Adelardo Posted February 7, 2013 Share Posted February 7, 2013 Hello, I'm starting in modding. I downloaded a mod who have some clothes but I can't use them in Creation Kit because I don't see them in the inventory list when I create one new NPC. I tried two ways to do that : 1. To install the mod and load the .esp file in the creation kit 2. To copy in Data/meshes and Data/textures the mod files Could you explain me exactly what I have to do for using these clothings when I create a new NPC ? I thank you for your answer. Link to comment Share on other sites More sharing options...
steve40 Posted February 7, 2013 Share Posted February 7, 2013 Did you try searching the forum before asking? :mellow: Link to comment Share on other sites More sharing options...
Adelardo Posted February 7, 2013 Author Share Posted February 7, 2013 I don't understand while I don't see theses clothes in the inventory list when I create one new NPC. And I don't know where I can Find this information. Link to comment Share on other sites More sharing options...
vinniewryan Posted February 7, 2013 Share Posted February 7, 2013 I don't understand while I don't see theses clothes in the inventory list when I create one new NPC. And I don't know where I can Find this information. In the creation kit, click File>Data Files (or whatever it is where you load plugins), find the clothing mod, select it and click 'Details'.Doing this will bring up a list of everything contained in the mod. Sort the list by type, scroll to 'Armor' or 'Clothing' which I think are labeled as 'ARMO' and 'CLTH' ? Anyway, once you find the names of the clothes, you will know where to look in the CK. If you want to add them to NPC's, I think you first have to save the clothing mod as an esm. To do that, rename the clothing mod.esp to clothing mod.esm. Then open it in the CK with ONLY its required masters loaded. Once it's loaded, save it. That's it, now you can load your NPC mod and add the clothing to your characters. You will NOT need to rename the clothing mod to .esm IF you're adding the NPC's to that mod. an .esp can not reference from another .esp, so if its loading anything from another plugin, that plugin needs to be an esm. Hope that helps! Link to comment Share on other sites More sharing options...
Adelardo Posted February 7, 2013 Author Share Posted February 7, 2013 I thank you. I can see the name of the armor on the Details window, but I can't see it on the inventory list (Inventory -> default outfit) when I create a new actor. I have trying with differents races without success. Do I done something wrong ? Link to comment Share on other sites More sharing options...
vinniewryan Posted February 7, 2013 Share Posted February 7, 2013 I thank you. I can see the name of the armor on the Details window, but I can't see it on the inventory list (Inventory -> default outfit) when I create a new actor. I have trying with differents races without success. Do I done something wrong ? Well one thing you may or may not know, is that an 'outfit' is different than a clothing or armor item. An outfit stores info for multiple pieces of clothing. For instance, outfit_sleep might have slippers, a shirt, and a candlestick where as outfit_combat would have iron armor and glass boots. When you found the armor in the Details window, was is under Armor, Clothing, or Outfits? You can create a new outfit and ADD the armor to it, then that outfit will show up in the actor inventory slot for 'default outfit' Link to comment Share on other sites More sharing options...
Adelardo Posted February 7, 2013 Author Share Posted February 7, 2013 I cannot find these clothings because they are linked to a container and not to an outfit. That is why i don't find them in the inventory list. So how can I use them through a mod of my own ? In what directory must I copy the files of the first mod ? My purpose is to create some outfits by selecting items in the objet window. Link to comment Share on other sites More sharing options...
steve40 Posted February 8, 2013 Share Posted February 8, 2013 (edited) Modded armor on followers CK changes not saved Creation kit help De-Isolation Tutorial Reference object created in another .esp Editing an existing mod The Skyrim Armour Trick Using ESPs as a master file Edited February 8, 2013 by steve40 Link to comment Share on other sites More sharing options...
Adelardo Posted February 8, 2013 Author Share Posted February 8, 2013 I thank you very much for these links. Link to comment Share on other sites More sharing options...
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