SkjoldBjorn Posted January 15, 2012 Share Posted January 15, 2012 (edited) Did'nt go through all the forum posts, but i thought id share the bsDismemberSkinInstance Partitions list used by skyrim, i used a little time getting them all for future reference when making new or modifying models and thought maybe more people wanted the list. I am aware that experienced modders already know this, but i have noticed an increasing amount of new modders who want to learn (including myself) so the list will be for the new and unexperienced like me. Im using Blender, and to know these partitions is probably not necesarry when the new nifplugin comes into play, i do not know if this is needed for 3ds max since i do not have it, but feel free to use it if you want toFallout3 Skyrim Description BP_TORSO 32 This one is used for torso chest models BP_BRAIN 35 Used for Amulets BP_HEAD(2) 131 This one is used for open faced helmets\hoods (Also the nightingale hood) BP_HEAD(2) 142 Used on all circlets (items that shows hair?) BP_HEAD(2) 31 Used on a number of "hat" items (i.e chefs hat, jesters hat) BP_HEAD(2) 130 This one is used for helms that conceal the whole head and neck inside. BP_HEAD(2) 30 This one covers the head like 130 does. Also used on dragon bodies and in some cases the wings and tail. BP_HEAD(2) 143 Disabled Ear geometry to prevent clipping issues? BP_HEAD(2) 141 Disables Hair Geometry like 131 and 31 BP_HEAD(2) 230 Neck, where 130 and this meets is the decapitation point of the neck. BP_HEAD(2) 51 The gore that are covering a decapitated body neck. BP_HEAD(2) 150 The gore that are covering a decapitated head neck. BP_RIGHTARM 34 wrists, used to disable sections of geometry when gauntlets are worn BP_RIGHTARM2 36 Used on rings. BP_LEFTARM 33 This is the hands, used on gauntlets, big gauntlets also uses "33" BP_RIGHTLEF 38 the lower part of the legs. It is used to disable that section of geometry when boots are worn. BP_LEFTLEG 37 This one is the feet, the lower part of the legs, used on shoes etc. BP_LEFTLEG 44 Used on bloodied dragon heads. BP_LEFTLEG 45 Used bloodied dragon wings BP_LEFTLEG 47 Used on bloodied dragon tails The multiple BP_HEAD(2) Partitions means that you can if you have a head item that requires 2 different partitions, you can use BP_HEAD and BP_HEAD2 on those. Partitions to see if i assign them correctly. I constantly forgot to write many of them down while configuring my models in nifskope, but not this time! If there are other partitions you want me to add write them down and i will add them to the list. I think i covered them all after checking a good bunch of vanilla meshes, but i might have missed some. From what i can understand, you don't need to use the exact same fallout 3 names on the vertex groups as i do, you need to rename them in nifskope before you are done anyways, but i think it's easier to use this list. Just some of the partitions are covered in the blender export/import tutorial, so i hope this helps some of the new guys! Edited January 29, 2012 by Sk8on Link to comment Share on other sites More sharing options...
Ghogiel Posted January 15, 2012 Share Posted January 15, 2012 Yeah a list somewhere might be handy. :thumbsup: There are different head partitions.. 131 is specific to open faced helmets, and 130 is closed, it's not a head partition per say, the head itself uses niether of those, these partitions are actually tied into whether the helm covers the whole head, is open faced, or like a circlet and also shows the full hair, and I am pretty sure it has to do with what biped slot they use, you could change the Body Part about on them and you can basically screw it up.. Just saying . Link to comment Share on other sites More sharing options...
