armor sheet, this lists stuff like weigh, price, keywords, whether it is light/heavy clothing etc, as in this example its going to be elven, we do not need to bother about most of this stuff. We do however need to change some of the things; ID is currently ArmorElvenGauntlets we can change this to ArmorScotsMashup001Gloves for example; Name is currently Elven Gauntlets we can change that to Scots Mashup 001 Gloves You can change the weight, value, armor rating to what ever you want it to be, but leaving it at vanialla also works, especially if you use mods like perkma, skyre or such. Next head over to the world model, below that you can see male at the top and a bit below it female, if the new armor comes with its own GND models for each armour piece, Do edit, then edit again and use the file browser that pops up to navigate to the meshes\scotsmashups\mashup001 directory and choose the appropriate _gnd mesh for that armor piece, the ok and ok till you are back at the armor sheet where you started. Next go to the Models section this should in this example show ElvenGlovesAA, double click on that and it should open up the elvenglovesAA sheet. Id at the top left is ElvenGlovesAA in this example it becomes ScotsMashup001GlovesAA. Below that there is biped model, male and female, if your mashup has both male and female versions you would change both to their correct versions in this case I will use the female as an example; Go down to the female biped and model, it should at present show Armor\Elven\F\Gauntlets_0.nif choose select, you should now get a small form showing the gloves on the right and a few bits and peices of info on the right, select edit, from their navigate to the meshes\scotsmashups\mashup001 and choose the gloves nif, which in this example would be scotsmashup001gloves.nif, select the nif then choose open, this will take you back to the form showing the gloves but it should now show you the model for the mashup gloves, if it does then select ok, the biped model for female should now show meshes\scotsmashups\mashup001\scotsmashup001gloves.nif, now if the gloves have first person models, repeat the above steps but on the first person model on this form. It should then ask if you want to create a new armour piece choose yes. When you do ok on the armor form after changing all the stuff it should also ask if you want to create a new armor piece, also choose yes here otherwise you will overwrite the vanilla armor with your changes rather than creating new armour. Do the above changes for each mashup piece you need until you have them all. Nearly done, assuming you want to be able to craft and temper them that is, if you do not then your done, goto the file menu on the ck and choose save, type in a file name, in this example scotsmashup001 do not add the esp extension as the ck will do that automatically. Now if you want to be able to craft/temper them we have some more to do, go onto the constructable objects section, and scroll down to find the RecipeArmorElvenGauntlets, double click on this to bring the form up; The id should show RecipeArmorElvenGauntlets change this to RecipeArmorScotsMashup001Gloves in the created object box on the right of this hit the arrow down button on the right side of the box and scroll up or down till you find the ArmorScotsMashup001Gloves. Now do the same for each piece in the set, setting the appropriate armour pieces in the correct recipes. Now for the tempering side, scroll down the the list till you find TemperArmorElvenGauntlets in the id, double click on this to open up the tempering form, change the TemperArmorElvenGauntlets to TemperArmorScotsMashup001Gloves and change the created object from ArmorElvenGauntlets to ArmorScotsMashup001Gloves then just hit ok, it should then ask if you want to create a new form, choose yes, do this for each piece of armour in your mashup that can be tempered, when you have done them all, choose save, exit the ck, if you are using mo move the new esp to the mashup mod, activate the esp if it is not already and it should then work. The other option of course, this does depend on the permissions the mod authors have give of course is to pack all the meshes and texures you want in a mashup and ask somebody else to do it, they may or may not be willing.
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