The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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any proper clothing mod?
I want a mod that restores clothing mostly to how it was in morrowind, though true return is not possible within the boundries of skyrims dumbed down situation.

That means what I want to be able to do is this
*have pants and shirts as different items, both for clothing and armor, instead of having only full body sets.
*have clothing skirts and pants as different items wearable by both sexes, instead of having them chance shape depending on who is wearing them.
*allow for layerd clothing :
*first pants and shirts
*on top of that armored breastplates and armor greaves
*over the greaves, a skirt should be wearable
*over both the skirt and the breastplate a robe should be wearble
*TWO rings being wearable at all times, instead of just one.


**if it adds seperate left and right pauldrons, and seperate left and right gloves, that would be even better.. but if not, I guess I would be ok, with just adding clothin gloves under armored gloves, circlets or hats under helmets, shoes under armored boots.

any mod doing just this?
Last edited by Dutchgamer1982; Mar 31, 2017 @ 6:20pm
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Showing 1-11 of 11 comments
Armchair Civilian Mar 31, 2017 @ 6:11pm 
i
wish
BarbarianHeart Mar 31, 2017 @ 6:30pm 
Yup, if you want this you should look into Elder Scrolls 4: Oblivion.
Dutchgamer1982 Mar 31, 2017 @ 6:33pm 
Originally posted by BarbarianHeart:
Yup, if you want this you should look into Elder Scrolls 4: Oblivion.

HAH to that...
-I still play MORROWIND to this day, and I spend most my modding hours still for that game.
I am just giving skyrim now a run to shut up those people who say I have no right to flame it since I never gave it more than a few ours to look at... (adding a few mods here and there to fix obvious errors and anoyances does also belong to that...)
so far not impressed at all.. morrowind much better... better able to mod it too.
Dutchgamer1982 Mar 31, 2017 @ 8:30pm 
if one looks at body parts :
game now uses :
-30 for circlet for hats and helmets, with some extra codes depending on how much they cover.
(as well as 42, 44, 55 130, 131, 141, 142, 143 depending on the model used (what part it covers)
-36 ring for the one ring
-39 shield for the shield
-35 amulet for the amulet
-33 hands for gloves
-37 feet for the boots
-32 body, for armor, clothing and robes

now if we look to the game... we can use some codes to change things.
Though the following 5 codes should just be left alone :
-36 ring for the one ring
-39 shield for the shield
-35 amulet for the amulet
-33 hands for gloves
-37 feet for the boots

Now to add greaves/pants/pauldrons
-57 is shoulders, can be used easely to add pauldrons.
-all items using code 32, would have that code removed and have new codes assigned.
-all robes use 46 (primary chest) and 59 (primary arm, to prevent arms clipping through) instead, redesign not needed
-all armor and clothing models need to be copy'd, renamed have either their top or bottem part delited in a redesign (so essentially keeping close to the original models while splitting them)
-for armor I would use only 46 (primary chest) without the arms (can not be used together with robe)
-I would add new armor part using 59 (primary arm) (Rerebrace and Vambrace would be the historical name of those, sometimes used with a couter) so Bracers would be a correct name for this armor piece, any item ingame of that name must be renamed)
(this piece can not be used together with robes either)
-59 (pelvis primary) and 53 (leg primary) would be used to add the greaves for armor
-shirts with sleeves would use 56 (chest secondary) and 58 (arm secondary) this would make them unvisible if armor is worn on top, but visable when not, and they can be layered.
-shirts without sleeves would use only 56 (chest secondary) as they have no risk of clipping arms.
-current items called bracers would be renamed bracelet(s), some jewelry with this name would be added too, (using code 58 arm secondairy) as such they can be combined with sleeveless shirts (cannot be used with shirts with sleeves however)

Now to add some extra stuff :
-60 is Misc, while not visable anywhere on the body, this can be used to add the second ring
-45 is Neck, this can be used to add scarves and capes, or for armor (clothing) and Gorgets (Armor) one would hoever not be able to use both at the same time.
-47 is back, this can be used to add backpacks (I would suggest making them a clothing item, default enchanted with various degrees of feather to give the proper functionality)

And than the hardest, the heads.
there are so many codes for this :
30 - head
31 - hair
41 - long hair
42 - circlet
43 - ears
44 - face/mouth
55 - face alternate or jewelry
130 - Used in helmetts that conceal the whole head and neck inside
131 - Used in open faced helmets\hoods (Also the nightingale hood)
141 - Disables Hair Geometry like 131 and 31
143 - Disabled Ear geometry to prevent clipping issues.
230 - Neck, where 130 and this meets is the decapitation point of the neck
*230 and 143 could possibly mess up the adding of capes, perhaps 230 needs to be used for scarves, capes and gorgets instead of 45, though that needs to be tested.
*my feeling sais however the 2 digit codes are the real slots to place items, and the 3 digit codes are only there to make certain things placed in those slots invissible (including hair and ears) to prevent clipping)
-since 31 and 41 are by default used (the character has always hair even if bald, thats a model too) they cannot be used.
-however possibly 43 can be used to add earrings (if that slot is not used for adding the ears themselves in the game mechanics, worth a try)
-I see no reason hats and helmets could only use 30 (sadly hats and helmets on top of eachother would not be possible)
-that frees up 42 for circlets that could be made to work with all hats and helmets, alowing you to always wear a circlet even under a helmet that covers it.
-not sure about 44 and 55, but my feeling sais one can be used to add various types of masks, while the other can be used to add facial piercings of various type, though that needs to be tested, perhaps it is one or the other and we cannot have both

So.. I understand how the links of the mods I shared were made... can be done better though...
Armchair Civilian Mar 31, 2017 @ 8:40pm 
good research so far ^^
Brandybuck Mar 31, 2017 @ 8:51pm 
Why are you playing Skyrim if it's so dumbed down? Why debase yourself with the filthy casualness of it all?
Armchair Civilian Mar 31, 2017 @ 9:04pm 
hello Brandybuck, glad you asked :)
Because Skyrim ia a setting that's not explorable in Morrowind, but it would be nice not to miss out on the things we could use in Morrowind just cos we're playing a later gme that doesn't include them... hence looking for mods to incorporate them rather than just crying about their absence (like i usually do admittedly lol)
Dutchgamer1982 Mar 31, 2017 @ 10:07pm 
Originally posted by Brandybuck:
Why are you playing Skyrim if it's so dumbed down? Why debase yourself with the filthy casualness of it all?

