It's okay. I just have like five projects in the middle of and I find I have to give very detailed steps if you're new to creating. That takes time. I also have issues with my shoulder--had to have it replaced and it's never been the same since. Typing, for some reason, makes my shoulder hurt.
Anyway, you'd need to start out with just the mesh and with no weights assigned to it so you'd need to open the sword mesh, delete the rig and all of the rig's body parts and remove all of the weights. This screenshot is from Blender 2.78 but newer versions of Blender can do the same.
Decor items in TS4 use one weight: transformBone. Studio will assign that for you so you don't need to assign it in Blender. You can if you want to be thorough but it's not necessary.
After your mesh is free of all bone assignments (bones, joints, weights, vertex groups are all different names for the same thing) and there's no rig save the file. Then you'd can pretty much follow
this tutorial starting at about step 9. Step 22 says to import your mesh as an obj but since your sword will be a blend file (if you follow my instructions) you can instead append the sword you just saved. File > append > double-click the sword .blend file > double-click the object folder > select S4studio_mesh_1 (or whatever your sword was named in Blender when you saved our file) > append. Delete the bone_bone_shape and if a rig is imported delete that. You should have one rig only in the blend files you import into Studio, but at this point, your aim is to have just the sword mesh with nothing else. No weights and no rig. Just the mesh. Make sense?
Now, the biggest problem you'll have is the texture. Because the sword is an accessory it's been mapped to the
CAS map and the CAS map has tiny areas for the UV islands. You'll want to make the sword's UV islands bigger and you want the islands to fit a 256 x 512 diffuse image. This is the size of the book's diffuse and since you're using the books for your package file it makes sense to make your diffuse the same size. So, there are two things you can do here.
1. Select and move the sword's UV islands off the map somewhere.
2. Press A to select all of the sword's UV island then make a new image as shown in
step 31.
3. If the islands end up stretched use S, Y, 0.5 to resize them so they're no longer stretched out.
4. Use S to scale the UV islands so they fit on the new map/image you just made. Note: it's important to scale all of the islands at the same time so that all of the islands are in proportion to one another. There was a recent post here that I think the author deleted but she was having problems with the back of the dress she was making having blurry textures while the front was fine. It was because the island for the back of the dress was smaller than the uv island for the front of the dress. They weren't in proportion to each other.
5. Press A to select all of your islands then export your new UV layout as shown in step 38.
6. Open the texture and the UV layout in Photoshop and use the UV layout as a template for your texture. You'll need to resize the texture and position each part to line up with where your UV islands are.
7. Resizing can be tricky and you can end up with blurring. Unfortunately, I suck at texturing and struggle with this sort of thing. Lately, I've been looking into turning textures into vector graphics and using Adobe Illustrator to make edits/resize. Not sure if that's a good solution, however. You might end having to paint sections by hand, sharpen the image, etc. etc.
The other option for your texture dilemma is to bake the diffuse from the old UV layout to your new one. There's a tutorial
here. And I wrote two tutorials that cover the process
here (starting at about step 99) and
here (step 24 to 30). If you decide to bake the texture to a new UV layout you can re-unwrap the islands again if you want to.