Asterra Posted September 28, 2016 Share Posted September 28, 2016 I remember dealing with this same exact problem in FO3. At the time, I shrugged and reckoned the game didn't justify my getting nitpicky about it. But here it is again in NV, naturally because it's the same exact asset. The asset in question is the T6M conversion of the "wastelanddoctor01" female armor. Here is what it looks like as vanilla and as T6M: http://i.imgur.com/YJ8i70w.jpg I've taken a look at the properties of the meatcap nodes and compared those to the properties of outfits which do not exhibit this problem, and could not find any anomalies which made any difference. Pretty much at a loss. For convenience, here's the .nif in question, taken from the T6M armor replacer mod:https://mega.nz/#!sYdh1YoT!kYMmqcxTawKAQMjQT1Y9YRqnwYqV2dKlQgYrq3ltpJI Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted September 28, 2016 Share Posted September 28, 2016 The heck is a meatcap? Link to comment Share on other sites More sharing options...
Asterra Posted September 28, 2016 Author Share Posted September 28, 2016 The heck is a meatcap? In FO3/NV, the limbs and head can be blown off. To facilitate this function visually, every piece of armor comes packaged with bloody stumps on the limbs and neck. These stay hidden in-game until they are needed. In the case of this specific mesh, however, something went wrong, and all of the meatcap visuals are immediately visible. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted September 28, 2016 Share Posted September 28, 2016 Oh okay. Im familiar but didnt know its name. Link to comment Share on other sites More sharing options...
mindboggles Posted September 28, 2016 Share Posted September 28, 2016 You need to head into the BSDismembermentSkinInstance block for every meat cap mesh and expand the partition array then remove PF_EDITOR_VISIBLE flag for each partition present. Link to comment Share on other sites More sharing options...
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