Article #2 in a 10-part series.
(Creation Kit) Custom armor 'sets'? Ingame, there are skills in the light armor and heavy armor trees which increase your defense level if you wear a 'complete set' of armor. So, all 4 pieces of elven armor or dragon armor, etc. The subscriber implicitly gives his authorization to the processing Skyrim Creation Kit Armor Slots of any personal data in compliance with the privacy laws in force in Malta. The processing Skyrim Creation Kit Armor Slots of personal data is exclusively managed to the end of account maintenance for use of the services as offered by Slotty Vegas.
If you take a look at that formlist it will show you the keywords you can select from. Usually they select the body slot(s) where the enchantment can be worn, and you pick the one that matches the armor. The keyword 'ArmorClothing' specifies that this armor is neither Light nor Heavy, and 'VendorItemClothing' determines who you can sell it to.
Skyrim Creation Kit Change Armor Slots
- 1 - Skyrim Special Edition Released
- 2 - this article
- 3 - How to Disable Random Dragons in Skyrim
- 4 - Convert Black Sacrament Armor to SE Step-by-Step
- 5 - How to Update Meshes for Skyrim SE
- 6 - Werewolf Meter Papyrus Script Overview
- 7 - Skyrim SE - XPMSSE: Modify Weapon Positions
- 8 - Show Your Tail With Campfire Cloak In Skyrim
- 9 - Skyrim Frostfall and Survival Armor Edit for Warmth
- 10 - Frostfall SE with SKSE64
This article assumes the reader has basic knowledge of mod creation. Beginners should consider trying some Creation Kit tutorials first. For step-by-step examples, see “Convert Black Sacrament Armor to SE” and “Update Meshes for Skyrim SE”.
When transferring existing plugins from Skyrim 2011 to Skyrim Special Edition (SE), there are a few important changes to consider. Many mods should convert without too much effort, but be aware that some mods may require extra editing. Mods depending on SKSE or SkyUI require advanced skills, and mods with dirty edits or other issues may need special attention. Mod author, Arthmoor, outlined changes for Skyrim SE on AFKmods:
- Animation files (.hkx) need updating using tool included with SSE Creation Kit (CK).
- BSA files need repacking using the archive tool included with CK.
- Some meshes (.nif files) may need updating.
- Textures using .dds should work. Targa .tga-files will not work.
- Normal maps may need to be updated using DXT5 compression.
- Plugin ESP files should be checked and updated by loading and saving in SSE CK.
Creation Kit may be obtained at bethesda.net by using their manager. Install CreationKit to your Skyrim Special Edition folder. If a plugin has multiple masters, don’t forget to edit CreationKit.ini under General section:
Player’s notes
If an author has long since disappeared, players may convert mods for personal use. Stick to simpler mods and realize some conversions may require practiced editing skills. Watch out for plugins that edit waterflow, NPCs, or lighting. You may want to use TES5Edit check-for-errors feature first. Even though some errors or dirty edits may be fine in 2011 Skyrim, these errors may break or cause other issues in Skyrim SE. Best to let original author fix these issues.
Please do not distribute mods without author’s consent.
BSA repack
Old archive files are not compatible with SE. If the plugin includes an archived BSA-file, it must be packed with the new archive tool included with CK. Extract the contents of the old BSA using BSAopt into an empty folder. Load the existing BSA, select all contents, choose use folder button, and unpack. Check for meshes, FaceGen data, or animation files that may need updating (see below).
The new CK archive tool, archive.exe, is found in Skyrim Special EditionToolsArchive folder. If your loose files are located somewhere other than in “Data” folder, change the Root Dir to where your files are located. Load the extracted contents folder using Edit->Add Directory and make sure everything has a checkmark (Edit->Check All). Check compression if you’d like. Choose File->Save As to archive and use the same name. Verify folder structure of archived file using BSA Browser.
screen shot above is from a different BSA browser
Clean up loose files and test in game.
Check and update meshes
update: for the easy way, use SSE Nif Optimizer instead of the following.
Use Nifscan to check for problems and NifSkope to update meshes. There are alternative methods available to scan and fix meshes.
Drop Nifscan.exe into the folder with meshes (scans all .nif-files in folder and sub-folders), and use Command Prompt to run Nifscan.
