maniczombie Posted June 20, 2016 Share Posted June 20, 2016 I'm wondering if there is any resources out there that state what biped object slots can be used for mods. I'm planning to recreate my helmet toggle mod but I need to know which unused slot to use so as not to conflict with any existing popular mods. Link to comment Share on other sites More sharing options...
registrator2000 Posted June 22, 2016 Share Posted June 22, 2016 (edited) The Slot Usage Standard on Armorsmith Extended has great guidelines for the slot usage of various types of equipment. Curious - why do you need an unused slot? EDIT: Oh wow, just realised you're the author of *the* Helmet Toggle mod for Skyrim. I actually wrote a headgear toggle plugin myself only just less than a week ago while I was working on v2.0 of one of my mods. Actor.UnequipItemSlot() is perfect for removing headgear in third-person and equipping-then-unequipping a Slot-30 item with no model removes headgear in first. Works well even with PA helms and I haven't encountered any issues toggling headgear off and back on. I didn't put up a separate mod for it, instead uploading it as an additional standalone file for Outfit Switcher (a hotkeyed loadout switcher). If you have any tips or caveats that would make using your implementation idea of using a unused slot a better solution, if you don't mind sharing, I'd like to know! Edited June 22, 2016 by registrator2000 Link to comment Share on other sites More sharing options...
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