Adding Custom Armor to Skyrim Special Edition

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
okay got look at what is it bring armor into outfit Studio got body slide output Studio got this one first got an armor of taking all the weights off start start with the dress that's the hardest part now this one it's already been a CBB one but you can see it it has no bones or petition set this one CU it has several measures actually I'm going show something important on this one first thing we'll do is bring in our reference we use this 3ba body and it fits nicely just have a quick look can turn the textures off to get a better look at po through or not and it gets all too shiny give a problem this one fits relatively nice the belt section is a little bit bigger around the waist Gap there because sometimes the under accessories aren't always exactly skin tight and there a little bit of leeway for error with the sliders what we can do this is to holl all of these now we don't really want to do a big massive wide area waiting even though the skirt does hang out a little bit so we go here we'll select all the bones that that one has hold down control get the individual extra ones go here all of the ones we want to put that onto and because all except the skirt itself is actually very close fitting and should follow nicely we'll just copy those weights the selected weights set these up and theoretically you should be able to give it B area that'll put the body weight onto the armor so it'll follow very closely skirt may need a bit of attention though because how it flares out it's a little bit white around let just do its thing that's done just to check where it's gone go mask waited that's got them all now what we can do to see how it's gone you can select individual phones tell you where they are M can be hard to see it looks like it follows the body weighting kind of nicely pretty much have it looked on the body and that's how it's gone for the skirt actually hasn't gone too badly that's that's one way if your armor is not too terrible and then it won't have any sliders on it yet so we go to slider conform all this is all pretty good as it is go okay slider when it's finished set base shape and that should be pretty well done so we'll save this as a project project as I'll call it to regress now if you just push to project it'll put that everywhere but we don't want exactly that everywhere so we'll give this the output file name you one we'll call this one address and we'll put it in our now mod directory let's make the mesh in tutorial armor new outfit which I don't really want to put it in new outfit but I do want to give it its own because if we put our name here it'll put all the mods we make as a mesh in that folder in the armor section of that folder but we don't don't want all our armors Just In The Raw armor folders we'll give it its own folder we call this the tutorial outfit I can show you the mess I made because I didn't know this at the start and my clock tot folder is really messy I regret everything but it is what it is um with the RPS you don't need to make 1500 of them we can just call this the tutorial armor OSP we'll put them all in the same folder that makes sense and this is the name of the data file the nth that body slide will read so we'll leave that as the addess but these ones body slide will add all of that data cumulative won't overwrite it'll add to it so you can't you can get away with one slider set file for your whole project and keep it in its own little folder in the shape data folder it'll put them inside there it'll hit save you can just hit to project and save and that will work there's any doubt what we'll do now is close this one we'll have body slide and we'll check for the tutorial which I have a lot of stuff so I'll filter it yeah tutorial address yeah and that's how easy it is to rig and conform as the slid is move that will move and that's rigged to body that's done and I'll show you a little little trick with the boots got bring the boots and the underwear in yet close that open up out Studio again and we'll bring in the underwear now the underwear you just bring the body in they reference P body and it's already conformed there's no clipping to worry about in this one so what we'll do is we'll we don't really need to worry about all of the bones in the body this time what we'll do we'll just copy bone weights we'll set our radius down to a little about at two and that'll grab the bones within a vicinity of say two units around the each verticy that's actually a lot faster to do do it that way than the copying cuz it's not trying to calculate exactly and if we mask weighted turn textes off and you see that's all that's all good mask off turn textes back on and now we slider conform all okay slider set by shape now when me save this one to the project play name tutorial panty file we just call it panty put it in a tutorial folder use your modding name there instead of tutorial now this one I can't remember if I had a space here or not I'm just going to quickly check that on the other P before I build I'm going to put one there for now get to project and it gives us a head start on all get this out WR armor and that can stay like that in this box we don't want the um body to come with this one so we'll take that out and we'll hit okay save that now even though it won't take the reference these bits of the reference will stay there so what we do we just SCT these vertices we don't want that to go in there because that'll double up if it does and we'll save the project again no reference we don't want the full hard path so we'll take that out and leave the name and it'll put it where it needs to go that's the underwear