The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Creating Variants of Existing Armour in SSE
I have some clothing items from mods that I would like to make light armour versions of, without affecting or overwriting the original items. I know how to edit the tags and values on xEdit to make the clothing into light armour, but I don't know how to create a new standalone light armour version of these items with new form ids without affecting the original clothes. Can this be done in xEdit, or do I need to download the creation kit? Any help is appreciated.
Originally posted by ♥ Barney ♥:
Yes, its easy in xedit. All you need to do is right-click on the armor record for that particular clothing item and click on 'copy as new record into...' and it will ask you which mod you would like it going into or create a new mod. Best to create a new mod and name it whatever you want. It will ask to make the original clothing mod as a master, click yes.

Then you need to find the AA armor record for that clothing (in Armor Addon category), and do the same - right-click, copy as new record into... again choose your new mod.

So your new mod should have 2 records, a new armor record and a new AA record which are just copies of the original.

Then in your new mod, go to the Armor Addon record and at the top is the form ID, double click it and highlight & copy it, then go to the armor record in your new mod and paste the form ID in the bit at the bottom called Amarture, Model Filename, over the top of the old form ID.

That's all there is to it. You now have a copy of the clothing or armor you wanted which you can change into light armor without affecting the other clothing piece in the original mod.

To make it as a standalone mod without needing the original mod in your load order, go back to the list of mods on the left in xedit, right click your new mod, and click 'Clean Masters'. This will remove the depency. Save your new mod and activate it in your load order.

You will only be able to get your new clothing in game via the console, as you haven't added it to vendors lists, or leveled lists or added a crafting recipe etc, but its now in your game.
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Showing 1-7 of 7 comments
SpareTheHorses Jun 17, 2019 @ 4:56pm 
For posterity, some good instructions were provided to me here: https://steamcommunity.com/app/489830/discussions/0/154643795211522292/?ctp=2351

If anyone else has further suggestions, I would very much like to hear them.
The author of this thread has indicated that this post answers the original topic.
♥ Barney ♥ Jun 17, 2019 @ 5:25pm 
Yes, its easy in xedit. All you need to do is right-click on the armor record for that particular clothing item and click on 'copy as new record into...' and it will ask you which mod you would like it going into or create a new mod. Best to create a new mod and name it whatever you want. It will ask to make the original clothing mod as a master, click yes.

Then you need to find the AA armor record for that clothing (in Armor Addon category), and do the same - right-click, copy as new record into... again choose your new mod.

So your new mod should have 2 records, a new armor record and a new AA record which are just copies of the original.

Then in your new mod, go to the Armor Addon record and at the top is the form ID, double click it and highlight & copy it, then go to the armor record in your new mod and paste the form ID in the bit at the bottom called Amarture, Model Filename, over the top of the old form ID.

That's all there is to it. You now have a copy of the clothing or armor you wanted which you can change into light armor without affecting the other clothing piece in the original mod.

To make it as a standalone mod without needing the original mod in your load order, go back to the list of mods on the left in xedit, right click your new mod, and click 'Clean Masters'. This will remove the depency. Save your new mod and activate it in your load order.

You will only be able to get your new clothing in game via the console, as you haven't added it to vendors lists, or leveled lists or added a crafting recipe etc, but its now in your game.
Last edited by ♥ Barney ♥; Jun 17, 2019 @ 5:47pm
SpareTheHorses Jun 17, 2019 @ 5:59pm 
Originally posted by ♥ Barney ♥:
Yes, its easy in xedit. All you need to do is right-click on the armor record for that particular clothing item and click on 'copy as new record into...' and it will ask you which mod you would like it going into or create a new mod. Best to create a new mod and name it whatever you want. It will ask to make the original clothing mod as a master, click yes.

Then you need to find the AA armor record for that clothing (in Armor Addon category), and do the same - right-click, copy as new record into... again choose your new mod.

So your new mod should have 2 records, a new armor record and a new AA record which are just copies of the original.

Then in your new mod, go to the Armor Addon record and at the top is the form ID, double click it and highlight & copy it, then go to the armor record in your new mod and paste the form ID in the bit at the bottom called Amarture, Model Filename, over the top of the old form ID.

