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Full body suit covering hand and feet but wearing of boots and gauntlets still possible


greyspammer

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Hello!

 

I am trying to apply my dangerous sciolism to create a new version of the Shiny Catsuits. The original is split into several parts: Bodysuit, gloves and socks.

 

What I would like to have is a full body suit that covers the entire body, including hands and feet. But I don't want to occupy the armor slot. So that you can still wear any kind of boot or gauntlet. And, maybe later, even body armor. Basically, the suit should behave like underwear.

 

For example: If you are wearing boots, then the engine should show the boots. And if you're not wearing boots, then the game should show the rubber socks instead of your naked feet. I realise that there may be the occasional problem where the armor item itself contains naked skin (like sandals or something). But that is of secondary concern.

 

What I managed to do so far was to get all the different NIFs joined together in NifSkope. It currently looks like this:

 

post-353608-0-28091900-1471357043_thumb.jpg

 

 

In the CK, I have set the armor addon to use the slots for body, hands, forearms, calves and feet. And the armor item itself only uses the body slot, so that other armor pieces (like boots) can still be worn. And that seems to work at least somewhat. If I equip the suit in Skyrim whilst otherwise being naked, I get this result:

 

post-353608-0-45645100-1471357245_thumb.jpg

 

 

The problem comes when I try to put on some boots, the calves just disappear and nothing else happens:

 

post-353608-0-98259400-1471357253_thumb.jpg

 

In this case, it was the vanilla leather boots, but the effect is there for other boots as well.

 

I thought this was what the priority in the armor addon was for. The mesh with the highest priority wins and is shown over all others. But the suit has a priority of 5 and the boots are set to 10, so they should override the suit. But they don't. Lowering the suit's priority further doesn't help either.

 

Funny thing, though: The boots from DD (like the restrictive boots) work like a charm with this setup. They actually appear on the character like they're supposed to and no invisible body parts. But I would like any armor piece for the feet to be shown.

 

 

I guess my question is: Can this actually be done in the first place or am I wasting my time? And if it's possible, what's my mistake? How can I fix it?

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If the body slots in the armor addon don't match the slots set in the different parts of the NIF, the respective parts of the NIFs won't show up at all:

 

post-353608-0-83320100-1471360585_thumb.jpg

 

 

And if I change the body slot in the NIF as well, then the game won't hide the naked body part which the original slots referred to. I guess that doesn't matter if the armor is wide enough to cover everything. But with a tight catsuit, you will see skin clipping through. That doesn't look so pretty.

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Ah yes, I see. Sorry, I forgot that feet and hands are of course still rendered separately using the naked body parts in my example above. So much for my theory!

 

Hm... that still leaves the question: why do the DD boots work, others not? The restr. boots use slots 37, 38 and 53 in their AA, the pony boots use only 37 (like I assume most vanilla footwear). However, both DD items use only slot 37 in the nif's Partitions list though -- this is probably wishful thinking, but could this be the template for your totally enclosing body suit, using only 32 in the nif but the full array of slots for the AA?

Edit: re-read your post, this IS exactly what you tried and then the original feet/hands clipped through, isn't it?

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I guess my question is: Can this actually be done in the first place or am I wasting my time? And if it's possible, what's my mistake? How can I fix it?

 

It would be better and easier to use 3 separate meshes.
Body, gloves and boots.
 
Create for each mesh a ArmorAddon in CK.
Boots 37
Body 32,34,38
Gloves, 33
 
And only one Armor Form.
In this Armor Form you use your 3 ArmorAddons.
The Armor Form used only slot 32,33,37
 
Look at the SkinNaked Armor Form ;)
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And only one Armor Form.

In this Armor Form you use your 3 ArmorAddons.

The Armor Form used only slot 32,33,37

An interesting idea. But it does not help to solve the problem that I wanted to be able to equip other boots armor items over the full bodysuit. If the armor form uses slot 37, then I won't be able to equip any other armor form using slot 37 (aka boots).

 

 

You can wear some armor parts over clothing (even the new full body Marine suit with attached gloves and boots) in Fallout 4.

 

Couldn't looking at how its implemented there help you re-implement it in Skyrim?

 

I'd need Fallout 4 for that. I took a look at it after it came out at a friend's place and decided it wasn't worth my time. So I don't actually have it. And I'm certainly not going to buy it just for that. ;)

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I'd need Fallout 4 for that. I took a look at it after it came out at a friend's place and decided it wasn't worth my time. So I don't actually have it. And I'm certainly not going to buy it just for that. ;)

 

 

Fair enough :) You could ask how its done in the Fallout 4 section of loverslab. Or I could look it up in the creation kit myself and provide the screenshots, but I'm not sure what I would be searching for.