done when we checking body slide underwear it hasn't got the body but it's all conformed and you can do the high low weights on it there only the boots left which are a little bit tricky and these are high heels so it's going to they're below the ground a little they're meant to be like that we do is bring in a reference feet the CBB feet and they're not where we want them that's fine now we'll quickly turn this Al the reference and bring in the reference that we need to use which will be the body already to use the same body for all of your references even though you don't need all the bits take these out so we don't forget to later we did last time now take the feet put that back to a reference CL that and this and we'll copy bone wavs again we won't do the copy selected weights this time either because obviously the toes are quite a ways away it wouldn't be a good rate we'll do this at the standard weight standard range and see how it goes do a mask weighted that's actually not bad that's not bad at all we can work with that now with heels generally what you want to do probably realize how heels should go you don't really want the heel part itself you go on anything else turn this strength up nice and high and the range down a little bit we'll take the calf off the hill you don't want the calf on the heel at all CU that'll make it Bend especially if someone's using a screenshot poser the uh bone weights go a little bit odd in those things animations we take the C off the heel it's okay on the boot that's fine cuz the boot can bend a little bit they're not exactly sometimes they are what the foot to nice and red over the heel part especially that goes nice and straight whenever you're posing or walking or anything like that yeah ni nice red weight the red weight's maximum weight you can only equal up to one Blue's like 20% and all way through the Yow green and yellow and then red Red's a full one Blue's the lowest you can have we really want all of this Soul part that didn't we to follow the foot get in there and give that a good and that's want to stength that a little bit just for where it's going when you get towards the other weights like that you hold shift alt will take a weight off shift will blend it you must move it if you do want a shift else nothing will happen and the shift for the half effect works when you're doing a mask as well you can hold shift and do a soft mask and serve a hard mask now the way the skeletons work you must have a little bit of toe reference you can't make the entire boot solid red to the foot but you can have the toe like the tiniest little blue mark on the that will still count if you take the toe out completely um I think the BHP body has a around before taking the toe out but if you take the toe out completely on the cbbe body it will crash the game just give a leave the toe in there a little bit and the toe on there is fine that should follow the toe that's that heel good part done so we go down to the right hand the Cal off the heel just hold Al and it'll take off instead of letting it on and now we'll fill the rest in with the foot got the right foot kind of I have done it before and odd things happen when you get the wrong foot vertices of you know it straight away as soon as you put it on in Game Y that should I'll shift as you get to the edge blend it don't really want the uh if you hold s then your mouse will you can change the size we'll take that off top a little bit put it back onto the sole there we go that's actually not a bad bad waiting for a he but as you can see there is quite a bit of that boot that's not weighted we mask weighted we got the uh but not done what we do with that is we'll take this off the reference unmask that think but that's okay this one to a reference now we'll mask our boots for what's weighted mask weighted and copy bone weight we won't do a copy selected this time we'll just copy the bone weights and we'll tell the radius it should be okay because we have straps hanging off and it'll grab them onto the calf and all that so that's okay that now if we come here and go mask waited we have the whole boot done we not finished yet we need to we have all these uh sliders it's all great there uh conform all all okay got a setb shape that's pretty good for our but what's going to happen now we make ourselves a uh project we're going to not take the reference but it'll have these feet we'll just delete the feet because we don't want to draw the feet and this is something I didn't do on the panty or the dress the dress is okay because it defaults to the body slot but panty is still on the body slot and we can't have that what we'll do take out the 3va from here put or'll give this a foot now some folks do say to put both the feet and the Calves if it's a tall one like this I don't and the reason I don't is because the rest of the partitioning can be handled in creation kit when you make the armor add-ons Etc press apply right fot petition get it to the feet and apply now we're not quite done yet plus these are high heels and they're quite high high heels we kind of want the foot back as a reference so we'll bring it back in reference you can do this with any feet you've already already made or want to adjust if you also hasn't got them exactly right you can fix them like this bring the feet in and then we'll the textures off again so we can see what's going on grab both B and we'll hit make this Bigg as we can see what's going on we'll hit the move this is not a good view you want a viewing angle so you can see when the heel of the foot the reference foot just touches that heel there to get to the point where touching the ground we use the move slider we don't do the uh widget for this