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Look, Ma, no hands (modding help)


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Posted

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I'm trying to replace the female Gen1 synth's default skin (armor) with a re-textured human female. The Gen1 synth doesn't use separate hand models like the gen2 synth does. I completely replaced the gen2 synth without issue, but I can't get the hands to show up on gen1.

*I edited the gen1 race to look almost exactly like the newly edited gen2 race

*I added a male biped model to the hand armor-addon since I thought leaving it blank might have been the problem at first

*I created a brand new npc to use the gen1 race without any template intermediates to get in the way (I had missing heads until this)

*I tried out my gen1 human hand armor-addon on the humanized gen2 armor and was able to get my new hands to show up there instead of on gen1. This was after my gen2 hands were already working on the gen2 armor.

*I tried removing the 34 and 35 slots from the gen1 armor, changing the 34 and 35 slots on the armor addon to something totally different, using different textures, still no dice.

 

Everything is pointing to the right formID. How would I go about making this work? Is there some script tied to the gen1 race that causes it to disable any addon that uses the hand slots? How did they still disable the hands when I changed/removed their body slots? Am I somehow missing an attachment point that the hands need to be used on gen1?

 

I really really really don't want to be forced to change the mesh and glue the hands onto the body in outfit studio. Let me know if you see what I'm missing.

 

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Posted

Solved. I cloned the gen1 armor and set it to be the gen1 skin. Now the hands show up. I think there's a script hiding somewhere that automatically removes any addon to the original armor if it doesn't use slot 33.

Posted
On 5/30/2025 at 1:39 PM, Archon459 said:

Okay, so you solved the issue...how about a screenshot?!

There's not much to see. I believe the issue was that the original gen1 armor entry will never allow an armor-addon that doesn't have body slot 33 marked on it. If you copy the armor as a new entry into your plugin, then it will have a different form ID that isn't affected by this problem, so it can have whatever armor-addons attached to it that you may want and you can then set the skin of the gen1 race to be this new entry.

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