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issue with non-body slot (33) armor unequipping slot 33 armor


PUNJISTICKgg

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Hey guys, having an issue I can't seem to figure out. I wanted to take the Tactical Swimwear base, and delete the shorts/shoes so I could use other pieces to cover those areas. I basically just want the bikini top itself to be the base body slot, in 33, which it is (and it's working properly).

 

However here's my problem, for some reason lots of items that are not in slot 33 are causing the Swimwear base to be unequipped in-game. ie.) the bikini bottoms from vtaw pack 2, they're not in slot 33, yet they are unequipping the Swimwear base. Same with the elbow guards from vtaw utility pack, they're also not in slot 33, but cause the bikini top to come off.

 

Is there something that for some reason is causing the Tac Swimwear base to "take up" multiple slots? In FO4Edit it simply shows Slot 33, as expected. I can't figure out why this is happening. I'm VERY new to modifying armor slots so please treat me like a four year old in your responses.

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Heyas Punjistick! LOL Welcome to the wonderful world of clothing in fallout4.

First off, I'm going to provide you with a chart, that shows all the available body slots, and what they are. You can either bookmark it, or copy it to a notepad document and save it to your computer. https://wiki.nexusmods.com/index.php/Body_Slots_usage_for_Fallout_4

Now, what this chart does NOT mention is that there are also other body slots, that are referred to as UnderArmor slots. In Xedit, those slots are either designated with a U or (U) Before the name of the body part. Such as (U) Body. It's one of those two, I apologize, its been a while since I looked at these, and my memory is a bit fuzzy.

Basically, any body part with a U or (U) before the name, is wearable under clothing/armor that is worn outside of clothes. Such as Shoulder pieces, leg armor, helmets, stuff like that.

So for example, if I wanted to put on a vault suit under a harness outfit, I'd set the Vault Suit to take up the U slots for the body, arms, legs, hands, and feet, while setting up the harness outfit to take up the same slots, but without the U in front of the body part. (U Body, U Arms, U Legs, U Hands, U Feet).

 

Essentially it's kinda like having a slice of cake. If you just set the cake down on the table, there's nothing underneath it. So the table is your body, and the cake is your garment. If you put a plate on the table, then set the cake down on top of the plate... you then have the body/table, plate/underarmor and then the cake/garment. Does that make sense?

 

It's pretty much setting the clothes to be applied in layers. With the body being the bottom layer, the Underarmor as the middle layer, and then the outside clothes/armor as the top layer.

 

In Xedit, you can change the body slot, by clicking on the number, then clicking on it again. Now if you do this right (Xedit is finicky about this, sometimes it just takes practice) Then you will get a drop box, where you can choose the different body slot that you want to use. If you press the 1 key, that will shortcut you to any body slots that start with 1. Such as 1, or 10-19. Same with if you press the U key on your keyboard. It will take you to the slots that have the underarmor designation.

 

Now, however. Just like you are dealing with right now... underarmor slots can conflict too. So if say, I have my previous example of a vault suit on, and I equip something else, that uses the U Right Arm slot....now I'm nekkid. Except for whatever I just put on my right arm. Because the new item uses that same slot, as one of the 5 slots that the vault suit requires, the new item bumps the VS off.

Does that make sense?

 

What you're not seeing, and this is why I gave you the chart, is that some of those numbers, all take up an area of the body, the torso. So that is why they are conflicting. If you set the top/base as underarmor that will help to resolve the conflict. Unless the other parts are set as underarmor too.

Now, here's the kicker. You can't always just use ANY slot. Say that I want to take the bikini top, which, the 3d model is created to be located on the main torso. I think... ok... I have slot 46 Earrings that I know I'm not using, I'll set this other piece of clothes for that.

I do that. I can still equip the bottom, but it's invisible! It's there! But I can't see it!

This is because the 3d model for the bottom was not made to fit the head portion of the body model. If it wasn't made for that part of the body, the game doesn't know how to show it in that location.

 

Similar situation if you were to make human armor for Strong. Say I take a pair of leather armor legs. These are made for two legged human 3d models. Strong, is a super mutant, and uses a completely different 3d model (Which is called a mesh). I can write out the esp and make these leggings for Strong. The game will know that they are equipped and will give Strong all the benefits and penalties associated with those pieces of armor. But they will not be visible on him, in game. Because they were not made to work with that mesh.

 

I hope that helps you out some.

Basically what I would do... is if neither piece is set for underarmor, set the top as the underarmor. In whichever slots that it takes up. If that is only 33, then you need to only set it for one slot. But if it takes up either or both of the arms, you have to set those up as U slots too.

