this type of tutorial for this type of modding honestly doesn't come easy or quickly, and theres so _so_ few of us to appreciate such a gesture. Thank you so much for taking the time to make this video.
Literally have spent the past 6 hours trying to figure out how to pull the mask off a plague doctor outfit mod so I can just equip it on its own. Feel like my brain is melting
@dragoon2321 Thank you for the guide on reddit btw, I just noticed you're the same person lol. I think now I'm just not sure on what partitian to use so the mask actually shows up in game and isn't just inside my characters head or invisible.
Are there any tutorials out there for armour bashing helmets? I followed most of these steps but it's obviously a bit different and my new helmet is invisible when equipped, you can see it in the inventory item viewer just fine though. I'm a complete beginner so I feel like theres some critical step I missed that might not be shown here because of the difference between head/body armour
Helmets should be the similar process meshwise. Load and set a reference mesh, load helmets, conform and copy bone weights, edit as needed, export. Usually don’t need 0/1 sliders since most helmets aren’t affected by weight sliders. Sounds like a partition/weightpaint issue as it needs to match the same partition as the original and the entire mesh has to be weighted.
@@dragoon2321 I actually got it to appear on my character, now the only issue is my characters head is invisible within the helmet. I'll keep messing with it, the fact alone that it's in game is crazy I've wanted to do this for a long time but always thought it would be too hard. Your tutorial was perfect Editing just to say the head is now showing but it's just the vanilla female head without eyes, like the original nif file I started with and not my actual characters head. Almost there lol
@cron1165 are you including the head in your nif? Head mesh shouldn’t be included with the helmet nif. Also try using another helmet as a reference instead of a head mesh. Any mesh can be used as a reference. For helmets I prefer to use another helmet of similar size/shape as a reference.
I'm interested to learn modding in skyrim, and I found numerous videos explaining different apps. I.e outfit studio, bodyslide, creationkit, nifskope. I was losing hope till I found your channel. Was able to shape armor to how I see fit! Thank you. But if I wanted a standalone armor, do you know what's the next step after outfit studio?
I've been trying to make a mashup with leather armor and the collage robes, but the male leather armor doesn't conform with the body slider from your previous video while the female leather armor works just fine. Do you maybe know why that is?
I looked up the armor and fixed this by importing it into Blender with PyNifly and applying the rotation (Click layer -> Ctrl+A->Rotation). Then the exported armor will conform in OS. I wasn't able to fix this in Nifskope or OS. I'm not sure why it happens but I'm guessing it's the same issue with certain armors and weapons not aligning properly in OS while working in Nifskope and ingame.
@@jansmit995 i know this is a year old comment but selecting the leather armor while having the body marked as ref then copying bone weights might make the leather armor move with the sliders properly.
Hey I have a question for you. I’m trying to put a weapon mesh as a armor peace just for looks but idk how to make a bone for it so it does show up in game. Any ideas?
Check out my monster editing video, about 9 mins in where I mash up a sword onto the werewolf’s head. It’s the same process. th-cam.com/video/kkmaOOYLTs0/w-d-xo.html
im trying to edit the travelers hood to have the mask of blades attached to it. I followed the steps in this video and the previous video and the mask is not showing in game. The hood is fine.
@@nipnop7995 If there was any export errors regarding unweighted vertices, you'll have to weight paint it. Set a helmet mesh as a reference, copy bone weights with the mask, fix as needed with the paint brushes. An example is my monster editing video, about 9 mins in where I mash a sword onto the werewolf's head: th-cam.com/video/kkmaOOYLTs0/w-d-xo.html
@@dragoon2321 ok thanks for replying I’ll try that. Do I load up the male body sliders created on your other videos? The one with the sliders? Or just the hood and mask?
@@nipnop7995 It depends since Helmets/hoods/crowns/etc. sometimes require a 0 and 1 mesh while other times they don't. It depends on how the esp was set up. If the original requires a 0 and1, than yes you'll have to make sliders using helmets as references. Or you can just duplicate the same helmet mesh for 0 and 1. Sometimes the 0/1 helmet meshes are the same. There isn't any real consensus.
@@dragoon2321 Thank you very much, i will try it. (would be perfect if you can shoot a short video about that) EDIT: I did it thank you very much. But i couldnt apply weight paint. How can i do that?
@@generatorasg5724 Select a bone and than use the brush to weight paint it. Red means strongly attached to bone while blue is weakly affected. You may need to change the brush strength to see the change quicker. If you don't want the mask to bend with movement, paint it red to only one bone.
