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JohnnyBlade

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  1. I've made the vanilla chem workbench an all in one crafting bench. This includes the vanilla items plus recipes for armor , weapons etc. I was looking through the keywords for the chem workbench (base ID 1487c1) but couldn't find what configures the menu order of the chem bench itself. e.g. menu is listed like this: Healing drug sludge fireworks ammo grenade mines traps utility I've added several items to this list but they are not in alphabetical order and I can't seem to link to a form Id list that would tell the workbench how to list items. Any ideas, thanks JB.
  2. I noticed in OS that there is a segment section & you can see that the lower left forearm is painted green while the rest of the main body is red. The segment section looks similar to painting bone weights but I can't seem to make my own segment. I can only paint the body red. It won't let me differentiate different body parts. I wonder if segment config can only b done in Blender or 3dMax
  3. Hi, I was tinkering with some mods that have armor meshes that clip with the pipboy ingame. Obviously you can deflate the shape of the left arm but I noticed in several vanilla meshes that the 3rd person nif has a reduced left arm space perfect for the pipboy. For example the Maccready Duster OutfitM.nif look at the pics here: https://imgur.com/a/h4Hcxki If you put that outfit on a mannequin or NPC the nif has a normal looking left arm with no upper rolled up sleeve that you see in the outfit studio pic. What I don't understand is what tells the game to change the nif when its put on a non pipboy npc. I looked at the nif in Outfit Studio & Nifskope but there wasn't a hidden mesh or trishape. Where is that rolled sleeve coming from. Is there something in the fallout.esm that alters the nif?
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