That's all there is to it. You now have a copy of the clothing or armor you wanted which you can change into light armor without affecting the other clothing piece in the original mod.

To make it as a standalone mod without needing the original mod in your load order, go back to the list of mods on the left in xedit, right click your new mod, and click 'Clean Masters'. This will remove the depency. Save your new mod and activate it in your load order.

You will only be able to get your new clothing in game via the console, as you haven't added it to vendors lists, or leveled lists or added a crafting recipe etc, but its now in your game.

Thank you for these instructions. I understand copying the Armor record, but I am curious as to what the Armor Addon record does.
♥ Barney ♥ Jun 17, 2019 @ 6:03pm 
Originally posted by SpareTheHorses:

Thank you for these instructions. I understand copying the Armor record, but I am curious as to what the Armor Addon record does.

The Amor Addon is your 3rd person model, the armor you see in game when your looking at yourself in 3rd person or other NPCs in 1st/3rd person, or just looking at your hands and wrists in 1st person.

The Armor record is more your inventory model, which has all the armor stats and weight, and value and keywords etc.

Same with Weapons, the weapon category is the inventory model with all the stats and keywords, the Static catagory (like the Armor Addon catagory) is the 1st/3rd person world model of the weapon, on yourself and other npcs.
Last edited by ♥ Barney ♥; Jun 17, 2019 @ 6:10pm
SpareTheHorses Jun 17, 2019 @ 6:14pm 
Originally posted by ♥ Barney ♥:
Originally posted by SpareTheHorses:

Thank you for these instructions. I understand copying the Armor record, but I am curious as to what the Armor Addon record does.

The Amor Addon is your 3rd person model, the armor you see in game when your looking at yourself in 3rd person or other NPCs.

The Armor record is more your inventory model, which has all the armor stats and weight, and value and keywords etc.

Same with Weapons, the weapon category is the inventory model with all the stats, the Static catagory (like the Armor Addon catagory) is the 3rd person world model of the weapon, on yourself and other npcs.

I see. So I would have to copy the Armor record and the Armor Addon record for each item. And if I were to try the same thing with weapons, I would need to copy the Weapon record and the Static record.
♥ Barney ♥ Jun 17, 2019 @ 6:22pm 
Originally posted by SpareTheHorses:
Originally posted by ♥ Barney ♥:

The Amor Addon is your 3rd person model, the armor you see in game when your looking at yourself in 3rd person or other NPCs.

The Armor record is more your inventory model, which has all the armor stats and weight, and value and keywords etc.

Same with Weapons, the weapon category is the inventory model with all the stats, the Static catagory (like the Armor Addon catagory) is the 3rd person world model of the weapon, on yourself and other npcs.

I see. So I would have to copy the Armor record and the Armor Addon record for each item. And if I were to try the same thing with weapons, I would need to copy the Weapon record and the Static record.

That right, same as the armor and armor addon, right-click the original weapon and its static record, copy as new record into... and in your new mod connect them both together by highlight/copy the new static ID into the new weapon record, like you did with the clothing one.

Also, forgot to mention if its a standalone mod (ie) not requiring the original mod, you need to include the meshes and textures also from the original mod. So you'll have an esp for your new mod, and the mesh and texture that goes with it (if its not vanilla). If its just using vanilla mesh and textures, you only need the esp.
Last edited by ♥ Barney ♥; Jun 17, 2019 @ 6:25pm
SpareTheHorses Jun 17, 2019 @ 6:26pm 
Originally posted by ♥ Barney ♥:
Originally posted by SpareTheHorses:

I see. So I would have to copy the Armor record and the Armor Addon record for each item. And if I were to try the same thing with weapons, I would need to copy the Weapon record and the Static record.

That right, same as the armor and armor addon, right-click the original weapon and its static record, copy as new record into... and connect them both together by highlight/copy the new static ID into the new weapon record, like you did with the clothing one.

Also, forgot to mention if its a standalone mod (ie) not requiring the original mod, you need to include the meshes and textures also from the old mod. So you'll have an esp for your new mod, and the mesh and texture that goes with it (if its not vanilla). If its just using vanilla mesh and textures, you only need the esp.

Thank you so much!
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Date Posted: Jun 17, 2019 @ 3:35pm
Posts: 7