Assuming they're using the same bslightingproperty and all that: right click mesh->copy geometry. If there are any errors, you’d need to solve them first.
It’ll work but it takes a bit more prep work to get right since os is built for human skeletons. You’ll need to change the skeleton under settings to the creature one and reset transformations. May have to go into mesh properties and +1/-1 the origins if the mesh isn’t aligning properly when using the pose function. This works for most creatures though some I’ve found like bears just doesn’t work at all.
@@dragoon2321 Ok, thank you! Sorry to ask this, but there is any way to solve a texture issue of a Skyrim LE mesh backported from SE? The mesh was succesfully backported but the textures are purple/violet.
Very late to finding this but extremely helpful! I’m tired of a lack of male mage armor mods,would this process be the same for making gloves and boots alongside a mashup of two different armors for a mod as a replacer for a standard armor set? Ie would we then export the relevant boot and glove nifs as well or use the base armor reference replacements nifs for the set glove and boot as the reference without using outfit studio (so you can still utilise smithing to upgrade the individual armor pieces?)
I don’t understand what you mean by “without os” but yeah the process would be the same for boots/gloves: drag in a reference boot/glove, set it as reference, make weight sliders, drag in what you want to mash, conform, edit, than when satisfied export a _0 and _1
Thanks for the tutorial, I"m having some issues though. I got some outfits merged and looking great in outfit studio but loading in game the clothing piece i used to replace is just invisible. Is it not finding the textures or something?
@@dragoon2321 Thanks for the reply, I set partitions according to the vid so they are all just 32 body. Im not sure how to check weighting though. Also some more info if relevant these are modded outfits from 2 different mods for 3ba body type, with pieces combined.
When you export, is there any errors for unweighted vertices ? If so, That means those need to be weighted either by copy bone weights (you can increase the search radius pass the scroll bar by typing in numbers) or manually through the partition tab. I’m not familiar with 3ba body to know if they require anything extra to be done.
@@dragoon2321 Ah ok after skimming some other comments I realized it was with the outfit I was replacing had a different body slot in the esp. So I changed with ssedit and it works! This is gonna be fun combining outfits, thanks again for the video!
Hey, sorry for 3rd time I'm posting this comment, but the youtube algorithm won't allow me to post external links from Imgur to show you some troubles that I was hoping you could help me with from CK. Btw, first things first, this tutorial was super useful and I managed from it to create an amazing outfit for a custom follower I'm working on. I just wanted to ask you one question. I'm trying to add to the outfit some clutter items, which are a hammer, tongs, and a dwemer decoration. Everything works fine in the 3D model viewer of the CK when i make the armor plugin, however in the character creation menu 3D viewer, once i upload the outfit in the items slot or starting outfit one, the clutter items just disappear. To your knowledge is there any way to prevent this, or am i doing something wrong in outfit studios that prevents those specific kind of items to work? Is there any necessary step in outfit studio to allow clutter to be put on clothing?
Does it work in game? If so, than it’s fine regardless of what ck is showing. If it’s not working in game, than did you weightpaint and partition the clutter items?
@@dragoon2321 Forgot to mention that i actually did try it in game, and unfortunately those pieces are not showing. I was thinking that maybe it could be a problem caused by too many polygons, because i now recall that a first test was working with different clutter items, and was way less detailed.
@@dragoon2321 Aight i've noticed that the paint that I had applied with the basic sliders was gone for some reason, just did as you said and proceeded to paint em manually and it works in CK and in-game. Thanks a lot!
I'm trying to do a mashup of gauntlets and a part of an armor that I moved so it looks like a part of the gauntlet and I can't get it to work. At first the armor parts were floating detached from the gloves in game so I tried to remove the bone weights from the armor parts and copy them from the gauntlets. The problem is that only some of the armor part gets bone weights and the rest stays unweighted. Any idea what should I do to make it work?
Nvm I figured it out. I had to export the already moved and edited armor parts as a seperate nif, load only that nif, delete all bones from the project, load the gauntlets as reference and then copy the bone weights.
I'm having trouble replacing an outfit of one Skyrim mod with another custom outfit made from two pieces. Basically what i want to do: 1. Combine two nifs (bottom and top) into one outfit. 2. Replace an outfit in another mod folder with the new combined outfit. Problem: The bottom doesn't show, so the npcs that have this outfit now have no pants. Solution tried so far: I changed Partition slots in both pieces in outfit studio to 32SBP_32_Body. Applied it and exported the nif to the one i'm trying to replace. But same result.
That is strange. Try making the nif into a replacer to say iron armor to check whether it’s a nif or esp problem. If the nif works, than check the esp since you also need to change the body slot on there too.
