# Component Based (1.21.2+)

If using COMPONENT as your custom-armor type, you are not limited in any way, unlike with TRIMS\
It also has the benefit of not needing to be based on an armor-item at all, use PAPER if you want to.\
Every downside there has been to earlier methods is now gone, no restrictions.

## How to configure your armor?

{% hint style="info" %}
Make sure that the itemID of your NexoItem follows the pattern `armorname_armortype`.\
For the rest of the above set it would be `forest_chestplate`, `forest_leggings` and `forest_boots`.

Make sure your armor-layer files follow the format of **armorname**\_armor\_layer\_1/2.png.\
In the example below, we would need a **forest**\_armor\_layer\_1.png & **forest**\_armor\_layer\_2.png

\
If you are unsure how to reference a TextureFile in a NexoItem config; [FAQ](/general-usage/faq.md#how-do-i-reference-a-resourcepack-file-in-a-config)
{% endhint %}

```yaml
forest_helmet:
  material: PAPER    # Can be any material, armor-item or anything else
  Pack:
    # Optional, if not specified, Nexo searches for any texture
    # with the filename armorname_armor_layer_X.png
    #CustomArmor:
    #  layer1: nexo:item/nexo_armors/forest_armor_layer_1
    #  layer2: nexo:item/nexo_armors/forest_armor_layer_2
    texture: nexo:item/nexo_armors/forest_helmet
```

An Equippable-Component is also necessary for the armor to display correctly.\
Nexo will automatically assign it if it has not been manually specified.\
You can optionally manually assign the component if you want to.\
The value should be `nexo:armorname`, so in our example;

```yaml
forest_helmet:
  Components:
    equippable:
      slot: HEAD
      asset_id: nexo:forest
```

{% hint style="warning" %}
If using a 3D model for your helmet, do not specify Components.equippable.asset\_id
{% endhint %}

<figure><img src="/files/IWfhxcJvwkQIfrIdp8Nv" alt=""><figcaption><p>Forest Armor Sets Nexo comes with (Player, Wolf, Horse &#x26; Llama)</p></figcaption></figure>


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