Supports both UNP and UNPetite!
If you downloaded v1.01 for UNP, please upgrade to 1.02. See the change log at the bottom of this page for details.
The Original - “Hmm What to Wear” by Nightasy/Brokefoot
Nightasy/Brokefoot’s “Hmm What to Wear” is a female armor mod that breaks down the vanilla cuirasses from the game into various components (upper torso, lower torso, skirt, left arm, right arm, left leg, right leg, choker, cape, etc.). So, you can mix and match armor across classes (ex: the leather shoulder armor with the iron torso armor), giving you greater flexibility in your character’s appearance. It’s great, because you can be as decked out in armor as you’d like, from the skimpiest to the readiest for battle.
TLDR; Put simply, it resembles the way armor is handled in Fallout 4, where armor pieces can be "layered on".
Functionally, the mod requires the use of armor “masks”, which are invisible armor layers, to give you your armor weighting and weight restrictions. From there, you layer on weightless, armor-less, unenchantable armor pieces as you’d like. So technically, you can wear the glass armor “mask” with hide armor “pieces” and get the full effect of glass armor with the look of hide armor.
This mod is the foundation upon which this immersion patch has been created, and it is required for your use of this mod. You can find it linked below (requires manual install, as it isn’t on Skyrim SE yet, but I’ve been playing with it for weeks, no issues).
Hmm What to Wear
The Immersion Patch - “Hmm… What to Wear Immersion Patch” by Smitty
Note: My mod is shipping without the original assets, so this is only an .esp add-on editing some of the settings of the original using the Creation Kit and some basic Papyrus scripting to get the items in-game.
Nightasy/Brokefoot’s mod is my favorite overall armor mod out there. I think it is the most complete female armor mod available and the way the armor should have been shipped with the game, but it was a bit too immersion breaking for me with the armor masking concept, so I decided to create an immersion patch for my own use, which I further decided to share here. There’s nothing wrong with the original mod, just a matter of preference. I’d encourage you to try the original version first as-is. It may very well be for you, but I wanted a little more immersion.
For best results, I'd suggest using this mod on a new play through.
This immersion patch consists of the following enhancementsMasking Removal: Removes the ability to construct armor masking, though leaves them in the game so they can be consoled into the game if needed (though if you’re here, you’re probably looking for immersion, so my guess is you probably wouldn’t). A single NPC Armor Masking has been left behind (craftable in "Hide") so NPC's will strip down to their skinnies.
Note that if followers are wearing powerful armor by default, they may not equip the masking since it's "weaker" than theirs. Check out my other mod, You Wear What I Tell You To Wear to get around this issue.
Armor Pieces: Each of the armor pieces has had its armor rating, weight, and value updated to better reflect realism for the respective piece. The total of all armor pieces for a particular class (ex: all iron armor pieces in the iron armor class) sums to vanilla total for the cuirass for each of these categories (rating, weight, value). Armor ratings are based on item coverage and material, as is weight. Value is a function of armor rating and material.
Armor Improvements:With the masking no longer able to be created at a forge, it meant needing to be able to improve the individual armor pieces. However, adding the ability to improve each individual piece created armors that were incredibly over-powered. As a result, I limited armor improvements to the "upper" armor pieces only (only exception is leather, where the skirt is improvable as well to match the vanilla armor rating). Don't worry... the result is actually sets of armor that sum to armor ratings slightlybetter than the vanilla cuirasses in most instances. (Note: If you want to play God, head into the creation kit, search "01*COT" (without the quotes) and change the workbench keyword from their current blank values to "CraftingSmithingArmorTable")
Enchanting: The armor pieces can now each be enchanted, allowing for greater enchanting flexibility. (Note: Nightasy/Brokefoot intentionally left this out to maintain game balance, which is arguably the right call. For this immersion patch, understand that ‘game balance’ in this area is in your hands.)
