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Help Helmet Mod Not Working


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Ok, might be a good time to scrap it and start again. Open ck, find DunYngolBarrowSteelPlateHelmet, right-click and duplicate. Double-click on the duplicate to open the form, give it a new editor name and in-game name

 

such as

 

MyDeathlordHelmet01

 

and

 

Deathlord Helmet

 

Change whatever armor, weight, material settings you want, close and say "no" to creating a new file, since you're working from an existing duplicate, rather than the original.

 

Don't touch the world model or the Armor Addons at all. They're already set up to make the helm wearable by all. I suspect changing yours to default race is why it's not wearing right for you. (It's set for Khajiit by default)

 

By doing this, you'll have a working model of the helmet with your custom name and enchantment/settings, but with the exact same look/fit as the vanilla Yngol helm. You can either find a spot to drag/drop the helmet into the game,

create a recipe for crafting and another for tempering, or use console commands to get your helm.

 

I the latter case, as someone else mentioned, you're not searching help mydeathlordhelmet01 but either

 

help "deathlord helmet"

 

or

 

help deathlord

 

(quotes required for a multi-word search) and use page up/page down to get through however many pages of hits there may be. Far easier, IMO, to make crafting recipes or just drag the helm into the game somewhere. In either case, you'll want to make the tempering recipe, so you can improve it.

 

You won't need to mess with this, but just so you have an idea how it works, the world model (the GO or GND mesh) is just the 'laying on the ground' view of the helmet. For the actual worn helmet(s) you would see the Armor Addons (AA) at the bottom of the helmet form, under "models." Click the "show all" button, to see any AAs there are. In this case, three, with one standard, one Argonian, and one Khajiit. The latter two are just slightly altered meshes, to fit on Argonian and Khajiit heads, without clipping. On some helms, you'll see an Orc model as well. If you were to make a custom helmet, or extract meshes for a retexture, you would need address each of these AAs separately. If you made a gold Yngol helm, for example, and only changed the standard AA, your human would wear a gold helm, but as soon as a beast race put it on, it would revert to the vanilla model. Each of those AAs also has its own race and biped settings, to be adjusted as needed.

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