Nifscan notes any files that may have issue in SE, such as “contains strips unsupported by SSE” after the filename. The primary incompatibility is the existence of skin-strips which need to be converted into triangles.
For step-by-step instruction with video tutorial, see “How to Update Meshes for Skyrim SE”
Convert animation .hkx files
The SSE CK comes with a tool, HavokBehaviorPostProcess found in Skyrim Special EditionToolsHavokBehaviorPostProcess which includes a readme.txt explaining the method and a sample batch file. Go nuts.
FaceGenData
Load original ESP-file into CK 64-bit and save. Updated FaceGenData will be saved in the normal folder locations:
- meshescharacterfacegendatafacegeomplugin-name
- texturescharacterFaceGenDataFaceTintplugin-name
Repack these files into BSA keeping the same directory structure then delete the generated folders.
Warning: Customized face geometry, such as those modeled or exported from Racemenu, may be lost. Instead you may prefer to delete this generated data and use original data with SE nif optimization.
Check normal, specular maps
You’ll quickly realize if the map is in unsupported format when the game crashes (CTD). Some body and face mods may cause a crash in racemenu during character creation. Save original maps using the DXT5 format. Players may consider removing these textures or find a compatible mod.
Update plugin .esp
Load the plugin created using old CK into new SSE CK including Update.esm as a master, and save. CK will automatically update specific requirements. If plugin includes NPCs or creatures, check for new generated FaceGenData to repack as noted above. Plugin authors may want to check for any surprises using SSEedit. Be aware that some edited features may require manual updating.
Reminder: If CK generates new FaceGen data, and you don’t want it, remove the generated data folder as noted above.
Some warnings on loading a plugin is normal, but pay attention to plugin-specific warnings or warnings when saving. Also, try xEdit check-for-errors feature. Some of these errors may be fine in 32-bit Skyrim, but may break or cause odd side-effects in SE that will need to be fixed.
All form versions are supported and safe to use, been so since Fallout 3 back in 2008 when they added it.Resaving plugins in CK before release is a good modding practice to fix whatever issues the official editor won’t like just in case.
— zilav, author of xEdit and NifSkope, “About file header” on step-project.com
For players - is the converted mod safe?
Mod plugins (esp or esm) copied over from old Skyrim and not properly converted to SE may possibly lead to save-file corruption or other problems. If the conversion was done by the original author, or a reputable author, it’s a good bet the converted mod is safe. Modding a game is risky business. Read the description carefully and check the comments or bug reports.
File header: Form Version ID by itself says nothing about proper conversion.
Dirty Weasel Media has posted YouTube “Modding Guide Ep.2 - Are Your Mods Safe?” which reveals methods to check Form Version ID in the header. The new CK for Skyrim Special Edition saves with Form Version ID 44 in the header, and CK for origial Skyrim uses 43. Use SSEEdit to view the Form Version within the File Header.
If finding Form Version ID = 43, the plugin could be fine, but you may follow directions under update plugin .esp above if the author isn’t around to convert it. Note that some plugins may require extra tools and advanced skills to properly convert for SE. Form Version ID = 44 by itself does not mean properly converted.
Dirty Weasel Media notes in video: “these methods will only show that .esp/.esm was created in the SSE CK, not that it was done correctly.”
Authors know best about their plugin compatibility, so try not to bug them if their Form Version ID = 43 unless you show evidence of save corruption or other problems.
Update:
Rumors of form version causing save corruption continue to swirl around Nexus, some of them referencing the video mentioned above. Comprehension failure, I suppose.
Be aware that this form version in the header is only an indicator of what software saved the file, and has no impact on your game. A plugin with Form Version of 43 in the header by itself will not cause save-game corruption. This is mentioned in Dirty Weasel Media’s video, and you’ll find the author following up in the comments: “An older Form Version in itself does not cause the save corruption.”
SSE supports all form versions up to 44, older ones DO NOT corrupt saves. Badly made mods and conflicts do but this is not related to SSE in any way and form versions particulary
— zilav, author of xEdit and NifSkope, RLO-SSE Nexus forum
Article #2 in a 10-part series.
