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Skyrim Change Npc Weight

03.09.2019
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Change the weight of the NPC and close the dialog box. Make all NPC changes before going to the next step. In the Actor category (not the All category), select the NPC. Press Ctrl+F4 to export FaceGenData. For example, if an NPC has the weight 37, the Samuel and Samson values can only add up to 37. If disabled, this rule no longer applies. Variaton Range: The higher the value, the more varied and extreme the randomly assigned body morphs become.

  1. Skyrim Modify Npc
  2. Skyrim Change Npc Weight Calculator
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Alchemy and Food • Arrows • Blade Weapons • Blunt Weapons • Books • Bows • Clothing • Enchantments • Heavy Armor
Ingredients • Jewelry • Keys • Light Armor • Misc. Items • Perks • Shouts • Skills • Soul Gems • Spells • Staves
For other uses, see Console Commands.

Console Commands are a debugging tool available to PC players, adding a wide range of functionality to the game. On American English keyboards, the tilde key (~) will toggle the console screen, but on British English keyboards, that key is the grave key ( ` ). The tilde key on American English keyboards also picture the grave symbol. The key is located below Escape ( Esc ) and just left of the one (1) key. Output from commands that exceed the console window area can be navigated using the Page Up and Page Down keys. A BASH-like command history can be navigated using the Up Arrow and Down Arrow keys.

Comparisons with other games

As with The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, Console commands are only available in the PC version of the game.

Using the console

Entering codes

  • Codes are not case sensitive; 'a' is same as 'A.'
  • Codes are shown as: Code <Variable> <#>
  • The < and > are not entered with the code, and # is replaced by the desired quantity.
  • The code to add an item is listed as: Player.AddItem <ItemID> <#>
  • If 500 gold were to be added, it would be entered as:
player.additem f 500

Targeting

How to turn sky on in autocad 2016. To target an object, open the console and click the object. Its name will appear about center screen. An item targeted in the console is also called a reference.

A target may also be selected using the PRID command and the target's Reference ID.

Short Code or Prefix Required

Short code refers to a code having a short form that can be used interchangeably with the Long form.

  • ToggleFogOfWar is the long code form.
  • TFOW is the short code form.

Prefix Required refers to a code needing a prefix to work as intended.

  • SetHealth <#> will set the max health of the target selected by clicking or the PRID command to <#>.
  • Player.SetHealth <#> will set your max health to <#>.

Subpages

AlchemyArmorItems
Food and Drinks
Potions and Poisons
Ingredients
Heavy
Light
Clothing
Jewelry
Books
Keys
Miscellaneous Items
Soul Gems
WeaponsMagicOther
Arrows
Blades
Blunts
Bows
Staves
Spells
Enchantments
Perks
Shouts
Skills
ActorValues
Characters
Factions
Followers
Locations
Weather

Toggle commands

CommandEffect
rmToggle Run Mode. Will switch between run mode and walking mode. Same function as <Caps Lock> key.
taiToggle Artificial Intelligence (Characters will not react to non-combat stimuli and dialogue may not function. Used in conjunction with TCAI will completely disable NPC actions.)
tcToggle player Control of target entity. If used when targeting an NPC, will transfer control to said NPC, and any command inputs will be applied both characters. To fix, use TC on the Dragonborn to turn off their actions.
tcaiToggle Combat Artificial Intelligence (Characters may turn hostile, but will not attack the Dragonborn.)
tclToggle Collision. Using the TCL command with a target toggles clipping for the target. If used while falling off a cliff, may cause a crash. Useful for relocating the Dragonborn or finding items or bodies that have fallen through a wall or floor.
tdetectToggle AI Detection. Does not work with Pickpocket detection.
teofisToggle relatively taxing image settings such as blur. May result in an increase in frames per second.
tfcToggle freefly camera. Add <1> to pause.
tfowToggles regions on the local map. i.e. loads all unexplored areas on the local map.
tgToggles grass
tgmToggle God Mode (Grants infinite health, magicka, and stamina. Carry weight will never affect movement or fast travel.)
timToggle Immortal Mode (Character will still take damage, but their health will never reach zero. Final blow animations may cause a permanent decapitation bug.)
tllToggles LOD
tmToggle Menus (Disables all GUI elements, including menus, the compass, subtitles and messages. Very useful for taking screenshots.)
tmm <#>Toggle Map Markers; <0> Disable all. <1> Enable all. <1,0,1> Show all, no fast travel.
tsToggles display of skybox and fog.
tscrToggles script processing
ttToggles trees
twsToggle water display when not underwater
twfToggles framework border

