As some of you might know, we're having to manually add clothing to all the NPCs in Skywind. I'm making this guide so you all can help. Many of you roam the forums making suggestions, but this is your chance to get in on the action.

First, Skyrim.esm is too large for the CK to run the Skyrim esm and the Skywind esm so here's a stripped down version of the Skyrim.esm for you to work with. Make sure to back up your Skyrim.esm before putting the stripped down version in your data. You will have to reinstall if you accidentally replace your Skyrim.esm with the stripped down version.
http://www.sureai.de/development/resources/?lang=en
Next, go to the Morrowind Construction Set and find the items that the NPC you're trying to dress has.
Next, add bAllowMultipleMasterLoads=1 under [General] in SkyrimEditor.ini in your /Skyrim folder.

Next, open up the Construction Kit and go to the Actor Window and find the NPC you want to add clothes to.

Then go to the inventory tab

Then select the outfit you want the NPC to wear and press OK.
The Outfits are the things under Outfit Objects
BAM! That Skywind NPC is no longer naked and you just made the developement of Skywind a little easier.
And I don't mean to sound rude, but going around the website and making weird, unreasonable suggestions doesn't actually help in the project. Depending on how much spam it generates, it could even hinder it. THIS is how you help in the project. Look how simple that is?
I used Screenshots from the Creation Kit website
Be free to add suggestions or ask questions on how to improve this guide.

Okay, I highly suggest that you suggest people to backup their Skyrim.esm, because if they replace their Skyrim.esm with the stripped one, and try to play Skyrim, well, you'll have to re-download Skyrim lols.
Also, you'll need to use the Morrowind CS to find out which clothes/armor/weapon the npc has in the first place.
Alright, thank you. I'll add that.
Also to load multiple master files in the CK, (Skyrim.esm and Skywind.esm) you need to add bAllowMultipleMasterLoads=1 under [General] in SkyrimEditor.ini in your /Skyrim folder.
Alright, I got it in.
What about the sleep outfits? If sleep outfits are to be done at all, there should be a generalized way of making an NPC's sleep outfit.
Two suggestions:
1. I might be missing it, but shouldn't there be a step of "Create the new outfit for the NPC you're working on and add the proper clothing to it" right after "Next, go to the Morrowind Construction Set and find the items that the NPC you're trying to dress has."?
2. Steps like "Change your .ini" and "Open the CK" should go at the very beginning of this guide. You only need to change your .ini once, and you only need to open your CK once per session. As it is, I think those steps are cluttering up the workflow proposed in this guide.
Hope this helps. =)
To change the sleep outfit, do the same thing in those steps except change the sleep outfit instead of the default outfit. This should be discussed though because NPCs didn't sleep in Morrowind, thus no sleep outfit.
As far as I know, sleep outfits don't actually work in Skyrim. It's a feature that was added to the CK that never actually made it to the game.
Ah, nevermind that then.
Oh, the other thread on clothing said that it worked and had been in since Oblivion (reading up on a Nexus thread shows that it DID work in Oblivion, but doesn't in Skyrim). Nevermind then about sleep outfits.
I read that it can be fixed with the NPC editor.
Oblivion didn't have outfits like Skyrim does. NPCs just put on whatever gear had the highest monetary value. AI packages had a "Don't equip armor" checkbox that was applied to most sleep packages, so that they'd sleep in normal clothes.
As far as I know, Skyrim AI packages have no such option. Ultimately, Skyrim is less advanced in terms of pajama application. =(
(This is all off the top of my head. I could be mistaken.)
Another great potential feature for Skyrim that Bethesda is too lazy to implement. Just like the 3 DLCs vs the 10 for Oblivion and Morrowind.
Back to the topic:there's an automatic master switcher for Skyrim.esm. Really, you should probably include a link to the Skywind Project Release Thread instead of duplicating the instructions on the basics of working with Skywind in the CK.
i guess ill do it. ill start adding some tonight
stijmunkey wrote:
theres an option in the CK but Bethesda never finished making it
AI packages contain a flag that sets use of the sleep outfit. According to the Creation Kit website, it wasn't unfinished; this flag was disabled for the final game ( http://www.creationkit.com/Package_Flags ). Without the flag having an effect, NPCs will never use their sleep outfit.
I agree with Mooncat, this guide shows nothing that should be done. Where is the creation of custom outfits for NPCs out of armor/clothing items from Morrowind's CS?
You are just assigning an existing Skyrim's outfit to Morrowind's NPCs, exactly what I've done for Skyblivion with script in 2 minutes to dress everyone.
We definitely need a specified way of figuring out what should go in the outfit (for item names). I don't think you can simply add in whatever Morrowind called an item and expect it to work when those items are actually implemented.
Why bother with sleeping outfits,?,when the NPC`s are not wearing clothes or armour they are in thier underwear,so I guess they could just take off thier clothes/armour and sleep,np.
And in all of the TES games they always sleep on the bed with no sheets anyway and unless the "see me sleep" mod is used only the countdown is seen.?
i put 0SW(NPC-ID)
i use SW for skywind because they neeed to be different from the npc's ID, i finished argonians
Ummm this is a bit outdated, we actually have a script that'll do all the work for us, we're just not using yet, because we don't actually have the clothes/armor. In the current version, all the npcs have their proper weapons(some weapons are invisible lol), magic, and aggression.
Last week we were actually having a discussion whether or not to double all the npc's levels to give the player a challenge, but then we came across the whole balancing issues, and none of us wanted to discuss that at the moment, so we left it alone.