- 1 - Skyrim Special Edition Released
- 2 - this article
- 3 - How to Disable Random Dragons in Skyrim
- 4 - Convert Black Sacrament Armor to SE Step-by-Step
- 5 - How to Update Meshes for Skyrim SE
- 6 - Werewolf Meter Papyrus Script Overview
- 7 - Skyrim SE - XPMSSE: Modify Weapon Positions
- 8 - Show Your Tail With Campfire Cloak In Skyrim
- 9 - Skyrim Frostfall and Survival Armor Edit for Warmth
- 10 - Frostfall SE with SKSE64
Skyrim, Skyrim Special Edition, Creation Kit, and The Elder Scrolls are trademarks of Bethesda Softworks LLC. All other trademarks belong to their respective owners.
If you are an armor or clothing mod author, you can give your users out-of-the-box Warmth and Coverage for your gear by following the steps below.
This works on Frostfall 3.3.1 or newer, and works on every version of Skyrim on every platform, including on the Xbox One, and regardless of whether or not the user is using SkyUI or SKSE. It will “just work” and you only have to do it once, ever. There is also no coding involved. Using Frostfall with your mod will still be optional; it will not make your mod dependent on Frostfall.
The general process is:
- Do some general housekeeping and make sure you’re using the right default keywords and slots for your gear.
- Figure out what the protection of each piece of gear should be, selecting from pre-set categories.
- Create the keywords you need in order to set the protection you want.
- Inject the keywords using TES5Edit.
- Attach the keywords to your armor or clothing.
Tools Required
You will need:
- Something to write things down on
- TES5Edit
- (Optional) The Skyrim Creation Kit (only if not using the Frostfall Warmth Utility)
Using the Frostfall Warmth Utility
Mator has developed the Frostfall Warmth Utility for TES5Edit, which will automate much of this process. It also removes the need to use the Creation Kit, you can do everything in TES5Edit.
If you elect to use this, follow steps 1 and 2 below, and then follow these instructions. Otherwise, complete the entire tutorial steps 1 through 5.
About Mod-Added Equipment and Frostfall
Frostfall already allows users to change the Warmth and Coverage of mod-added gear themselves. However, this option gives modders the ability to design default values that your users will automatically get when they equip your armor using Frostfall. The user will still be able to change the values themselves if they don’t like what you have set.
Default Values
By default, Frostfall assigns Fair warmth and Fair coverage to body, head, hands and feet gear that has no pre-set configuration. If that’s all you need, you don’t need to do anything.
Without following the guide below, Frostfall might not assign protection to cloaks on all supported platforms. If you make cloaks, you will need to follow the steps below.
Step 1: Housekeeping
Update.esm
Verify that your plug-in requires Update.esm as a master. If it does not, open your plug-in in the Creation Kit, tick Update.esm as you are loading it, and re-save the plugin.
This is necessary because the keywords we will be injecting will be injected into Update.esm. If you fail to do this, you will receive an error when injecting the keywords.
Equipment Keywords
Next, please ensure that you have given your mod-added equipment the proper vanilla game keywords used by the rest of the game. Frostfall uses these keywords in order to determine what kind of equipment your armor is. And to be honest, your equipment should be using these keywords anyway.
Body Equipment: MUST use the ClothingBody or ArmorCuirass keyword.
Head Equipment: MUST use the ClothingHead or ArmorHelmet keyword.
Hands Equipment: MUST use the ClothingHands or ArmorGauntlets keyword.
Feet Equipment: MUST use the ClothingFeet or ArmorBoots keyword.
Cloaks: There is no vanilla keyword for cloaks, so there is nothing you need to do other than ensure that it won’t be ignored (see Ignored Equipment, below). You will set the warmth and coverage of this gear in the next steps.
Accessories: There is no vanilla keyword for miscellaneous accessories (such as face masks and scarfs), so there is nothing you need to do other than ensure that it won’t be ignored (see Ignored Equipment, below). You will set the warmth and coverage of this gear in the next steps.
Shields: Just make sure to use the ArmorShield keyword, and your shield will automatically grant 0 Warmth and 20 Coverage, like all other shields. This is all you need to do to support shields. That’s it! You’re done!
Slots
Your equipment must also use the appropriate slot based on its type.
Body Equipment: MUST use slot 32 (Body).
Head Equipment: MUST use slot 30 (Head) or 31 (Hair).
Hands Equipment: MUST use slot 33 (Hands).
Feet Equipment: MUST use slot 37 (Feet).
