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jorrob96 last won the day on September 24 2018

jorrob96 had the most liked content!

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  1. When I first started refitting armors it was back in November when the tools weren't available so I just found a way through experimenting and it's been trial and error up to this point where I found an efficient method lol.
  2. Since I've been gone for 95 years and aren't sure when I'll have the chance to get back into refits I figure the next best thing is showing how I make them. 1. Open both the folder of the thing you're refitting, and the character assets folder (Skyrim\Data\Meshes\actors\character\character assets). Keep them open for the duration of the refit. Open Outfit Studio and load both malebody (whichever weight you prefer) and the armor/clothing you want to refit (the same weight as malebody). For this example, I'm using Newermind43's ESO Nord Armor at weight 0. 2. Right click SAMBody, and set it as reference. 3. Go to slider on the menu bar, then go down to import tri morphs. Import malebody.tri from the character assets folder. Click yes on the prompt. 4. Click the pencil icon to the left of the Samson/Samuel sliders (either or works) to edit slider data. Select all the armor pieces under meshes, then press control + c (or go to slider > conform selected). After a second or two you'll notice whichever slider you chose is at 0 and still purple. Slide it all the way over. 99% of the time, there will be some clipping. Use the increase/decrease mesh and mask vertex tools to fix it or to edit the morphs however you please. If you have clipping under the armpit, don't worry about that right now. 5. Once you're done, click the pencil icon again. Go up to slider, down to export tri morphs, and save the tri in the folder of whatever you're refitting. For organization I save it with the same name as the nif file so they're next to each other (cuirass.tri if I'm editing cuirass_1 for example). This tri morph only contains slider data for the armor. Press control + w to close the project. 6. Repeat the first step of the tutorial by importing malebody, then the armor into outfit studio. Don't set it to reference (which was step two). Import malebody.tri. If you had armpit clipping, use the mask vertex tool to mask the visible parts of SAMBody. Or if your armor has more visible body than covered, mask the covered parts and then press control + shift + i to inverse the selection. Don't do this hastily as you want to make a clean selection you remember so doing this for the other malebody weight will be easy. Then right click SAMBody, and delete vertices. 7. Now import the armor tri you exported in step 5. Click yes on the pop up. Now you have slider data for the body AND the armor. Export the tri morph again and overwrite the old one in the outfit folder. Don't close the project yet. 8. Right click SAMBody, then go down to properties. It will start you in the Shader tab, you want to click on Extra Data two over from that. Delete what's there in the value box and enter the path to the armor tri file within the meshes folder. In this specific example, I put NewerMind43\EsoNordArmor\Eso_Nord_Armor.tri into the value box. For most armors the format is "armor\folder name\tri_file.tri". Make sure you're putting a back slash and not a forward slash (something I've done on accident a couple times). 9. Go to file, export, "to nif...", and save over the outfit you just refit. Now you have a refitted armor for one weight. Refitting the armor for the other weight will take time depending on how cleanly/precisely you deleted parts of the sam mesh (if you did delete any part). Typically since my armors are skimpy the armpit isn't an issue, so I can just put the other weight sam body and the other weight armor into Outfit Studio and do steps 8 and 9
  3. I used to have this issue a lot as well until I realized you don't actually need to include the full SAMBody mesh in the armors you export. Especially with full body armor where you won't see the naked body. For example if you look at the ebony armor refit nif, the SAMBody included is only the neck and wrists underneath.
  4. Hi. Not dead (yet). What happened was testing all the refits and esp's in addition to all the mods I have started to break my game, but before I had a chance to backup and fresh install life decided to keep me busy. Haven't really updated because I haven't had the chance to even touch Skyrim for the past month.
  5. It depends on how you're trying to apply the physics. If you're just trying to get parts to bounce along with the body, (armor on the ass to shake when you walk or whatever) I can give a basic tutorial. Open the armor in Outfit Studio (with HDT SAMBody) and set it as reference. Select all the armor pieces and copy bone weights at the default settings, then file > export > to nif with reference. Do this for both the _0 and _1 and that will give you a very basic HDT armor. The results however will heavily depend on how many vertices/polygons the armor has, whether there's any hanging cloth like the above, how close the armor/clothing is to the body, and if the mesh was weighted to the proper bones. A low poly mesh (like most vanilla clothing and some vanilla armor) will be very jarring and spiky with HDT physics applied (which I learned the hard way). With hanging cloth, you'll have to mess with skirt bones and that's another can of worms entirely. It's a much longer process from what I've gathered, and I've never found a comprehensive tutorial. It's why there's only a handful of HDT cloth mods out there and most armor mods with flowing cloth get permission to include the HDT cloth in theirs. So usually for armors with a skirt I either use the mask tool on it to leave the skirt bones alone and just deal with the stiffness, or just weight them to the thigh/legs and deal with any awkward movements. The last two factors are connected. If a piece of armor is too far away from the body you can either manually weight it to a bone (which gets better results but takes more experience to do properly), or you can just increase the search radius (which is the faster/simpler way but with more possibility for error). You can end up with armor on the thigh being weighted to your forearm bone and weird things like that.
  6. A quick update since I've been gone playing Overwatch for a sad amount of time Fixed the issue with mage robes, it was actually very simple and easy I was just looking in the wrong places.
  7. Things I currently have planned: Non HDT versions of armor/clothing (a lot of vanilla clothing won't have hdt. they're just too low poly so you end up with clipping and sharp points.) Standalone versions (this is easy to do, I just hate working in the creation kit with how randomly it crashes. if you don't want to wait and make standalone versions yourself feel free to upload them) Look into the mismatched mage robes Revealing bandit armor
  8. Oh sorry. When you said normal looking mage robes I thought you meant the apprentice robes. Also what I may do in the future is instead of fixing every issue immediately is wait a day so that whatever problems are reported can be handled in one update instead of people having to download a version every couple hours like now.
  9. Ohh I get what you mean by pointy now. I can fix that. And if you mean for the apprentice robes, that's something I've noticed on my end as well. I'm thinking it's something I'll have to fix in the creation kit with an esp.
  10. That's a bone weight issue. Uploading a fixed one now.
  11. Oh wow that's a dumb mistake. Thank you for letting me know! And yeah I can do that.
  12. Thank you! And I should have stand alone versions up in a day or so.
  13. View File Skimpy Mage Robes Makes all college mage robes revealing Coming soon (ideally): Stand alone version and non HDT Submitter jorrob96 Submitted 05/11/18 Category The Elder Scrolls V: Skyrim
  14. Version 1.0.2


    Makes all college mage robes revealing Coming soon (ideally): Stand alone version and non HDT
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