Woah.... This is about a zillion times easier than I thought it would be, I always thought you needed a 3D modeling program to create the ground mesh! *Why don't other modders do this?!* Thank you for this!
Yup. Really that easy. I also wonder that myself. I think they don’t know that outfit studio auto transfers the flags and collisions necessary to other objects that are added in after the ground mesh. As long as the ground mesh is loaded first.
For FallOut 4 people, this method does work, but you need to use a different ground object template. Find a mod with a ground object and import that, not the nif linked here (I used one from Shino Clothing). Thank you SunJeong so much for taking the time to record this.
Ty Sun, I was about to add crafting for my mods outfits and only had one GND nif for all the outfits. you are a life saver. All the info I found till this, was full of unnecessary steps that would have taken me forever to do.
Yep! Like I said in the video, there's an official and more "correct" method of doing this that can take the shape of the mesh itself but it's a lot more extensive work. For something as insignificant as a ground mesh the end result can make a huge difference in terms of mod quality but the actual method doesn't matter as long as it works. It's not like people calculate to see if the ground mesh is colliding with 100% accuracy. As long as people can preview it and drop the item in game right?
HOW TO MAKE YOUR OWN GROUND MESH FOR OUTFITS A simple tutorial that shows the easiest way to make ground meshes for outfits. Ground meshes adds extra quality to your mods and make it easier for mod users to preview the outfit while building it in the smithing bench. Here is a template ground mesh you all can download for your future mods. You can use any other template ground mesh from any other existing mod that has a ground mesh, you don't have to use the provided template below. www.mediafire.com/file/cy4y94gbccvwaot/GND_Box_Template.7z/file **Kudos and credit to a mod user named "BadHombreReyes" for drawing the art for the box's textures.** This tutorial assumes you have a basic understanding of the tools of Outfit Studio (mostly how to use the "F" tool of Outfit Studio).
Some critiques: I had a slight problem with this method - when I tried to create the ground mesh for an AMULET, it was facing the wrong way in the item screen, and also would not drop to the ground or even be interactable when dropped from the inventory. The original mesh it was based upon, in this case the Amulet of Zenithar, had three small bones. I fixed it by importing that mesh and copying the bone weights of the original mesh to the new one. That fixed everything. Not entirely sure why this was the case - my current theory is that there is a hidden value in the mesh that Outfit Studio cannot see. Other than that, this method worked fine. Also, I use xEdit (SSEEdit for Skyrim AE) for minor mod changes like this, not the Creation Kit - xEdit loads way faster, especially if your mod uses multiple masters. For small mods, the CK is really only good for either creating/modding environments or generating FaceGen meshes for modded actors.
The tutorial seems to miss the adding collision/Havok part. Quite some outfits dont come with collisions and the GND mesh made from it float in the air/can't be picked up. Can you make another turorial for that?
Your statement is incorrect. The tutorial focuses on using an existing object (the box) to borrow the havok/collisions. When you first import the box, the collisions are also loaded into Outfit studio (although you cant see them). Then you add your clothing objects, delete the box, and export just your clothing. The clothing will now have the collisions from the box. It won't float. I highly recommend you actually try the tutorial before making assumptions. I won't make a tutorial for creating custom collisions because the process is very long actually. It's simply not worth creating a custom collision for every single little piece of armor.
thanks a lot, now it works, i just tryied did it by my own without tutorials and have being getting my game crash every time i put the mouse cursor on the armor model with my gnd mesh, i did delite that skining but didn't reset transforms, mb that was cousing crashes
This is great! Question, how to do this for items that don't have project file? Like helmets and such. Can I just import the nif, instead of adding project?
am actually looking for tutorial how to resize outfit meshes for oblivion. oblivion doesnt have bodyshop like skyrim and the outfit use many different body base.
Ok, now i'm having problems with my custom helmet, or it works and the face disappears or the helmet doesn't appear and the face appears, can you create a tutorial on how to prepare a custom helmet from 0 to the end?
