RedMonika Posted August 30, 2019 Posted August 30, 2019 So, I'm checking out AIM at https://www.nexusmods.com/skyrim/mods/68144 and the Woodsman set has bracers with it but it's not in the set's folder. Listed there is just the armor piece and hood. When I wear the bracer it's not showing. I check the esp but I'm not sure what I'm looking for. How do esps reference armor? Thanks
AWP3RATOR Posted August 30, 2019 Posted August 30, 2019 17 minutes ago, RedMonika said: So, I'm checking out AIM at https://www.nexusmods.com/skyrim/mods/68144 and the Woodsman set has bracers with it but it's not in the set's folder. Listed there is just the armor piece and hood. When I wear the bracer it's not showing. I check the esp but I'm not sure what I'm looking for. How do esps reference armor? Thanks Plugins reference an armor/clothing with (primarily) 2 records: All wearables are considered "Armor" in the creation kit, for purposes of separating them from other meshes like NPCs, static objects like tables, etc. ARMA - Armor - Primary record, links to the armor addon ARMO - Armor Addon - secondary record, describes the specific male/female meshes used by the armor In the case of your Woodsman example, there are 4 "Woodsman" armors: Woodsman Boots (ARMA 00ArmorWoodsmanBoots) Vanilla Addon: MinerBoots (references vanilla mesh: Clothes\MinerClothes\MinerBoots_m.nif) no override Woodsman Gloves (ARMA 00ArmorWoodsmanGauntlets) Custom Addon: 00ThiefGlovesAA (references vanilla mesh: Armor\Steel\F\Gauntlets_1.nif) Woodsman Hood (ARMA 00ArmorWoodsmanHelmet) Custom Addon: ArmorThiefHelmetAA (references custom mesh included with mod: Custom\Immersive Mashups\woodsman\HoodM_1.nif) Woodsman Tunic (ARMA 00ArmorWoodsmanCuirass) Custom Addon: ArmorThiefCuirassAA (references custom mesh included with mod: Custom\Immersive Mashups\woodsman\ArmorM_1.nif) So in this example, the Boots and Gloves are pulling vanilla Skyrim meshes, whereas the Hood and Tunic are custom meshes from the mod itself.
RedMonika Posted August 30, 2019 Author Posted August 30, 2019 1 minute ago, AWP3RATOR said: Plugins reference an armor/clothing with (primarily) 2 records: All wearables are considered "Armor" in the creation kit, for purposes of separating them from other meshes like NPCs, static objects like tables, etc. ARMA - Armor - Primary record, links to the armor addon ARMO - Armor Addon - secondary record, describes the specific male/female meshes used by the armor In the case of your Woodsman example, there are 4 "Woodsman" armors: Woodsman Boots (ARMA 00ArmorWoodsmanBoots) Vanilla Addon: MinerBoots (references vanilla mesh: Clothes\MinerClothes\MinerBoots_m.nif) no override Woodsman Gloves (ARMA 00ArmorWoodsmanGauntlets) Custom Addon: 00ThiefGlovesAA (references vanilla mesh: Armor\Steel\F\Gauntlets_1.nif) Woodsman Hood (ARMA 00ArmorWoodsmanHelmet) Custom Addon: ArmorThiefHelmetAA (references custom mesh included with mod: Custom\Immersive Mashups\woodsman\HoodM_1.nif) Woodsman Tunic (ARMA 00ArmorWoodsmanCuirass) Custom Addon: ArmorThiefCuirassAA (references custom mesh included with mod: Custom\Immersive Mashups\woodsman\ArmorM_1.nif) So in this example, the Boots and Gloves are pulling vanilla Skyrim meshes, whereas the Hood and Tunic are custom meshes from the mod itself. Cool, thanks! So, I know the lines you're referring to as I noticed them in TESEdit. So, can I change them to refer to different gloves like point them back to bracers in AIM that I know are working or something else? I'm assuming I just put in the path to the 1 nif? And it doesn't matter about the 0 nif? I'm using AddItemMenu mod and I see the Woodsman gloves listed but when wearing them they're invisible - just my fingers are peaking out of nothing. I'm also replacing the armor in AIM with my own mashups.