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I just thought of a possible, admittedly not very elegant, workaround in case the only possible setup turns out to be with seperate .nif's for feet and hands. You could still provide custom boots / gloves AA's and Armors with your mod that use different slots than default. The amulet slot or something. You might have to create copies of the nifs though and edit their slots too, but that way it might be possible to get method Andy14 suggested to work together with other boots and gloves.

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And only one Armor Form.

In this Armor Form you use your 3 ArmorAddons.

The Armor Form used only slot 32,33,37

An interesting idea. But it does not help to solve the problem that I wanted to be able to equip other boots armor items over the full bodysuit. If the armor form uses slot 37, then I won't be able to equip any other armor form using slot 37 (aka boots).

 

snip...

 

 

Not my idea, but of Bethesda. :P
So the body system works in Skyrim.
Example: put on shoes and Feet Mesh (Armor Addon) is removed from the Body Armor.
 
And it works
 
 
PS: The body uses only in CK 32,34,38 - the mesh in NifSkope only 32
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So the body system works in Skyrim.

Example: put on shoes and Feet Mesh (Armor Addon) is removed from the Body Armor.

 

And it works

Yes, but if this actually is how the system works, then there must be some special magic at work there. Because if you actually equip the SkinNaked armor, your head disappears and, while you can equip boots, they don't show up on your character.

 

And if I copy the armor addons for NakedFeet and NakedTorso (for testing purposes I'm ignoring the hands) and just change the mesh to the rubber models and then copy the SkinNaked amor and only change the armor addons to the new one, then suddenly equipping boots strips the entire rubber suit again.

 

So if there is a way to do it, I haven't figured it out. Can you tell me what I'm doing wrong?

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So the body system works in Skyrim.

Example: put on shoes and Feet Mesh (Armor Addon) is removed from the Body Armor.

 

And it works

Yes, but if this actually is how the system works, then there must be some special magic at work there. Because if you actually equip the SkinNaked armor, your head disappears and, while you can equip boots, they don't show up on your character.

 

And if I copy the armor addons for NakedFeet and NakedTorso (for testing purposes I'm ignoring the hands) and just change the mesh to the rubber models and then copy the SkinNaked amor and only change the armor addons to the new one, then suddenly equipping boots strips the entire rubber suit again.

 

So if there is a way to do it, I haven't figured it out. Can you tell me what I'm doing wrong?

 

 

 

You can make it so, as you described - Nothing is wrong.
 
The reason for the Calves and Forearms is the mesh.
The mesh has 3 Skin Partitions Blocks.
(Is not the same as the Partitions of BodyPartList)
 
To fix this, in NifSkope right click on BSDismemberSkinInstance -> Block> Convert -> NiSkinInstance.
(Or use a 3d software to fix it.)
 
Now CK has full control. ;)
 
PS:
In CK, perhaps slot 32 is enough (without 34 and 38) for the Armor. 
Reason.
Some boots use 37 + 38
And some gloves 33 + 34
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So the body system works in Skyrim.

Example: put on shoes and Feet Mesh (Armor Addon) is removed from the Body Armor.

 

And it works

Yes, but if this actually is how the system works, then there must be some special magic at work there. Because if you actually equip the SkinNaked armor, your head disappears and, while you can equip boots, they don't show up on your character.

 

And if I copy the armor addons for NakedFeet and NakedTorso (for testing purposes I'm ignoring the hands) and just change the mesh to the rubber models and then copy the SkinNaked amor and only change the armor addons to the new one, then suddenly equipping boots strips the entire rubber suit again.

 

So if there is a way to do it, I haven't figured it out. Can you tell me what I'm doing wrong?

 

 

 

You can make it so, as you described - Nothing is wrong.
 
The reason for the Calves and Forearms is the mesh.
The mesh has 3 Skin Partitions Blocks.
(Is not the same as the Partitions of BodyPartList)
 
To fix this, in NifSkope right click on BSDismemberSkinInstance -> Block> Convert -> NiSkinInstance.
(Or use a 3d software to fix it.)
 
Now CK has full control. ;)
 
PS:
In CK, perhaps slot 32 is enough (without 34 and 38) for the Armor. 
Reason.
Some boots use 37 + 38
And some gloves 33 + 34

 

 

Wow -- it works! Followed your instructions and now boots and gloves can be worn over the "all inclusive" catsuit. This is very cool, thank you Andy! And thank you greyspammer for getting the ball rolling on this one.