one because we want the number at the Z AR AIS and that looks like it would be a nice fit and it's like about a 9 9.58 this number we want this number we'll copy that and then we'll cancel the move then we'll go to either of the boots go properties extra data we want a float extra data by heill offset this looks like what I've said it on before that looks like what I got just then so I want I should double check that because we don't want it floating in the air going here going to move could be a reason that actually would be the reason noticed actually on these boots they do sit on the ground quite a bit and they should be they're quite a tall Hill they should be above the ground we'll go with the 91 I remember that I have to fix my other on that I've extra data and this must be all caps as well capitalize it like this all caps H hore offset just pop it in if it if this isn't here you just press the add button and you put it in L add float data HH uncore offset and put the value in that the de can to and there we go we're done now we can turn our textures back on and take the feet out reference and delete vertices okay and these are petitioned they're high heeled right to the project boots you can press two project and be done but we're going to press it up up matches mod name in there all your stuff goes in your file arm we'll fix up these names here and let's good like that stay we don't have to worry about this cuz we've already deleted the reference that's fine so we'll save that that we'll check it in body slide now we have three pieces of armor the boots and they should be they conformed you see them see them move as the fin L Weight Up Down uh addess it's conformed that's all waited and ready to go you need to leave the reference in the slot 32 item and the dress will be slot 32 that's what it default do we fix the panty we haven't done the panty partition go back in there and the on the body what'll happen here is only one thing can be rendered in one slot at a time you can add as many as you want to the armor piece through the add-on system but if you try and put two separate pieces of armor on and they both have the same slot only one will show it'll unequip the other this is why you get things like the body disappears because they've forgotten to do basic stuff like I forgot to do right here we'll set this to uh 48 I like to use 48 52 is recommended but I how to do weird things I use 48 49 is generally for the skirt you have a separate skirt now that's all it takes to update your petition if you forgot to do it or if you need to change it you just that save the project it has a lot information already here so we'll take the hard path out and leave that file save that and then we'll check on the address that we have actually got the pathing system save project as and we didn't see we use outfit on this one so change that to armor the other two have take the HUD path out and then we go we'll leave the reference in save that now you can batch build them I prefer to build them individually because then again if you haven't got many pieces that's better to because you can double check little things about where it's gone didn't update body slide just restart your body slide there we go it's gone to tutorial armor where we want it boots one Z and bu that and that's that's the body slide now we go here into the cant tools check data find the tutorial armor and here's all our pieces in the same folder wish I knew this earlier when I started making things because this saves a problem like I have caused for myself and anybody who uses my sets there's like 3 years of scrolling through individual hands boots Po and show that each a separate entry when I could have put each one I'm going to have to go through and fix this we have one folder so if I make 50 outfits that's 50 things to scroll past not 56 piece sets to scroll past and it's all there and then when we go to the slideer sets in body slide you have one file that's your entire outfit in one OSP file not again like I've done and made a nightmare for everyone and just completely garbage clogged their folder with separate hours piece that didn't mean to exist but these are mistakes I I've made I have to fix and that's why you use that type of thing when you're making your project especially make a lot of them making them's fun I recommend making a lot of them and add that to Creation kit doesn't matter where you start the creation kit from start from Vortex you can start it from the shortcut start your mod manager you want starting starting it put that in the game as a brand new separate item I always open up dard because it has L open arm you don't need to you can just open up scarum if you want if using special edition there's no reason not to use the um DLCs because they're part of the base download anyway now La I think they're still separate in some cases we'll go to the armor add-on look for boots I always use dwv cuz it's just you can use anything you want I just I just have it LO for the Dwarven you'll notice on the Dwarven set to these have a a on the end stands for armor add on the DW One D def from the DLC I think just that done by someone else you should put that on if you so we'll put zcore that'll make it show at the top of the list then have to search for it later if you need to adjust ital boots is a boots boots and the reason you always change your ID first if you don't change this ID first and you change some things in here and you press okay CK will not warn you that you've edited anything it will just save the edits and if you don't remember you've done that you publish your mod with what called Dirty edits you've accidentally changed something should you don't want to do that you can find it easy enough in SS edit if you've done anything weird but it's just better to change that first make it make a new form we don't have m but there's no reason not to wear the m so I picks it up we don't need to worry about this this is where you can add extra partition you want the only requirement when you're adding an armor to the creation kit any partitions referenced in the armor mesh in the 3D object must be referenced on the armor add-on and the AR reference so if you used five partitions you have to reference all five and you have no leeway that's what it is if you've only used one petition like we only used the feet you can add extras carbs shoulders whatever you want and it will take those slots as you add to it and you find out you don't want all those slots just take them out in the reference sheets you don't have to adjust your mesh anymore because it only has one partition in it and these will still count it will still do its thing here we'll grab our mesh that we made down on tutorial armor it arm and here we have tutorial outfit that was my mistake and tutorial armor that has that pieces in it we're doing the boots this time they do look below the ground that's because the uh rashing kit editor doesn't show any of the Havoc or offsets or anything here you can add a footstep sound if you want you can add your high heels if you're using high heel footstep I like to use the Dwarven spider it just gives it a nice clack it's like a budget high heel sound that's just the personal thing you can do whatever you want there and we press okay you've changed stuff cuz your ideas Chang yes we'll makeing new form and we'll get the curus I actually don't remember if I AA on the end of that if I didn't we're going to have to a well we'll make sure we do it here um we don't really need the cars on the dress if you're leaving the mail section in I don't know if this will really do anything with it but I'm going to take it out because we have it on the boots as well grab address is pretty good remember your folder so it's got it straight there there's address now if you want to add specific skin textures like if you're making a follower or you want to change something on the player when to put it on and add it here if you want um there's no need to mess with the first person although sometimes like this one it has the reinforc we'll take that out and you can either take the first person out and totally not include it or you can just chop the dress in there it it works pretty much whatever you do there is a trick to do in body to make a first person mesh the only time it really causes a problem is when people are using the firsters camera mods and they have really giant body proportions but that obviously blocks the view other than that it doesn't really cause a problem because if you look down all you sees your arms anyway shows your default arms and that's about it for the for the dress we don't really need the forearms on there but having left the male full armor I'll Le in there for that there and yes make a new form and we're going to pinch the gloves don't really want to leave the gloves on this one because we're going to change the slot so we'll take them out to take Mage press cancel and that Lees an empty slot take it from there we're going to put on our slot 48 find our mesh here slot 48 and we don't need a first person going to show anyway and that's it for that armor that and yes we makeing one now just check i' got and yeah I didn't put AA on here so we'll edit this I'll add it okay no we just want to rename it here we got to armor and again we find the robin or whichever one you want boots now change the ID that the top this is why we put the AA on the end I call this tutorial boots you can't have the same name twice you already know that Pi show all in case there's more stuff take this one out we'll add a new one and it's our boots okay um we'll leave that default for now this has the keywords already if you've grabbed the piece that you want to use this one this is where your ground mesh goes this is your inventory item and we will get to that I'll leave it default for the time being just to uh show we do have to change what it looks like in the inventory this is a name that will appear in the inventory we'll just call a tutorial boots if you add a description here the item will show as Enchanted in inventory but it's useful if you want to put an enchant that you want to hide like if you've made an enchant that has 50 things on it or it has some really obscure thing and you don't really want to hide it from the UI entirely put a description here Shar is Enchanted and because it is Enchanted you w't be anymore but it won't have a big long description of Warren pce written on the thing press okay on that you can if you want take the weight off I like to have my armor that way zero it's just a I do you can do something arm rating you can make it heavy or light or none makes it cloth so wizard can wear it okay on that and new formus well tutorial addess like this and like that and the addess on there oh there's no extras and we'll this leave these all default for now keywording it's all good that that'll be where it goes form and we'll hijack the gaunlets again or Jo there's no extra so we'll take that off sometimes the kajit andon especially the Helms they have a different version because obviously their face is a different shape and that's where you have the where you show W so you can tell where they are we label this the same name that you can even put whatever gold value you want which can do really funny things at the vendor and to your crafting skill because the more expensive something is the better your crafting skill when you