Body Part IDs for unused biped nodes (consensus?)

Post » Mon Jun 18, 2012 4:26 am

Would you guys even consider making that part of the protocol? We make our pieces to attach to the most appropriate slot on the list, then always offer an alternate version that attaches to "misc" or something?
That's how some modders have done it in the past, for the most part. Offer duplicates of the same wearable piece, but set to use different slots.
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dav
 
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Post » Mon Jun 18, 2012 3:48 am

is it implemented in the new version of niftools? it woudl really help to standarize if it was implemented in it by now ...
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Chase McAbee
 
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Post » Sun Jun 17, 2012 10:56 pm

No. Saiden made a good point about not forcing an arbitrary naming onto the users via our nif.xml. But, the numbers are actually what's important here.
This thread serves to set up a list that we can try to get most clothing modders to agree with. We can put it on the wiki somewhere as a reference.
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sam westover
 
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Post » Sun Jun 17, 2012 2:27 pm

this thread will just sink into the deep of the forum and eventually get deleted in time , as nothing gets sticked there , plus most of the modders will not see probably ...
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Paula Rose
 
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Post » Sun Jun 17, 2012 5:50 pm

Exactly, which is why I mention the wiki. But having a conversation on the topic first is more important.
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Adrian Powers
 
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Post » Mon Jun 18, 2012 4:02 am

What slots shoudl be used for having all of those items at the same time ?


backpack ....
shield on back....
cape ....
arrows quiver ...
broadsword scabbard...
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Rob
 
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Post » Sun Jun 17, 2012 5:01 pm

heres my suggestions if you follow the currentl list,

backpack - back
cape - neck

arrows quiver - handled by the bow weapon (this has nothing to do with armor nodes as far as i know)
same with broadsword scabbard, you have to edit the weapon. these do not mount according to armor nodes.

shield - if you want it so that unequipping a shield goes on the back instead of invisible, you probably have to write a script. regardless it should still occupy the existing shield node.

if you dont want to do any coding, you can try a "ghetto" method, where you have 2 separate shields. the first one is the standard setup the way a normal shield works, the second one is a non-functional identical copy of the shield that is skinned to the upper torso instead of the left arm (but dismember node is still the same as the shield), and set the equip type to none. that way when you have the regular shield equipped it will be on your arm, then when you equip the ghetto version, it will force unequip the regular shield and show an identical shield on the back (i still has shield node so it wont unequip any items mounted to neck or back nodes)



with that setup ^^^^ you will be able to equip all your listed items simultaneously and still fall under the node guidelines
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vanuza
 
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Post » Sun Jun 17, 2012 2:55 pm

---
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Mel E
 
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Post » Sun Jun 17, 2012 6:42 pm

It's not fun to have your thread get passed over, but this thread is pretty specific, and completely unrelated to what you are doing.
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Sophh
 
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Post » Sun Jun 17, 2012 5:05 pm

apologies, I translated wrong or misunderstood
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mimi_lys
 
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Post » Mon Jun 18, 2012 5:55 am

Very interesting thanks ... For the shield would be possible to add a new animation for equip unequip ? In case would it require a new bone system or just open slot and eventually rig it to the quiver or back sword? U wont use a shield when using abacksword but loiks cool to see ...
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ONLY ME!!!!
 
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Post » Mon Jun 18, 2012 3:04 am

The topic deserves a bump. Has anything been started about this anywhere else like on the wiki?
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matt white
 
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Post » Sun Jun 17, 2012 9:43 pm

i'm not sure, but i'm already seeing mods out there that are all arbitrary slot assignments all over the place.


well, at least i tried
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Frank Firefly
 
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Post » Mon Jun 18, 2012 6:03 am

Ah, stick it on the wiki. Once a few folks have been bitten by the problem, they'll look for a solution and find one ready made.

I think you're just ahead of the curve here :)
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Lauren Graves
 
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Post » Mon Jun 18, 2012 4:11 am

I shall be sticking with your idea on the body part IDs, I think it would be great to get this info out there more.
My upcoming cloak mod will be using the neckslot 45, its been very helpful.
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Mimi BC
 
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Post » Sun Jun 17, 2012 11:48 pm

I think standardization makes it easier in the long run for everyone. I hope you guys go with it. Don't let one person's objections derail the whole effort.
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Talitha Kukk
 
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Post » Mon Jun 18, 2012 4:08 am

i'm not sure, but i'm already seeing mods out there that are all arbitrary slot assignments all over the place.

well, at least i tried
You did a good job, I will update my piercing mod after this standard on next update.

Only weakness in this setup is to many slots for lower body, three should be enough, underwear. outerwear and perhaps knee.
Upper and lower face and perhaps two back slots.
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Bird
 
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Post » Sun Jun 17, 2012 9:12 pm

im hesitant to put this on the wiki, since this list is completely based on opinion.

i think i would rather post a tutorial somewhere (possibly make a video) that shows how to assign new body nodes, and include this list as a suggestion of how to number the nodes.
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Rob
 
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Post » Mon Jun 18, 2012 12:07 am

im hesitant to put this on the wiki, since this list is completely based on opinion.

You could always mark it as a proposal. There's a grand old internet tradition of posting a Request For Comments for such things :)
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Alexxxxxx
 
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Post » Sun Jun 17, 2012 5:10 pm

i noticed that applying any unused nodes to body parts that should be visible in 1st person will be culled by the 1st person camera.
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Marine Arrègle
 
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Post » Sun Jun 17, 2012 5:02 pm

I thought about this issue as well. Needing to remove my modded cape to use use my modded glasses wouldn't be a pleasing situation.

A consensus between the modders would be the best solution. You should post this on the Nexus as well.

As I recall this was a problem with some mods in the Morrowind days.

I never found it to be too detrimental but I agree a consensus is a good idea. I'll be bookmarking this thread and using it as a reference for when I add new equipment to my mods.
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Taylrea Teodor
 
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Post » Mon Jun 18, 2012 5:46 am

I figured I would bring this back up encase people are looking for it.
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Timara White
 
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Post » Mon Jun 18, 2012 2:32 am

Ah, great to know! Top thinking guys. I hadn't come across this before. Will make sure the next update of Cloaks of Skyrim tweaks the equip slot to be more in line with this community vision.
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victoria gillis
 
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Post » Mon Jun 18, 2012 5:20 am

Is it just me or do some of the slots not show up on certain races/sixes?

For example, I have a cloak which I tried setting to id #45 and it won't show up on males or females but if I change the same cloak to id #60 it shows up on males but not females.

Has anyone else had something similar happen when using the unnamed nodes?
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tannis
 
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Post » Sun Jun 17, 2012 5:21 pm

Is it just me or do some of the slots not show up on certain races/sixes?

For example, I have a cloak which I tried setting to id #45 and it won't show up on males or females but if I change the same cloak to id #60 it shows up on males but not females.

Has anyone else had something similar happen when using the unnamed nodes?

the only thing race-specific about the unnamed nodes are for 1st person visibility. none of the unnamed nodes will be visible in 1st person, unless the races are modified to allow them.

if you are experiencing gender based visibility issues in 3rd person, most likely the cause is your nif file. open the nif for the female model of your cloak and double check the bsdismemberment node (and also double check that the mesh is pointing to the correct one for female in your armor addon record)

likewise if the invisible mesh is for specific race (like argonian hood etc), open that particular race mesh nif and double check the node
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Lynne Hinton
 
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