kozar927 Posted August 29, 2017 Share Posted August 29, 2017 I'm looking to allow clothing to be equipped under armor but be visually hidden while the outer armor is equipped to prevent clipping. In this scenario all the gear remains equipped providing bonuses etc but is hidden under the outter armor so to speak. The best way I can think to do this is by creating a slot in nifscope that's blank and setting it to the slot of the clothing I wish to hide and then not setting this blank slot in the ck to prevent equipping conflicts. I would then need to do this for every armor piece in my game that hides other pieces. Am I on the right track or are there easier ways to do this? I know some mods even have this feature integrated into it but it's rarely customizable beyond their mod. I'm not an artist but I have used nifscope a bit for modding other mods etc. if I'm right about this being the correct approach can anyone point me in the right direction on how to do this. Thanks for reading. Link to comment Share on other sites More sharing options...
fore Posted August 29, 2017 Share Posted August 29, 2017 https://www.creationkit.com/index.php?title=Biped_Object Link to comment Share on other sites More sharing options...
kozar927 Posted August 29, 2017 Author Share Posted August 29, 2017 Hey, thanks guy who made FNIS I'll get to reading. Link to comment Share on other sites More sharing options...
kozar927 Posted August 29, 2017 Author Share Posted August 29, 2017 (edited) I just read that and I knew all of it already. That didn't explain how to assign a blank slot useing nifskope. For example. I want slot 52 to remain equipped but not be visible while slot 32 is equipped. I already achieved part of what I wanted to do by switching existing nodes to slot 52 and although that works. It made the armor look glitchy. I assume I need to create a blank tridata or whatever and then blank partitions. How can I do this? Edited August 29, 2017 by kozar927 Link to comment Share on other sites More sharing options...
Levionte Posted August 30, 2017 Share Posted August 30, 2017 I am admittedly not an expert on outfits, but I don't think that's the right approach. If you don't want the outfit to ever appear, then just don't point to any meshes in the ArmorAddon entry. If you want the outfit to appear when nothing else is equipped but disappear (while still applying the effects) when another outfit is "over it" you'd probably have to do it via OnEquipped() type scripts. Have the standard outfit on slot 32, and when it's unequipped you swap it out with your slot 52 invisible outfit and vice versa. Link to comment Share on other sites More sharing options...
kozar927 Posted August 30, 2017 Author Share Posted August 30, 2017 (edited) Thanks for the advice but I want to do it without scripts. When it's done with scripts as in most mods their is a delay. When the outfit is removed the script kicks in and displays the under clothes at a delay. When I work with the mesh partition slots the armor appears and dissappears immedetly. That is the solution here. I simply need to find out how: in nifscope I can attach a compleatly invisible body partition and assign it to the slot I wish to hide. I can verify this works but my method of accomplishing it was flawed because I can't seem to figure out how to insert a new blank petition and assign it to a body slot. Changing existing partition to the slot I wish to hide works perfectly but it messes up the armor in other ways. Doing it like this also allows controls on a per armor basis so I can adjust for differences like a transparent piece not hiding what's below. Edited August 30, 2017 by kozar927 Link to comment Share on other sites More sharing options...
Levionte Posted August 30, 2017 Share Posted August 30, 2017 While I still disagree with your approach, the way you get a "blank" BSDismember partition slot is to simply not assign one and use a NiSkinInstance instead like a face part. I suppose you could also change the slot to an invalid one. But I believe the AA requires at least one slot to be selected (I could be wrong). Either way you'd have mismatching slots resulting in nothing being displayed. While that may be the result you're after, it's still easier to simply not point to a mesh in the AA entry to begin with. Unless your outfit is sharing slots with other items being equipped, they should not affect each other. Link to comment Share on other sites More sharing options...
kozar927 Posted August 30, 2017 Author Share Posted August 30, 2017 (edited) But I don't want it to not have a mesh. Then how will it show up at all? Here's basically what I'm trying to do. Character has a teeshirt on. Character puts on a robe. Even though both the tee shirt and the robe are equipped (which is good) the tee shirt clips through the robe. Looking terrible. If the mesh it's useing has a reserved slot and that blank slot it has reserved is the slot the tee shirt uses. It will effectively make the teeshirt mesh invisible while the armor is equipped and once the armor is unequipped the tee shirt will be instantly viewable with no delay as this is handled by the mesh. If I use a script the game will need to be Unpaused. Then the script will run. And then at an awkward delay my tee shirt mesh will reappear. You get what I mean? I've been able to make my desired result happen by loding an outfit which uses 5 body slots in nifskope and changing just one of them to slot 54 overritting the shirt. The issue with this is it glitches the slot 32 armor in a specific area as it's missing a chunck of the body. This means I need to add a new partition with a new body part selecter and give it slot 54 even tho it has no mesh info for the slot. Simply rendering it invisible. Edited August 30, 2017 by kozar927 Link to comment Share on other sites More sharing options...
kozar927 Posted August 30, 2017 Author Share Posted August 30, 2017 (edited) While I still disagree with your approach, the way you get a "blank" BSDismember partition slot is to simply not assign one and use a NiSkinInstance instead like a face part. I suppose you could also change the slot to an invalid one. But I believe the AA requires at least one slot to be selected (I could be wrong). Either way you'd have mismatching slots resulting in nothing being displayed. While that may be the result you're after, it's still easier to simply not point to a mesh in the AA entry to begin with. Unless your outfit is sharing slots with other items being equipped, they should not affect each other.Just learned how to quote posts here on mobile. Quoting you in case it sends you a notification. See above post. I appreciate your help. I'm a newish modder. Edited August 30, 2017 by kozar927 Link to comment Share on other sites More sharing options...
Recommended Posts