@@dragoon2321 Oh damn...if i really need to look at the esps then i'm in trouble. I'm a noob at modding. Only recently I learnt somethings and had some partial success in armor part deletions, or substitutions in mods of others. I'm mostly a "user" and only have 1.5+ years experience modding Skyrim SE...rest of my 7+ years is vanilla Oldrim.
No time like the present to learn. I’ve played Skyrim for many years but only started learning how to make stuff about 2 years ago. Outfit mods are usually relatively simple to look up in ssedit to check the bodyslot. But first make sure the nif is working properly by making it into a replacer.
Hello im thinking about doing this for mordhau armor pack the armor pack has seperate pieces with each armor for example if u only equip the chest plate arms and legs will be invisible unless u equip sleeves and pants. Outfit studio will allow me to mashup the pants and sleeves to the armor to create a whole set?
Hello, new to modding and I'm trying to mashup a cloak with physics to a torso armor. Everything works fine except the cloak's "cloth like" physics, the front part that covers the chest area jiggles but the parts that should sway with movements remains stiff. The cloak works fine independently tho. What I did was load the torso armor as a project, added the cloak as another project and changed all the partition slots to 32Body. And stuck here rn.
Your tutorial are great, very appreciate it !! But I have one proplem that my character's leg are clipping through the armor, is there anyway to fix this ? :(
Inflate the armor to cover the leg or deflate the leg to shrink the leg. Alternatively, delete the vertices of the leg that’s popping through so don’t have to worry about clipping.
everything but the arms works fine on the model, but for some reason the arms are detached from the body and just float in place, anyone know how to fix?
Can you explain the difference between export to nif and export to nif with reference? And why because you only had arms you didn't have to export with reference?
Reference is the layer in green color while all non-reference layers are in white color. It's going to be what all the other layers conform to and are weighted against. In this example, it's the base male body layer but you can make any of the layers the reference by right clicking it and set as reference. So to export with reference is to export that reference base body layer along with all the other non-reference layers of the mash while export to nif only exports all non-reference layers only. The duplicated arms layer is treated by OS as a non-reference layer. The reason I usually do not export with reference is it can clip through the armor. However if you don't want to edit another layer, export with reference is perfectly acceptable.
I installed OS on MO2, set Game Data Path in Settings to "Skyrim Special Edition\data\" to get textures to show up properly, and linked up OS to MO2 via "modify executables" so it would run from within MO2. From there it worked for me and I never had an issue where textures wouldn't show up for all nifs loaded.
Excuse me for the possibly ignorant question, but where or how do you get the .nif files? Do I have to unpack the .bsa files and go through each folder or is it possible to get them somewhere else? I literally just started modding so I got lost at the first steps lol
I use Bethesda archive extractor on nexusmods to extract stuff like nifs/textures from the bsa. It can search and get individual files or extract all of them. I also use it to look at what’s packaged in the bsa: www.nexusmods.com/skyrimspecialedition/mods/974
@@dragoon2321 Do you have to select each texture individually? Whenever I just import a nif it goes without the textures, and I also can't drag and drop
Textures should work without extracting if you’re using a mod manager like mod organizer 2 for your mods and opening outfit studio within the manager. I’ve heard of the can’t drag/drop bug, but never been able to replicated it so not sure what’s going with that.
@@dragoon2321 I managed to fix the textures, all that remains now is the drag and drop but I can live without it Thank you very much for answering my questions, amazing tutorial video!
@@LittleMaryJane89 I recommend darkfox127's vids since he goes over CK in detail. But I found the armor addon, make a copy of it, change out the world/1st person nifs to my edited one, than found the armor entry, made a copy, changed out the armor addon to my edited one, and save.
Sliders are from my first video in the playlist on how to modify outfits for non cbbe/unp bodies. If the armor doesn’t come with a body layer, it will not have one.
Awesome tutorial! But i have a question: How do i edit the textures? Can you make a tutorial on How to edit the textures of those Mashup armor?(i know How to edit textures in normal armor and weapons but not on the Mashup armor)
You can edit the textures the same as normal armor/weapons. Mashups don't change any of the texture paths. If you want to keep the original textures for the non mashup armors, you can change the texture paths to a new one and edit that one.
I find outfit studio incredibly complex to use. I have outfit X and I want it to fit custom body X. That's all I want and I cannot get it done after months and months of watching videos and destroying outfits
It definitely takes some practice to use. What errors were you running into? If I cannot get bodyslide to export to my output folder properly, I manually make weight sliders/export nifs from Outfit Studio and than move it into it's own mod folder as I showed in my first video. That way I know exactly what's being made and put into the game.