I couldn't get it to work when I deleted the original GO Box. The item floats in the air with no hit box. If anyone else has this problem, I fixed this issue by making the box invisible, rather than deleting it. I used a transparent texture to make this happen. Problem solved.
does anyone know a command how to get rid of those floatng meshes in game? i dont mind an outfit not having an appearance in my inventory but i wouldn't want to get out of my game every time to disable those mods
I don’t think it’s possible since the item floats due to lack of collision flag so the console cannot detect it somehow. I also have to reload the game. :(
Literally did all my armor ground mesh in five minutes because of this. Thanks a hundred.
I’m very happy to hear that!
Woah.... This is about a zillion times easier than I thought it would be, I always thought you needed a 3D modeling program to create the ground mesh! *Why don't other modders do this?!* Thank you for this!
Yup. Really that easy. I also wonder that myself. I think they don’t know that outfit studio auto transfers the flags and collisions necessary to other objects that are added in after the ground mesh. As long as the ground mesh is loaded first.
Most people just arrange their objects and export to nif, then generate collision in Nifskope. It takes about the same time
Wow, you are so cool and such a great modder Ms. Sun!
For FallOut 4 people, this method does work, but you need to use a different ground object template. Find a mod with a ground object and import that, not the nif linked here (I used one from Shino Clothing). Thank you SunJeong so much for taking the time to record this.
Ty Sun, I was about to add crafting for my mods outfits and only had one GND nif for all the outfits. you are a life saver.
All the info I found till this, was full of unnecessary steps that would have taken me forever to do.
Seriously the quickest and easiest way I've ever seen this done. Bravo
Yep! Like I said in the video, there's an official and more "correct" method of doing this that can take the shape of the mesh itself but it's a lot more extensive work. For something as insignificant as a ground mesh the end result can make a huge difference in terms of mod quality but the actual method doesn't matter as long as it works. It's not like people calculate to see if the ground mesh is colliding with 100% accuracy. As long as people can preview it and drop the item in game right?
@@SunJeong exactly!
@@SunJeong Is it the same process with Charmers of the Reach (CotR) head meshes? And if not, would you be willing to do a tutorial?
@@jemailaddress9495 head meshes? They need a ground object? I’m not very familiar with CotR unfortunately
@@SunJeong Im so sorry, I was asking about NPC appearances and had two screens open. I commented on the wrong post lol - Apologies
Thank you so much I needed something like this, straightforward and helpful.
I never knew you could mask a section of a whole mesh then move the other section. I've been making my ground meshes the real slow way lol
thank you so much for this tutorial, super concise and easy to follow
HOW TO MAKE YOUR OWN GROUND MESH FOR OUTFITS
A simple tutorial that shows the easiest way to make ground meshes for outfits. Ground meshes adds extra quality to your mods and make it easier for mod users to preview the outfit while building it in the smithing bench.
Here is a template ground mesh you all can download for your future mods. You can use any other template ground mesh from any other existing mod that has a ground mesh, you don't have to use the provided template below.
www.mediafire.com/file/cy4y94gbccvwaot/GND_Box_Template.7z/file
**Kudos and credit to a mod user named "BadHombreReyes" for drawing the art for the box's textures.**
This tutorial assumes you have a basic understanding of the tools of Outfit Studio (mostly how to use the "F" tool of Outfit Studio).
Tanks a lot, your voice sounds like a true angel !!!
Some critiques: I had a slight problem with this method - when I tried to create the ground mesh for an AMULET, it was facing the wrong way in the item screen, and also would not drop to the ground or even be interactable when dropped from the inventory. The original mesh it was based upon, in this case the Amulet of Zenithar, had three small bones. I fixed it by importing that mesh and copying the bone weights of the original mesh to the new one. That fixed everything. Not entirely sure why this was the case - my current theory is that there is a hidden value in the mesh that Outfit Studio cannot see. Other than that, this method worked fine.