Targeted commands

CommandEffect
additem <ItemID> <#> Adds <ItemID> to target NPC, Note: Use on a merchant to set the amount of barter gold. This gold will not go to the Dragonborn's inventory when selling items to the vendor if the additem causes the vendor's gold to exceed 32,767, the maximum positive number that can be stored in an int variable in C. To avoid this, increment by 32,700 less the merchant's current gold, sell items and repeat as needed. If it does go over, using additem with a negative number can fix this, for example, 'additem f -10000'
DamageActorValue <attribute> <amount>Lowers the given attribute by the desired amount.
disableThis will make the target disappear, but still loaded with the cell (see also: MarkForDelete).
dispelallspellsRemoves spell effects such as poisons from the target.
duplicateallitems <refID>After targeting an NPC, this can be used to place a copy of their inventory into that of another NPC.
enableUsed to make disabled targets re-appear.
equipitem <ItemID> <#><left/right>Forces the target to equip <ItemID>, if it is in their inventory. Adding a '1' after the ID seems to make some items un-removable, while '0' keeps them removable as normal. <left/right> will equip the weapon in the left or right hand.
equipspell <SpellID> <left/right>Forces the target to equip <SpellID>, <left/right> will equip the spell in the left or right hand. Spells cannot be acquired by addspell command such as Vampiric Drain can be acquired temporarily in this way. As for player variant: type 'player.Equipspell <SpellID> <left/right>'
forceav <AV> <#>Forces <AV> to <#>
GetAngle <axis>Returns the value of given rotational axis (x,y,z) of the target.
getav <AV>Returns the current value of the specified actor value.
getavinfo <AV>Returns info about the specified actor value.
getlevelReturns the level of the target.
getlocationcleared <ID>Returns the clear code off the specified location. Requires the numerical location ID.
getpos <axis>Returns the position value of given axis (x,y,z) of the target
getrelationshiprank <ID>Returns the numerical rank of the friendliness between two characters (-4–4).
hasperk <ID>Returns whether or not the target has the specified perk.
killInstantly kills target. (Does not kill characters/creatures marked 'essential,' only causes them to fall to the ground for a few minutes.)
lock <#> Lock chests, doors or people. <#> = the level of difficulty. (0–100, any larger and the lock cannot be picked)
MarkForDeletePermanently deletes the selected item either instantaneously or upon reload. This command is cleaner than disable, as it removes the item completely instead of hiding it from view.
modav <AV> <+/-#>Changes <AV> by <+/-#>
moveto playerTeleports the targeted NPC to the Dragonborn. (Works similar to player.placeatme <BaseID> <#> but does not create a new reference of the base object.)
openactorcontainer <#><#> = 1, 2, 3, or 4. Depending on the actors faction ranking to the Dragonborn will depend on what is seen in their inventory. Use the correct ranking for their current status. This allows one to add or retrieve items from that actor. Some actors will not equip armor or weapons stored on them.
playidle <ID>Makes the target do the specified action, such as a specific attack animation.
pushactoraway <ID> <distance>Attract or repel the target in relation to the Dragonborn by the specified amount.
recycleactorCycle between different actors within the same actor ID randomly.
removeallitemsRemoves all items in the targets inventory. Use the <player> variable to transfer all items to own inventory.
resetaiResets the AI of the target (see also: tai).
resetinventoryRestores the target's inventory to its original state.
RestoreActorValue <attribute> <amount>Reverses the effect(s) of DamageActorValue.
resurrect <#>Return a dead NPC to life. Replace <#> with 1 to resurrect with all current items intact. Leave off <#> to have the corpse removed & a new copy spawned.
