Unused slots

Post » Sat Jun 23, 2012 11:05 pm

I see there are a lot of unused slots in the characters... are those usable actually ? like to attach new items and stuff to the player?
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Yvonne
 
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Post » Sat Jun 23, 2012 7:18 pm

they work and you can equip new armor (something like just adding a shoulder pad while still wearing the torso armor), but i cant seem to get the actual mesh to show up. might have something to do with bsdismemberment settings in the nif
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Claudia Cook
 
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Post » Sun Jun 24, 2012 5:29 am

have u used the right number?
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Kelly James
 
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Post » Sun Jun 24, 2012 5:01 am

i tested with slot 40.

set the bsdismemberment property to 40 in the nif and ticked 40 for both the armor and armature in the CK.

the equip-stacking works, but the mesh doesnt show up
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lolli
 
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Post » Sun Jun 24, 2012 9:36 am

what can be due to ? may be somethng else is covering?have u removed the 32 body part ?
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JUDY FIGHTS
 
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Post » Sun Jun 24, 2012 6:15 am

yeah ive tried equipping the new armor by itself, it still doesnt show up.
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James Smart
 
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Post » Sat Jun 23, 2012 7:55 pm

hey BTW, i got this to work.

all i was missing was set the priority on the ARMA entry to higher than the torso armor.

the torso armor had a priority value of 5, i set the extra armor piece with a value of 10. and now it shows up

now theoretically you would be able to assign armor to whatever and however many unnamed nodes as are available.

the main problem with this is that every mod that does this will follow a different protocol, so clipping between different armors in different mods will be a uncontrollable and unavoidable.


also if you want these new pieces to be enchantable you will need to edit record and/or add keywords etc. so that they show up in enchanting menus
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Mrs shelly Sugarplum
 
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Post » Sun Jun 24, 2012 3:54 am

I just need a place where to put my capes , where that would be sugested to go ? Can u tell me in specific what to edit to make it appear? Can I do craftable also?
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Darlene DIllow
 
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Post » Sun Jun 24, 2012 8:00 am

i will probably use 44 for capes, might as well use the same one if you want. make sure your bsdismember node in your nif file also points to 44 or else it will be invisible. and set the priority level to 10 in CK for both male and female.

you can create a crafting recipe same as any other armor. just follow the crafting recipe tutorial.
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Daramis McGee
 
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Post » Sat Jun 23, 2012 7:27 pm

Great find, I hadn't had time to test this theory.

I wonder if we should start a thread about modded slot conventions. Not everyone will agree/be aware of it, but in the hopes of having most outfit mods working with the same goal, it would be nice.
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anna ley
 
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Post » Sun Jun 24, 2012 1:10 am

There needs to be a community consensus on which slots are for what... ASAP.
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Mimi BC
 
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Post » Sun Jun 24, 2012 6:32 am

i was going to suggest the same thing, but wasnt sure if anyone would even adhere to such a thing

i'm all for it though, the more mods that adhere to the same protocol, the better it is for everyone that downloads them and interchanges armor sets

the stuff i would need it for are as follows, i'm sure some of these will overlap in terms of gerneral body part areas, and some maybe not


cowl (covering the lower half of face)
cape
pauldrons (shoulder pads)
elbow pads
belt
dropdown (stuff that can be added onto a belt that hangs below it)
skirt armor
thigh armor
kneepads/greaves
second ring? (like equipped on the other hand)


theres about 18 unused slots, which IMO is way more than enough for everyone. i think if we make a list of proposed slots to be used for the most commonly used body areas it should at least help
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megan gleeson
 
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Post » Sat Jun 23, 2012 6:27 pm

theres about 18 unused slots, which IMO is way more than enough for everyone. i think if we make a list of proposed slots to be used for the most commonly used body areas it should at least help

If I interpret the stuff in JustinOther's "Bag of Holding" correctly, he's using slot 61 - FX01 (the last one) in ID: BagOfHoldingARMO

It surely could become a nightmare if modders won't reach some basic understanding about slot usage.

That mod is indispensible in my opinion. Magic bags with endless capacities have been a staple of folktales/lore for a long time, and it feels so much better to use one, than to just up the carry numbers in the console. So please don't put your flint/steel/kindling pouch there ;-)
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ruCkii
 
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Post » Sun Jun 24, 2012 1:34 am

i will probably use 44 for capes, might as well use the same one if you want. make sure your bsdismember node in your nif file also points to 44 or else it will be invisible. and set the priority level to 10 in CK for both male and female.

you can create a crafting recipe same as any other armor. just follow the crafting recipe tutorial.
Great find, I hadn't had time to test this theory.

I wonder if we should start a thread about modded slot conventions. Not everyone will agree/be aware of it, but in the hopes of having most outfit mods working with the same goal, it would be nice.


I think it is a must and could be usefull to plan a list of the numeric conventions ...

also eventually add a list of the possible attachments needed I for one woudl be interested in :


cape
double scabbards
backpack
belt


other than that the shoulderpads etc would need to be mutual exclusive of a whole armor slot like if an armor has already pauldrons then it shoudl be modded so that covers the pauldrons slots , while if is bare on top then could have those slots open for them ... but how to organize this?
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Tessa Mullins
 
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Post » Sun Jun 24, 2012 2:37 am

thats what i'm saying, if we come to a consensus, equipping a pauldron over an existing armor that supports it can hide the old pauldrons using the bsdismember node in the nif.

i started a new thread, hopefully people can contribute to it and reach some kind of agreement
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maya papps
 
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