AWP3RATOR Posted August 30, 2019 Posted August 30, 2019 @RedMonika The specific reason that the gloves are equipped but not visible is a body slot conflict between the Tunic and the Gloves. Woodsman Tunic (custom mesh) is using body slots: 32 (Body), 34 (Forearms), and 37 (Calves) - this is true of the plugin records and mesh Woodsman Gloves (vanilla mesh) is using body slots: 33 (Hands) - this is only true of the plugin records, the mesh is also using slot 34 (Forearms) An actor can only wear one armor in a single slot at any time. If all the slots are correct between the plugin and meshes, the armor 1 would unequip itself when armor 2 occupying the same slot was equipped. In this case, the plugin records are correct, but the meshes differ - so in the game you see that the armor is equipped, but the mesh is invisible. This is due to the slot conflict where the engine renders only the single mesh in the body slot. In this case, the Tunic forearms are "winning".
AWP3RATOR Posted August 30, 2019 Posted August 30, 2019 5 minutes ago, RedMonika said: Cool, thanks! So, I know the lines you're referring to as I noticed them in TESEdit. So, can I change them to refer to different gloves like point them back to bracers in AIM that I know are working or something else? I'm assuming I just put in the path to the 1 nif? And it doesn't matter about the 0 nif? I'm using AddItemMenu mod and I see the Woodsman gloves listed but when wearing them they're invisible - just my fingers are peaking out of nothing. I'm also replacing the armor in AIM with my own mashups. Weight slider enabled meshes are pointed at the *_1.nif variants, yup.
RedMonika Posted August 30, 2019 Author Posted August 30, 2019 14 hours ago, AWP3RATOR said: @RedMonika The specific reason that the gloves are equipped but not visible is a body slot conflict between the Tunic and the Gloves. Woodsman Tunic (custom mesh) is using body slots: 32 (Body), 34 (Forearms), and 37 (Calves) - this is true of the plugin records and mesh Woodsman Gloves (vanilla mesh) is using body slots: 33 (Hands) - this is only true of the plugin records, the mesh is also using slot 34 (Forearms) An actor can only wear one armor in a single slot at any time. If all the slots are correct between the plugin and meshes, the armor 1 would unequip itself when armor 2 occupying the same slot was equipped. In this case, the plugin records are correct, but the meshes differ - so in the game you see that the armor is equipped, but the mesh is invisible. This is due to the slot conflict where the engine renders only the single mesh in the body slot. In this case, the Tunic forearms are "winning". Right... I didn't think about that. I just checked in TesEdit and the gloves are using 33 and the tunic is only using 32 but the reference for the woodsman gloves is pointing back to the 00ThievGlovesAA in the mod, which is set to use 33 and 34 under first person flag.
AWP3RATOR Posted August 30, 2019 Posted August 30, 2019 2 minutes ago, RedMonika said: Right... I didn't think about that. So, because the tunic is already using 34 the bracers would be visible if I removed the tunic. In Bodyslide I have the tunic only using 32 but in the esp it lists other slots. So, I can change this in the esp and be fine? Yes - the plugin records (both ARMO and ARMA) and the nif should all match each other. You can edit the NIFs with more recent versions of Outfit Studio or use NIfSkope. However, these specific gloves (Steel armor gloves) in question already have bracers included in them - and the would render on top/through the bracers in the Tunic. i.e. both would be visible at the same time. If you are feeling a bit like you want to edit the meshes, you Could do the following: Leave the tunic mesh using forearms body slot 34, make sure the plugin settings for ARMA/AMRO match Edit a copy of the thief gloves in Outfit Studio to remove the bracers, and update the remaining meshes (hand leather and fingers) to both use body slot 33 (hands). Save this as a new mesh, not overwriting the original. Edit the Plugin for the 00ThiefGlovesAA ARMA record to point at the new mesh you created.
