Body Part IDs for unused biped nodes (consensus?)

Post » Sun Jun 17, 2012 10:03 pm

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

Many thanks for the reply, AD. I'll look into these .nif issues.
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teeny
 
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Post » Sun Jun 17, 2012 8:52 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.

Amethyst, I really think that putting this on the wiki is a great idea. I was looking for a standarization like this before beginning a new mod and yours looks very useful. It would be a pitty that it gets lost in the forums :)
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Brentleah Jeffs
 
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Post » Sun Jun 17, 2012 4:29 pm

my prediction came true

body slot conflicts a plenty after i released my mod using this body node list


i am going to put this on the wiki, can anyone help me out? i am not sure how or where i should be editing on the CK wiki
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neil slattery
 
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Post » Sun Jun 17, 2012 7:07 pm

I'd put it on the "solutions" page, maybe.

As for the how, it's a standard mediawiki. You'll need to register and log on. Then go to Solutions, click "Edit" and add a new entry to the list. The format is [[Page Name|Display text]] but you can just cut and paste and entry and then change the words.

Save that, and you should see your link in red. Clicking on that will give you an edit buffer for a new page and you can add your list and commentary in there. You can start a line with "*" to get a bullet list, with "#" to get a numbered one, and make section headers with "==Section Name=="

For a bit more detail, check the http://en.wikipedia.org/wiki/Help:Wiki_markup
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Lewis Morel
 
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Post » Mon Jun 18, 2012 4:23 am

Hello Amethyst ;)
I try to advertise this post in the threads of every addon that use a custom bodyslot.
Still too many use the first available ... too much incompatibilities :P
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Vickytoria Vasquez
 
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Post » Sun Jun 17, 2012 5:35 pm

Bringing this back up.

Currently both major cloak mods (Cloaks of Skyrim and Winter is Coming - cloaks my mod) use slot 46 (major outer garment), I have plans to add a couple scaves/shawls/wraps/pelt wraps ect to the game in my next update. These items are meant to be worn with other items such as the cloaks and masks, which would mean they need to be a different slot then cloaks and capes. I mean what is nicer then a warm cloth/fur cloak and a scarf to cover up with in a blizzard. Which will be useing slot 45 then.

This is acceptable yes?
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adame
 
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Post » Sun Jun 17, 2012 5:27 pm

i think 45 is good for neck gear like scarves

regarding the dreaded slot 44, i am thinking of switching this to "Misc" since there are so many mods that arbitrarily use this slot. and then put the face/mouth slot on 48 (which would be a pain in the A for me since i have to edit a crapton of records on my esp and nifs to migrate this).


for those of you who are using these slots, please let me know if you agree or should i just leave it?
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Christina Trayler
 
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Post » Mon Jun 18, 2012 12:42 am

Great, just wanted to make sure before I go through all the work on the meshes... bleh nif work.

I would think 44 and 60 are the most used by random modders when they release something, so it would make sense in that regard. But I could see it being a pain in the butt to people who already used 44 for mouth items.
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Philip Rua
 
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Post » Sun Jun 17, 2012 2:33 pm

i'm just going to leave 44 for face/mouth. as more conflicts arise, hopefully people will be able to find this thread while searching for a solution.
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Georgia Fullalove
 
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Post » Sun Jun 17, 2012 8:21 pm

This will be definitively a good practice. I suggest that everyone that adheres to it in their mod to link it (or to the wiki if it gets there) in the description of their mod so even just downloaders may see this and make other modders aware of it.
Do not worry about it being just an opinion, is the best that can happen to the modding compatibility.
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Timara White
 
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Post » Mon Jun 18, 2012 4:54 am

Wow this is awesome. I was worried that extra equipment slots would be very hard to mod in, but apparently not, yippie! With Oblivion I had 3 extra equipment slots(via mods), with Skyrim its possible to have as many as MW or more!
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Amy Cooper
 
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Post » Sun Jun 17, 2012 8:28 pm

I have used the 46 slot but seems it doesnt show up ... is there any reason for that?
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joannARRGH
 
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Post » Mon Jun 18, 2012 7:00 am

I have used the 46 slot but seems it doesnt show up ... is there any reason for that?