make it so if you make it cost like 1,500 gold you make a couple of them and get some really good smithing skill that default from now oh these will take up with set the gauntlet keyword off there like that a good thing to do with underwear is add a add the jewelry keywords we leave the vender item armor because that keeps it in the armor slot in the crafting but we'll add armor jewelry and if you want it to be a bit of an upper class you can add the jewelry expensive but it don't add the vendor item jewelry unless you want it in the jewelry list of the of the crafting station it should in theory oh slot hand got to have 48 there we go okay and yes now we'll just check our slots before we body that's fine boops on that's f um now we come down to constructible object this is easy part this is really easy and really fun new recipe we know what this is and what is a recipe for use it here dress we do the dress first if you want to require material add that here I'm going to make a c costing gold and it's going to cost five gold there we go if you want a perk restriction you put that in here same as a weapon all that stuff you probably done before in the workbench you want to make it up that in here uh I want to put it at the forge okay we didn't have to make a new one because that's a brand new form we'll open it back up just the boots change this to Boots and okay and yes and now we have a identical crafting requirement all three pieces open it back up there are scripts to do this for you as don't always use them because I forget to or I make these free or do crazy things like custom ingredients change that to armor table change that to temper and now we have upgradeable we do that the sent going to cost five gold to upgrade it because you left the material cost in there and you can take it out if you want there's no reason to have to leave it in there no reason have to have a cost either it's up to you you can make it something else if you want down here you can have it if you've got to be wearing a particular item and a keyword on it or something like that or has in inventory now we want to be able to throw it away this is a fun part change temper smelting we'll get rid of the requirement We'll add the um we don't want to add the recipes want to add the piece tutorial candy right here as requirement one of them that will make a five gold back you can if you want make a gold exploit where make it for five and smelt it for 10 or make a material for something else you can add a perk if you want a special requirement that they need to be able to smel it I usually keep a material requirement like I'll make a custom material and then have that material craft for just to cut the gold an exact amount to make a full set because that way they can put the gold in make the set and then crafting is uncluttered until they want it again add form and we'll do the smelting for the other two pieces change it down here this time okay this and the boots okay there we go now we'll save this pet to Lama what you want fancy mod and that's pretty much it for adding an armor we start the game up and see how that goes hopefully it works adding items especially if they're not scripted you can continue game not start new game just do that that's a me thing you don't have to you do have to change start new game if you're changing your scripts or if you've removed esps yes poser gives up its error messages that aren't true errors yeah short I usually get black bug go to yeah take off you have your favorite place to go to for a for straight away and I'll do a quick save and reload to get rid of the uh blackp bug now are NPC should take care of that well it's fre to do what we want right here here tutoral boots dress P so that got the item that we've hijacked as the ground mesh that's what we'll fix up the moment I'm just checking if they function so we'll throw them on get out of the s look like the high heels a little bit broken that can happen and yeah the high are broken that's a uh bug in my game but they function probably the cision on the floor to be honest because I working there for a sec we'll leave them fighting we'll get out of there do it we can do from here now we have it in the game of functioning save this and I'll double check all that uh high heel information Etc you can do that while we're in the game even but cuz I want to make the ground measures and exit the game right ground measures very easy that body slide start with the boots because I want to check that uh here I'm thinking because there's a clash yeah this one's got a it's got a conflicting data so we'll actually take that one out that was that problem was the old data left over from when I made them before with the wrong stuff now should work so we'll save that project ads H path goes now to make a ground mesh just edit remve skinning edit reset transforms makes them just a 3D model that we started with now we'll export that m F 10f we call this we actually got to go to where it goes put it in it uh thing measures tutoral armor and the armor now you can if you want make a new folder I like making folder the ground measures just add something to the N so the name you know it's a ground mesh n now we'll make it into ground and the widget on if you have left and right boot this will be kind of easy grab them both L on the ground disturb them so they look a little bit uh and because this won't actually work as a ground mesh instantly but this will be what we want them to look like I one over closer together a little bit the other way okay now we'll save that to a or ground and we'll close that go to address this one's a little more involved but not really only a little take this out we'll just leave veres we don't