-to shut down the causuals once and for all when they say I just cannot compare the two, because I spend like only 800 ours in oblivion, 2-3 in skyrim, and over 8000 in morrowind... and because I compare a morrowind I spend over a decade modding with vanilla versions of both games.
(true there there is NO feature that oblivion or skyrim that I not already modded into morrowind long before either of those games arrived, so to be they added nothing new, and I would only need to spend hours to mod back in what they removed AND to add what my mods added and they forgat to add)

no I won't spend a decade modding skyrim.. but well given the experience I have with writing mods for morrowind, one can see how easy it can be done for skyrim...
so far when i compare... I see morrowind has more potential : there is nothing in skyrim that cannot be added relatively easely and without any compromising by modding to morrowind, (cept perhaps the way multitreading is utilised, not that one needs that in morrowind, but fair enough)
where for skyrim one seems to battle more with the limitations the engine has... but because I see the casuals already shout "yeah but thats because you have no experience with this engine and 10 years experience with the one from morrowind"
well I not believe thats the core case.. but after some trial and error I should have proven my case and we can shut them up forgood.
-who knows I might even find a few idea's to add with mods to morrowind.

So far my impressions confirm my superstitions
-the crafting items thing is nothing new, mods excisted for that for morrowind long ago.
and the way it is handled is not particulairy well, had to add melting down mods to fix this broken bit of the program a bit, and still not managed to add the ability to enchant arrows from morrowind to skyrim.
-much less armor pieces to be used (7 instead of 18) meaning much less items to be enchanted
-much less weapon types, my favorite weapon, the staff has been removed
-the way you increase HP, MP, and ST, I do not particulairy like, I miss the old 7 attributes
-I do miss my levitate and flight spells dearly
-I do not like how you need alchemy tables to make potions (or any such limitations on crafting) in morrowind you collected tools for that.. that gave mobility to crafting I miss.
-the fasttravel is not as bad as I imagined, not possibile without having visited there before, and at least there ARE carts to fasttravel with, though it is not nearly as nice as the complex traveling web of morrowind of boats, silt striders, mage guild transportation, and transport pylons.
-having people move around, and a routine is nice, I modded something similair to morrowind
(though it would be better if clothes and armor would also wear and tear, food would rot and people would need to wash and eat regulairy as well as sleep or they would start to suffer, and as such a local economy is created where goods are created by the NPC, transported to shops, sold, and consumed, all I modded in morrowind, adding a layer on top of this skyrim not yes has)
-having the horses is ok, I added ridable animals to morrowind to with a mod.
-what I miss though are the packrats and other annimals to carry your stuff of morrowind. Would be nice if I could just dump my inventory on a horse, and use it like a mobile container.
-I am neutral on containers having unlimited contents, it is not realistic, but I admit I added many large containers to morrowind, becausing having to fiddle with containers only able to contain so much weight is not always fun.
-however I am HORRIFIED by the lack of storing your items from the games start, in morrowind items inside houses do NEVER respawn, only outside area's, as such any house you can dump your stuff in... so you can start collecting stuff from the start.
In skyrim finding good storage space early in the game is hard, as everything resets sooner or later, and dumping stuff in houses will often means NPC takes it or when placed in containers it may even tell you you steal it if you take it, even while it was YOUR stuff before you placed it IN that bloody container.
-buying a house is nice, but there really should be a small cheap shack to dump your stuff in early in the game.. (again needed a mod for this)
-supporting shops MEH...(in my modded morrowind you could own shops, mines, farms, order them what to grow and mine, transportation people giving them orders where to pick up what and where to bring it, producing centers, tell them what to produce, hire employees and slaves, shops (selling the stuff you made to NPC), houses (and if not want to keep yourself RENT them to NPC)
-not being able to remove quest items from your inventory is anyoung (had to mod to fix this obvious flaw)
-while on one hand being WAY to handholding (what is this unkillable people thing, again needed a mod to fix this law)
-on the other hand being way to vague (I miss the directions like in morrowind, my ancestrial grave, would be located near the black oak south of balmorra, follow the river a little bit north... while you would be searching for the location.. that kind of direction were for those understand more logically... had to look up quests far more often in skyrim
-and again being to anoying, what good is handholding if you add so many quests that exclude eachother or are only possible to do both if one is done before the other, without adding so much as a pop-up like morrowind does, when you ruin a possible questline by your actions, so you can decide to continue or load a savegame when such a thing happens and not find out you ruined the ability to do a mission many savegames later..
-and as for moddability, morrowind seems to be wide open for modding, alowing you to program straight towards what you want the game to do, even adding functions the game never was ment to handle... while skyrim seems to have much stronger hardcoded limitations, only alowing you to work with what is already in the code, making modding more like tweaking, and limiting one far more in what can be done.
Archduke_of_Landsee Jan 17, 2018 @ 11:30pm 
Hey Dutch can you explain to me how to properly set up pants and cuirass separateley?
Different leather armor variation. https://www.nexusmods.com/skyrim/mods/79027/
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Date Posted: Mar 31, 2017 @ 6:08pm
Posts: 11