setactoralpha <#>Changes the transparency of the target. Ranges are in decimal from 0–1, with 0 being completely invisible, 0.5 being half visible and 1 being completely visible.
SetAngle <axis> <#>Sets the value of given rotational axis (x,y,z) of the target (the change happens when the targeted object is picked up).
setav <AV> <#>Like forceav, but some values do not stay set through saves.
setessential <BaseID> <#>Make NPC mortal (0) / immortal(1).
setfavorstate <#>0 = inactive, 1 = active. Makes any targeted NPC obey player commands by moving the cursor over an interactable object or NPC while activated. In example, typing setfavorstate 1 while having a Guard selected in the command console and clicking on a dropped item, makes that Guard pick-up and automatically equip that item. After issueing a command, typing setfavorstate 0 while a command has not yet been issued or pressed the TAB button will cancel and deactivate the command.
setghost <#>Makes the target either intangible or susceptible to damage or staggering effects. Range of 0-1, with 0 making the target tangible, and 1 making the target intangible.
setgs <attribute> <amount>Set Game Setting.
setlevel <1>,<2>,<3>,<4>Sets the level of an NPC compared to the Dragonborn. SetLevel 1000,0,1,81 will make target level with the Dragonborn from 1 to 81.
1: <% of PC's level * 10> The NPC's level in comparison to the Dragonborn, based on % of their level. (1000 = 100.0%)
2: <1 level +/-> How many levels this NPC will be above or below the level in 1.
3: <starting level> The lowest level this NPC can be.
4: <level cap> The highest level this NPC can be.
setlocationcleared <ID> <#>Sets a location as cleared (1) or uncleared (0). The numerical location ID must be used.
setnpcweight <#>Sets the weight of the target or the Dragonborn. Ranges from 0–100, with 0 being the lightest and 100 being the heaviest.
setownership <BaseID>Allows one to make items owned by different people. They will not become the Dragonborn's unless an ID is not entered. When used on chests, applies to everything inside.
setcellownership <LocationID>Marks desired interior or exterior cell as owned by the player, as well as everything within its perimeter.
SetPos <axis> <#>Sets the position value of given axis (x,y,z) of the target.
setrelationshiprank <refID> <#>Used to set an NPCs disposition towards the Dragonborn. <#> = 1–4 Note: If this does not help when attempting to add Follower dialogue, use setrelationshiprank <refID> <#> then player.setrelationshiprank <refID> <#>.
setscale <#>Sets the scale of an object. '1' is default. If no object is selected, applies to PC. NOTE: When used on an actor, it increases or decreases speed and damage. Also note that the lowest possible value to change the scale, is 0.1, and the highest possible value to change the scale, is 10.00, exactly on the dot.
setunconscious <#>Sets the target as unconscious. Range of 0–1, with 0 being conscious and 1 being unconscious.
sexchangeChange gender of target NPC, or PC. Note: Only BODY changes, not the head.
shp <#>Set HDR Parameter. Nine separate numbers should be entered to change various luminosity settings.
sifh <#>Set Ignore Friendly Hit. Range of 0–1, with 0 causing the target not to ignore friendly hits and 1 causing the target to ignore them.
str <#>Set Target Refraction. Range of 0–1, with0.000001 being completely invisible and 1.000000 being completely visible, and 0 reverting the target to its default state.
unequipitem <ItemID> <#><left/right>Forces the target to unequip <ItemID>, similar to the Equipitem command except it unequips items if it is in one's inventory. Adding a '1' after the ID will make certain items unable to be removed, while '0' keeps them removable as normal. <left/right> will unequip the weapon in the left or right hand.
unlockUnlock the desired chest or door. Note: This may not work in some cases.
  • Most 'Target commands' can be used on the Dragonborn by self-targeting or prefixing with Player. in the console window. Some commands, such as Kill and Disable may crash the game when self-targeted, while others may produce unexpected results.