:cool::D:wub:

 

This is what seems to be working okay for me with the mxw catsuit:

Nif: converted BDDismemberSkinInstance as recommended

ArmorAddon: assigning slot 32+33+37 works fine

assigning only 32 makes the naked feet and hands clip through the very tight fitting mesh as before

Armor: assigning only slot 32

 

Using the AA's priority setting of 5 like in vanilla armor everything now seeminly works as desired.

 

Minor annoyances:

- vanilla clothing item "Gloves" won't show up. Possibly because they don't have higher priority setting? Have tried most of the common items from vanilla Skyrim (bandit and soldier hand/footwear) and it all seems to work though.

- tight fitting hands part of vanilla gloves clip with gloves mesh of catsuit (fur guards gauntlets for instance) but I haven't found an armor piece yet where it looks really bad

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I think I'm still making something wrong here. Let's go over it step by step.

 

First, I open up the meshes for the feet and the catsuit (torso only) to change the BSDismemberSkinInstance. Now they look like this:

post-353608-0-43126000-1471436707_thumb.jpg post-353608-0-70975700-1471436728_thumb.jpg

 

 

Then, I made a copy from the NakedFeet and NakedTorso armor addon form and only changed the NIFs:

post-353608-0-48249600-1471436740_thumb.jpg post-353608-0-69434600-1471436748_thumb.jpg

 

 

Finally, I made a copy from the SkinNaked armor form, removed all previous armor addons and added the two above:

post-353608-0-72918000-1471436892_thumb.jpg

 

 

And the result varies from whether or not I toggle the feet slot in this last armor form. If it's not selected, the feet don't show up at all. If it's selected, the feet show up, but equipping boots strip the whole suit from the actor.

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First, I open up the meshes for the feet and the catsuit (torso only) to change the BSDismemberSkinInstance. Now they look like this:

attachicon.giftestfeet01.jpg attachicon.giftesttorso01.jpg

 

 

Then, I made a copy from the NakedFeet and NakedTorso armor addon form and only changed the NIFs:

attachicon.giftestfeetaa01.jpg attachicon.giftesttorsoaa01.jpg

 

 

Finally, I made a copy from the SkinNaked armor form, removed all previous armor addons and added the two above:

attachicon.giftestarmor01.jpg

 

 

 

 

If you are using as a template Naked xxx Addons, then check the Skin Texture and Skin Texture Swap List and First Person.  And additionally at Boots the Footsteps.
Its not a Naked Body. ;)
 
In Armor I would choose to Default as Race and "Show All" (in Addon Models) checked - perhaps surprise
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If you are using as a template Naked xxx Addons, then check the Skin Texture and Skin Texture Swap List and First Person.  And additionally at Boots the Footsteps.

Its not a Naked Body. ;)

 

In Armor I would choose to Default as Race and "Show All" (in Addon Models) checked - perhaps surprise

If I set the textures to NONE, nothing changes. Footsteps are set to barefeet but that should be ok for rubber socks. It's not like Bethesda prepared a special sound for that. And changing the view on the race provides no surprises at all. I also raised the priority to 5, just to be sure.

 

But nothing helps. If the armor doesn't use the feet slot, then there are no feet. If it does use the slot, it becomes mutually exclusive with any other item that uses this slot.

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If you are using as a template Naked xxx Addons, then check the Skin Texture and Skin Texture Swap List and First Person.  And additionally at Boots the Footsteps.

Its not a Naked Body. ;)

 

In Armor I would choose to Default as Race and "Show All" (in Addon Models) checked - perhaps surprise

If I set the textures to NONE, nothing changes. Footsteps are set to barefeet but that should be ok for rubber socks. It's not like Bethesda prepared a special sound for that. And changing the view on the race provides no surprises at all. I also raised the priority to 5, just to be sure.

 

But nothing helps. If the armor doesn't use the feet slot, then there are no feet. If it does use the slot, it becomes mutually exclusive with any other item that uses this slot.

 

 

 

That was just a general note - no problem related.
 
Surprise - If Check All - then you see many other addons (if you have not deleted)
 
 
 
I quote myself "You can make it so, as you described -. Nothing is wrong"
 
Just as in the first post of you described.
The fault (for your use) is the mesh itself.
 
Whether the body system work for you - maybe not. It was a theory.
 
I am using my own Body/Body system - without Hand and Feet meshes.
I dress shoes - on the feet - and not cut feet from. :lol:
 
 
Use your system, your idea of the first post - just fix the mesh in NifSkope.
 
Ask HisDudeness2015 - with him it works (I think).
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Use your system, your idea of the first post - just fix the mesh in NifSkope.

Now we're talking. I thought I had to fix the mesh and use the multiple armor addons approach, not my original one.

 

But now it works, just as with HisDudeness2015. There are some minor clipping issues with some gauntlets, but in general, it appears to be working.

