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Help needed: How are Biped Object slots baked into nifs?


dikr

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Hi folks,

 

Another question regarding the head wear mod I'm working on. I'm trying to combine a bunch of goggles with hats, in that they handsomely show up strapped around the actual hat instead of on your nose. All fine and dandy and working as intended but I can only get the goggles to show up in game when the "Eyes" Biped Object slot is flagged in both armor & addon. If that slot is not toggled, the goggle bit of the mesh is invisible in game. Which is a problem, as I still want to be able to wear eyewear in addition to the goggles strapped to my hat so I need to weed out that "Eyes" slot dependency.

 

So I reckon there must be some kind of information baked into the nifs themselves determining which Biped slots to use? I spelled out the file in nifskope but I couldn't find it.

 

Maybe there is a setting in the CK that I looked over?

 

Or maybe there is a workaround that I can use in outfit studio to combine the meshes and use only the hat slot info?

 

Can someone enlighten me?

 

Thanks <3

 

Dikr

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ItajUaP.jpg

 

Victory!

 

For those interested in the solution: Turns out the info leading towards 'Eyes' slot dependency was in the SSF file linked to the mesh. Changing it in the Segment section in Outfit studio with the SSF file from the hat piece did the trick. Now I can has custom glasses on ma nose AND goggles on ma hat. (And work some more on making them look better).

Edited by dikr
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Hey I was trying to create some custom goggles by editing a Nif and pasting the eye goggle trishape multiple times. It didn't work as in, the extra added trishapes were invisible when worn, but the world model worked fine.

 

Do you think the problem could have been each trishape having some sort of reference to the eye slot, so only one could be shown, not all 3?

 

I tried with bone data and deleting bone data for the extra trishapes and could not get it to work. here is the upload of progress until I gave up on it. https://www.nexusmods.com/fallout4/mods/33529

 

I have Body slide Studio and have messed with it a tiny bit, but its very foreign to me.

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@Oynlen

 

I think that is more or less the same problem. Eyewear is quirky. I encountered some further problems and so far Outfit Studio has been my savior, not nifskope.

 

Try this:

 

- Backup your current nif

- Open Bodyslide -> Outfit Studio

- Import your nif

- Import another, random normal hat

- Click the mesh of the hat in the right window, then click the Segment tab

- Copy the SSF file line

- Now click the mesh of the extra goggle bits in the right window, then click the Segment tab

- Paste the SSF line you copied in there, now the extra bits shouldn't register as eyewear but as a head piece

- Rightclick and delete the imported hat mesh

- Export nif and overwrite your original

 

You might need hat / headwear flags in your ESP for it to work though. Not sure.

 

If the extra bits still don't show up in game they might need proper bone weighing;

 

First check if they have the right flags: right click the extra bit meshes -> properties -> Geometry and verify that both "Sub Index" and "Skinned" are toggled on.

 

To bone weigh everything:

 

- Right click the original goggles in the right pane and choose Set Reference

- Select all other parts in the mesh pane apart from the original goggles, click the bones tab

- Select all bones

- Go to "Shape" in the top navigation and choose "Copy selected weights" and accept the suggested values.

- Do the right click -> Set Reference again on the base mesh to unreference it

- Export and overwrite your nif

 

Good luck!

Edited by dikr
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