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Journeyman Armor Cloth Version and Cape


Davloxley

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This is actually something you could do very easily on your own in the creation kit. You could even make a whole new version of it so you can have this outfit as cloth and armor in your game.

 

1) Open the kit and click on the top left button.

 

2) Double click Skyrim.esm, the mod that adds this armor, and esms that this mod requires. If it does require any other esms, it'll list them on the right side of the little window that popped up.

 

3) Click on this mod and then click on Set as Active File before clicking on Ok.

 

4) Open the Items tab and click on Armor.

 

5) If you know the Editor ID then you can use that to find your armor. If not, there's a column to the right of the Editor ID column that shows the name an armor is called in game. Clicking on that will organize armors alphabetically by what they're called in game making it easier for you to find the one you want. Double click on it once you find it.

 

6) If you want to make a whole new version of it while keeping the current one as is in game, add something like Revised at the end of the Editor ID in the window that pops up and then click Ok. It'll ask if you want to make a new form. Click yes. Double click on the new one you just made. If you just want to change the current one you already have in game, ignore this step.

 

7) Below the Editor IDs are listings called Weight, with another, unnamed listing to the right of that, and another called Armor Rating. Set the weight to whatever you think would be appropriate for an unarmored version of your outfit and then click on the dropdown to the right of that and select None. Adjust the Armor Rating as you see fit.

 

:cool: To the right of that is a list called Biped Object. That will allow you to designate which slot a given item goes into when you equip it and will let you set the scarf to a slot other than the one amulets use so you can have both equipped at the same time.

 

9) If the item is craftable and you made a whole new version of it, you'll have to make a new recipe too. Look for the item in the Constructible Object tab and double click on that recipe, rename It just like you did with the armor, and then link it to the new version through the Created Object dropdown. Click Ok once you've done that and click yes when it asks if you want to make a new form.

 

10) Click the save button which is directly to the right of the very first button you pushed.

 

It's way easier than it might sound and if you follow these steps, you'll be able to adjust items to fit your game better, or make all new versions that use the same mesh and textures, much quicker than you would by waiting for another person to adjust the mod for you.

 

Hope that helps!

Edited by Arimikami
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That does help! I'm gonna try it out and see how it goes :-) I did read about issues with some meshes when changing slots, that there is some other thing you have to change in another program or else they will be invisible in game? Could that be an issue? Or is that something else?
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Awesome! Followed your instructions and in addition I changed all the keywords to match the ones for the appropriate clothing (just in case some other mods or perks need that) went ahead and changed all the crafting recipes to be more "clothingi-sh" as well.

 

All that worked like a charm..

However! changing the mufflers/scarves slot did indeed make them go invisible, I changed them back to necklaces for now.

Edited by Davloxley
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Glad that worked for you. I'm still really new to all this and wasn't aware of the problem with changing the slot an item takes but... if you wanted to have a scarf and an amulet because the amulet can be enchanted, you could always just set the scarf to be enchantable too.

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