 

So, to recap for anyone who finds this thread in the future:

  1. Fuse the meshes together in NIFSkope
  2. Change the BSDismemberSkinInstance of all body parts to NiSkinInstance via Block -> Convert (big thanks to Andy14 for that vital info!)
  3. Create an armor addon for the new mesh, select all slots it actually covers (hands, feet, etc.)
  4. Create an armor that uses the new armor addon and only select the BODY slot (or whatever you want to use exclusively)

 

Thanks for your help!

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Use your system, your idea of the first post - just fix the mesh in NifSkope.

Now we're talking.

 

snip...

 

 

 

Sorry my mistake - I think and speak German.
 
English is not my thing.
Sorry if I have explained too awkward.
 
CopyRight for bad English by Google Translator. :lol:
 
Have fun with your fetish suit. ;)
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Sorry to bother again, but there seems to be an issue with the restrictive boots from DD:

 

post-353608-0-29462200-1471451732_thumb.jpg

 

 

It's actually funny, in a sad kind of way. At first, the DD boots were the only thing that worked and everything else didn't. Now I've reversed it.

 

It there anything I can do about that? The armor addon for the bodysuit already has a priority of 0.

 

@HisDudeness2015: Can you perhaps check if you have the same problem? Or if maybe, I just made a mistake somewhere?

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Hello!

 

I am trying to apply my dangerous sciolism to create a new version of the Shiny Catsuits. The original is split into several parts: Bodysuit, gloves and socks.

 

What I would like to have is a full body suit that covers the entire body, including hands and feet. But I don't want to occupy the armor slot. So that you can still wear any kind of boot or gauntlet. And, maybe later, even body armor. Basically, the suit should behave like underwear.

 

For example: If you are wearing boots, then the engine should show the boots. And if you're not wearing boots, then the game should show the rubber socks instead of your naked feet. I realise that there may be the occasional problem where the armor item itself contains naked skin (like sandals or something). But that is of secondary concern.

 

What I managed to do so far was to get all the different NIFs joined together in NifSkope. It currently looks like this:

 

attachicon.giffullbody-nifskope01.jpg

 

 

In the CK, I have set the armor addon to use the slots for body, hands, forearms, calves and feet. And the armor item itself only uses the body slot, so that other armor pieces (like boots) can still be worn. And that seems to work at least somewhat. If I equip the suit in Skyrim whilst otherwise being naked, I get this result:

 

attachicon.giffullbody-game01.jpg

 

 

The problem comes when I try to put on some boots, the calves just disappear and nothing else happens:

 

attachicon.giffullbody-game02.jpg

 

In this case, it was the vanilla leather boots, but the effect is there for other boots as well.

 

I thought this was what the priority in the armor addon was for. The mesh with the highest priority wins and is shown over all others. But the suit has a priority of 5 and the boots are set to 10, so they should override the suit. But they don't. Lowering the suit's priority further doesn't help either.

 

Funny thing, though: The boots from DD (like the restrictive boots) work like a charm with this setup. They actually appear on the character like they're supposed to and no invisible body parts. But I would like any armor piece for the feet to be shown.

 

 

I guess my question is: Can this actually be done in the first place or am I wasting my time? And if it's possible, what's my mistake? How can I fix it?

 

 

 

I think that including the default body, hand and foot slots into the same file is what's tripping you up. Especially in regards to equipping additional items overtop, there are bound to be conflicts.

What I would do is combine all three items (body suit, gloves and socks) into a single nif as shown in your first post. Edit all three nitrishapes to use the same slot, Slot 52 for example, and select only slot 52 in the CK.

Of course, I have never attempted an all-in-one item like this but that's the way I would approach it.

 

Edit: I'm too late to the party. Glad you got it sorted out. :)
 

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Sorry to bother again, but there seems to be an issue with the restrictive boots from DD:

 

attachicon.giffullsuit-boots.jpg

 

It's actually funny, in a sad kind of way. At first, the DD boots were the only thing that worked and everything else didn't. Now I've reversed it.

 

It there anything I can do about that? The armor addon for the bodysuit already has a priority of 0.

 

@HisDudeness2015: Can you perhaps check if you have the same problem? Or if maybe, I just made a mistake somewhere?

 

Argh! Yes, I am getting the exactly same results. Damn! Sadly it even makes sense that the feet now clip through the DD boots -- we have just instructed the game to "always render the feet", haven't we?

 

I know so little about the CK, could the OTFT Outfit thing be used for the player character, or is that only used for NPCs? Could it be used to create an outfit consisting of separate gloves, socks and suit where only one of them would get unequipped if a conflicting clothing item is added?

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