need to worry about preserving any information or data because we're going to remove the skinning anyway skinning that transforms this one will Chuck on the ground to make it bit easier when get to the next step yeah with ADD dress what would do that with the chest item you want it you don't want it obviously to have that shape so what we'll do SC in it turn this off and put this to center of object on the Y yeah there go and the Y access down not L of zero just down a bit s flat now if you want you can make the whole thing a bit smaller we'll fiddle with it more when we get to it you can uh use the inflate and deflate brushes if you want to uh War it a little bit make it look like it's screwed up inflate and deflate that you would use to adjust clipping yeah it'll export that to a mesh F I'll call that yeah yes kill that I get the Pandy same thing hold up a little bit fail take it off uniform down on the one a zero just a little bit Mak me a bit hard to see talk up okay Ed reset transforms write the whole thing still edit it now to make those work as ground meshes you can grab any other ground mesh you want want to grab a box and I have this box actually uploaded really available add my armor there something you can uh it's kind of fancy open up after studio and we this one in there the box and what we do is we go to our folder where our stuff was on the measures to the tutorial see what I'm doing down to tutorial folder there we go armor go to the ground we'll start with the boot drag and drop that'll be fine it's make sure you put the ground mes you want to use as a template in first because that will give it all the collisions and the Havoc tags that it needs now here smaller and we'll put them in a box you don't have to do this you really don't have to do this and actually don't it's idea I just it's bit of fun room up a little bit might bit better now we'll shift that lid take the box lid rotate that make a bit more interesting there we go boots in a box don't fit there okay so grab them I need to SC down yeah we need to SC down a little bit more there we go scraps are Braken out what you can do is even just yeah check for any obvious nasty clipping lead a little bit okay look like boots that barely fit their box and we'll export that to a n and we'll overr one we made now that has collisions and haboc tags it needs to be a ground mesh open out the ja I should have closed out the ja actually go back to meeses but we've got a ground mesh we can use use absolutely any ground mesh you want template it's just my favorite meeses dressing dress need the most scaling obviously Gra all the meshes that make up the dress turn the widget on press F and make it small would actually probably look good if it wasn't quite so flat so pop up a little bit more little bit going to make it a little bit narrower I'll grab the scale on the red one narrower that's not so neat we have address in a box export that fish and control W will unload current project and you can go to another one don't want that first we want our template first don't and get it if you leave the template in like we're doing with this box probably be an idea to grab the textures that it uses or you can just delete the template vertices from your project you don't have to keep it in there and it'll keep just the uh pla do you put is Andy my already and no that's lit I don't want that you want better that's the panting I didn't actually move box there we go quick check for obious clipping T turn the text off there we go that's that's that's usable grish now go into the creation ke one more time and a sign l and because we've left the male section of the armors intact on two of them we'll add these to the female side of the armor so if a guy picks it up he'll see what it would look like or what it will attempt to equip onto the guy character but if a female character picks it up it'll show what it would attempt to equip to the female character armor one out pieces which at top CU the zero underscore put in there for us and the boots we have the guy boots there so we'll just change the female one and we'll grab our ground match we made to llama ground mesh boots there boots in a box okay and on the gr it's not going to be that anymore so we're going to change it to the one we made which didn't remember where we were this time so oh well no I'm ground dress there we go okay okay that this one we don't actually have a guy version so they're both going of see the Box happen here we'll just replace the uh Bas meesh tely on this one and we can leave that one blank and it'll use that one because it doesn't have one there that's a fallback I guess it and that's it they're ground mesh now we go back into the game and we can continue from where we left it got save and see if the high heels are no longer conflicting and see if the ground me should work this has turned into a bit of a longer process than I thought it would but I it's been difficult so on the upside yes so that's what it's doing is that what it's doing and we have high heels on top of the ground the Plus down to the roadside so we can see them properly make that little tack sound as you run for a high high heel a 9unit high heel is actually very high these these aren't bad at all but these are gishes now have a little item Inside the Box and see everything where it should be that's it that's a brand new armor added to the game
Info
Channel: Clockwork Tot
Views: 392
Rating: undefined out of 5
Keywords: Skyrim SE, Outfit Studio, Skyrim Armor, Skyrim SE Custom Armor, Skyrim mods, Skyrim modding, Skyrim AE
Id: FgCPc_crz9E
Channel Id: undefined
Length: 56min 38sec (3398 seconds)
Published: Tue Dec 05 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.