How to change KD Circlets from Clothing to Armor in TES CS

Post » Fri Jan 22, 2010 5:06 pm

Hello,

So I downloaded the KD Circlets mod as I was always dissatisfied by the big, ugly helms that characters had to wear. What was the point of customizing your characters face again?

Anyway, I'm using FCOM and for some reason the user who optimized Kafei's Armored Circlets for OOO removed the aspect of the original that was appealing, the fact that these circlets let you see your characters face AND had an armor value, effectively replacing the ugly helms.

I went into the TES CS and found all the circlets under clothing, and tried and tried to find some way to convert the one I was using into armor but no luck. The only other experience I have in the CS is converting a few items to 0 weight, so go figure :D .

Any help on this would be appreciated, I would just go ahead and use the original Armored Circlets mod, but I am using FCOM and the optional plug-in for FCOM only supports the OOO optimized version that converts them to clothing.

I would just like to know how to convert a piece of clothing into armor, or somehow add an armor value to the clothing item. Or maybe there is an easier way?

Thank you!!

-Jamrock
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Vicki Gunn
 
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Post » Sat Jan 23, 2010 2:45 am

I think you'd have to create a new armor and assign to it the mesh and icon of the circlet. I don't think it's so simple as just dragging it from clothing into armor. It does require you to create a new... umm... thingie, reference, ID, whatever it's called.
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Da Missz
 
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Post » Sat Jan 23, 2010 4:18 am

I think you'd have to create a new armor and assign to it the mesh and icon of the circlet. I don't think it's so simple as just dragging it from clothing into armor. It does require you to create a new... umm... thingie, reference, ID, whatever it's called.

Yes, that's what I thought too.
That's a huge amount of new Id's though.

Maybe, you could open up the old version and the optimized version in TES4Edit, import all armor circlets tot the OOO version and assign the mesh-paths and scripts to them.
Still, allot of work, but beats having to create hundredths of new entries with unique stats.

I really wish there was a way to change signatures in a less time consuming way.:(
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saxon
 
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Post » Fri Jan 22, 2010 5:03 pm

If the FormIDs match up pretty well, as in they are only off by the prefix, setting the master of the optimized version to be the old version, and changing the FormIDs of the optimized version to match would then allow you to drag over to do the overriding.
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Marina Leigh
 
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Post » Fri Jan 22, 2010 1:20 pm

If you just want it to have an armor rating, cant you just enchant it with shield. And use that mod to get rid of the enchant look if its a custom circlet.
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Richard Thompson
 
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Post » Sat Jan 23, 2010 5:06 am

Uh, I'm pretty sure that mod comes with a clothing and an armor version...
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Milad Hajipour
 
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Post » Fri Jan 22, 2010 6:01 pm

It does, but I think the armored circlets just have enchantment effects and do not actually contributed to the armor rating. (Why would they? They are less than a cm thick and barely cover anything.)
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Taylah Illies
 
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Post » Sat Jan 23, 2010 1:23 am

Personally, I'd just make new forms of them in the CS and add them *shrug*, but an in-game solution is also possible using Wynton BeZen's lovely http://tesnexus.com/downloads/file.php?id=12996 mod. I've used it since it first came out, and love it.
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glot
 
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Post » Fri Jan 22, 2010 9:32 pm

Personally, I'd just make new forms of them in the CS and add them *shrug*, but an in-game solution is also possible using Wynton BeZen's lovely http://tesnexus.com/downloads/file.php?id=12996 mod. I've used it since it first came out, and love it.

That is a convenient little mod. I think I need to track that one...
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Rozlyn Robinson
 
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Post » Fri Jan 22, 2010 6:25 pm

If you don't feel like tweaking a mod in the CS it is a great solution for little things like this. But it's also just a spiffy little mod- I use it to transfer enchantment properties found on vanilla jewelry to fancier mod-added meshes, and convert heavy armor into clothes for my mages.
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Michelle Chau
 
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Post » Fri Jan 22, 2010 7:43 pm

OMG Greenie you are the BOMB! I can't tell you how many times I've seen something really neat and said "Gosh, I sure wish that was clothing." Open up the CS .. blink at it a few times and give up LOL. Thank you so much for that great link. (((( hugs ))))
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Hazel Sian ogden
 
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Post » Fri Jan 22, 2010 8:43 pm

OMG Greenie you are the BOMB! I can't tell you how many times I've seen something really neat and said "Gosh, I sure wish that was clothing." Open up the CS .. blink at it a few times and give up LOL. Thank you so much for that great link. (((( hugs ))))

Ouija ((hugs))- you are so welcome, Lady!
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Greg Swan
 
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Post » Sat Jan 23, 2010 1:03 am

Personally, I'd just make new forms of them in the CS and add them *shrug*, but an in-game solution is also possible using Wynton BeZen's lovely http://tesnexus.com/downloads/file.php?id=12996 mod. I've used it since it first came out, and love it.


Indeed this is a great find, and no messing with the CS! Brilliant. Thanks everyone for the responses and usual this forum is always very helpful, I never would have found this mod. Thanks again!
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Jessie Rae Brouillette
 
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Post » Sat Jan 23, 2010 4:04 am

Indeed this is a great find, and no messing with the CS! Brilliant. Thanks everyone for the responses and usual this forum is always very helpful, I never would have found this mod. Thanks again!


Hmm... I tried using this as the readme states and I get "different Equip type" when I try to use the converter. I tried converting the a circlet from a heavy armor helm I had and I get that error. I figured it must be because the circlet is a Tail equip item and that might cause confusion with this mod, so I looked up the helm I was trying to get the stats from and it was listed as Hair. So I changed the circlet to Hair and I still get the same error. One person had mentioned they got this error on the Nexus page but there was no response. Any idea how to fix this?

EDIT: There was a Duplicate of the item created in the CS after I tried this, changing the Duplicate of the circlet in the CS to Hair fixed the issue and I got the item converted. However, since it is set to Hair whenever equipped it removed the hair and all I see is the Circlet. I am now trying to find the new item in the CS to change it back to Tail, but am unsure which mod to load as active to find it?

I loaded the KD Circlets and FCOM_Circlets .esp's and it was not there. Would it show up if I loaded the Panzer_Kleidung.esp and searched for the new armor then? (EDIT: This didn't work either, any ideas? :( )

EDIT2: It appears that it was assigned an FF***** FormID when I checked the FormID of the new item created with FormID Finder. My question now is how can I find this item in the CS and edit its properties? I have been looking for the solution but no luck yet...
Thanks
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Laura
 
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Post » Fri Jan 22, 2010 4:43 pm

Thanks Greenwarden! This will come in handy :D
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Tarka
 
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Post » Fri Jan 22, 2010 7:40 pm

Still trying to figure this out, but I realize the above with all the edits may be very confusing, I think I have figured out the easiest way to go about getting this working. Maybe I am wrong.

I think it would be easiest, in this case, to change the heavy armor helm ("Witchhunter Helm") to a Tail item. By doing this I would be able to convert the helm to a circlet with the Panzer mod, and it would show properly as a Tail item instead of a Hair item like the helm was which made my female character bald :P. It was easy to find the Witchhunter Helm (which was added with OOO/FCOM I believe, it is associated with Oblivion.esm,) and after finding it I changed the Biped to Tail but it did not register in-game after saving. Why is this not working?

I appreciate the help very much
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Steven Hardman
 
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Post » Fri Jan 22, 2010 11:53 pm

The Witchhunter Helmet is a vanilla item, not added by any mod.
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Jack Moves
 
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