Alright, I'll give it a try with him, thanks for the reference :thumbsup: Ok, that’s what I thought. I’ll explain it like this. Think of the PA frame existing in one of two states. It is either a furniture or a race. Furniture is promoted to a race when a character (PC or NPC) uses the armor. It is returned to furniture when they exit. There is only a single piece to the frame, and that is the frame itself. As for the pieces, when dealing with the PC, NPC human, NPC ghoul, and synth races, there are two types of clothing they can wear: underarmor and armor. These items are attached to locations defined in the game. Similarly, the PA race and PA furniture are capable of containing only pieces of armor. They cannot use underarmor (I’ve tried with no success). There is quite a bit involved with making your mod. In addition to the meshes, you will need a material for every different skin you wish to apply to each mesh. Each skin will be stored in a .bgsm file that contains references to your main texture, the normal map, and the specular map. There are other textures (such as the glow map) that may be applied as well. A reference to your default .bgsm will be stored in the .nif file for your mesh. Once you have all your .nif’s and .bgsm’s, you will need to create an armor addon (ARMA) reference to your character models and an armor (ARMO) reference to your world object models. This will allow the meshes to be seen in game using their defaults. The ARMO will contain a reference to the ARMA. You will need to create a material swap (MSWP) for each of the materials you want to be applied to your meshes. A Miscellaneous Item (MISC) record should be created for each of your pieces and each of your materials. The MISC, ARMO, and ARMA can contain direct references to your MSWP, or you can defer that to the object modification (OMOD) you need to create for each of your pieces and materials. If you want your pieces to be craftable, you will also need to create constructable objects (COBJ) for your pieces and materials. You can also make use of instance naming rules and keywords if you wish to enable dynamic naming of your pieces. You can look at either of my mods for examples of how to do anything I’ve mentioned here. I have the .bsgm files all set, and I followed a tutorial to make the ARMA, COBJ, ARMO, MISC, etc. so all of that is included in the .esp already. The only thing that keeps evading me its the set up for the .Nif file as when i start up the game it keeps on showing the base mesh rather than the one i created (and by "base" i mean the armor piece I use as reference when creating the .Nif file). I don't suppose you know a good link for a tutorial for creating/editing .Nif files, right? Btw, thanks for the answers so far :smile: