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  Creating a new armor (body)
 This is a step by step guide for creating clothing or armor from start
 to finish, seeing it in action in Skyrim.
 It will take a slight different approach than other guides found on
 the net but it should be very similar over all.

 First off, if you haven't done the required setup you need to look
 at the setting up the required tools section before moving on.

 Second, all parts in this step by step guide will not go into too much
 detail as it will take too much space.
 Other of my more specific guides can be read to go into more details.

 In the setting up the tools guide you will find a link where you can
 download modified import / export scripts that make things easier.

 Sections run-down

 Because this guide focus on creating a brand new armor (or clothing)
 certain steps may not be as expected if your intention is only
 to modify an existing model.

 1 - Extracting needed data
 2 - Preparing the data for import
 3 - Import data into Blender
 4 - Make the last decision
 5 - Work in Blender
 6 - Add materials
 7 - Creating the UV map
 8 - Weight copy
 9 - Dismember information
 10 - Edit the body mesh
 11 - Export data from Blender
 12 - Creating the textures
 13 - Editing the exported NIF
 14 - Test your armor
 15 - Adjusting for other sizes
 16 - Creating the other needed meshes
 17 - Put the armor into skyrim

 1 - Extracting needed data

 First thing to do is to settle for a model that you wish to use as
 a base for your armor.
 What body you select don't matter but this guide will use the custom
 model, CBBE.

 If you use a downloaded custom model as well this step is not needed
 but if you use one of the default Skyrim models you must extract it
 from the BSA file.
 The file is Skyrim - Meshes.bsa and is located in the data folder.

 Open any BSA extract tool that you want to use, I used FO3 Archive Utility.
 Locate the model that you wish to obtain and extract it and you
 need both the _0.nif and _1.nif.

 (1stpersonfemalebody.nif is just for example, if you want an actual body mesh
 the female one would be named femalebody _0.nif and _1.nif).

 2 - Preparing the data for import

 Open NifSkope and load the NIF file (either _0.nif or _1.nif).
 In the block details window you should see NiHeader.
 Expand this and locate User Version and User Version 2.
 Change User Version from 12 to 11 and User Version 2 from 83 to 34.


 Expand the NiTriShape in the Block List.
 Select the BSLightingShaderProperty and press CTRL-DEL to remove it
 and its children.
 Do this for all NiTriShape nodes that the model might have.
 Skyrim male and female bodies have two, one body and one underwear but
 the CBBE model only have one.


 Select the BSDismemberSkinInstance for one of the NiTriShapes and
 expand Partitions in the Block Details window.
 Expand each Partitions under here and most models have three of these
 but the CBBE only have two.


 Note that the CBBE body have this incorrect as there is two SBP_32_BODY while
 one should be the SBP_34_FOREARMS and is missing the SBP_38_CALVES.
 I have changed the two to correct BP_TORSO and BP_RIGHTARM.

 Note that with the modified import / export scripts you don't need to
 do the above step (changing SPB_ to BP_).


 At this point you can save the modified NIF, preferably with a new filename.

 NOTE (optional):
 If you use one of the default models, male or female, they come with two
 meshes (body and underwear).
 If you don't want the underwear mesh you can just delete the whole NiTriShape.
 Select it and press CTRL-DEL and it will be removed.

 3 - Import data into Blender

 Open blender, select file, import and NetImmerse/Gamebryo (.nif .kf .egm).
 (If this option is missing you need to check the setting up the tools guide).
 Select your modified NIF and press Import NIF.

 In the window that comes up, set the following options.


 Press OK and after a few seconds the data should come up in Blender.
 (If you get an error you did something wrong in section 2).

 (you don't need the outliner view, its for this guide information only).

 This model now contain all you need, skeleton, body mesh, bone weight and
 dismember information.

 Save the file and you don't need to import it again if you wish to create
 something in the future.

 Note (important):
 You need to set every mesh that you wish to export to smooth.
 You don't need to do it before you actually intend to export, but the
 model looks better and it is a lot easier to see how things will turn out.


 4 - Make the last decision

 from step 3 you now have a model in place but you really don't want
 to change it because it is the one you will use as a base containing
 all necessary information.

 As stated, at this point you need to consider what you need, to actually
 begin creating your work.

 First is that maybe you want to create something from scratch, or
 do you wish to use another model as base and work from that.

 Either way, both options are valid but require different approaches.
 Lets look at both, where option 1 is that you start from scratch
 using the existing body model as basis.
 Second option is that you use another armor (or clothing) as basis.


 Option 1 - Duplicate the body mesh

 Select the mesh and press SHIFT-D and you will get a duplicate
 of the mesh that get the same name but with .001 behind it.
 It will also retain the same vertex groups, UV map and it will
 have the current skeleton as parent.


 As you are going to use this copied mesh to work with we need to remove
 any data that we don't want at this point.
 First you can give it a new name by changing the Link and Materials names.

 To remove the vertex groups just press Delete until they are all gone.


 This is it. Move to section 5.

 Option 2 - Import another mesh

 Just like we did to import the body mesh you need to find a mesh
 that you wish to use, extract it from the BSA and edit the NIF file in
 NifSkope to be able to import it (section 1 and 2).
 Import the new mesh like you did in section 3.

 Once done you should have another mesh, with skeleton, in Blender.


 Select the new skeleton and press X to delete it.
 If the imported NIF came with more than one mesh you might need to delete
 all that you don't want by selecting them and pressing X to delete.
 This should leave you with one mesh only.


 Rename the mesh if you like by changing the Link and Materials names.
 You also need to delete all vertex groups by pressing the Delete button
 until they are all gone.


 Lastly you need to make the body skeleton parent to this mesh.
 Select it and then SHIFT select the skeleton of the body mesh.
 Press CTRL-P and select object.
 This will make your skeleton parent to the newly imported mesh.


 Note that you don't have to set skeleton as parent as we can do that
 later and if you import or create new objects / meshes you need
 to set parent to those as well.
 Later in this guide we will take a look at how it looks to make
 sure that everything is fine before export.

 Also note that it is possible to import the mesh only by setting
 the option during import "Import Geometry Only - Parent...".
 However, if the number of bones / vertex groups don't match
 you will get an error message.

 5 - Work in Blender

 Make changes / edit the mesh that you either copied (option 1 from
 section 4) or imported (option 2 from section 4).
 Don't edit the body mesh at this point, leave it as is, we will do changes
 to it later.

 This section is not going to explain anything on how you actually
 edit but if need help you can google or check my Working with Blender guide.

 Any object that you don't want to see, base mesh or skeleton can be hidden
 by selecting it and press H.
 Or hide all objects except the selected ones with SHIFT-H.
 To show hidden objects just press ALT-H.

 Once done you should save a copy in case you need to go back
 and make changes.

 Note that before you proceed to section 6, apply any modifer that you
 have added (like mirror).
 Another good thing to do is to select all vertices in edit mode,
 press W and select Remove Doubles.

 Note (important):
 This step by step guide assume that you keep your current work simple.
 Many armor cover and use more bones than a base model use and if
 that is the case for you, you need to get another skeleton.
 Don't worry too much at this point because as you learn and experience
 how things work it will be easier to decide from the start.
 The reason I point it out here is that everything done from section 6
 and onwards more or less assume that the armor mesh is complete.
 Even if you need another skeleton you can keep on with the one we have
 set up so far but you still have to go back to this point if another
 skeleton is later used.


 You can read more regarding skeleton and how to make changes in my
 Skeleton and Weight Paint guide.

 I created simple pants (bottom) and top for my model.


 They are two different meshes called bottom and top.
 I have also made edges and made sure that they go inside the body to
 prevent holes to appear.
 The bottom have closed openings.


 6 - Add materials

 This step is important because without it the export will not include vital
 render information.

 In the Link and Materials Panel you have materials.
 For your meshes it should say 0 Mat 0 and pressing new will
 add a new material to that object.


 Press the Material button and then the shown Add New.

 Once done, change to "Map input" tab and select UV.
 This sets it so that your newly added material use UV map as source
 to texture your mesh.


 Switch to textures and change texture type to image.
 Press the load button under image and locate the texture you
 wish to add.
 Note that you can load any image as it will not be exported.


 7 - Creating the UV map

 Because you are creating clothing or armor you will probably not get away
 without adding seams.
 These force the UV unwrap option to unwrap the object where seams have been
 To actually add a seam you mark a line between two points and press CTRL-E
 to either mark or clear a seam.
 This is all done in edit mode where select mode is set to edge.


 It is important that a seam don't have "holes".


 Note that seams can cause distinct lines between textures in game.
 To avoid this as much as possible, add seams where it is most natural or
 where it's more difficult to notice.

 Once the seams are in place you can create the UV map.
 At this point it is best to split the current view into two windows
 where you have the 3D view in one and UV/Image edit view in the other.
 (Look in my Working with Blender guide for details on how to do this).

 Select the object that you wish to create the UV map for and change
 to edit mode.
 Select all vertices (press A once or twice).
 Press Mesh and select UV Unwrap (or U).

 In the options that comes up, select Unwrap and you should see how it
 turns out in the UV/Image map view.


 Now you need to save it. Press UV's, Scripts and Save UV Face Layout.
 In the new window that comes up you can set size (resolution) of the


 When creating UV maps you can do this in other ways than the
 suggested option above.
 In the list of options you can try others and see how it turns out but
 they work best with more simple or flat objects.

 Also, once you have the UV map it will be saved along with the mesh
 and as long as you don't add new vertices to it you don't need to
 recreate it.

 Lastly, it is possible to create one UV map for several meshes at
 once, saving time, space and work and the easiest way to do it
 is to join the meshes into one object, create UV map and then
 split the objects again.

 Read more about the topic in the UV maps and Textures guide.

 8 - Weight copy

 To copy weight you must make sure that the mesh that you wish to
 copy to don't have any vertex groups.
 If you followed this guide your new mesh shouldn't have, but if you
 for some reason do anyway, just delete all groups until they are gone.


 It's important that everything is located where everything should
 be compared to each other.
 The body mesh have the vertex groups that we want and your newly
 created armor mesh(es) don't.

 As you can see in my example I have the bottom, and top and the body
 where I want them to be in the game.


 Press A once or twice untill all objects are selected.
 Press Mesh, Scripts and select Bone Weight Copy.
 A new window pops up and change quality to 2 and press OK.


 The script will copy vertex groups and bone weight from the mesh
 that actually have these (base body model) to your armor mesh(es).
 It will ignore the skeleton and other non-mesh objects.

 Once done, your mesh should have all the vertex groups that your
 base model have, even the BP_ groups and that is the next step.

 Note (important):
 Because weight copy "locks" the mesh to the bones it is important
 that you don't move the mesh or you will need to copy bone weights

 Also note that it is possible to weight paint manually or partially
 and to get more information of how this work read my guide for this.

 9 - Dismember information

 This is a point where many have trouble and / or do incorrect.
 I'm not going to explain what it is or how it works as you can look
 closer in my guide for this particular topic if you wish.

 The body contain three dismember areas.
 It is the body itself, SPB_32_BODY, forearms, SBP_34_FOREARMS and
 the calves, SBP_38_CALVES.
 For Fallout 3 these would be BP_TORSO, BP_RIGHTARM and BP_LEFTLEG.

 Note that if you use my modified import / export scripts these
 will be imported and exported without the need to change as they
 support the native Skyrim naming.

 Also note (important) that unless you at least change parts of the
 import / export scripts as described in the setting up the tools
 guide the dismember information may not be exported correctly.

 Many (if not all) custom bodies have this incorrect.
 It doesn't matter much but it should be as correct as possible.

 How you proceed depend only on how much of each of these areas
 that your armor cover.
 But ALL meshes that you wish to export must have at least one
 of these groups.

 First you need to decide if you need the body mesh or not.
 Your work MUST cover the entire body and if your armor
 don't do that you need the body mesh as it will be showing skin.
 If your armor do cover the entire body you can remove the base
 body mesh.
 Just delete the body mesh if that is the case but I need to keep
 it as the Top and Bottom don't cover the whole body.

 Lets look at my mesh and how each body part is compared to the


 As you can see, each mesh that cover whole or part of the body
 part section need that vertex group defined.
 My body need all three, the Top only need one and the Bottom
 needs two.
 If your original body had this information correct, like most
 default models, you don't need to adjust that but the custom body
 CBBE needs to.
 As you copied all this info, section 8, your armor mesh may
 have groups that it don't need.
 The CBBE body have BP_TORSO and BP_RIGHTARM and so does the Top
 and Bottom even though neither the Top or Bottom needs the
 Select the group for the mesh that don't need it and delete it.

 Create the vertex groups that your objects do need.
 Just press New and type the name of the group.


 Once the groups are in place you can start to assign vertices
 to them.
 This is done in edit mode and you also need to select the group
 that you wish to assign vertices to.
 Easiest way is to use face select mode.

 First off, if the group already have vertices assign you can
 just select all (press A once or twice) and then the button
 remove to empty that group.
 As I need to change the groups for the CBBE body I have done that
 for both BP_TORSO and BP_RIGHTARM.
 The group BP_LEFTLEG was created so it is already empty.

 Select the faces that you wish to assign and press the assign
 Test it by deselect all (A) and then press the button select
 and your assigned vertices should show.


 Assign faces for each body part for each mesh untill all is

 Note (Important):
 BP_ groups cannot share faces but a line of vertices will be
 doing that in the seams of each body part.


 When done you can jump to the next section but here is the result
 for my work.


 Note that empty vertex groups, bones and body parts (BP_), is not
 exported so deleting them is strictly not necessary.

 10 - Edit the body mesh

 This section is more or less optional but I stronly advice that you
 do it because it makes the mesh more clean, reduce clipping problems
 but it will also be some more work.
 If you have never done any modeling before you might consider leaving this
 alone for now until you have tried your model in Skyrim first, getting
 a better understanding how things work.

 Editing body mesh is only done if you actually need to.
 If your armor show skin you need to have that skin present and it will
 be very difficult to do manually.
 What you do is that you take a full body mesh and delete the parts
 that you don't want.
 This will not interfere with bone weight or the UV map.

 My mesh have a full body, pants and a top but larger section of the body
 will not be seen under these.


 In the next screen I have removed all the sections of the body
 that should never been seen in the game.

 (I have hidden the top and bottom to illustrate what is gone from
 the body itself).

 Note that when doing the other mesh to support weightscale (_0 and _1)
 you need to remove the same section of that body as well.

 11 - Export data from Blender

 Before exporting you may want to take a last look at your object
 structure to make sure that the skeleton is parent to all your meshes.

 Change the view to Outliner and the skeleton object must be like in
 the screenshot below.


 If this is not ok you need to make the skeleton parent by selecting
 the mesh and then the skeleton and press CTRL-P and select object.

 Once it all look ok you can select any or all meshes or skeleton of
 the model.
 Select export and NIF.

 Set the following settings in the export window.


 You can ignore the crossed out sections but you may have to increase
 the max bones value from 18 to at least 22.
 If 18 is max you need to check my setting up the tools guide.

 When done, press ok and the model should export nicely.
 If you get an error you have done something wrong somewhere.

 12 - Creating the textures

 In section 7 you created the UV map which is used as a map for how
 the game should paint the textures to you model.

 Textures themselfs have different functions and you can read
 more in-depth in the UV maps and Textures guide.

 As you are using this step by step guide we will keep this very
 simple and create only one texture.
 The procedure to add other layers of textures work the same way
 but as they have different function we will not go into too
 much details here.

 Note that you need to be able to export the texture as DDS from
 the image editing software that you wish to use.
 Check the setting up the tools guide for more information.

 Load the UV map image in Gimp.
 Once open you can paint the image as you like.

 When done, press file, choose export.
 Select filetype DDS, location and filename that you wish to use.
 In the window that pops up, save as DDS, you select compression
 DXT1 (unless it should be transparent in which case you need to
 use DXT3 or 5).
 Make sure that Generate mipmaps is selected.

 Press ok when done and you have created a simple texture.


 Note that this guide assume that you don't use transparency as this
 require you to add NiAlphaProperty to you model in NifSkope which is
 not explained here.

 13 - Editing the exported NIF

 Load the NIF file into NifSkope and expand NiHeader (Block Details).
 Change User version from 11 to 12 and User version 2 from 34 to 83.


 Expand the NiNode (Scene Root) and press right mouse button
 on the next NiNode (your skeleton name).
 Select Block and Crop to Branch.


 Expand all NiTriShapes that your model have (I have three).


 All those marked nodes must be removed by selecting them
 and then press CTRL-DEL or Right click and select Remove
 if CTRL-DEL don't do it.
 You will be left with BSDismemberSkinInstance and NiTriShapeData
 only for each NiTriShape that you have.


 Select the BSDismemberSkinInstance for one of the NiTriShapes
 and expand Partitions.
 For each Partition you need to change BP_TORSO, BP_LEFTLEG and


 Do this for all NiTriShapes.

 Note that if you used my modified export / import scripts the
 dismember information should be fine.

 Press Spells in the menu, then Block and Insert.
 Select Bethesda and BSLightingShaderProperty.

 Press Spells in the menu again, then Block and Insert.
 Select Bethesda but this time BSShaderTextureSet.


 You will now have two nodes placed in the Block List.
 These need to be linked to one of the NiTriShapes.
 Expand the first NiTriShape and expand the BS Property which
 is located last in the Block Details for that NiTriShape.


 Change the value for the first BS Properties from None to the value
 of the BSLightingShaderProperty node (in my case, 1).
 Once changed the node will move to its new location in the tree.


 Select this BSLightingShaderProperty and look for the Texture Set
 Change its value from None to the same value as the BSShaderTextureSet
 you inserted earlier.
 It will also move to its right place below the Shader node.


 Repeat the insert blocks (both BSLightingShaderProperty and
 BSShaderTextureSet) for all NiTriShapes.


 Lastly we are going to change all the shader setting for all
 shapes, and meshes that is skin (body) need different settings
 than for those that are armor.
 This guide will also set everything to a bare minimum just to
 make it as easy as possible.
 You can take a look at my BSLightingShaderProperty guide for more
 indepth information.

 If your armor have skin you need to change the property Has Normals
 from Yes to No in the NiTriShapeData block.
 BS Num UV Sets should also be set from 4097 to 1.
 (Bethesda has this for skin only but not for armor pieces).


 The following screen show the BSLightingShaderPrperty for the skin mesh.
 It is the exact same values as the original CBBE body.


 The Shader Flags 1 is not easy to see so here is the list:
 SLSF1_Specular, SLSF1_Skinned, SLSF1_Recieve_Shadows,
 SLSF1_Cast_Shadows, SLSF1_Model_Space_Normals, SLSF1_FaceGen_RGB_Tint,
 SLSF1_Own_Emit, SLSF1_Remappable_Textures and SLSF1_ZBuffer_Test

 Set the following properties for any armor or clothing NiTriShape.


 The Shader Flags 1 is as follows:
 SLSF1_Skinned, SLSF1_Recieve_Shadows, SLSF1_Cast_Shadows,
 SLSF1_Remappable_Textures and SLSF1_ZBuffer_Test

 Next up is to apply textures and to do that you need to select
 the BSShaderTextureSet for any of your NiTriShapes.

 The Num Textures property is by default 6 which you must change to 9.
 Once changed, press right mouse button on the Textures line, select
 array and choose update.


 For each mesh (NiTriShape) you need to add the path for each
 texture that your mesh use.
 Just copy the paths for the skin mesh (if you have any) from the
 original body.
 CBBE looks like this as shown in screen below.


 Each slot is used for a specific type of texture but will not be
 explained her.
 This guide have only one texture, the default, and is placed in
 the top slot.


 Note (important):
 The path you insert need to be relative meaning that you only
 add the path from the data folder of Skyrim.
 If you add adsolute paths, the full path from local disk and so on,
 your textures will not show for others that use other installation
 folders for Skyrim.
 If you put the data directly in a folder under the Data folder or not
 doesn't matter.

 If you have added texture folders in NifSkope the textures you
 have set for you model should load fine.


 Save the NIF, preferably with a new filename.

 Note that you can copy BSLightingShaderProperty including
 BSShaderTextureSet from one NIF file to another as long as the
 mesh is the same.
 May save you time if you use the same model for several different

 14 - Test your armor

 As the NIF file is complete you can actually test it in Skyrim.
 However, at this point you only have the NIF for one size, either
 0 or 1 (this would be min or max on the weight slider).

 If your character is either of these max or min sizes, great.
 If not, you can make a copy of the nif, having two nif of the
 same model, one _0.nif and the other _1.nif.

 What you actually do is replace the default body with your own.
 The new NIF that you have must be the same name and at the
 same location as the original body that your character use.

 I used the CBBE body which itself is a female body replacer.

 The correct path and filename for the female body is
 data\meshes\actors\character\character assets\

 For male it would be
 data\meshes\actors\character\character assets\

 If you are missing these folders in your skyrim installation
 folder you need to create them.

 Note (important):
 Make sure that you make a backup of any body nif and don't overwrite
 it with yours as you would want to revert once testing is done.

 Because I have a weight 0 character I only made a backup of the
 original _0.nif and placed my own there instead.


 Load Skyrim and your character. Take off the armor or clothes,
 at least the body section and see how your own work looks.

 If everything looks nice, great, move on to the next section,
 otherwise you need to get back a step or two and fix any problems.

 This is how it looked for me in game...


 Note (important):
 When done testing you must delete your own NIF file and place
 the original file as it was before you change it.

 15 - Adjusting for other sizes

 If you are at this section you probably feel that your current work
 is more or less complete.
 That would be the _0.nif or _1.nif but you also need the other
 if you want to support for weight slider.

 What you need to do is simply modify your armor mesh(es) to fit
 nicely with the other body model size.

 Load the last and complete blender file and import the other size
 mesh (either _0.nif or _1.nif).
 Delete the skeleton of this imported model.


 Either your model don't need this imported base body or you
 already have a base model but need to make it smaller / bigger
 to fit the correct scale.

 Two ways to solve this but first you should move / scale the
 vertices of your armor so it fit with the new size model.
 UV map and bone weight will be the same and don't need to be changed.

 Note (important):
 You cannot add or delete vertices from this new model because number
 of vertices need to match exactly.
 Only location can change.
 Adding new vertices also mess with the UV map and bone weights.

 Note that you can select the object and scale it only for specific
 axis by pressing S and then either X, Y or Z.
 This also works if you only select a group of vertices in edit mode.

 Once your armor fit the new base model you are either complete or
 need to change the size of the body itself (the skin part).
 If you don't need the body model you can just delete it.


 In my example I have a body as the armor pieces don't cover the
 entire body.
 But I have also been a good role model and deleted the parts
 of the body that will not be seen under the armor.

 To make this really easy, make sure that both bodies are lined up
 with each other.
 Note that in the screens above I have moved the bodies to easier

 Select your original body and Add a new Modifier.
 In the list, choose Shrinkwrap.

 In the OB field type the name, EXCATLY, like the name of the
 imported body.


 What happens is that we apply the ShrinkWrap modifier to our
 original body mesh (named BaseShape for the CBBE body) using
 the imported body mesh as source (OB BaseShape.00).

 Press the apply button and delete the imported base model.

 Things may not align perfectly but not far from it but you may
 have to adjust both the body and armor.

 Once everything looks fine you can export it and go through
 section 13 to set the correct settings.

 16 - Creating the other needed meshes

 For the body you need both the first person and ground mesh.
 They are fairly easy to do but a little work is needed.

 Load the last blender file of your complete mesh, either
 weight slider size is fine.

 Remove all parts of the body and armor until you are left with
 the upper part of the body and arms (or arms only).

 Note that many of the default first person models only have arms.

 Either way, my model looked like this.


 Once complete you should also delete any bones that is no
 longer used or needed.
 Just select the skeleton and change to edit mode and you can
 remove any bone(s).


 Export this model to nif, see section 11 for details.
 You also need to make changes to this file like we did in section 13.
 Set the same properties as you did for the model you created

 Do the exact same for the other weight model so that you
 end up with two 1st person NIF files _0 and _1.

 Note (important):
 If you intend to use the same textures, which you should, you
 cannot add new vertices to the model, just remove and move.

 Creating the ground model is slightly different as it doesn't
 have any bones or need any vertex groups.

 Load the last complete blender file of your model.
 Delete the body mesh (if you have any) and the skeleton, leaving
 you with the clothing / armor only.


 Move and change the model so that it looks like it is laying on
 the ground.

 Note (important):
 Unless you want to create new UV map and textures you cannot
 add new vertices to the model, just remove and move.

 Clothing is usually fairly flat while a metal armor shouldn't
 change shape much.
 As I have created clothing this is the result of my hasty work.


 Note (optional):
 If your armor consist of several meshes you might want to join them
 all into one mesh, if they share the same UV Map and can have
 the same shader properties.

 Export the mesh to NIF.

 First you must change user version 11 to 12 and user version 2
 from 34 to 83 (see section 13).
 You also need to add the node BSLightingShaderProperty (see section 13).
 Add the BSShaderTextureSet and set properties for both like
 you did in section 13.
 Note that you don't set the flag SLSF1_Skinned for this mesh.


 This is a mesh that is not equipped but must be possible to pick up
 the NIF structure is different.
 To make this easy for us we will use a default NIF and copy this
 mesh into that.

 Extract any armor ground mesh from the skyrim meshes BSA.
 I got one called bodygnd.nif (Ebony Curiass).

 Open the extraced NIF in one instance of NifSkope and your own
 exported mesh in another.


 From the extracted mesh, delete the NiTriShape tree by selecting
 it and pressing CTRL-DEL.


 Copy (whole branch, CTRL-C) the NiTriShape from your own exported mesh
 and paste it into the extracted mesh.

 Note that if you fail or get any error the NIF you copy from is
 either missing BSLightingShaderProperty or the user version values don't


 You will see that the name of the NiTriShape that we pasted got a new
 name (INV) and the name of the top BSFadeNode retain the name of
 the mesh we extracted from the BSA (for me, EbonyCuriassGND).

 To change these just select each node and in the Block Details
 press the little TXT symbol in front of the name.


 I set the top FadeNode to TopAndBottomGND while the NiTriShape got
 the name TopAndBottom.
 Note that what name you set really doesn't matter much.

 Save this nif, adding GND or similar to the name (like MyArmorGND.nif).

 17 - Put the armor into skyrim

 If you followed my step by step guide all the way to this point
 you should have five different NIF files.
 Two regular weight 0 and weight 1 meshes, two first person weight 0
 and weight 1 meshes and one ground mesh.
 In addition to the NIF you also have one texture file (DDS).

 Before we add this to the game you will need to create a folder
 structure and place everything there.
 All files go in the Skyrim data folder somewhere.

 My DDS texture was placed in "...\textures\actors\bbdrac".
 All NIF files in "...\meshes\actors\bbdrac".
 Note that the texture path need to match what you set for
 texture path in the NIF file.

 Open Creation Kit.
 Note that the Creation Kit is (in)famous for giving you loads
 of error messages. Just press "yes to all" and keep on.

 Press File and choose Data...
 In the Data window that comes up, check Skyrim.esm and press OK.


 Wait for the file to load (status bar at the bottom).
 Note that both load and initialize may take a long time.

 Expand Items and Armor, choose any armor type.


 Press right mousebutton on the armor for the body.
 As I have chosen the dragonscale it would be ArmorDragonscaleCuriass.
 Select duplicate and you get an item called the same but with
 DUPLICATE001 added to it.


 Double click on this new armor or press right mousebutton and edit.

 You will get a screen with some properties that we need to change.


 Change ID, Name, Value, Weight, Weight Type, Armor Rating
 and Biped Object.
 Note that ID is a unique naming and cannot contain spaces.

 These are the values I set.
 Note that if you create clothing, armor rating can be set to
 none (instead of light or heavy) which will give you 0 as armor rating.
 Even though I have created what looks like clothes I am setting
 them up as armor (light).


 You can change the Pickup Sound and Putdown sounds if you like.
 You can also change the keywords if you like because this is
 the way the game will categorize your object.
 Note that this is not explained here but you can get more info
 on the subject in the Working with the Creation Kit guide.


 In the world model section, press the edit button for the Male.
 Note that if you have two ground models, one extra specific for
 female it can be added to the female section.

 In the model window that comes up, press Edit and select the GND
 model of your mesh.
 Note that if you followed this guide you will get a message saying
 the model is missing a normal map, it's fine as we haven't done one.


 Once done, press OK.

 Now we need to add all the other meshes and information and that is
 done in the Models section.


 Double click on the line of text and change the ID name to
 something else, like your armor ID but with AA at the end.
 Press OK and a message comes up asking if you want to create a new
 form, which you press Yes to.
 Note (important):
 Don't overwrite existing form as this will affect every armor that
 use this form.


 The old form is still listed for models.
 Press right mouse button and select delete to remove it.
 Press right mouse button in the now empty area and select new.
 In the list that comes up, choose the one you created and
 press ok.


 Double click on your models form to open it's properties window.

 Set all the Biped Objects that the armor cover, for body it is
 32 - Body, 34 - Forearms and 38 - Calves.
 Also select all the races that can equip this item.
 Note that if you copied a regular armor that you, as a player,
 can equip the selected races should be fine as it is.


 Next up is to select all the meshes for the armor.
 You have both male and female options here and if you
 have created armor for both you need to select each one
 for each.
 In the Biped model you select the _1.nif version of the armor
 and the _1.nif of the first person in that option.


 I have only created meshes for the female, CBBE, so I removed the
 male selections.

 Press OK when done with the ArmorAddon options.
 Press OK again to close the Armor window.
 You will now get a question if you wish to create a new form
 because you changed the form ID for that armor.

 Select no and then yes to confirm that you wish to overwrite.

 Note that this is only because you duplicated the armor.
 If you opened any armor, not duplicate, you can do the same but
 choose yes to create a new form instead.

 Now the complete set is done and all we need to do is save it.
 Press file and select save.

 Enter a propriate filename and click ok.

 That is it. You can now load skyrim, make sure that your ESP file
 will be loaded by opening Data and see it is selected there.

 In game you can only access this through console commands
 as we haven't actually put the armor anywhere, shop or added it
 to the smithing list.

 Open the console and type
 help "name" 0
 where name is the displayed name of the object.
 The command will return the ID of the object that you can use
 with player additem command to give it to yourself.
 (player.additem ID 1).

 Note that if you wish to make changes to this ESP you can just
 open Creation Kit and select it including the skyrim data file
 and set your ESP file as active so that changes are saved to it.

 If you want to add support for the Nexus Mod Manager you need
 to create a zip file with your work.

 Create a dummy folder somewhere outside of the skyrim game folder.
 Pretend that this is the skyrim data folder.
 Add folder structure like you did for skyrim.

 I created the following:

 Placed all NIF files in the meshes folder and DDS texture in the
 textures folder.
 The ESP file was placed in the root data folder (for me, skyworkdata).

 Note (optional):
 It is common to add a readme file here and include it in the package.

 Select the ESP file, the textures and the meshes folder and add
 all this to a ZIP file (including any readme if you added that).

 This ZIP file can now be released for the public. Congratulations !!!

 Last important notes:

 The model you see in the inventory is the ground model.

 After you have done, UV Map, Dismember info and Weight paint you can
 no longer add new vertices or all of the above must be redone.
 Deleting vertices is fine.

 After you have added weight paint you can no longer move the mesh
 or its vertices will be incorrect compared to the bones.

 This guide takes the process slightly different but for the most part
 they are very similar.
 You could always just open up any mesh, edit as you like and then import
 a skeleton.
 Most tutorials take this approach and is equally valid but what you do in
 blender when editing is not that important.
 It is how it looks and relate to each other on export that counts.

 Both _0 and _1 meshes need to be identical, number of vertices, or
 you will have graphical glitches in game.

 If you have trouble, or want to know how specific models have been
 made you can always load them in NifSkope and look, even import them
 into Blender if you wish.

 It is generally wise to create BSLightingShaderProperty node
 instead of copy from another NIF as the model may glitch in game.

 If the game keeps crashing or is unstable when looking at or equipping
 your armor it is likely something wrong with one or more of the meshes,
 most often some render specific setting.