throttlekitty Posted January 15, 2012 Share Posted January 15, 2012 Once we have a full list, it can be added to the tools as well, is this complete? Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted January 15, 2012 Author Share Posted January 15, 2012 (edited) Yeah a list somewhere might be handy. :thumbsup: There are different head partitions.. 131 is specific to open faced helmets, and 130 is closed, it's not a head partition per say, the head itself uses niether of those, these partitions are actually tied into whether the helm covers the whole head, is open faced, or like a circlet and also shows the full hair, and I am pretty sure it has to do with what biped slot they use, you could change the Body Part about on them and you can basically screw it up.. Just saying . Hmm well for example the nightingale hood got 131 on the facemask and 131 on the hood, they both conceal all of the head, but for example open helmets like the falmer helm, blades helmet and a lot of other open faced ones uses this as well, so i think it's safe to say that 131 is open, while 30 is not in any case i think it's best to check the vanilla mesh if there is any doubts about partitions. Partition 130 and 30 seems to do the exact same, checked a few helms now and other helmets/hood that covers face, they either had 130 or 30.I also found a new partition number "142" all of the circlets seems to have that exact partition. you could change the Body Part about on them and you can basically screw it up.. Tell me about it, i have modified meshes of chest items for a while now, i accidently put "32" on a few hoods i was going to use..and then i went through the frustration of troubleshooting because the item did not show up ingame...i did not figure that out until i doubblechecked something i thought i'd check..i was'nt as thoughrough as i thought, i had 32 on 5 different head meshes :P@Throttlekitty: Almost, there is uncertinty around a few of the head items, 130 and 30 seems to share the same properties, i might dig a little deeper there to see if i can find the difference, but so far none. but the rest of the numbers should be correct. Edited January 15, 2012 by Sk8on Link to comment Share on other sites More sharing options...
Ghogiel Posted January 16, 2012 Share Posted January 16, 2012 Well it certainly isn't complete. For example 230: neck, the edge loop where 230 and 130 meet is where decapitation happens. in the event of one losing their head, this entire section gets replaced with the decapitated neck part (which has a partition of 51) 143: ears, I guess this geometry is disabled when some helmets/hats are worn to avoid clipping. 141: hair, (along with 131). probably same as above, used to disable sections of the hair that would clip through helmets/hats. 150: gore head cap, is attached to bottom of the head when it gets chopped off. I would correct in the OPs list: 38: it's not upper part of the legs, it's the lower part of the legs ie calf. It is used to disable that section of geometry when boots are worn. 34: wrists, used to disable sections of geometry when gauntlets are worn. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted January 16, 2012 Author Share Posted January 16, 2012 Updated the list a little, also found out that partition 130 was the magic partition for my masked hood im working on, thanks to Ghogiel for adding things to the list and correcting my wrongs, this also helped me getting that hood ingame and working thumbs up and kudos for you! Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted January 27, 2012 Author Share Posted January 27, 2012 (edited) Found 2 new partitions. 36 and 35.These seem to be linked to nocturnal's dress, i have not seen it on anything else. (yet)These could be the partitions used to place the ravens on nocturnal herself, they seem to be placed where the birds are supposed to sit.Maybe we can use these to include a animated bird on our armors/bodies. :P with some extra work that is.If anyone have seen these partitions used on other armors, let me know. Edited January 27, 2012 by Sk8on Link to comment Share on other sites More sharing options...
MrMino Posted January 28, 2012 Share Posted January 28, 2012 Is there any way to have boots attached to an armor model to prevent you wearing standalone boots - like how some robes also cause a helmet to be removed. I need the boots of the armor model to prevent you from wearing other boots. how can I achieve that? Useful stuff here. Cheers Link to comment Share on other sites More sharing options...
anb2004 Posted January 28, 2012 Share Posted January 28, 2012 Is there any way to have boots attached to an armor model to prevent you wearing standalone boots - like how some robes also cause a helmet to be removed. I need the boots of the armor model to prevent you from wearing other boots. how can I achieve that? Useful stuff here. Cheers afaik you can only set that with CK or skyedit for choosing body slot that were use, armors/clothings/gears are usually was set as standalone but some are bipe into another gears like hood, glove or maybe boots (i.e thalmor robe with hood). Link to comment Share on other sites More sharing options...
throttlekitty Posted January 28, 2012 Share Posted January 28, 2012 Found 2 new partitions. 36 and 35.These seem to be linked to nocturnal's dress, i have not seen it on anything else. (yet)These could be the partitions used to place the ravens on nocturnal herself, they seem to be placed where the birds are supposed to sit.Maybe we can use these to include a animated bird on our armors/bodies. :P with some extra work that is.If anyone have seen these partitions used on other armors, let me know.Rings use 36, and amulets use 35. Link to comment Share on other sites More sharing options...
Recommended Posts