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whats the most retard-proof way to merge armors?


papakapp

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I am trying to get it to where I can equip two items that are for the torso slot.

I don't have 3dsmax

I Reeeeeally don't want to do that Fo3 workaround in niffskope.

 

Here are the two things I have tried, and failed at.

 

I tried copying both meshes into niffskope and saving it as one item

I have also tried opening one piece in the creation kit and assigning it a different slot.

 

Both ways resulted in an invisible torso/legs.

 

Is there a way to do this that even a noob can figure out?

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If you know the CK go to item properties. Over there you’ll find a list with possible item slots that this specific item occupies. Deselect everything in one of the items and save. This item can now be equipped with any other item you have.
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Well, I can't say I've merged all that many, and it was only for Fallout... but yeah, I've done it in NifSkope without problems. Just copy the whole branch, including the skin partition, and there you go.

 

You won't need 3dmax or Blender, unless you want to actually change something about that mesh's shape.

 

One important thing to remember though is that some mods actually include a body too. Like, say, belly shirt may be declared to replace the torso, BUT it compensates by actually including a torso in its own .nif, or at least the visible parts. It's important that your merged .nif includes that torso too.

 

If you make a mash-up of, say, that belly shirt and some pants, but don't include the human torso under it, you'll have a belly shirt floating in the air.

 

That is, if it is declared in the CK as replacing the torso. Some parts don't need to do that, and some of the mix-and-match pieces out there are actually declared as necklace or whatnot, so they don't replace the body.

 

Well, I assume most of that you already knew, but I thought I'd state it anyway.

Edited by Moraelin
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thanks for the help.

I have made progress, but still have some trouble.

 

I can get an armor to render in game without the body. [thanks Moraelin] I am assuming I have to do this with one of the two items or I will be calculating two bodies and have a performance hit and have texture issues.

 

But when I go and set it to a new slot with the CK, then nothing renders in game. not sure why. I deselected the main slot, and set it to #52. I didn't do anything else.

Edited by papakapp
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Open your nif and go to

(Block List) NiNode NiTriShape BSDismemberSkinINstance

(Block Details) Partitions Partitions Body Parts

Set the number to 52 (followiong your example)

safe and try out you nif ingame.

 

If the slot number in CK and the body part number in the nif don't match, you get invisible stuff.

 

Good luck!

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The performance hit shouldn't be much, unless you equip a whole legion with it. It's more like just going to look funny if the Z value is too close to reliably hide one. So I'd still take only one body, if you're going to include one. Well, that's what I did in my mash-ups, anyway.
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Okay, got the item to render in the game WITH the body [thanks Grimoa] but I still couldn't get it to work with the CK. What I did was look at a cloak, and use its slot. then I renamed my item to the name of the cloak and put it in the appropriate file. I wish I knew enough about this to ask specific questions, but I don't know enough to know what to ask.

 

But here is what I did...

I looked a at a cloak and it was slot #131 [why 131, i don't know. I was not able to go that high in the CK] but I reslotted my item to 131 in nifskope and tried it in game. IT all worked except my char had no hair. This cloak used up the hair and long hair slots so that makes sense. But I tried changing the slot of this new item in both nifskope and the CK [number 52 again] and the hair came back... but the armor went away. Does anybody see any obvious mistakes here?

 

Thank everybody for your help. I wish I could be more specific but I really don't know what to add. any help would be appreciated.

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