AmethystDeceiver Posted February 8, 2012 Share Posted February 8, 2012 (edited) so there are a total of 15 unused body nodes that can each have a new armor piece equipped to them without forcing something else to unequip. i'm hoping there could be some kind of commonn consensus that modders can use as a guide when making new armors, so that we dont have all different kinds of armor being equipped to any random node. this would cause compatibility issues for users who download multiple mods and find that there are items that clip/overlap/force-unequip items that seem like they shouldn't. i'm putting this list up just as a suggestion and hopefully we can all contribute to it and come to some sort of agreement. i'm not trying to be a *** telling other people how to do their mods, it's just better for everyone if modders follow the same numbering protocol (at least IMO). already existing named nodes: 30 - head31 - hair32 - body (full)33 - hands34 - forearms35 - amulet36 - ring37 - feet38 - calves39 - shield40 - tail41 - long hair42 - circlet43 - ears50 - decapitated head51 - decapitate61 - FX01 proposed extra nodes: 44 - face/mouth45 - neck (like a cape, scarf, or shawl, neck-tie etc)46 - chest primary or outergarment47 - back (like a backpack/wings etc)48 - misc/FX (use for anything that doesnt fit in the list)49 - pelvis primary or outergarment52 - pelvis secondary or undergarment53 - leg primary or outergarment or right leg54 - leg secondary or undergarment or leftt leg55 - face alternate or jewelry56 - chest secondary or undergarment57 - shoulder58 - arm secondary or undergarment or left arm59 - arm primary or outergarment or right arm60 - misc/FX (use for anything that doesnt fit in the list) comments/suggestions? Edited March 4, 2012 by AmethystDeceiver Link to comment Share on other sites More sharing options...
Thepal Posted February 9, 2012 Share Posted February 9, 2012 I like the idea of getting a consensus on this. Clothing modders will probably need to chime in. I would say that you've probably put too many lower down on the body. Some of the extras could allow extra jewelry and such. Not sure over and under is needed for each body part. Link to comment Share on other sites More sharing options...
AmethystDeceiver Posted February 9, 2012 Author Share Posted February 9, 2012 do you think i should take out one of the leg layers and replace it with a general jewelry category? this gives a jewelry slot + an extra misc slot if needed, and for earrings, i would assume using the already existing ears node should work fine, that way when you equip a hood (im pretty sure most of them have an ears dismember property on them) it will hide the ear meshes (mainly for elves) as well as the earrings Link to comment Share on other sites More sharing options...
Thepal Posted February 9, 2012 Share Posted February 9, 2012 One other thing people usually want is a Wing slot. Not sure if that could go as a back slot, or be something different. I don't really want to say what I think, since I'm not a clothing modder and therefore am not the most qualified to decide. Link to comment Share on other sites More sharing options...
RebelOConner Posted February 21, 2012 Share Posted February 21, 2012 a second slot for rings should be good. one is not enough. Link to comment Share on other sites More sharing options...
nivea Posted February 22, 2012 Share Posted February 22, 2012 I am makeing a HUGE new cloak/cape mod I would love to use that neck slot, very very helpful idea! Link to comment Share on other sites More sharing options...
jclyde6108 Posted February 22, 2012 Share Posted February 22, 2012 Definitely need wings. face/mouth maybe should be misc head addons, like horns or whatnot. mouth parts are a different mesh nightmare anyway. hand and foot stuff like claws would need a replacement mesh anyway to remove the original nails, so they would just use the hand/foot slots. I intend to incorporate your suggestions here into a tutorial I am working on. WTG! Link to comment Share on other sites More sharing options...
Dragten Posted February 22, 2012 Share Posted February 22, 2012 I would suggest something like this, if we would separate all default armors: 30 - head 31 - hair 32 - body (full) Cuirass 33 - hands Right Hand (Right glove) 34 - forearms Right Forearm (Right bracelet) 35 - amulet 36 - ring 37 - feet Right Foot (Right boot) 38 - calves 39 - shield 40 - tail 41 - long hair 42 - circlet 43 - ears 50 - decapitated head 51 - decapitate 61 - FX01 Then the extra nodes would have to include:Right ShoulderLeft ShoulderGreaves/LeggingsLeft HandLeft ForearmLeft Foot Link to comment Share on other sites More sharing options...
luthienanarion Posted February 28, 2012 Share Posted February 28, 2012 I would suggest something like this, if we would separate all default armors: 30 - head 31 - hair 32 - body (full) Cuirass 33 - hands Right Hand (Right glove) 34 - forearms Right Forearm (Right bracelet) 35 - amulet 36 - ring 37 - feet Right Foot (Right boot) 38 - calves 39 - shield 40 - tail 41 - long hair 42 - circlet 43 - ears 50 - decapitated head 51 - decapitate 61 - FX01 Then the extra nodes would have to include:Right ShoulderLeft ShoulderGreaves/LeggingsLeft HandLeft ForearmLeft Foot Morrowind-style. Link to comment Share on other sites More sharing options...
magnemoe Posted February 28, 2012 Share Posted February 28, 2012 Think we should look at that will clip hard.Basically we have underwear who goes under existing armor, everything from piercings to longs and outerwear like capes who goes on top of existing one. Some middle ground here, pants will go well with fur armor but clip with leather armor who have pants. New custom armor could well be segmented Morrowind style but will clip with the default one, but might be compatible with other segmented ones. 5 lower body slots is to much: three should be more than enough, however I would like one extra face slot, separate it in upper and lower face. Link to comment Share on other sites More sharing options...
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