@@dragoon2321 I use a custom made body in the game from a UUNP base and I have incredible pain trying to get outifts to convert to my custom body. I simply don't understand the basics of conversions and preset usage. The tutorials available are trash because everyone that writes a tutorial assumes the reader/watcher knows all the steps in outfit studio because its been out so many years now.
@@mikeking9719 Was the body made in bodyslide? If so and if bodyslide didn't work for you, you can make conversion sliders manually via OS by making a slider transforming the UUNP base body into your custom like in my first video except instead of 0->1 mesh, make a 0-> custom body. Than make 0 1 sliders for your custom body. Than conform outfit. That should give a good draft to work off in OS. If the body wasn't made in bodyslide, than it's a bit more complicated process as it involves Blender to make the conversion sliders. I don't believe either method would work with batch building in bodyslide but I haven't done much with bodyslide. I can make videos showing both process if requested, but it'll take me a couple days or so.
@@mikeking9719 Exported nifs don't have sliders. Sliders comes from bodyslide/preset/template files that are made in Bodyslide/OS. If you imported a nif directly into OS, that's why it doesn't have sliders. If you want all the sliders+custom body in OS, first load the UUNP template and than load the custom body preset in order to change the body to your custom body. My somewhat unconventional methods involves only making the conversion and weight sliders as I generally don't bother with any other sliders once I have the exported nifs from bodyslide, but if you want to do full conversion with all the sliders available, I recommend giving these guides a try as they go way more indepth into the process: tesmistel.tumblr.com/post/149567999810/outfit-studio-conversion-guide , www.dracotorre.com/blog/body-conversions-for-skyrim-using-bodyslide/
this type of tutorial for this type of modding honestly doesn't come easy or quickly, and theres so _so_ few of us to appreciate such a gesture. Thank you so much for taking the time to make this video.
I was able to edit outfits without having invisible body parts because of this tutorial. Thanks a bunch!
SAME! The partition part is what got me.
To anyone else merging multiple projects/armor pieces together: CHECK THE PARTITIONS ON EACH PART!
My man! You are the bomb, literally. This is exactly what I wanted, I cannot thank you enough. Take my sub, take my like.
Literally have spent the past 6 hours trying to figure out how to pull the mask off a plague doctor outfit mod so I can just equip it on its own. Feel like my brain is melting
I have a video in my playlist about how to separate a mesh in os. Depending on how the mesh is designed, it may also be easier to separate in blender.
@dragoon2321 Thank you for the guide on reddit btw, I just noticed you're the same person lol. I think now I'm just not sure on what partitian to use so the mask actually shows up in game and isn't just inside my characters head or invisible.
@@ethanm.4201 No prob. Perhaps 131_hair.
thank you so much for such a wonderful tutorial !
Are there any tutorials out there for armour bashing helmets? I followed most of these steps but it's obviously a bit different and my new helmet is invisible when equipped, you can see it in the inventory item viewer just fine though. I'm a complete beginner so I feel like theres some critical step I missed that might not be shown here because of the difference between head/body armour
Helmets should be the similar process meshwise. Load and set a reference mesh, load helmets, conform and copy bone weights, edit as needed, export. Usually don’t need 0/1 sliders since most helmets aren’t affected by weight sliders.
Sounds like a partition/weightpaint issue as it needs to match the same partition as the original and the entire mesh has to be weighted.
@@dragoon2321 I actually got it to appear on my character, now the only issue is my characters head is invisible within the helmet. I'll keep messing with it, the fact alone that it's in game is crazy I've wanted to do this for a long time but always thought it would be too hard. Your tutorial was perfect
Editing just to say the head is now showing but it's just the vanilla female head without eyes, like the original nif file I started with and not my actual characters head. Almost there lol
@cron1165 are you including the head in your nif? Head mesh shouldn’t be included with the helmet nif. Also try using another helmet as a reference instead of a head mesh. Any mesh can be used as a reference. For helmets I prefer to use another helmet of similar size/shape as a reference.
@@dragoon2321 I got it sorted out! Rookie mistakes lol. Thank you!
I'm interested to learn modding in skyrim, and I found numerous videos explaining different apps. I.e outfit studio, bodyslide, creationkit, nifskope. I was losing hope till I found your channel. Was able to shape armor to how I see fit! Thank you. But if I wanted a standalone armor, do you know what's the next step after outfit studio?
For standalones, I typically make a copy of a vanilla entry in ck and edit everything from there. Darkfox127 has good vids on ck
@@dragoon2321 I wonder if I can transfer the osp armor file that I made to creationkit?
