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Changing Biped Slot


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I downloaded a mod that adds a piece of clothing that uses biped slot 39, but unfortunately I want it use this clothing in conjunction with another clothing mod that also uses biped slot 39.


I want to change the biped slot on one of the items of clothing to another slot. When I change it in FO4Edit, the mesh simply disappears in game.


I presume that I also have to change the slot in the .nif file (like I did in Skyrim when I did this) but I can't find where to do so in the .nif file.


Can anyone point me in the right direction?

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Uh... I think I might have spoken too soon. When I remove the body from a mesh and then edit the item to change it from slot 33 to another slot, it doesn't show up correctly in-game.

 

When equipped in-game, the edited item seems to change the rest of the in-game body.

 

http://i66.tinypic.com/oibvup.jpg

 

As you can see from the image above, when the bikini bottom is equipped, the body gets "fatter" as evidenced by the massive wrist seam. There's also some clipping around the hip area that's not visible in the image.

 

Can anyone tell me why this happens and how to fix it?

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The body mesh is baked into the armor mesh. That's why Bodyslide exists, and why you see a CBBE and a vanilla version of most armor mods.

 

Since you are obviously using CBBE, you just have to use Bodyslide to make it match your preset. That mod probably has a pre-existing bodyslide file, you'll just have to download it. If it doesn't, you'll have to make one for it.

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The body mesh is baked into the armor mesh. That's why Bodyslide exists, and why you see a CBBE and a vanilla version of most armor mods.

 

Since you are obviously using CBBE, you just have to use Bodyslide to make it match your preset. That mod probably has a pre-existing bodyslide file, you'll just have to download it. If it doesn't, you'll have to make one for it.

 

In this instance, I've removed the body mesh from the armor mesh and changed the .esp of the armor to use a different biped slot to the body mesh. If I understand correctly, this means that equipping the armor shouldn't change the body mesh as only the base body will be occupying biped slot 33.

 

I'm intending to do this with a number of mods so I can mix and and match them using different biped slots.

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You aren't understanding correctly. The armor has to have a body mesh. If you are just changing the biped slot, you don't have to touch the mesh at all, just the plugin. I believe this is so the "armor" will move with the body (i.e. the sleeves moving with the arms), instead of just floating along with the character.

 

As long as you make sure to use bodyslide to bake the armor mesh to your chosen body shape, you change still do exactly what you want (change the biped slots to wear multiples together). But you can't get around using bodyslide (unless you want to use the vanilla body, with the vanilla versions of those armors), and there is no reason to do any other editing of that mesh.

 

From what I understand, Skyrim did have biped slot data baked into the mesh, so I can understand why you might think you need to do a mesh edit to change them, but that is no longer the case.

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I might have the wrong end of the equation on this, and I acknowledge that most armors do have a body mesh baked into the armor mesh, but with the exception of footwear, I didn't think it was compulsory.

 

Examples of armor that don't have a body mesh baked into the armor are:

http://www.nexusmods.com/fallout4/mods/8258/?

http://www.nexusmods.com/fallout4/mods/17220/?

http://www.nexusmods.com/fallout4/mods/10207/?

http://www.nexusmods.com/fallout4/mods/19596/?

 

So I'm pretty sure that this modular armor can be done, even with Bodyslide, but I don't know all the steps on how to effectively convert non-modular armor to a modular format.

Edited by TJHammersmith
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Guess I learned something new.

 

Looking at some of those, it seems all the ones without a body mesh use a arm or leg slot*. They also left all the NiNodes used for bone data in, just removing the visible skin mesh, so if you were getting rid of those that might have been your problem.

 

Also, one thing to keep in mind is that those meshes will still be sized for the body shape they were originally caked to. So even if you get it working without a body mesh, it will just be floating instead of changing the body. Which means it is still a better idea to use bodyslide, even if you plan to remove the visible body data from the mesh afterwards (so that you can use the arm/leg slots for full armor sets).

 

It's also entirely possible there is some data I'm not seeing in the meshes

 

*I tested this, changing the Biped slot to Torso for the no body version of the bikini mod made the bikini disappear

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You were almost correct to start with Vlits. A body must be present. However, by using different biped slots, you can "layer" items on top of the body.

 

So, most armours that show any skin at all will come with either a full or partial body, and use the standard Torso slot. Any outfit or armor you wear, will then replace that body when equipped. To avoid ugly shapes, seams in joints, and "clipping" these meshes are ""sculpted" around a certain body shape i.e Vanilla, CBBE, etc.

 

However, with things like underwear or lingerie, you can partially bypass the "replacement" system, by assigning them to a different biped slot that doesn't automatically replace the body. The biped slots can be set in the creation kit, there is no need to edit the .nif file.

 

This is the reason why people have "tried" to make biped slot usage "standardized" so that mods do not conflict with one another, but for personal use, you can obviously change them.

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