Quest commands

CommandEffect
caqsComplete all Stages of EVERY quest.
Buggy, may not be stable. NOT recommended.
completequest <QuestID>Complete a quest. May cause buggy behavior, SetStage is generally cleaner.
getstage <QuestID>Used to get the current quest stage for quest (use ShowQuestTargets for IDs).
movetoqt <QuestID>Move to quest target.
resetquest <QuestID>Completely resets the given quest.
saqStarts every quest. (May cause crash)
SetObjectiveCompleted <QuestID> <stage> <1 to set, 0 to unset>Used to set the quest stage as being completed or uncompleted.
setstage <quest id> <stage value>Used to set the quest stage (Useful for bugged quests).
showquesttargetsShows all current quest IDs.
setpqv <quest form ID> <quest variable ID> <desired variable>Attempts to modify a quest variable to the desired value.
sqv <quest id>Displays a list of all variables used by <quest id>.
player.sqs <quest id>Used to display all the stages of a quest

Player commands

CommandEffect
player.additem <ItemID> <#>Add an item to the inventory.
For example, to add 100 gold to the inventory, use player.additem f 100
player.addperk <PerkID>Adds the perk.
Addshout <ShoutID>Add shout to one's skill list. Shouts are also part of spells, so in order for this command to work the spells will need to already be unlocked. List of Shout Codes.
  • NOTE: Shouts can be unlocked using: player.unlockword <shoutID>
player.addspell <variable>Adds a spell, disease, or power. This can also be used for acquiring an unused spell. ex: Conjure Dragon Priest, does not work for vampiric spells.
player.advlevelForce a Level Up (Does not add ability to pick a new perk).
AdvSkill <AV> <#>Gives one the desired amount of skill usage points. NOTE: Very inconsistent between skills. E.g. 'AdvSkill speechcraft 3000' gives about as much Speech experience as 'AdvSkill enchanting 1' gives Enchanting experience. See skills for test results.
animcamAllows for the camera to view the Dragonborn from any direction without changing which way they are facing.
player.drop <ItemID> <#>This will drop the item.
enableplayercontrolsThis command is used to enable controls during cinematics when they are disabled. Occasionally the game will glitch, instead of reloading put in this command and carry on.
player.forceav <AV> <#>Should be avoided for use, as it overrides game's automatic calculations such as item bonuses, spell bonuses, etc.
player.forceav dragonsouls #Sets the number of Dragon Souls the Dragonborn has. Replace # with the desired number.
fov <#>Adjust field of view. The default is 75, and the maximum value appears to be 160. Higher numbers allow a wider field of vision, but it can be distorted. Lower numbers show a 'zoomed' view. 60–90 is a useful range.
IncPCS <AVskill>Increase the Dragonborn's skill points by one point. For example, the command IncPCS marksman will raise the Archery skill by 1.
player.modav <AV> <+/-#>Modifies the Actor Value by <#>.
player.paycrimegold <X> <Y> <FactionID>On occasion, this may not pay off the entire bounty
X = 1 Remove stolen items. 0 Do not remove stolen items.
Y = 1 Go to jail. 0 Do not go to jail.
player.placeatme <Item/NPCID> <#>Places an item or actor next to the Dragonborn.
playerEnchantObject <ItemID> <mgef> <mgef>Adds object to inventory with any two magic effects (not limited to enchants). Codes
psbPlayer Spell Book. Unlocks all spells and shouts. NOTE: Using this command will unlock every spell, even those used to test Skyrim. However, this may cause bugs.
player.removeitem <ItemID> <#>Remove an item from the inventory.
player.removeperk <PerkID>Removes a perk.; does not return the point used to gain the perk.
player.removespell <variable>Removes a spell, disease, or power.
player.resethealthRefills the Dragonborn's health instantly.
s1stWhile in third person, the Dragonborn's arms—which would normally only appear in first person—appear behind them, allowing for the Dragonborn to experience first person and third person simultaneously.
player.setav <AV> <#>Sets the Actor Value to <#>.
player.setcrimegold <#> <FactionID>Adds <#> to one's current bounty with <FactionID>
player.setlevel <#>Sets current level to <#>.
SetPlayerRace <Raceid>Doing this will allow the Dragonborn's race to be changed without using showracemenu. Note: May bug after certain transformations (ex: Werewolf), and revert to original race, or the race that was selected using showracemenu.
Player.SetRace <RaceID>A variant of SetPlayerRace <Raceid>, it is possible to become non-human race using this variant i.e. Player.SetRace DragonRace will transform the Dragonborn into a Dragon and capable of using Thu'um under Dragon voice clip, this variant can also be used on NPCs.
player.setscale #Sets height for character. Tsun, for example, ranks 1.23 on the height scale.
showracemenuBring up character customization menu. Magicka, Stamina, and Health will be spread evenly on using this depending on one's character's level. It will remove any custom point distributions. Note: Using TGM command before entering the menu will retain the original levels. Will only modify one's attributes/skills/points/etc. if the race or sex is changed or a preset is selected form the list. Modifying cosmetic details such a skin color/warpaint/hair/face shape/etc. will leave one's points.
player.showinventoryLists all items in the Dragonborn's inventory and their codes. PgUp and PgDwn to scroll through.
spf <name>Save Player Face. This saves the Dragonborn's current facial settings (from character creation) in the game files.
sucsm <#>Set the speed of the free-flying camera (tfc). The default is 1. Setting it to 2, for example, would double the speed, and to 0.5 would half the speed.
player.teachword <WOOP>Teaches a word of power, words can be found with the 'help <word> 4' command and are recognizable by the WOOP tag. See Dragon Shouts.
player.unlockword <shoutID>Unlocks a word of power. List of Shout Codes.
  • Most 'Player commands' can be used on any NPC by left clicking them while in the console window, and typing the code without the Player. prefix.
  • The addperk command does not seem to work on NPCs, as they seem to rely upon the perks assigned to them.