UNLESS the other piece is also set for underarmor slots, you should now have no conflict.

 

There is also Outfit Studio. Which comes with BodySlide. In that, you can take the models, and merge them together to permanently make them all one piece.

However, I do not know how to do that, I'm afraid that I've never worked with Outfit Studio yet.

 

I hope this helps you out :)

-Storm

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This is exactly what I needed! Thanks for the super detailed response, it makes way more sense now. Thanks again!

 

Heyas Punjistick! LOL Welcome to the wonderful world of clothing in fallout4.

First off, I'm going to provide you with a chart, that shows all the available body slots, and what they are. You can either bookmark it, or copy it to a notepad document and save it to your computer. https://wiki.nexusmods.com/index.php/Body_Slots_usage_for_Fallout_4

Now, what this chart does NOT mention is that there are also other body slots, that are referred to as UnderArmor slots. In Xedit, those slots are either designated with a U or (U) Before the name of the body part. Such as (U) Body. It's one of those two, I apologize, its been a while since I looked at these, and my memory is a bit fuzzy.

Basically, any body part with a U or (U) before the name, is wearable under clothing/armor that is worn outside of clothes. Such as Shoulder pieces, leg armor, helmets, stuff like that.

So for example, if I wanted to put on a vault suit under a harness outfit, I'd set the Vault Suit to take up the U slots for the body, arms, legs, hands, and feet, while setting up the harness outfit to take up the same slots, but without the U in front of the body part. (U Body, U Arms, U Legs, U Hands, U Feet).

 

Essentially it's kinda like having a slice of cake. If you just set the cake down on the table, there's nothing underneath it. So the table is your body, and the cake is your garment. If you put a plate on the table, then set the cake down on top of the plate... you then have the body/table, plate/underarmor and then the cake/garment. Does that make sense?

 

It's pretty much setting the clothes to be applied in layers. With the body being the bottom layer, the Underarmor as the middle layer, and then the outside clothes/armor as the top layer.

 

In Xedit, you can change the body slot, by clicking on the number, then clicking on it again. Now if you do this right (Xedit is finicky about this, sometimes it just takes practice) Then you will get a drop box, where you can choose the different body slot that you want to use. If you press the 1 key, that will shortcut you to any body slots that start with 1. Such as 1, or 10-19. Same with if you press the U key on your keyboard. It will take you to the slots that have the underarmor designation.

 

Now, however. Just like you are dealing with right now... underarmor slots can conflict too. So if say, I have my previous example of a vault suit on, and I equip something else, that uses the U Right Arm slot....now I'm nekkid. Except for whatever I just put on my right arm. Because the new item uses that same slot, as one of the 5 slots that the vault suit requires, the new item bumps the VS off.

Does that make sense?

 

What you're not seeing, and this is why I gave you the chart, is that some of those numbers, all take up an area of the body, the torso. So that is why they are conflicting. If you set the top/base as underarmor that will help to resolve the conflict. Unless the other parts are set as underarmor too.

Now, here's the kicker. You can't always just use ANY slot. Say that I want to take the bikini top, which, the 3d model is created to be located on the main torso. I think... ok... I have slot 46 Earrings that I know I'm not using, I'll set this other piece of clothes for that.

I do that. I can still equip the bottom, but it's invisible! It's there! But I can't see it!

This is because the 3d model for the bottom was not made to fit the head portion of the body model. If it wasn't made for that part of the body, the game doesn't know how to show it in that location.

 

Similar situation if you were to make human armor for Strong. Say I take a pair of leather armor legs. These are made for two legged human 3d models. Strong, is a super mutant, and uses a completely different 3d model (Which is called a mesh). I can write out the esp and make these leggings for Strong. The game will know that they are equipped and will give Strong all the benefits and penalties associated with those pieces of armor. But they will not be visible on him, in game. Because they were not made to work with that mesh.

 

I hope that helps you out some.

Basically what I would do... is if neither piece is set for underarmor, set the top as the underarmor. In whichever slots that it takes up. If that is only 33, then you need to only set it for one slot. But if it takes up either or both of the arms, you have to set those up as U slots too.

UNLESS the other piece is also set for underarmor slots, you should now have no conflict.

 

There is also Outfit Studio. Which comes with BodySlide. In that, you can take the models, and merge them together to permanently make them all one piece.

However, I do not know how to do that, I'm afraid that I've never worked with Outfit Studio yet.

 

I hope this helps you out :smile:

-Storm

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