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Armor/clothes hiding mod.


Thorham

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Be more specific. What, precisely, are you requesting?

Simple, I'm looking for a mod that allows the equipping of any chest and leg armor/clothes without it showing up on the character. This means the character would always appear to walk around in the unclothed skin texture. Now you can change this texture and the character model to make the character always wear the same outfit, regardless of what's equipped.

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This actually sounds quite clever, if done right it would be much like a lot of Final Fantasy games (with the characters looking the same no matter what is equipped to them.)

 

Could be very handy for certain race mods too, where wearing armor is an issue or has horrible clipping.

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the only method I can think of - a full set of armour that is invisible. This armour is added to the PC and equipped whenever any armour is equipped. There would be some item in the PC inventory with the script to control this and also as a way of switching it on and off - by removing said item. Script it to change all of it's stats and icons (if possible) to match the equipped armour and then to replace it and remove the armour. Once unequipped it would re add the removed armour to the PC inventory.

Problems with this would be with maybe armour that takes up several slots. Probably this would simply involve more scripting. Possibility of losing the original armour or maybe just enchantments on it.

 

I don't know anything about creating meshes but I think I could do the rest if someone provides the meshes. The hair mesh I assume would have to be set via script to be the same as the PC, though I don't know if it's possible.

 

So if someone provides meshes that can be equipped without causing body parts to disappear I'll create the script.

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For an item not to show up while equipped you simply have to remove the slot assignments. If an item doesn't occupy any slots, it simply is not rendered. This way you can basically wear an unlimited amount of items at the same time as well. Unlimited Rings mods work the same way, for example.

 

The trouble is, even if the euipped item isn't rendered and the body from underneath is still shown, you can not simply turn this into an item of your choice (by replacing the nude body nif files) without making this the default nude body for each and every single actor in the game. There is only 1 set of these NIFs and all races and NPCs or the player use the same.

 

However, with the help of OBSE one can change the NIF file an item uses for display on-the-fly. I'm using this to exchange the visuals of a regular human-shaped item equipped on Argonians or my dragons with an adapted version for custom anatomy, if such alternative is present.

 

You could make it so you equip the items of your choice and then trigger a registration routine which "stores" this outfit. Then, whenever you equip a different item, it gets swapped out by a copy with the same stats and all but the visuals (NIF) of the registered item for this slot. I'm using copies here instead of altering the item you're wearing directly, as the latter would alter "all" instances of said item in the game, and as soon as their visuals are refreshed (shown for the first time, unequipped, reequipped, etc.) they would show your stored item's visuals as well, not just on you but on everybody wearing an item you equipped.

 

Trouble comes from multi-slot items, covering more than 1 slot at once. How would you go about setting the NIF file for an upper- and lowerbody-slot item so it displays the two single-slot items you registered? Or how could you split the NIF of a multi-slot item you registered so the single-slot items you equipped render each the right "part" of it? But even for this case one can find working solutions. Or you could simply use a hardcoded replacement file and can't change your prefered appearance in mid-game anymore. You could have a file for each slot and self-made combinations thereof for any possible slot-combination. Those will then be used for the visuals of any item you equip instead of its own. The stats and everything else won't be touched, or better yet will be "copied". You can even make statless items with these visuals, auto-equipped while the slot is empty. (I'm doing this for my custom body parts.)

 

This all isn't exactly simple to implement, but it's still far away from rocket science, too. If I had any free time at all for modding these days, I might just give it a try myself, but unfortunately this is not the case, and I currently can't do such request work anymore sadly. But my scripting approach is there for all to see how I'm doing my stuff in my mods. Though I must admit it's rather advanced stuff and pretty convoluted. :ermm:

 

For starters you could look up a mod called Fashion Anvil, if I'm not mistaken. Among other things it takes two items and creates a new one, using the stats from the one and the visuals from the other. Sadly both items are destroyed in the process, so using this to give just about all items you're ever going to equip the same visuals will be a little hard for the required amount of source items to come by. If I remember correctly, it can also simply change slot assignments for any item you work with it. At the very least its scripts can be refered to for the needed functionality and how it's done.

Edited by DrakeTheDragon
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Great replies, thanks guys, much appreciated :thumbsup:

 

It seems that what I want isn't all that easy to achieve for beginning modders, so I think I'll leave this alone for a while and try some simpler stuff to get the hang of using the modding software, and play around with scripts to get the hang of that. I can always return to this later on (no rush here, going to play Oblivion for a long time :)).

Edited by Thorham
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DrakeTheDragon

 

However, with the help of OBSE one can change the NIF file an item uses for display on-the-fly.

 

This would be extremely useful for a mod I just released. I looked for a function to do this but couldn't find it and ended up swapping the items.

 

If you could post the function that does this. I'd be extremely grateful

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They're all listed up here:

http://obse.silverlock.org/obse_command_doc.html#Wearable

From "SetMaleBipedPath" down to "CopyXXXPath" all are functions used to this purpose.

 

Keep in mind though, for the actual changes to become visible you need to unequip and reequip the item in question, or cause any other action which will make it "reload" its NIF file.

 

Keep also in mind to use the "objectID:ref" notation instead of the "reference." one, as inventory items can only be obtained as BaseObjects.

If you change the NIF file used by the Iron Armor Cuirass, you will change it for all Iron Armors in the game at the same time. It might not exactly show right-away, as they, too, need to update their visuals first, but internally its NIF file is changed for all references used in the game. Once an NPC equips an Iron Armor Cuirass, it will use the new NIF, too.

 

I for one was using CloneForm to create new BaseObjects for the new appearance first, then exchanged them, but this comes with a bunch of drawbacks of its own.

Edited by DrakeTheDragon
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