Cloaks: MUST use slot 46.
Shields: MUST use slot 39 (Shield).
Skyrim Creation Kit Change Armor Slot Machine
Accessories: Can use any slot not reserved by another kind of equipment above.
Ignored Equipment
If your equipment uses the ArmorJewelry keyword, it will be treated as a circlet / ring / amulet and the system will ignore it, regardless of what kind of gear it actually is. The user will not gain any warmth / coverage benefit from this equipment.
If your equipment uses the word “Circlet” in its display name (the name seen in-game), it may be ignored by the PC version of Frostfall when using SKSE.
To prevent your equipment from being ignored incorrectly, make sure to not use this name or keyword.
Step 2: Determine Warmth and Coverage
Warmth and Coverage Overview
Warmth slows down your rate of exposure at all times. Coverage slows down your rate of exposure in severe weather, and slows down how fast you get wet in the rain.
Gear that looks very padded and lined with furs usually has high warmth.
Gear that looks like it’s made of leather, or some other water-repellent material, usually has high coverage.
Gear that is a mix of materials usually has a mix of warmth and coverage, with neither being very high.
Protection for Body, Head, Hands, and Feet Equipment
With a pen and paper, determine what kind of warmth and coverage you would like each of your equipment to have by choosing a category for both warmth and coverage. These categories are:
Poor, Fair, Good, Excellent, Max Warmth
Poor, Fair, Good, Excellent, Max Coverage
Just pick a warmth and coverage category that sounds right for your gear. If you want your gear to have “a lot” of warmth, maybe pick Good or Excellent warmth. If your equipment shows a lot of skin, maybe pick “Poor” warmth and coverage. And so on.
Examples:
Leather Armor has Fair warmth, but Excellent coverage, since it repels rain.
Fur Armor has Excellent warmth (due to the fur), but Poor coverage.
Iron Armor has Poor warmth and Poor coverage.
Below is a table of the exact Warmth and Coverage values that each category grants. I cannot emphasize enough that the exact values are not important to know; all you really need to do is pick a category. But it’s available if you want to take a look.
Warmth Category | Body Warmth Value | Head Warmth Value | Hands Warmth Value | Feet Warmth Value |
Poor Warmth | 60 | 15 | 9 | 7 |
Fair Warmth | 110 | 30 | 12 | 12 |
Good Warmth | 140 | 40 | 15 | 15 |
Excellent Warmth | 175 | 50 | 21 | 21 |
Max Warmth | 190 | 55 | 24 | 24 |
Coverage Category | Body Coverage Value | Head Coverage Value | Hands Coverage Value | Feet Coverage Value |
Poor Coverage | 35 | 14 | 6 | 6 |
Fair Coverage | 54 | 29 | 14 | 14 |
Good Coverage | 72 | 43 | 21 | 21 |
Excellent Coverage | 91 | 58 | 29 | 29 |
Max Coverage | 109 | 72 | 35 | 35 |
Protection for Cloaks
With a pen and paper, determine what kind of cloak your cloaks most closely resemble. Your choice will set both the warmth and the coverage. They are:
Cloth Cloak
Leather Cloak
Fur Cloak
Just pick a category that sounds right for your cloak. Fur cloaks have a lot of warmth; leather cloaks have a lot of coverage. Cloth cloaks have a medium amount of both.
Below is a table of the exact Warmth and Coverage values that each category grants. Again, the exact values are not important to know; just pick a category from the 3 listed above.
Category | Warmth Value | Coverage Value |
Cloth Cloak | 20 | 20 |
Leather Cloak | 12 | 40 |
Fur Cloak | 40 | 12 |
Protection for Accessories
With a pen and paper, determine what kind of accessory your item is. Your choice will set both the warmth and the coverage. They are:
Warm Accessory
Weatherproof Accessory
Just pick a category that sounds right for your accessory. Perhaps a scarf would be a warm accessory, while a face mask would be a weatherproof accessory.
Below is a table of the exact Warmth and Coverage values that each category grants. Again, the exact values are not important to know; just pick a category from the 2 listed above.
Category | Warmth Value | Coverage Value |
Warm Accessory | 12 | 6 |
Weatherproof Accessory | 6 | 12 |
Step 3: Create Keywords
If you are using the Frostfall Warmth Utility, stop here and follow these instructions. Otherwise, read on.
