wooglinx Posted December 5, 2011 Share Posted December 5, 2011 I'm neither a modder, nor a programmer. Regardless, I'll try to bash out a viable .esp that does what you're wanting. I'm just going to make three variants: Khajiit only, Argonian only, and Both. The program you would need is either FNVEdit or TESSnip. I have the latter. They allow you to look at the object information from Skyrim.ESM and make adjustments (if you know what you're looking at, anyway). I know just enough about programming to be a nuisance and muck around in things, so Astymma's explanation made perfect sense to me, and between that and the first post in the thread, I think I have it figured out.(Edits: The Rich Text Editor was freaking out on me and putting HTML in the post. o.o) Quite correct, I obtained the information from the post and created the esp's I used to test if it was correct and actually worked by using the version of TESSnip that comes with the latest version of FOMM. Once you can actually view the records in TESSnip, my posts will make a LOT more sense.So i am guessing that i need to download FOMM for TESSnip to work correct? Sorry for all the questions , i just really would love to know. Although i read that the Imagination station is coming out? or something similarly name so should i just wait? Seems im one of the many tards out there screwing around with this. Link to comment Share on other sites More sharing options...
mindinavoid Posted December 5, 2011 Share Posted December 5, 2011 (edited) OK, fresh edit to the post: figured out what I was doing wrong (in that I didn't know I could double-click the MODL in question to see what it referenced). Testing momentarily, and will upload three versions (Khajiit only, Argonian only, Both) shortly. From this modding fun I might have also gained the knowledge to make another mod I wanted, which was to fix the abysmally gimped Unarmed combat. I keep expecting to see "Programming Skill Increased" and a little progress bar. Edited December 5, 2011 by mindinavoid Link to comment Share on other sites More sharing options...
wooglinx Posted December 5, 2011 Share Posted December 5, 2011 (edited) Oye, well i finally figured out how to download FOMM and get it to launch whre its asking me to pick Fallout 3 or Fallout New Vegas but im lost a that point. I put the GMM? file that i downloaded from FOMM in my /skyrim folder but i have no idea what im doing. I should prob just get over it. Unless im close, then tell me what i did wrong! lol. Thanks again for the help. Albeit a bit frustrating for you im sure as it makes perfect sense to you. Edited December 5, 2011 by wooglinx Link to comment Share on other sites More sharing options...
wooglinx Posted December 5, 2011 Share Posted December 5, 2011 (edited) OK, fresh edit to the post: figured out what I was doing wrong (in that I didn't know I could double-click the MODL in question to see what it referenced). Testing momentarily, and will upload three versions (Khajiit only, Argonian only, Both) shortly. From this modding fun I might have also gained the knowledge to make another mod I wanted, which was to fix the abysmally gimped Unarmed combat. I keep expecting to see "Programming Skill Increased" and a little progress bar. EDIT- I figured out where the ARMA and ARMO drop boxes are etc... now if you can just guide me in i guess im almost done. What numbers do i alter to change the tail from appearing? And do i need to do it for every piece of armor, which is fine once i know how. Thanks!!! Ya i am pretty sure just having to do this with me that ive become one of those annoying NPC's that keep asking you to go back to that long horrible dungeon....again. :P Im farily sure dealing with me has caused your speechcraft to level up some as well. Edited December 5, 2011 by wooglinx Link to comment Share on other sites More sharing options...
wooglinx Posted December 5, 2011 Share Posted December 5, 2011 Well i was in once... now cant get back in. Screw it, thanks guys. Link to comment Share on other sites More sharing options...
Astymma Posted December 5, 2011 Author Share Posted December 5, 2011 OK, a refresher: As an example, the Barkeep outfit (ARMA=5b6a4): BODT = 74010000 00A2CB00 02000000 Khajiit tail (ARMA=b79b9): BODT = 00040000 00000000 02000000 Combine the two and get: BODT = 74050000 00A2CB00 02000000 What've done is taken the BODT values of the Khajiit Tail and did a bitwise OR operation to combine it with the BODT data of the Barkeep outfit. Bitwise OR operations turn on a bit if it's on in either number. As an example: 10010110 OR00011010--------------10011110 Each number in the BODT is a hexadecimal number from 0 to 15, with 10=a, 11=b, 12=c, 13=d, 14=e and 15=f.The first 32 bytes are74010000 and 00040000. When OR'd together that looks like this: 0111 0100 0000 0001 0000 0000 0000 00000000 0000 0000 0100 0000 0000 0000 0000------------------------------------0111 0100 0000 0101 0000 0000 0000 0000 = 74050000 The middle 32 bytes for both are all 0 so that stays as 00000000. The last 32 bytes are the same, both are 0200000. When you OR the same number with itself, it stays the same, so it remains 02000000. Combine the three and you get a BODT of 74050000 00000000 02000000 which you assign as the new BODT to the barkeep outfit. Hope that explanation helps. Link to comment Share on other sites More sharing options...
wooglinx Posted December 5, 2011 Share Posted December 5, 2011 (edited) OK, a refresher: As an example, the Barkeep outfit (ARMA=5b6a4): BODT = 74010000 00A2CB00 02000000 Khajiit tail (ARMA=b79b9): BODT = 00040000 00000000 02000000 Combine the two and get: BODT = 74050000 00A2CB00 02000000 What've done is taken the BODT values of the Khajiit Tail and did a bitwise OR operation to combine it with the BODT data of the Barkeep outfit. Bitwise OR operations turn on a bit if it's on in either number. As an example: 10010110 OR00011010--------------10011110 Each number in the BODT is a hexadecimal number from 0 to 15, with 10=a, 11=b, 12=c, 13=d, 14=e and 15=f.The first 32 bytes are74010000 and 00040000. When OR'd together that looks like this: 0111 0100 0000 0001 0000 0000 0000 00000000 0000 0000 0100 0000 0000 0000 0000------------------------------------0111 0100 0000 0101 0000 0000 0000 0000 = 74050000 The middle 32 bytes for both are all 0 so that stays as 00000000. The last 32 bytes are the same, both are 0200000. When you OR the same number with itself, it stays the same, so it remains 02000000. Combine the three and you get a BODT of 74050000 00000000 02000000 which you assign as the new BODT to the barkeep outfit. Hope that explanation helps. That is an awesome explanation, and as you once said as soon as i saw inside the .esm file i would understand and it clicked. My problem is that i was able to see it but am not getting the error trying to get into the FOMM mod once checking Fallout3 as my option. If i pick Fallout New Vegas i have it on my computer so it actually shows me things i can edit. I was even looking at the ARMA, ARMO part of the drop down menu seeing the numbers and everything which is why it sucks i cant figure out now why it would let me in once and not the next time? Bizarre. Obviously the pathing is messed up to whatever actually opens the .esm file. Seriously you dont have to keep trying to help me, it was very thoughtful of you to put in so much time for me to understand. Once i watch some help videos on youtube or something about TESSnip im sure i will be a lot more able so i dont want ya bashing your head against the wall thinking it was in vain. Thanks for teaching me somthing here, as i did get in to the part i was supposed to ONE time, lol. Edited December 5, 2011 by wooglinx Link to comment Share on other sites More sharing options...
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