Zaselim Posted May 21, 2013 Posted May 21, 2013 If anyone knows then plz tell me how can i make the armor wearable on another armor.. Like if i am wearing Armor A and now i want to eqiup Armor B but i don't want Armor A to be replace (as normally happens when we wear a armor it replaces with equipped armor) So, what i have to do to armor b in CK so it doesn;t replace the equipped armor but appears on top or under (matter how i was created)..I will be grateful for help.
Guest SemiPr0 Posted May 21, 2013 Posted May 21, 2013 Uh I believe this has to be achieved in a slightly complex way. Ergo you have to rig both items for Skyrim, Torso 1 in 3DSMax, but then assign both to different biped slots in the ARMA reference form for the items. So your main could go to TORSO in the ARMA then the under garment could go on 48 or 49 or 51 Unassigned and you should be able to do both. A lot of the Unassigned slots in the expanded biped model attachment points don't have a definition in 3DS Max so its hard to tell exactly what they are in the BSDismemberModifier, but 47 - 51 in the biped slots seems fairly accurate in being able to display multiple torso related objects, whereas anything 51 to 60 does not seem to work as reliably but I could just be fudging things up there myself so no guarantees. Keep in mind that 47 tends to be backpacks and 48 tends to be cloaks...just in case you don't want to fight with popular mods with a modular armor.
gregathit Posted May 21, 2013 Posted May 21, 2013 Please do not make multiple threads on the same subject.
Zaselim Posted May 21, 2013 Author Posted May 21, 2013 I know, i was happen by mistake.. when i clicked on submit nothing happend then after a while i pressed it again and the topic was created. But when i refreshed the page there was two. I tried to delete it but msg appeared that i dont have permission to do so..
Zaselim Posted May 21, 2013 Author Posted May 21, 2013 Well the costume i want to use as the under wearing, it has 3 more slots filled other than body so there are 4.in armor addon. And in armor its has only covered the body slot. So in armor addon i unchecked all 4 slots (i think they're body, amulet, calves, forearm) and tried with 46 to 56 one by one and after than 4 at a time but when i wear this costume in game nothing equips just the body remain naked and if i am wearing other armor then its doesnt go away just the questioned costume doesnt equip/show on body.
Guest SemiPr0 Posted May 21, 2013 Posted May 21, 2013 Hrrm I have run into this problem before and its probably due to the rig assignment the mesh has in 3DS Max not being consistent with the biped model slot, but I'm not 100% sure on that. Uh...one sec...let me open up something I know is using slot 47 in 3DS and have a look. BRB
Guest SemiPr0 Posted May 21, 2013 Posted May 21, 2013 Okay I actually have that kind of backwards. Sorry. As it turns out it appears that the BSDismember assignment for unassigned item slots needs to be.....unassigned, meaning nothing there. As long as the Skin wrap has the appropriate bone data in it it should work. So if the model is rigged for Skyrim, Torso 1 in 3DS Max, you need to delete the BSDismemberSkin Modifier that it currently has and give the model a new one which has no assigned body part. Which again seems like I could only be partially right so don't take me 100% at my word here. I'm hardly a professional at this stuff.
Zaselim Posted May 21, 2013 Author Posted May 21, 2013 Ok after deleting the bsdismember skin modifier when i add the new one the body part has torso assigned by default, how do i make it empty..there no empty selection in the list as well
Guest SemiPr0 Posted May 22, 2013 Posted May 22, 2013 Is it just assigning a default body property? You could clear that in nikskope I believe. The objects I checked in 3DSMax last night that were using unassigned slots all had the BSDismemberSkin modifier slot completely unassigned in 3DSMax...its possible that the assignment data for it was removed in nikskope, thus allowing for the multiple attachment points in the same body area. I'm sorry I can't be of more help but I'm only just beginning to mesh original stuff myself and I'm learning literally as I go so I wish I had better answers for you.
Zaselim Posted May 22, 2013 Author Posted May 22, 2013 So if i change it then it will work? How about if i delete the bsdismember entirly, will it work then? I have seen many armors without the bsdismenber skin modifier
Zaselim Posted May 22, 2013 Author Posted May 22, 2013 Yeah it worked on 48 slot. Thanks for your help guys..
thor Posted May 23, 2013 Posted May 23, 2013 The rules with body parts are quite simple : 1 - a part # in the CK must match the part in the nif file ( in BSDismemberskininstance ). 2 - you can have multiple shapes in a nif file sharing the same part # 3 - you can have multiple shapes in a nif file with different part #. In this case, only shapes with part # that are checked in the CK will be used 4 - If you have armoraddons using the same part # in an armor, only the first one in the list will show. If you want to combine two armors with the same part # you have to do it by merging the nif files.
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