Other

CommandEffect
Addfac <FactionID> <#>Adds the selected NPC to a faction. May cause undesired and buggy AI behavior, 1–4 affects faction rank
AddToFaction <FactionID> <#>Alternate version of AddFac, adds the selected NPC to a faction. May cause undesired and buggy AI behavior, 1–4 affects faction rank
bat <name of text file>Executes a .bat file. For more info read this.
csbClear Screen Blood. Removes any blood effects from the screen.
fwForce Weather. Will automatically change the current weather to the one specified. (May also vanish as with the sw command).
GetGlobalValue <Value>Returns information about the given value in the game's settings.
GetInCellParam <LocationID> <FormID>Returns whether or not the specified object is in the specified cell. Ranges from 0.00–1.00, with 0.00 being not present and 1.00 being present.
GetPCMiscStat <MiscStat>Returns the specified miscellaneous stat of the Dragonborn.
help <'Object name'> <#>Show all console commands with descriptions. Add descriptors to search for IDs. ex: help 'elven armor' 0 will show ids of all items that include 'elven armor' in the name. Quotation mark is a must for items with more than one word ex: 'elven armor,' <#> sets the limits for the search function, 0 = no limits; 4 = Exact.
killallKills all non-essential NPCs in the vicinity. Has the same result as killallactors.
load <save name>Loads the specified save. Requires quotation marks around the name if includes spaces.
ModPCMiscStat <MiscStat> <#>Modifies the specified miscellaneous stat of the player.
pcbPurge Cell Buffer. Purges interior cells the Dragonborn has recently exited, potentially allowing for a higher framerate at the cost of longer loading screens.
PlayerCreatePotion <ID> <ID> <ID>Allows for potions to be created through the console. <ID> refers to the potion effect rather than the ingredient's ID. The second and third <ID> codes are optional.
Prid <refID>Sets the NPC as reference, allowing other commands to be used, good for targeting NPCs that cannot be reached/seleceted on screen or fixing quest glitches about NPCs not appearing.
qqqQuits the game without going through the menus. (May cause crash.)
refiniRefreshes .ini settings (does not reset them).
RemoveFac <FactionID>Removes the selected NPC from a faction. Usually used for unaligning hostile NPC from hostile factions. This may cause undesired and buggy AI behavior.
resetinterior <LocationID>Resets the given cell, reverting it to its original settings.
save <save name>Saves the game over an existing save with the specified name. Requires quotation marks around the name if includes spaces.
saveiniSaves all current game settings to the game's .ini files.
set playeranimalcount to <#>0 Clears non-humanoid followers and allows one to recruit again.
set playerfollowercount to <#>0 Clears followers and allows one to recruit again.
set timescale to <#>Set the rate at which time passes (20 is the default, 1 is realtime)
set <variable> to <#>Sets the specified variable.
sgtm <#>Set Gametime Multiplier. This changes the game speed (e.g. movement, dialogue, etc.), with a higher number leading to a faster speed and a lower number leading to a lower speed.
showglobalvarsShows all game variables.
showmessage <ID>Shows a message in the center of the screen with the given ID.
sqoShow Quest Objectives. Gives a list of all objectives for ongoing quests.
sqtShow Quest Targets. Gives a list of all targets for ongoing quests.
stp <#> <#> <#> <#>Set Tint Parameters. Ranges from 0–1, with stp 0 0 0 0 creating the most vibrant display and stp 1 1 1 1 creating the most black and white display.
sw <WeatherID>Set Weather. Changes the current weather to the one entered. It may vanish quickly depending on the area the Dragonborn is in, due to the area's climate being forced.

Movement

CommandEffect
coc <CellID>Center On Cell. Teleports the Dragonborn to the center of the cell. A list of coc codes is here.
cow Tamriel <X> <Y>Center on World. Teleports the Dragonborn to the given coordinates.
player.moveto <NPCrefID>Move to an NPC. Note that if the NPC is dead, the Dragonborn will be moved to the Dead Body Cleanup Cell where the NPC can be resurrected using the console command, but will need to use the coc command to return.

List of locations accessible only through Console Commands

Main article: Test Cells (Skyrim)

Not a complete list:

  • Bard Holding CellDR
  • DLC1 Item Holding CellDG
  • DLC1LD Holding CellDG
  • Dremora Holding CellDR
  • holding cellDG
  • Raven Rock Holding CellDR
  • Warehouse Bookshelves
  • Warehouse TrapsDG

Batch Lists

Main article: Forum:CC:Console Command Batch Lists (Skyrim)

Batch Lists allow one to enter multiple command codes all at once. Simply open Notepad and type in the console codes needed (one per line) and save it in the game files:

  • Steam:'C:Program FilesSteamsteamappscommonskyrim'
  • Non-Steam:'C:Program FilesBethesda SoftworksThe Elder Scrolls V Skyrim' or 'C:Program FilesThe Elder Scrolls V Skyrim'

Start the game and simply type bat filename.

Example. Below is the template for the Riften radiant quests. Copy and paste this into Notepad (or similar program) then save it in the game files (in this example it will be called 'riften'). Close the program and start the game. Bring up the console and type bat riften and press enter.

The Dragonborn will now receive the following items:

  • 5 Ice Wraith Teeth (Marise Aravel)
  • 10 Fire Salts (Balimund)
  • 1 Mammoth Tusk (Madesi)
  • 2 Flawless Sapphires (Madesi)
  • 1 Gold Ore (Madesi)
  • 3 Flawless Amethyst (Talen-Jei)
  • 20 each of Nirnroot, Deathbell and Nightshade (Ingun Black-Briar)

Bugs

This section contains bugs related to Console Commands (Skyrim). Before adding a bug to this list, consider the following:

  1. Please reload an old save to confirm if the bug is still happening.
  2. If the bug is still occurring, please post the bug report with the appropriate system template 360 / XB1 , PS3 / PS4 , PC / MAC , NX , depending on which platform(s) the bug has been encountered on.
  3. Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person anecdotes: such discussions belong on the appropriate forum board.
  • PC Kill command: In third person mode, the player can go into console and select themselves, and then use the kill command. This will cause the Dragonborn to die. However, this is easily glitched. If the Dragonborn is still selected, the resurrect command will cause major problems. First, the view will be stuck in third person mode from the angle visible at the time of death. The HUD will be completely invisible unless the Dragonborn is crouching. Animations will be broken as well, i.e. holding an iron dagger will not always register, so the fists animation will be used. The iron dagger will still be in-hand. Ragdoll physics also apply when in this state.
    • PC(Fix) This can be fixed by using the resurrect command again along with the pushactoraway command.
  • PC If the one attempts to resurrect themselves through the console, the game will likely crash.
  • PC Toggle Collision: When using the tcl command it will not always allow it to activate collision. When it does allow the command to work when typing tcl to disable the effect, the same issue can occur.
    • PC(Fix) The only fix for this is to save the game, exit to the desktop, then reopen game and continue on.
Skyrim
The Elder Scrolls V: SkyrimConsole Commands
Clothing and ApparelAmulets • Circlets • Clothing • Heavy Armor • Jewelry • Light Armor • Rings
Factions and NPCsActor Values • Characters • Followers • Daedric Princes • Factions
ItemsBeverages • Books • Building Materials • Crafting Materials • Food • Ingots • Ingredients • Keys

Leather and Hides • Letters and Notes • Miscellaneous Items • Ores • Poisons • Potions • Precious Gems • Quest Items • Soul Gems

Magic

Enchantments • Perks • Shouts • Spell Scrolls • Spell Tomes • Spells • Staves

Other

Alchemy • Locations • Skills • Weather

WeaponsArrows • Blade Weapons • Blunt Weapons • Bows

Discussions about Console Commands (Skyrim)

  • Toggle Commands tgm, tcl, and tlc

    • I've noticed a few things, mainly the fact that if you use tgm (trigger god mode) at any point before attempting to use tcl (collisio..
  • Console Commands for High Elf Werewolf and Vampire Lord (Skyrim Special Edition)

    • What are the console commands that I need to use to make my high elf a vampire lord and/or a werewolf? I am not asking so that I can be both..
  • 3Converting an armour to another body for Skyrim
    • 3.2Adapt the _0.nif armour mesh

Overview

Skyrim weight console command

This tutorial shows all the main steps you need to follow to convert an existing armour or outfit to a different body for Skyrim.