@@martinmorales2786 No, osp is only usable by outfit studio.
@@dragoon2321 thank you. Lastly, is there a way to convert what I did in outfitsudio to a nif file? That way I can still edit it in nifskope?
@@martinmorales2786 What you exported from outfit studio should already be a nif by default. And yes, you can still edit it in nifskope.
I've been trying to make a mashup with leather armor and the collage robes, but the male leather armor doesn't conform with the body slider from your previous video while the female leather armor works just fine. Do you maybe know why that is?
I looked up the armor and fixed this by importing it into Blender with PyNifly and applying the rotation (Click layer -> Ctrl+A->Rotation). Then the exported armor will conform in OS. I wasn't able to fix this in Nifskope or OS. I'm not sure why it happens but I'm guessing it's the same issue with certain armors and weapons not aligning properly in OS while working in Nifskope and ingame.
@@dragoon2321 thank you very much. it works now.
@@jansmit995 i know this is a year old comment but selecting the leather armor while having the body marked as ref then copying bone weights might make the leather armor move with the sliders properly.
Hey I have a question for you. I’m trying to put a weapon mesh as a armor peace just for looks but idk how to make a bone for it so it does show up in game. Any ideas?
You don’t need to add a bone. Just weightpaint it red to the closest bone where you want it and partition it.
@@dragoon2321 how do I do that?
Check out my monster editing video, about 9 mins in where I mash up a sword onto the werewolf’s head. It’s the same process. th-cam.com/video/kkmaOOYLTs0/w-d-xo.html
@@dragoon2321 thank you so much this is exactly what I needed 😊
Just a question though. Where are the outfit meshes supposed to be located?
In the mesh bsa. I go over location and extraction here: th-cam.com/video/A8KK4u5d704/w-d-xo.html
im trying to edit the travelers hood to have the mask of blades attached to it. I followed the steps in this video and the previous video and the mask is not showing in game. The hood is fine.
Did you weightpaint and partition the mask?
@@dragoon2321 weightpaint? Can you explain that to me? Or do you have the time stamp of where that’s shown in the video?
@@nipnop7995 If there was any export errors regarding unweighted vertices, you'll have to weight paint it. Set a helmet mesh as a reference, copy bone weights with the mask, fix as needed with the paint brushes. An example is my monster editing video, about 9 mins in where I mash a sword onto the werewolf's head:
th-cam.com/video/kkmaOOYLTs0/w-d-xo.html
@@dragoon2321 ok thanks for replying I’ll try that. Do I load up the male body sliders created on your other videos? The one with the sliders? Or just the hood and mask?
@@nipnop7995 It depends since Helmets/hoods/crowns/etc. sometimes require a 0 and 1 mesh while other times they don't. It depends on how the esp was set up. If the original requires a 0 and1, than yes you'll have to make sliders using helmets as references. Or you can just duplicate the same helmet mesh for 0 and 1. Sometimes the 0/1 helmet meshes are the same. There isn't any real consensus.
Is it possible to add lets say a Dragon Priest Mask on the belt of an Armor and it will work? I am trying and its not working.
Yeah, it’s possible. You’d need to weight paint and partition the mask.
@@dragoon2321 Thank you very much, i will try it. (would be perfect if you can shoot a short video about that)
EDIT: I did it thank you very much. But i couldnt apply weight paint. How can i do that?
@@generatorasg5724 Select a bone and than use the brush to weight paint it. Red means strongly attached to bone while blue is weakly affected. You may need to change the brush strength to see the change quicker.
If you don't want the mask to bend with movement, paint it red to only one bone.
@@dragoon2321 Man you are a life saver.
If I had creation kit and blender could I do this?
You could do this in blender, yeah. I don’t know how since I do mash ups in os. Ck isn’t needed unless you’re making a new armor ingame.
Is there any way to merge all parts of the armor into 1 single shape?
Assuming they're using the same bslightingproperty and all that: right click mesh->copy geometry. If there are any errors, you’d need to solve them first.
Can this work with animal/monsters meshes like horses? or this tool only works in human bodies?
It’ll work but it takes a bit more prep work to get right since os is built for human skeletons. You’ll need to change the skeleton under settings to the creature one and reset transformations. May have to go into mesh properties and +1/-1 the origins if the mesh isn’t aligning properly when using the pose function. This works for most creatures though some I’ve found like bears just doesn’t work at all.
@@dragoon2321 Ok, thank you! Sorry to ask this, but there is any way to solve a texture issue of a Skyrim LE mesh backported from SE? The mesh was succesfully backported but the textures are purple/violet.
Try running the textures through cathedral asset optimizer
Very late to finding this but extremely helpful! I’m tired of a lack of male mage armor mods,would this process be the same for making gloves and boots alongside a mashup of two different armors for a mod as a replacer for a standard armor set? Ie would we then export the relevant boot and glove nifs as well or use the base armor reference replacements nifs for the set glove and boot as the reference without using outfit studio (so you can still utilise smithing to upgrade the individual armor pieces?)
I don’t understand what you mean by “without os” but yeah the process would be the same for boots/gloves: drag in a reference boot/glove, set it as reference, make weight sliders, drag in what you want to mash, conform, edit, than when satisfied export a _0 and _1
Thanks for the tutorial, I"m having some issues though. I got some outfits merged and looking great in outfit studio but loading in game the clothing piece i used to replace is just invisible. Is it not finding the textures or something?
Invisible usually means a partition issue. Make sure all layers are weighted and partitioned.
@@dragoon2321 Thanks for the reply, I set partitions according to the vid so they are all just 32 body. Im not sure how to check weighting though. Also some more info if relevant these are modded outfits from 2 different mods for 3ba body type, with pieces combined.
When you export, is there any errors for unweighted vertices ? If so, That means those need to be weighted either by copy bone weights (you can increase the search radius pass the scroll bar by typing in numbers) or manually through the partition tab. I’m not familiar with 3ba body to know if they require anything extra to be done.
@@dragoon2321 Ah ok after skimming some other comments I realized it was with the outfit I was replacing had a different body slot in the esp. So I changed with ssedit and it works! This is gonna be fun combining outfits, thanks again for the video!
Hey, sorry for 3rd time I'm posting this comment, but the youtube algorithm won't allow me to post external links from Imgur to show you some troubles that I was hoping you could help me with from CK. Btw, first things first, this tutorial was super useful and I managed from it to create an amazing outfit for a custom follower I'm working on. I just wanted to ask you one question. I'm trying to add to the outfit some clutter items, which are a hammer, tongs, and a dwemer decoration. Everything works fine in the 3D model viewer of the CK when i make the armor plugin, however in the character creation menu 3D viewer, once i upload the outfit in the items slot or starting outfit one, the clutter items just disappear. To your knowledge is there any way to prevent this, or am i doing something wrong in outfit studios that prevents those specific kind of items to work? Is there any necessary step in outfit studio to allow clutter to be put on clothing?
Does it work in game? If so, than it’s fine regardless of what ck is showing. If it’s not working in game, than did you weightpaint and partition the clutter items?
@@dragoon2321 Forgot to mention that i actually did try it in game, and unfortunately those pieces are not showing. I was thinking that maybe it could be a problem caused by too many polygons, because i now recall that a first test was working with different clutter items, and was way less detailed.
If they’re not showing up, than you need to weightpaint and partition them. The number of polys doesn’t matter.
@@dragoon2321 Aight i've noticed that the paint that I had applied with the basic sliders was gone for some reason, just did as you said and proceeded to paint em manually and it works in CK and in-game. Thanks a lot!
I'm trying to do a mashup of gauntlets and a part of an armor that I moved so it looks like a part of the gauntlet and I can't get it to work. At first the armor parts were floating detached from the gloves in game so I tried to remove the bone weights from the armor parts and copy them from the gauntlets. The problem is that only some of the armor part gets bone weights and the rest stays unweighted. Any idea what should I do to make it work?
Nvm I figured it out. I had to export the already moved and edited armor parts as a seperate nif, load only that nif, delete all bones from the project, load the gauntlets as reference and then copy the bone weights.
I'm having trouble replacing an outfit of one Skyrim mod with another custom outfit made from two pieces.
Basically what i want to do:
1. Combine two nifs (bottom and top) into one outfit.
2. Replace an outfit in another mod folder with the new combined outfit.
Problem: The bottom doesn't show, so the npcs that have this outfit now have no pants.
Solution tried so far: I changed Partition slots in both pieces in outfit studio to 32SBP_32_Body. Applied it and exported the nif to the one i'm trying to replace. But same result.
Did you hit apply after making each layer slot 32 or only after making both 32? It should be after making each layer 32, hit apply.
@@dragoon2321 I did. I even rechecked in Nifskope to see if they were registered properly...but for some reason, people were still pantless.
That is strange. Try making the nif into a replacer to say iron armor to check whether it’s a nif or esp problem. If the nif works, than check the esp since you also need to change the body slot on there too.
@@dragoon2321 Oh damn...if i really need to look at the esps then i'm in trouble. I'm a noob at modding. Only recently I learnt somethings and had some partial success in armor part deletions, or substitutions in mods of others. I'm mostly a "user" and only have 1.5+ years experience modding Skyrim SE...rest of my 7+ years is vanilla Oldrim.
No time like the present to learn. I’ve played Skyrim for many years but only started learning how to make stuff about 2 years ago. Outfit mods are usually relatively simple to look up in ssedit to check the bodyslot. But first make sure the nif is working properly by making it into a replacer.
Great explanation, well done
Hello im thinking about doing this for mordhau armor pack the armor pack has seperate pieces with each armor for example if u only equip the chest plate arms and legs will be invisible unless u equip sleeves and pants. Outfit studio will allow me to mashup the pants and sleeves to the armor to create a whole set?
Yeah, that should work.
Hi there and thanks a lot for the tutorial. I wonder how to make a separate craft able armor and weapon?
For standalones, I typically make a copy of a vanilla entry in ck and edit everything from there. Darkfox127 has good vids on ck.
@@dragoon2321 thank you so much!
@@dragoon2321 and if you could make a video for making a stand-alone armor mod, I would appreciate it!
Hello, new to modding and I'm trying to mashup a cloak with physics to a torso armor. Everything works fine except the cloak's "cloth like" physics, the front part that covers the chest area jiggles but the parts that should sway with movements remains stiff.
The cloak works fine independently tho.
What I did was load the torso armor as a project, added the cloak as another project and changed all the partition slots to 32Body.
And stuck here rn.
Try starting with the cloak mod and than drag/drop the armor meshes into the project instead, not add project.
@@dragoon2321 tysm it worked 😇😇
Thank you, this was very helpful!
Your tutorial are great, very appreciate it !!
But I have one proplem that my character's leg are clipping through the armor, is there anyway to fix this ? :(
Inflate the armor to cover the leg or deflate the leg to shrink the leg. Alternatively, delete the vertices of the leg that’s popping through so don’t have to worry about clipping.
Thanks dude, you really helped me up my modding game!💚
Very helpful, thank you.
Why delete the forearm and calves partitions? That's supposed to tell the game which parts of the arms and legs to hide, right?
As I mentioned in the vid or the previous one, it was the only way to stop making the mashup ctd. Every time I left them as is, it crashed the game.
@@dragoon2321 Sorry, must have missed that part.
everything but the arms works fine on the model, but for some reason the arms are detached from the body and just float in place, anyone know how to fix?
Sounds like the arms aren’t weightpainted. Copy bone weights off a reference.
Can you explain the difference between export to nif and export to nif with reference? And why because you only had arms you didn't have to export with reference?
Reference is the layer in green color while all non-reference layers are in white color. It's going to be what all the other layers conform to and are weighted against. In this example, it's the base male body layer but you can make any of the layers the reference by right clicking it and set as reference. So to export with reference is to export that reference base body layer along with all the other non-reference layers of the mash while export to nif only exports all non-reference layers only. The duplicated arms layer is treated by OS as a non-reference layer. The reason I usually do not export with reference is it can clip through the armor. However if you don't want to edit another layer, export with reference is perfectly acceptable.
@@dragoon2321 Ah okay, thank you very much for the explanation! Your tutorials have become very helpful for me!
Thank You for this video.
How were you able to put in multiple nifs without texture issues? Every time I put in more than one nif, it defaults to “no texture”
I installed OS on MO2, set Game Data Path in Settings to "Skyrim Special Edition\data\" to get textures to show up properly, and linked up OS to MO2 via "modify executables" so it would run from within MO2. From there it worked for me and I never had an issue where textures wouldn't show up for all nifs loaded.
Excuse me for the possibly ignorant question, but where or how do you get the .nif files? Do I have to unpack the .bsa files and go through each folder or is it possible to get them somewhere else?
I literally just started modding so I got lost at the first steps lol
I use Bethesda archive extractor on nexusmods to extract stuff like nifs/textures from the bsa. It can search and get individual files or extract all of them. I also use it to look at what’s packaged in the bsa: www.nexusmods.com/skyrimspecialedition/mods/974
@@dragoon2321 Thank you very much, this is really helpful
@@dragoon2321 Do you have to select each texture individually? Whenever I just import a nif it goes without the textures, and I also can't drag and drop
Textures should work without extracting if you’re using a mod manager like mod organizer 2 for your mods and opening outfit studio within the manager. I’ve heard of the can’t drag/drop bug, but never been able to replicated it so not sure what’s going with that.
