Shark225 Posted February 3, 2011 Share Posted February 3, 2011 Hello. This is less of a request than just a request of advice or know-how. I'm wondering how some mod makers manage to make something like a pair of pants or loin cloth use the amulet or tail slot instead of greaves? What program do I use? Thanks. Link to comment Share on other sites More sharing options...
Genzel Posted February 3, 2011 Share Posted February 3, 2011 In the construction set you can choose what slot an item will take up. You do not need a separate program to change what body slot an item uses. Link to comment Share on other sites More sharing options...
Shark225 Posted February 3, 2011 Author Share Posted February 3, 2011 I'd kiss you if I could, thanks. Link to comment Share on other sites More sharing options...
GreatLucifer Posted February 3, 2011 Share Posted February 3, 2011 Actually, I find this a very good question, and actually think there's more to it.... Why I think that? Some clothing I have (downloaded), only works in a certain slot. Like the average hat you download for instance, or backpack, only works in the amuletslot. Rarely do they work in the tailslot, and no other slots. Does this mean there is more to it...? And like the OP asked, how could such an issue be fixed? Lucifer Link to comment Share on other sites More sharing options...
Genzel Posted February 3, 2011 Share Posted February 3, 2011 (edited) Actually, I find this a very good question, and actually think there's more to it.... Why I think that? Some clothing I have (downloaded), only works in a certain slot. Like the average hat you download for instance, or backpack, only works in the amuletslot. Rarely do they work in the tailslot, and no other slots. Does this mean there is more to it...? And like the OP asked, how could such an issue be fixed? Lucifer So you tried to change the slot an item takes up? Armor and clothes have check boxes that allow rings and amulets to not appear when you wear them. Also, I think I have had trouble with using items in the tail slot if my character has a tail, but I think that the item should always replace the tail with no trouble. Edited February 3, 2011 by Genzel Link to comment Share on other sites More sharing options...
GreatLucifer Posted February 3, 2011 Share Posted February 3, 2011 It may just be me than, but I have several meshes that, even when applied to a naked character (no hidden amulets or anything here :P), still won't work. They'll only work in some slots. Like for instance, the average tricorn (downloadable pirat hat). I can fit it to hair, or amulet. Anything else, and it won't work...? And the tail-slot, I never even play a character with tail. And still that slot just NEVER works for me. Not on me, not on NPC's, not in the CS nor ingame, nothing... Any ideas....? Link to comment Share on other sites More sharing options...
Ekzz Posted August 15, 2011 Share Posted August 15, 2011 i have the same problem as lucifer. ive been trying to wear the close fitting chainmail from DarkLight Mithril armor mod underneath stuff for ages, but every time i change the slot to anything other than upper or lower it either makes that part of my character invisible or clips all over the place or just doesnt show up and my character appears to be naked. i like the boots and gauntlets from some of Tona's mods and the clothing i want to wear on top would be some of Tona's too. alternatively i could merge the nif files from the boots/gauntlets with the nifs of the shorts/top that i wanna wear. anyone know how to do that? Link to comment Share on other sites More sharing options...
GreatLucifer Posted August 15, 2011 Share Posted August 15, 2011 In the meantime I've had confirmation that every part of a mesh indeed needs to be rigged one way or another to work properly. What program, I am not sure. Neither the CS nor NifSkope it seems, so I'm gonna have a guess and say Blender. Not sure though. Link to comment Share on other sites More sharing options...
razorpony Posted August 15, 2011 Share Posted August 15, 2011 Meshes do indeed need to be rigged to skeleton bones to work properly. Blender is the tool most people use for this, and in fact Blender won't even export a mesh that has unweighted (non-rigged) vertices. As for why certain meshes don't work in certain slots, I don't know. I've never experimented much with it myself. I do know that NPCs will not equip anything that uses the tail slot which is why most people use amulet slots for items. That way if you have an NPC companion they will use the item, too. I have a tail armor mesh for my feline character that also equips a facemask so it should work to use it for hats and such. Don't know why it isn't for you, sorry. RP Link to comment Share on other sites More sharing options...
fore Posted August 15, 2011 Share Posted August 15, 2011 Understanding equipment slots and rigging is not as complicated as it seems once you understand the principles. Equipment slots are nothing but an ordering system for the engine to decide, WHICH equipped item needs to be removed when you equip a new one. It has NOTHING to do with the place where the item actually shows on the body. This information is contained solely in the item mesh (see rigging). There is one speciality though. Some of the equipment slots have body mesh equivalents: head, upperbody, lowerbody, hands, feet, tail. These are the meshes which constitute the nude body. If one these equipment slots is used, the body mesh equivalent is not shown. So if, let's say, a skimpy top shows some skin, the mesh of this top has to come with it's own revealed skin (because the upperbody nude mesh will not be shown). That's the reason why you cannot equip a simple ring on a hand. The hand mesh (i.e. skin of the hand) will not be shown. And that's probably the reason why you can't equip a tail slot: on humanoids there is no body mesh equivalent which can be replaced. Other slots (like amulet) are easier. You can equip al kind of stuff on them. So that's why they are often used to equip exchangable multi layer outfits. Probably you can even equip weapon and torch slots with with other stuff, but that doesn't make sense anyway. RIGGING, on the other hand, is the process, where each little piece ("face") of a mesh is connected to one or more bones of the skeleton, 100% or less. This process determines, WHERE the item is located on the body, and how it moves with animations. If this is not done properly you will see the infamous clipping once the character moves with the item equipped. Link to comment Share on other sites More sharing options...
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