Next, you are going to create some keywords in your mod.
By now, you should have a list of all of the categories that your equipment falls under. You will create a new keyword for each of these categories using the CK.
Start by opening the Creation Kit and open your mod plugin file.
Next, in the Object Window, create a new keyword, named:
This is a special keyword that tells Frostfall, “Hey, you should give me protection.” You will attach this to every piece of gear that you want to grant default protection to.
Next, create a new keyword for each of the categories you wrote down. Refer to the list below. You only need to create keywords for the categories you intend to use. You don’t have to create all of them.
After creating the keywords that you need, save your plug-in and close the Creation Kit. Don’t worry about attaching your keywords to your armor yet; you’ll do that later.
Example: I have an armor mod with a single piece of body armor that should have Fair warmth and Good coverage. I create 3 keywords in my mod: FrostfallEnableKeywordProtection, FrostfallWarmthFair, and FrostfallCoverageGood.
Step 4: Inject Keywords
Frostfall uses a technique called keyword injection in order to recognize the keywords you just created.
Open your plug-in in TES5Edit. Navigate to the keywords list.
Next, right-click FrostfallEnableKeywordProtection and select Change FormID. Set its Form ID to 01CC0E28.
After you do this, you should see the FormID update, and in the right pane, the text should read,
If you see this, you’ve done it correctly.
Change the FormIDs of the remaining keyword FormIDs using the table below. They must be these exact FormIDs, or Frostfall will not recognize them.
When you’re finished, exit TES5Edit to save your plug-in.
Keyword | FormID |
FrostfallEnableKeywordProtection | 01CC0E28 |
FrostfallWarmthPoor | 01CC0E0F |
FrostfallWarmthFair | 01CC0E11 |
FrostfallWarmthGood | 01CC0E12 |
FrostfallWarmthExcellent | 01CC0E13 |
FrostfallWarmthMax | 01CC0E14 |
FrostfallCoveragePoor | 01CC0E15 |
FrostfallCoverageFair | 01CC0E17 |
FrostfallCoverageGood | 01CC0E18 |
FrostfallCoverageExcellent | 01CC0E19 |
FrostfallCoverageMax | 01CC0E1A |
FrostfallIsCloakCloth | 01CC0E1B |
FrostfallIsCloakLeather | 01CC0E1D |
FrostfallIsCloakFur | 01CC0E1E |
FrostfallIsWeatherproofAccessory | 01CC0E1F |
FrostfallIsWarmAccessory | 01CC0E20 |
FrostfallExtraHeadCloth | 01CC0E21 |
FrostfallExtraHeadWeatherproof | 01CC0E23 |
FrostfallExtraHeadWarm | 01CC0E24 |
FrostfallExtraCloakCloth | 01CC0E25 |
FrostfallExtraCloakLeather | 01CC0E26 |
FrostfallExtraCloakFur | 01CC0E27 |
FrostfallIgnore | 01CC0E0E |
In our example, our finished keyword injection would look like this:
Step 5: Attach Keywords
We are now ready to attach the new keywords to our armor. Back to the Creation Kit! This is fairly straight-forward; just attach the keywords you created to the armor that it should go on. Make sure to include the FrostfallEnableKeywordProtection on each one.
And that’s it. Save your armor mod and test it in-game. Frostfall should pick it up as expected.
Bonus: Extra Parts
Sometimes, gear has extra pieces attached to it. You can tell Frostfall to recognize these pieces correctly and apply the appropriate protection bonuses.
Body gear: Body gear can have an attached cloak AND / OR an attached piece of head gear. Nightingale Armor is an example of body armor with an attached cloak.
Head gear: Head gear can have an attached cloak.
To note that a piece of body or head gear has an attached cloak, use the FrostfallExtraCloak* keywords, listed in the tables above. Inject them and attach them to your body or head gear.
If your body gear has an attached hood or other head covering, use the FrostfallExtraHead* keywords, listed in the tables above. Inject them and attach them to your body gear.
Bonus: Ignoring Gear
If your equipment should be completely ignored by Frostfall, but it wouldn’t be appropriate to attach the ArmorJewelry keyword to your gear, inject and attach the FrostfallIgnore keyword. The gear will then provide no protection.