Immersive Crafting: The armor construction requirements have been updated to be more realistic (no more “leather strips”-only requirements for the armor pieces). The total requirements for all pieces in a particular class (ex: all iron armor pieces in the iron armor class) should sum as closely as possible to the requirements to craft the vanilla cuirass in the same class. That said, I took some liberties in some areas, like adding an iron requirement for the leather upper armor piece, since there is clearly metal on the armor.
Blacksmith Material Recycling: Added half ingots, half leather, and tempered leather as additional crafting inputs to support getting the crafting requirements as close as possible to the vanilla requirements and enhancing them in some areas. For example, to craft a complete set of leather armor shoulders, you’ll need 1 leather total, but if you only needed to craft 1 armor shoulder (because maybe you already have the other one, for example), you can use the new half leather to craft the single shoulder armor piece. This reduces the overall crafting requirements and implements a material “recycling” concept. Items can be “halved” or “wholed” at a tanning rack or smelter.
Loot & Merchants: Added armor pieces to the appropriate leveled lists, so you’ll see them in chests and being sold by merchants throughout Skyrim anywhere armor is found or sold. You may also receive items as rewards for radiant quests. No items you find will be enchanted. (Note: See the “Compatibility” section below for information regarding leveled lists and compatibility)
Faction Armor Crafting:New in version 1.02. Why would someone who has never seen various faction armors be able to craft them at a forge? You'll have to earn faction armors, including Blades, Dark Brotherhood, Dawnguard, Nightingale, Thieves Guild, and Vampire, now unlocked for crafting at the appropriate point during the respective faction quests (generally when you receive or can find your first set of that faction armor). Also added boots, gauntlets and helmets for those factions so you can craft, improve and enchant them to your heart's content.
Complete Sets: Added a single, complete set of each armor in miniature "boss" chests throughout Skyrim (so one set of leather armor in one chest/location, Blades armor in another somewhere else, etc.). You'll find them where you might expect to find them if you really think about it (ex: Stormcloak pieces are in Windhelm, imperial pieces in Solitude), but all pieces are certainly hidden, so you'd have to look. Should maintain balance of immersion while still allowing you to find a complete set in-game.
Requirements
1) Skyrim Special Edition
2) Hmm What to Wear by Nightasy/Brokefoot (both base and Dawnguard files)
Note: While Nightasy/Brokefoot’s mod above is an original Skyrim mod that has not yet been converted to Skyrim SE, it still works without issue (I’ve been using it for weeks now), and just requires manual installation. If the original is released for Skryim SE, I'll be sure this one is compatible with that version as well
To uninstall, simply delete the .esp file from your Skyrim SE Data folder or use Nexus Mod Manager
Compatibility
I’ve done everything according to best practices here to make sure this mod is compatible with anything out there. That said, if you install and activate a mod that edits leveled lists the wrong way (i.e. editing the leveled lists in the Creation Kit or SSEdit rather than scripting the changes at game start), I can’t promise these items will show up in merchant inventory or loot chests. In short, it’s on the other mod author there to add items to leveled lists the correct way (in game, not updating Skyrim SE data files).
I've personally tested this with several mods that add armors to leveled lists once when you run them for the first time (ex: Immersive Armors) and everything works just fine. Items show up in merchant inventories (very frequent) and in loot chests (less frequently, depending on how many mods you have editing leveled lists).
Disclaimer
You’re using this mod at your own risk. I’m not an expert modder or coder, but I’m a damn good tester, and it’s working (quite well I might add). I’m not your local help desk, so if it isn’t working for you, chances are you installed another mod that edits leveled lists incorrectly per my comments in the “Compatibility” section above. BACK UP YOUR DAMN GAME SAVE. If you don't know this by now, I can't help you.
Feel free to comment if something isn’t working as you’d expect, and I’ll let you know how it’s working in this mod and what your issue might be. If you tell me this mod is broken or it sucks, I’ll probably just be petty and think “you’re broken” or “you suck” and then just ignore you. Otherwise, I’ll try to help if I can. Let’s all learn together. Heal the world. Make it a better place.