Whenever you are looking to create your own mod of any kind the first thing you should ask yourself is what does my mod do and what is needed to do it. In your case your mod is one that adds new headparts in the game that a player can use. Since your mod is adding new to the game and not replacing existing your mod will need to create a new plugin (esp, esm etc) to work. Take advantage of stable existing mods that do the same or similar to what your mod will do and use them as a reference. This will potentially save you alot of trial and error as you can use it to see what files and record changes are made in it as you will likely need to do the same for yours.
Example. KS Jewelry by Stealthic and Kalilies https://www.nexusmod...yrim/mods/67309
First thing to look at is the file structure. You can see that new files are added into both meshes and textures folders so you will want to do similar. I have found it is generally desirable to use the name or abbreviation of the name you will give your mod so for this will just say "My New Earrings"
Meshes\My New Earrings\
Textures\My New Earrings\
So now you have a new folder to put both your new models and textures you made.
For the meshes, look for a good general tutorial that is made for whatever program you used to create them. The steps will be different for Blender vs 3DSM etc. You need to export your model into a nif file the game can read. Same goes for the textures. This is again where using an existing mod helps you. You can look at what texture types, resolution and what if any compression was used.
To add in the new record changes you can first use Xedit to pull up KS and see what changes it made as you will likely be doing the same or very similar for yours. Doing this I can see that you will need to at the very least create both a new Armor Addon and Armor for each new item your mod adds. The cell and container edits you see was to have a new box or chest that the player can retrieve them from in the game. I have seen many new mods that do not do that and simply tell the user to add them with a mod like additemmenu. Not very immersive but much simpler as you do not then need to place them in the game.
Using creation kit find an existing armor and armor add on that is closest to what you want to add in the game. Once you find one open each and say for example you have a silver pair so you could name the add on 00MNEsilverAA and armor 00MNEsilver. Make the changes needed to include pointing to your new nif. Save and close creating a new record for each. Now you have a gold pair you simply open your new silver you made and change name to gold and any changes it needs. Rinse and repeat until you have a new Armor and Armor addon for each piece your mod adds to the game.
This should give you a basic summary of what you will need to do. When you get to testing it if you run into issues go back and cross check it with a known good in this case KS. The record can be easily compared using Xedit, nifs compared with nifscope etc many times you can catch simple mistakes made easily this way. As a final note, consider tracking and writing down what you do. Once you get your own mod made and working you can then share your own tutorial for others.
Good luck and happy modding
Thanks for the help! After a bunch of asking around and trying out, I managed to get all the way to the last step, importing it into the Creation Kit. So after I was done, I went to check it out in game and noticed that my earrings were in fact invisible. I tried asking some people and tried some stuff out but nothing really seemed to work.In particular, I tried unchecking 'Skinned' in the Shader Property in nifskope, tried to assign a proper 'body part' in the Partitions tab of BSDismemberSkinInstance and also tried re-doing my weights. Yet again, nothing seems to work and there doesn't seem to be any help in sight.
Do you have any idea why my .nif could be invisible in game ? I'm so close to being done so I'd hate to stop on the last step of the way
Edited by AkiKay, 21 July 2021 - 08:26 pm.