I'm not sure if 'Cloaks of Skyrim' continues using the 46th slot, but it used to do. So, I think if there is something wrong with that slot

Nikinoodles is the person to ask about.
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ANaIs GRelot
 
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Post » Mon Jun 18, 2012 3:42 am

I did ask but .. no response yet ...
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Dj Matty P
 
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Post » Sun Jun 17, 2012 2:51 pm

I did ask but .. no response yet ...
While you wait for a response, are you sure you aren't using another mod using that slot? maybe your clothing/armor piece is being overriden by another one.
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Emilie Joseph
 
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Post » Mon Jun 18, 2012 4:29 am

troubleshooting tips:

make sure the Priority is higher than the armor it is overlapping (if any)

make sure the nifs have matching node value for all models of the same type (i.e. race/gender variants if any)

make sure all entries in both Armo and Arma are entered properly, and that the proper races are selected in the Arma record with correct linking for race-specific armor in your Armo record

there is a known issue with custom nodes not being visible in 1st person. those nodes have to be enabled by editing races to allow them to be visible in 1st person.
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Marion Geneste
 
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Post » Sun Jun 17, 2012 5:25 pm

well its a cape so no need to be seen in first person , the model is the same for all races, I have just cloned the amulet I was using to replace it with befoure , but .... I didn't knew this priority thing , I will try that ...
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Kieren Thomson
 
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Post » Mon Jun 18, 2012 3:41 am

by default amulets have very low priority, you should bump the value up to about 10
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Mr. Allen
 
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Post » Sun Jun 17, 2012 4:35 pm

since is a cloth item , I now replaced with the archmage robe thing ... I have only two entries seem the world model and the AA thing , there I placed 10 priority , but it didn't work ... may be you can take a look at the mod?

It's already uploaded here latest version ...

http://skyrim.nexusmods.com/downloads/file.php?id=2822
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Nice one
 
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Post » Sun Jun 17, 2012 4:27 pm

i downloaded your file, unpacked the bsa, and the first thing i noticed is that your nifs are still using amulet slot 35.

you need to change all dismember nodes in your nif files to match the same as your arma records
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Alina loves Alexandra
 
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Post » Mon Jun 18, 2012 12:24 am

58 - arm secondary or undergarment or left arm
59 - arm primary or outergarment or right arm

I've been having some problems with arm jewelry using these slots not showing up. I'v scoured this thread, tried a few of the suggestions, still no joy. Male mesh, set up in CK as male. I used an existing jewelry item as a template and changed the slots, model, etc. No matter what I've tried, they don't show up on him whether he has armour on or not. In the crafting menu, it appears as it should under jewelry, but with (2) after its name, yet this doesn't seem to mean that it makes 2 of them. They're set up as one ingot = one item. Checked race is selected (he's just a high elf coloured black to look like a drow). No joy.

The meshes are from http://skyrim.nexusmods.com/downloads/file.php?id=14146 and I've scoured her esp for hours making sure I set mine up as SydneyB has hers set up. Hers seem to show, mine don't.

I'm not sure what else to try. Pulling out my hair and swearing at the CK with frustration!
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Christina Trayler
 
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Post » Sun Jun 17, 2012 4:28 pm

I forgot to add the slots numbers inthe bsdismemberment modifiers ... After fixing this in nif it worked may be u have the same issue?
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john palmer
 
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Post » Sun Jun 17, 2012 11:04 pm

I've been having some problems with arm jewelry using these slots not showing up. I'v scoured this thread, tried a few of the suggestions, still no joy. Male mesh, set up in CK as male. I used an existing jewelry item as a template and changed the slots, model, etc. No matter what I've tried, they don't show up on him whether he has armour on or not. In the crafting menu, it appears as it should under jewelry, but with (2) after its name, yet this doesn't seem to mean that it makes 2 of them. They're set up as one ingot = one item. Checked race is selected (he's just a high elf coloured black to look like a drow). No joy.

The meshes are from http://skyrim.nexusmods.com/downloads/file.php?id=14146 and I've scoured her esp for hours making sure I set mine up as SydneyB has hers set up. Hers seem to show, mine don't.

I'm not sure what else to try. Pulling out my hair and swearing at the CK with frustration!

Hey, have you used Nifskope at all in doing this? If you want a piece of equipment to show up on one of the extra slots listed above, you also need to change some details in the .nif file itself. In the NiTriShape (or Shapes, if there are a few in the mesh) will be BSDismemberSkinInstance. Highlighting this will show you more information in the Block Details section. Within that you should see Partitions. Expand this and you will see Body Part --> BSDismemberBodyPartType. You can edit the number here. Set it as the same as the slot you are wanting to use and have set up in the CK, save, and everything should then be peachy!

Best o' luck with it, hope that helps.

PS - your avatar is mesmerising. :laugh:
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GabiiE Liiziiouz
 
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Post » Sun Jun 17, 2012 5:41 pm

also note items using new body slot will not be visible in 1st person unless you edit the race to allow for that node to be rendered in 1st person
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Kelly Osbourne Kelly
 
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Post » Mon Jun 18, 2012 2:40 am

@Noodles1 - thanks very much! That's the vital piece of information I was missing! I knew there must have been something I wasn't doing, that I was totally unaware of. Many thanks indeed. :) And yes, the avatar is mesmerizing! ;)

@Amethyst Deceiver - yeah, I had heard somewhere that these extra slots were invisible in 1st. Fortunately, these particular items are on his upper arms and won't likely have been seen anyway. Something to bear in mind if I want to go mad with loads of rings, though! :D
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Brentleah Jeffs
 
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