Also, I use xEdit (SSEEdit for Skyrim AE) for minor mod changes like this, not the Creation Kit - xEdit loads way faster, especially if your mod uses multiple masters. For small mods, the CK is really only good for either creating/modding environments or generating FaceGen meshes for modded actors.
I came to thank you for this super quick and easy way to do it, work like a charm
Thank you very much !!
Thank you so much for this! It was so well done and easy to follow along, I loved your instructions. My eternal gratitude. 🥰
Thank you so much for this. Really came in handy!
The tutorial seems to miss the adding collision/Havok part. Quite some outfits dont come with collisions and the GND mesh made from it float in the air/can't be picked up. Can you make another turorial for that?
Your statement is incorrect. The tutorial focuses on using an existing object (the box) to borrow the havok/collisions. When you first import the box, the collisions are also loaded into Outfit studio (although you cant see them). Then you add your clothing objects, delete the box, and export just your clothing. The clothing will now have the collisions from the box. It won't float.
I highly recommend you actually try the tutorial before making assumptions. I won't make a tutorial for creating custom collisions because the process is very long actually. It's simply not worth creating a custom collision for every single little piece of armor.
Thank you so much! This has gotta be the easiest method. So helpful!
Sun, you're the best! \o/
Thanks. Simple and straightforward.
hello, thanks for great workflow. it helped me to create my own ground objects and works for custom Shields too!
Great music and great video!
Thank you for this!
thanks a lot, now it works, i just tryied did it by my own without tutorials and have being getting my game crash every time i put the mouse cursor on the armor model with my gnd mesh, i did delite that skining but didn't reset transforms, mb that was cousing crashes
This is great! Question, how to do this for items that don't have project file? Like helmets and such. Can I just import the nif, instead of adding project?
am actually looking for tutorial how to resize outfit meshes for oblivion. oblivion doesnt have bodyshop like skyrim and the outfit use many different body base.
My groundfile mesh is too dark when im viewing it from the inventory vut looks file when they are in the ground, did i do sometgibg wrong?
Ahhhhh thank you for this.
Mine does not appear to be visible in the creation kit preview, but it is visible in outfit studio!
Ok, now i'm having problems with my custom helmet, or it works and the face disappears or the helmet doesn't appear and the face appears, can you create a tutorial on how to prepare a custom helmet from 0 to the end?
Great video 👍
I keep getting the error Nif, not sure what to do now.
I found out you don't have to open a project like she does. Just opening the outfit works too, in case you don't have bodyslides.
You are the best, i got it the first time thank you very much, i had reset the google pages kkkk
Okay I technically know how to do this before but I kinda feel stupid because I remove skinned tag individually.
You're the best ✨
I couldn't get it to work when I deleted the original GO Box. The item floats in the air with no hit box. If anyone else has this problem, I fixed this issue by making the box invisible, rather than deleting it. I used a transparent texture to make this happen. Problem solved.
thank you for this
Wow! Thanks you so much!!
does anyone know a command how to get rid of those floatng meshes in game? i dont mind an outfit not having an appearance in my inventory but i wouldn't want to get out of my game every time to disable those mods
I don’t think it’s possible since the item floats due to lack of collision flag so the console cannot detect it somehow. I also have to reload the game. :(
Nice Background :0
Texture marker error ;p
a very smart way
Thank you so much :)
i love your voice Sun
A simple solution. This, I shall employ, Mainly because NIF is a pain to work with sometimes.
귀여운 선생님
thanks
there a way to do it whithout CK??
The ESP method doesn't matter. You can use XEdit with that. Just point the ground mesh model to the correct path.
@@SunJeong is Xedit the same of tes5edit?
How about oldrim?
Works the same way. Just convert my file with nif optimiser for oldrim
@@SunJeong Thanks