TUTORIAL: How to Map Meshes to NEW, Non-Replacing Body Parts
As most of us should know there is a list of Body Parts to which we can assign armor, jewellery and other miscellaneous clothing items. You can always view this list whenever you're editing a piece of armor or clothing in the Creation Kit.
There is a problem though. Most people trying to get meshes assigned to one of the 17 new and unnamed body slots have been quick to discover that the meshes won't appear in game.
Well, let that frustration end cause i'm here to let you know that they DO work, and here's how:
Step One: Creation Kit
- Load your *.esp file in the Creation Kit
- Open up windows for the Armor and ArmorAddOn Properties of your new item
Below is an example of the Armor and ArmorAddOn properties of a pair of Angel Wings which I want to be able to wear as a completely new body object.
As you can see in both windows there is a Biped Object list which you can make selections from. I want the wings to take up a new slot so I have clearly marked one of the unused slots: 44 - Unnamed. Whatever you select, the selection you make should be identical in both windows.
Don't save and close the CK just yet! Next comes the part people don't seem to know about.
Step Two: Nifskope
- Load up your custom armor mesh in Nifskope (don't forget to repeat the process for 0 and 1 versions)
- Expand the NitriShapeData branch belonging to your armor mesh to reveal the BSDismemberSkinInstance block
- In the Block Details window, scroll down to the bottom of the list to the row called Partitions
- Expand Partitions until you can see a row for Body Part (depending on your mesh there can and will be multiple body parts. You will need to open them so you can check the values and/or make changes)
This is what it should look like:
As you can see in my example for Angel Wings, I have set the Value field for Body Part to 44.
44 is the SAME NUMBER as the slot for Biped Object I selected in my Armor and ArmorAddOn properties!
These numbers MUST MATCH otherwise your meshes will be invisible when equipped in game.
NEXUS WIKI Bodyparts List Suggested Usage:
44 - face/mouth
45 - neck (like a cape, scarf, or shawl, neck-tie etc)
46 - chest primary or outergarment
47 - back (like a backpack/wings etc)
48 - misc/FX (use for anything that doesnt fit in the list)
49 - pelvis primary or outergarment
52 - pelvis secondary or undergarment
53 - leg primary or outergarment or right leg
54 - leg secondary or undergarment or leftt leg
55 - face alternate or jewelry
56 - chest secondary or undergarment
57 - shoulder
58 - arm secondary or undergarment or left arm
59 - arm primary or outergarment or right arm
60 - misc/FX (use for anything that doesnt fit in the list)
FAQ: How do I get these Body Slots to show up in First Person Display?
By default only meshes using the Body, Hands, Forearms, Ring and Shield slots will be visible in First Person Display.
Additional Body slots can be activated for first person display by editing racial properties and selecting the desired body slot(s) in the column list for First Person. This must be done for EVERY race you want to activate the body slot for.
End of Tutorial.
Thanks for reading. Now go make some mods!
Edited by FavoredSoul, 10 August 2013 - 03:23 am.