RedMonika Posted August 30, 2019 Author Posted August 30, 2019 8 minutes ago, AWP3RATOR said: Yes - the plugin records (both ARMO and ARMA) and the nif should all match each other. You can edit the NIFs with more recent versions of Outfit Studio or use NIfSkope. However, these specific gloves (Steel armor gloves) in question already have bracers included in them - and the would render on top/through the bracers in the Tunic. i.e. both would be visible at the same time. If you are feeling a bit like you want to edit the meshes, you Could do the following: Leave the tunic mesh using forearms body slot 34, make sure the plugin settings for ARMA/AMRO match Edit a copy of the thief gloves in Outfit Studio to remove the bracers, and update the remaining meshes (hand leather and fingers) to both use body slot 33 (hands). Save this as a new mesh, not overwriting the original. Edit the Plugin for the 00ThiefGlovesAA ARMA record to point at the new mesh you created. Wow, you're quick. Thanks! Okay, but I'm a bit confused as I just checked the esp and the tunic is only set to use 32 only and the woodsman glove is pointing back to 00ThievGlovesAA under "Armature," which is set to use 33 and 34 under first person flag. These are completely separate from setting the partitions in outfit studio, right? So, the "woodsman gloves" is slotted for 33 under first person flag in the esp. These gloves are pointing back to 00ThievGlovesAA for the Thief Garb set. These 00ThievGlovesAA gloves are slotted for 33 and 34 under the first person flag. The Woodsman Tunic is set for 32 Sorry... I'm just wholly confused now. This is the first time I've had to deal with this.
AWP3RATOR Posted August 30, 2019 Posted August 30, 2019 57 minutes ago, RedMonika said: Wow, you're quick. Thanks! Okay, but I'm a bit confused as I just checked the esp and the tunic is only set to use 32 only and the woodsman glove is pointing back to 00ThievGlovesAA under "Armature," which is set to use 33 and 34 under first person flag. These are completely separate from setting the partitions in outfit studio, right? So, the "woodsman gloves" is slotted for 33 under first person flag in the esp. These gloves are pointing back to 00ThievGlovesAA for the Thief Garb set. These 00ThievGlovesAA gloves are slotted for 33 and 34 under the first person flag. The Woodsman Tunic is set for 32 Sorry... I'm just wholly confused now. This is the first time I've had to deal with this. I got it working.... check out this plugin and two additional meshes. Interestingly, the 00ThiefGlovesAA is only used by the Woodsman gloves. Not sure why the mod author named it as such, but it's not being used by other armors. If you have MO2, install this as a different mod, so you can preserve the original plugin. This will also add 2 new gauntlet meshes (female is what I edited) in 0 and 1 weights. Basically, I just did the above, and removed the actual mesh bracers from a copy of the gloves, renamed them, put them in the mod's folder path and pointed the 00ThiefGloveAA to the new meshes. Immersive Mashups Woodsman Patch.7z
RedMonika Posted August 30, 2019 Author Posted August 30, 2019 2 hours ago, AWP3RATOR said: I got it working.... check out this plugin and two additional meshes. Interestingly, the 00ThiefGlovesAA is only used by the Woodsman gloves. Not sure why the mod author named it as such, but it's not being used by other armors. If you have MO2, install this as a different mod, so you can preserve the original plugin. This will also add 2 new gauntlet meshes (female is what I edited) in 0 and 1 weights. Basically, I just did the above, and removed the actual mesh bracers from a copy of the gloves, renamed them, put them in the mod's folder path and pointed the 00ThiefGloveAA to the new meshes. Immersive Mashups Woodsman Patch.7z 97.96 kB · 0 downloads You are a life saver! I really really really appreciate this. I like to make up mashups and replace mod armors... To have more armor available. Thank you!
RedMonika Posted August 31, 2019 Author Posted August 31, 2019 On 8/30/2019 at 1:25 PM, AWP3RATOR said: I got it working.... check out this plugin and two additional meshes. Interestingly, the 00ThiefGlovesAA is only used by the Woodsman gloves. Not sure why the mod author named it as such, but it's not being used by other armors. If you have MO2, install this as a different mod, so you can preserve the original plugin. This will also add 2 new gauntlet meshes (female is what I edited) in 0 and 1 weights. Basically, I just did the above, and removed the actual mesh bracers from a copy of the gloves, renamed them, put them in the mod's folder path and pointed the 00ThiefGloveAA to the new meshes. Immersive Mashups Woodsman Patch.7z 97.96 kB · 1 download Well... sorry to say that it didn't work. I have the steel glove portion but the bracers are invisible. I do appreciate your help; though. thank you!
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