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tutorial: custom armor in CK


cecil101

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When I create a .bsa archive, the _0.nif is never added. Any ideas how to solve this?

 

maybe try a different BSA unpacker.... Here is a resource I created for BSA unpackaging.... its not a tutorial but it does help with some common troubleshooting.

http://forums.nexusmods.com/index.php?/topic/525514-bsa-unpackaging/page__p__4281986__hl__%2Bbsa+%2Bunpacker__fromsearch__1#entry4281986

 

I'm not talking abount unpacking, I'm talking about creating a BSA (which usually has to be done if you want to upload your mod to steam). The CK automatically collects all the data needed and you see a list of everything that is going to be included in the BSA. But since you don't assign the _0.nif files anywhere, they aren't recognized by the CK and so they are not added. My question is: is there any way to add them manually?

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  • 4 weeks later...

Ill quick write how to import custom armor meshes and put them into the game using the creation kit....

 

first create a new set of folders in the skyrim dirrectory

skyrim >data >meshes >armor >imperial(or whatever) >f or m

put your armor nifs in there. both _1 and _0 or slider may not work

this is the only way I know how to get custom models into the CK

 

 

next go into the CK and copy an armor (I used armorimperiallightcuirass)

go to the new copy > right click > edit (armorimperiallightcuirassCOPY000)

 

 

in the 3rd column (under the male and female world objects) there is a box, titled "models"

double click on the model in there and a new window will open

go to the top and look at the ID. (remember the origional name) .. for this ill say imperiallightcuirassAA

rename it to whatever you want.. for this ill say i renamed it to "BLAH"

click ok, a prompt will ask if you want to creat a new form.... CLICK YES

now that window will close.

 

right click under the model section and click new

in the new window, look for origion and renamed model. if both are there you are in good shape.

click on your renamed model and click ok

now, delete the origional model name. right click > delete

double click on your new model name and a new window will open

 

In the new window there are 2 sections male and female

next to biped model there a button that say "select"

click select and brows through the directory you created earlier.

select the _1 nif and a new window will open, just click ok.

if you are getting errors loading custom meshes, there is a work around below in yellow.

 

 

you can also change the first person mesh in this area as well.

 

after that, click ok and were back at the other window again.

here you make other changes

when done here click ok, it will ask you if you want to creat a new form, for this CLICK NO, then yes on next prompt

now you have a new standalone armor :)

 

 

If you are having issues drawing certain nifs into the CK, find one that works.... doesnt matter what it is....

then copy and rename it in the above directory you made.

Go back and use this new copy as the mesh for your object

go into nif scope, open up your nif and save over the nif you made a copy of

 

2 things with this work around.... DISCLAIMER lmao!!!

one, It worked great for me!!!

two, make sure you do not change the name when you save over the copied nif.... your object is linked to that nif.... all your doing is changing the contents

three, and this is a big one, after the contents of the nif have been changed to the custom mesh, I DO NOT know how the CK will react if you try to load it up in the CK (assuming you are using this workaround because of errors)

 

Here are a few things to keep in mind :)

 

if you want a replacer, just dont creat a copy of the item, use the origional :)

 

ID: make sure this is different from the origional and from the model ID

NAME: Make sure this is different from the origional (this is how it will appear in game)

 

the tutorial provided by the creation kit wiki will help you get it craftable and improvable

just remember to refrence your new object ID for the crafting/temporing portions.

 

Hope this helped and sorry it was a quicky :)

slider will also work, so now worries there about just loading the _1 nif in the CK

 

I dont know for fact, but i imagine weapons arnt much different

 

I deeply apologize for the person who told me how to set up the diectory in the skyrim folder. that was their idea and unfortunaly i cannot remember their name :wallbash:

After following all of your tips, whenever i put the helmet in game it shows up fine but when i wear it, my head disappears. I'm editing the daedrichelmetgo file; maybe that's the issue?

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it must be something with the edited helmet mesh itself... Sounds like nothing to do with "how" you put it in game.. Unfortunatley I have never modded a helm, so I cant be of any assistance. Edited by cecil101
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