Most of the process is the same than the one explained in the tutorial about creating an armour or outfit from scratch, the main difference is that you won't have to create the mesh (but you may probably have to adapt it to the new body), the textures or the UV maps.

The process explained here will work also for porting into Skyrim armours or outfits made for other games.

As currenly the tools used for modelling are not completely adapted for Skyrim, there are some steps that require some manual adjustments. This will surely change in the future months and this tutorial will be updated when required.

Required tools

  • Blender: latest Nifscripts version.
  • Nifskope: latest NifSkope version.

Converting an armour to another body for Skyrim

The main steps to adapt an armour or outfit to another body for Skyrim are:

  1. Adapt the armour:
    1. Adapt the _0.nif armour mesh:
      1. Import into Blender the existing armour you want to modify
      2. Import into Blender all parts of the _0.nif body
      3. Adapt the armour's shape
      4. Add a material
      5. Add weights to the armour
      6. Cut parts of the body hidden by the armour
      7. Export the armour
      8. Adjust the armor in Nifskope
      9. Add the armour to the game
      10. Adjust the armour after testing it in game
    2. Adapt the _1.nif armour mesh

Skyrim armour/clothing meshes

Skyrim armour/clothing meshes and character weight

Skyrim has introduced a new feature for characters: the weight slider. You can set the weight of characters or NPCs from 0% (the weight slider is completely to the left) to 100% (the slider is completely to the right).The changes in the shape of the character are managed using 2 mesh files for each armour/piece of clothing (this also applies to the meshes that contain parts of the body):

  • With 0% weight, the game uses the _0.nif
  • With 100% weight, the game uses the _1.nif
  • With any intermediate weight, the game combines the _0.nif and the _1.nif

An example of this is shown in picture Skyrim armour/clothing meshes and character weight.

Change

This means that you will have to convert two meshes for each of the armours/pieces of cloth instead of only one. In this tutorial we are going to adapt first the _0.nif armour to the new body and once it is finished we will adapt it to the _1.nif body

Adapt the _0.nif armour mesh

Import into Blender the existing armour you want to modify

Editting the NiHeader in NifSkope
Deleting the BSLightingShaderProperty
Importing a mesh into Blender
Deleting the skeleton
Imported mesh without skeleton or body parts

First thing is to import into Blender the meshes of the existing armour or outfit you want to convert to a new body.

As Blender has not yet been fully adapted to Skyrim, to be able to import the nif files into it you have to change some properties in NifSkope. Do the following:

  1. Open the armour you are going to adapt in NifSkope
  2. First step is to edit the NiHeader settings:
    1. In the Block details section, expand the NiHeader property as shown in picture Editting the NiHeader in NifSkope
    2. You'll see that the User version property has a value of 12. Double click on the 12 and then change it to 11.
    3. Then go to the User version 2 property, that has a value of 83. Double click on the 83 and then change it to 34.
  3. Next step is to delete the BSLightingShaderProperty:
    1. Expand the NiTriShape node as shown in picture Deleting the BSLightingShaderProperty
    2. Select the BSLightingShaderProperty node and press Ctrl+Del or right click and select the menu option Block -> Remove Branch
    3. Do this for all the NiTriShape nodes the mesh has (if it has more than one)
  4. Save the modified nif file. This modified nif is the one you will be importing into Blender.

Repeat these steps for all the Skyrim meshes you need to import into Blender.

Note: If you are adapting an existing armour from Oblivion or Fallout you don't need to do the previous steps as those meshes are imported without problems into Blender.

Now you can import the armour into Blender. To do that use the menu option File -> Import -> Netimmerse/Gamebyro (.nif). If you cannot find that option it is because you haven't installed NifScripts. Follow the instructions given here: Installation of Blender to install everything you need.

Once you have all the armour parts imported into Blender:

  1. delete all the skeletons you've imported with the them. To do this, select each skeleton (Scene Root) as shown in picture Deleting the skeleton, press the Delete key and select OK. You have to repeat this process until you have deleted all the skeletons you've imported into Blender. Take into account that each part of the armour you import will bring its own part of the skeleton.
  2. delete all the parts of the armour where the skin is shown: those parts belong to the old body you want to replace with the new one.

