
Note: We only need to indicate the _1.nif files in the CK. Click the Edit button and find the _1.nif of our new armor. This shows us the existing armor and where we can see if our new armor will have any issues. Click on Select and a new Model Data box opens up. Find your new ArmorAddon in the list and double click to open it again. The editor will ask if you want to create a new form. You can keep the Bethesda structure by adding AA at the end of the ID to show it's an ArmorAddon (I named mine aaHanaTGVestAA - the prefix aa to bring it to the top of the list, my name, my armor name, and the AA).

Change the ID to something meaningful that you'll remember. Find ThievesGuildCuirassAA in the list and double click to open the editor.Ħ. The easiest way to create a new armor item is to copy an existing similar armor. If using vanilla textures you don't need to do this.Ĥ. If you made new textures, repath the textures in NifSkope to point to your new texture file path. I can even add a Clothing sub-folder when necessary.Ģ. This way, thinking ahead, any new armor or clothing I make can be added to this mod by placing them in this folder. In this sub-folder I placed my new meshes/textures. Under the MyNewArmor folder I created another folder called Armor. If using vanilla textures you don't need to do this)

Textures\Hana\MyNewArmor (Since I did a retexture too. (This makes it easier for others to install/uninstall your mod) Every mod you create can be placed in this folder in sub-folders per mod. TIP: The cleanest way to set up a mod is to create a folder in Meshes and Textures with your name.

Copy the new meshes into the Skyrim Data folder if you haven't already. For questions or issues see the support threadġ.
