Okay, Ive been working on my my scripts to seperate body meshes from items, after some bugtesting it seems completely possible.
Dragoonwraith has to iron out a small bug (an array size not being set in nifse corrupting the irgged meshes) but once that done my script will be able to strip body mesh parts from any mesh. On top of that, I can add stencil properties to the other nodes to fix up any gaps.
Basically, by using NifSE and OBSE functions in my script whenever the player is using a race that has a custom mesh, it will look whenever an item is changed, if it finds 'skin' on the item then it creates a new one. Here's where it get tricky. If nobody else in the cell has that item equipped (Im going to have to find a way to search small worldspaces too i think) then the mesh nifse temporary replaces the mesh on the original item, if there is then it turns a set 'dummy' item into the object to make it appear the same (this is then used until the NPC wearing the same item is no longer in the same cell). Of course it would have extra checks to run a search again when the player moves cell etc, in theory it should work.
By doing it this way it aviods changing the item ID (so scripts/quests still work with it) and should restrict the incompatibilities with it.
For you guys this might not be the best solution, as to fit within the item's current meshes you would need to have a roughly human shape, but it would let other modders really define different body types for each race more then through textures.
EDIT: I also think I'd just mention, if the copychild function works like it should on a rigged mesh, then this may also lead to being able ot have infinate slots. In brain wave, using this nifscripts technique, you do false equipping like I have on the centaurs, aka when an item (such as boots) wont fit the body mesh, you just go in and replace the boot mesh with the body mesh and pow, the item appears to the game ot be equipped, but it doesnt overlap the mesh. If this copychild works this really opens up so much more!
Edited by da mage, 01 July 2011 - 02:35 PM.