Once you've deleted all those, you'll have in Blender only the parts that made the armour, as shown in picture Imported mesh without skeleton or body parts.

Import into Blender all parts of the _0.nif body

This step is exactly the same as the one explained here: Import into Blender all parts of the 0.nif body.

Follow the steps explained there and after that you'll end up having in Blender the existing armour plus the body you want to adapt the armour to.

Adapt the armour's shape

You'll see that the existing armour doesn't fit very well the _0 body you've just imported. So you need to adapt the existing armour to the new body: in some places the armour may be too big and in other places too small for the new body, so you have to adjust the shape of the armour.

Things you can do:

  • You can move vertices of the armour from one position to another.
    Note: I find it useful to use the Normal orientation when moving vertices for adapting meshes to other bodies.
  • You can use the Shrink/Wrap or Scale functionality.
  • You can hide vertices temporarily when working with the mesh.
  • You can add new vertices by using funcionalities or modifiers that add new vertices like Subdivide or Subsurf, as they will keep the UVmaps intact.
  • You can reduce the number of polygons of the existing armour using the Poly Reducer script, as it keeps the UVMaps intact.

Things you cannot do:

  • You cannot add new vertices or faces by using functionalities like Extrude (if you do, you'll have to redo the UVmaps after that!).
  • You cannot delete or merge existing vertices.
  • You cannot use the Decimate modifier to reduce the number of polygons of the existing mesh, as this modifier damages the existing UVmap.

Skyrim Modify Npc

Note: If you need more details on how to use Blender to model 3d objects there are already very good tutorials on the matter like this one: Blender 3d: Noob to pro.

Once you've done adjusting the shape of the armour to the _0 body you can move to the next step.

Add a material

If you have imported an Slyrim armour, as you deleted the BSLightingShaderProperty previously, you'll need to add a material to all the objects that form you armour (included the body parts).This step is exactly the same as the one explained in Add a material. Follow the process explained there to add a material to your armour and body.

Add weights to the armour

Even though the existing armour already had weights assigned, those were the weights of another body and if you keep them the armour won't move well with the new body as each body has different weights. That's why you have to rebuild completely the weights of the armour.

To rebuild the weights of your armour, follow the steps explained in Add weights to the armour.

From now on, all the steps of the process are exactly the same as the ones you would have to follow if you had created the armour from scratch.

Fix the dismemberment weights

As you are adapting an armour to work in Skyrim, you will also have to fix the dismemberment weights as explained here: Fix the dismemberment weights.

Cut parts of the body hidden by the armour

This is an optional step but I strongly recommend that you do it. Follow the explanation given here: Cut parts of the body hidden by the armour.

Export the armour

Next step is to export the armour from Blender in the nif file format. Follow the process explained here: Export the armour to do it.

Adjust the armour in NifSkope

Again, this step is the same than the one explained in the tutorial about creating a new armour for Skyrim. Just follow the indications given here: Adjust the armour in NifSkope.

Add the armour to the game

Skyrim Change Npc Weight Calculator

If you are converting an armour that already existed in Skyrim to work with another body, most likely you'll want to replace the existing armour with the new one you've adapted. To do that you have to name your mesh like the original one you want to replace, and place it under the same folder.

As an example, let's say that you are adapting the wedding dress to another body, in this case:

  • place the nif file in the folder Datameshesclothesweddingdress
  • rename your nif file to outfit_0.nif
  • make a copy of your nif file and rename it to outfit_1.nif.

We are going to test first the _0.nif armour mesh. When it works perfectly in game, we will adapt the mesh for the _1 body.As the _0.nif and _1.nif files of the armour are exactly the same, you will see no changes when you move the weight slider for your character.

Adjust the armour after testing it in game

This step is exactly the same as the one explained here: Adjust the armour after testing it in game.

Adapt the _1.nif armour mesh

Once you have successfully adapted the _0.nif armour mesh to the new body, you can begin working with the conversion of the armour to the corresponding _1.nif body mesh.

Take the _0.nif armour mesh you've just adapted (don't use the existing _1.nif armour mesh for the original body to do this, just workwith your adapted _0.nif armour mesh) and follow the steps explained here: Create the _1.nif armour mesh to adapt it to the new body.

Once the _1.nif armour mesh works fine in game and both armour meshes work fine with the weight slider you are done :)

References

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