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Posted (edited)

Thank you in advance for reading my Post.

 

I am in the process of creating a custom NPC, and I have read some conflicting information. I seek clarity on an issue within the CK Armour Add-ons Menu, regarding the "Biped Model" Field in particular.

 

I have read that I should always use a "_1.nif" mesh File to fill in the Fields in this Section with. Is this only applicable when creating an actual armour, or does this apply when creating the "Naked Torso" as well, or should I use a "_0.nif" mesh File for that purpose?

 

I appreciate any input you may have to offer.

 

StackEmHigh

Edited by StackEmHigh
Posted

If I understand your question correctly - and it's very possible that I don't, as my own modding knowledge is limited - my understanding is that the _0 and _1 suffixes are only used for weight slider purposes, with _0 being how the armour looks at 0 weight and _1 being how it looks at full weight. The game automagically combines and transitions between each mesh for weights in between. I don't believe they're relevant for any other purpose, though I could be mistaken.

 

You might have better luck getting a more educated response if you asked in the Mod Talk board instead.

Posted (edited)

Hi Hyacathusurullistad,

 

Thank you for your reply.

 

Yes, you are correct regarding the difference between _0.nif and _1.nif Mesh Files. My question is, however, regarding the proper choice for Biped Model selection when filling this Field in during the creation of Armour Add-ons.

 

I have been led to understand that when creating an actual, wearable armour (by making armour add-ons) that the _1.nif Mesh File should always be selected as the "Biped Model", but I am wondering if this same rule applies to when creating custom skins.

 

I appreciate your input, and I look forward to more responses.

 

StackEmHigh

Edited by StackEmHigh
Posted

Always assign the _1 mesh to all armor addon forms even if it is for the "naked" body. The game takes the assigned _1 mesh and locates the _0 mesh to extrapolate the correct appearance for the chosen weight.

 

If you were to use the _0 mesh there would be no size difference when the weight is adjusted as the top and bottom of the scale would be identical.

Posted

Another thing to pay attention to is the naming of the Texture files. For example the Skyrim default textures are;
femalebody_1.dds the default texture. some are wet, sweaty, scared, moles, blotches, dirt, etc.
femalebody_1_msn.dds definition to the body, muscle tone, dimples, raised moles, definition to scars, etc.
femalebody_1_sk.dds not sure about this, maybe alt texture, looks like the Aflicted body texture or it could be adding slight imperfections to the body to make it look more realistic.
femalebody_1_s.dds adds shine, or not. Negative image. Example; sweat or wet body mods use this to make the droplets glisten or swords sparkle, chrome effects on armor, etc.

There is no 0 file in this case. If you create your own body texture and name it mycoolbody_1itsreallycool.dds Skyrim wont note the _1 and will get confused when trying to stretch it across the body. At low weight (0-30) this wont be much of a problem but as the weight increases the body will start to pull away from the neck, feet and hands leaving gaps with the neck gap being the most noticeable. I have seen some modders do this with low weight NPC's. Since they are competent I have to assume it is to discourage someone from changing the weight of their NPC in Creation Kit as neck gap will result. Most people have no idea why and give up. Renaming the file to mycoolbodyitsreallycool_1.dds will make it stretch properly over all body weights. So if you rename a body texture don't edit anything past the _1, unless of course you want to prevent weight editing.

body textures can be assigned in the Traits tab under the Skin pulldown menu. For example; the Follower mod, Sofia. You find Sofia sleeping off a hangover in the Whiterun Stables. Somehow she lost her clothes and is dressed in default Skyrim bra and panties. this is an example of a Skin. It doesn't matter what your default body type is a Skin will override it. They are classified as Armor and are edited as such with the naked/or-not textures used instead of armor. The skin is referenced in the Armor window beneath the body type (femalebody_1.nif or whatever file you select). If for example you select a skin texture made for UNP and a body nif for CBBE, the result will be hideous. When armor or clothing is warn the skin will still be displayed beneath the armor (mostly, sometimes this glitches and defaults sometimes producing a color mismatch line between the neck and body). Using a Skin you can assign different body types to multiple followers is a mod. So one can be UNP, another UNPB, CBBE, CBBE Slim, Dream Girl, the list of possibilities is nearly endless. There are also male body mods, though not as diverse as the female, there are three that I know of but I'm sure there must be more.

 

Remember, Google is your friend. There are tutorials all over the web and youtube, some are outdated though, but most are very useful. Most of the questions have been asked now and you can find forum posts through Google as well.

 

I hope this is useful...

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