@@dragoon2321 I managed to fix the textures, all that remains now is the drag and drop but I can live without it
Thank you very much for answering my questions, amazing tutorial video!
How can I make these into a seperate armor mod instead of a replacer?
I want to make my own mashup and upload it.
With ck or xedit. I would copy a vanilla armor and than change the nifs to the mashup, edit the stats, etc.
@@dragoon2321 Could you please elaborate on the explanation?
@@LittleMaryJane89 I recommend darkfox127's vids since he goes over CK in detail. But I found the armor addon, make a copy of it, change out the world/1st person nifs to my edited one, than found the armor entry, made a copy, changed out the armor addon to my edited one, and save.
i dont have any sliders to test @1:06
My armor loaded up fine but my actual skin was invisible under it...
Sliders are from my first video in the playlist on how to modify outfits for non cbbe/unp bodies.
If the armor doesn’t come with a body layer, it will not have one.
I really need that male weight slider :( how to get it ?
I showed how I made it in my first video: th-cam.com/video/m1pCNM3v_Xc/w-d-xo.html
@@dragoon2321 Yes I search your channel and saw the video last night .. Thanks
nice tutorial but i have no clue how to import or where the files of skyrim armor like dwarven not the mods
My tutorials assume official setups, not cracked setups.
Awesome tutorial!
But i have a question:
How do i edit the textures? Can you make a tutorial on How to edit the textures of those Mashup armor?(i know How to edit textures in normal armor and weapons but not on the Mashup armor)
You can edit the textures the same as normal armor/weapons. Mashups don't change any of the texture paths. If you want to keep the original textures for the non mashup armors, you can change the texture paths to a new one and edit that one.
Very cool!
thank u for the video :)
I find outfit studio incredibly complex to use. I have outfit X and I want it to fit custom body X. That's all I want and I cannot get it done after months and months of watching videos and destroying outfits
It definitely takes some practice to use. What errors were you running into? If I cannot get bodyslide to export to my output folder properly, I manually make weight sliders/export nifs from Outfit Studio and than move it into it's own mod folder as I showed in my first video. That way I know exactly what's being made and put into the game.
@@dragoon2321 I use a custom made body in the game from a UUNP base and I have incredible pain trying to get outifts to convert to my custom body. I simply don't understand the basics of conversions and preset usage. The tutorials available are trash because everyone that writes a tutorial assumes the reader/watcher knows all the steps in outfit studio because its been out so many years now.
@@mikeking9719 Was the body made in bodyslide? If so and if bodyslide didn't work for you, you can make conversion sliders manually via OS by making a slider transforming the UUNP base body into your custom like in my first video except instead of 0->1 mesh, make a 0-> custom body. Than make 0 1 sliders for your custom body. Than conform outfit. That should give a good draft to work off in OS. If the body wasn't made in bodyslide, than it's a bit more complicated process as it involves Blender to make the conversion sliders. I don't believe either method would work with batch building in bodyslide but I haven't done much with bodyslide. I can make videos showing both process if requested, but it'll take me a couple days or so.
@@dragoon2321 yes I made the custom body in bodyslide. Now the custom no longer has sliders so I'm not sure how to proceed
@@mikeking9719 Exported nifs don't have sliders. Sliders comes from bodyslide/preset/template files that are made in Bodyslide/OS. If you imported a nif directly into OS, that's why it doesn't have sliders. If you want all the sliders+custom body in OS, first load the UUNP template and than load the custom body preset in order to change the body to your custom body. My somewhat unconventional methods involves only making the conversion and weight sliders as I generally don't bother with any other sliders once I have the exported nifs from bodyslide, but if you want to do full conversion with all the sliders available, I recommend giving these guides a try as they go way more indepth into the process: tesmistel.tumblr.com/post/149567999810/outfit-studio-conversion-guide , www.dracotorre.com/blog/body-conversions-for-skyrim-using-bodyslide/
Oh my... I made the Pegasus... I don't know who you are, but I owe you the rights to use my mods.
Tq!
Please. For the love of god. Tell me how you got the 1 and 0 nifs. I can't fucking figure it out, and literally NO TUTORIAL TELLS ME.
I showed how in my extraction video:
th-cam.com/video/A8KK4u5d704/w-d-xo.html
@@dragoon2321 yeah, im assuming it's a skyrim thing, because fallout doesn't have it
Ah, in that case fallout doesn’t use the 0,1 system of Skyrim. It uses only one mesh.
@@dragoon2321 oh my god thank you, I've been racking my brain over that for so long and it was making me crazy.
is there a way to make contact with you on a chat form like discord or something? :)
I can answer questions here or on Reddit, drag-oon23.