Jump to content

need help changing two cloaks' slots


Recommended Posts

Posted

so i was using Klear's odin 3004 and odin 4002 but neither of those outfits have the cloaks on slot 46 (i think one has it on 55 for some reason) i wanted to fix them myself but using xedit isn't enough because the cloak becomes invisible.

I was told i need to swap the meshes' slots as well but nifskope is a bit confusing and outfit studio isn't working.

Both cloaks have only one nif, so i went into outfit studio and changed the slot under "partitions" to 46, then i saved in a new file (called the same as the old one but with a 46 at the end) and then built THAT nif in bodyslide but it's still invisible...

 

i was told to edit the meshes and put them into slot 46, which i did, but i was also told to check the file path to be the exact path of the meshes (which it should be as i didn't change it )

anyone as some advice or can point me in the direction of a tutorial that talks about this?

  • 2 months later...
Posted

In your case, it'd be up to the DM. The DMG guideline is that you may be able to layer cloaks. Capes and cloaks can be pretty bulky and I'd probably rule that the Cloak of the Manta Ray needs relatively free movement to grant you swim speed etc. I'd say it'd be up to the interpretation of how bulky the Cape of the Mountebank is: if it's a light 'dress' cape then it's probably fine.
 

  • 1 month later...
Posted (edited)

You need the ArmorAddOn and the .nif to both be set to the same slot(s).  Any discrepancy will cause the item to not render in-game when equipped.

 

On 8/13/2025 at 8:38 AM, Spoilerman said:

Both cloaks have only one nif, so i went into outfit studio and changed the slot under "partitions" to 46, then i saved in a new file (called the same as the old one but with a 46 at the end) and then built THAT nif in bodyslide but it's still invisible...

 

Did you hit "Apply" after changing the partition in Outfit Studio?  If not then it wasn't changed.  Also, this mesh has several NiTriShapes set to slot 55.  If you only changed one to 46 and left the others set to 55 it won't render in-game because they don't match what is set in the ArmorAddOn record in the plugin.

 

image.png.5172a5f11bd8c8ce85000a72a9aa3afc.png

 

To change the slot in Nifskope, open the .nif and navigate to the BSDismemberSkinInstance block which is located under the NiTriShape associated with the item.  You don't need to expand the BSDismemberSkinInstance block.  You just need to select the block so it displays its data under Block Details in the pane below.  Then expand the "Partitions" item until you see the Body Part field.  Double click on the selection (where it says "SBP_55_...") and a dropdown menu will appear.  Select the slot number you want, then save the mesh.  This cloak appears to have multiple NiTriShapes set to use slot 55.  They must all be changed to 46 if you want them to use slot 46 and render in-game assuming you already changed the ArmorAddOn to 46.  

 

If you're going to re-generate bodyslide files then you'll want to edit the .nif that bodyslide uses to make meshes.  This is stored in \CalienteTools\Bodyslide\ShapeData\[mod name].

 

image.png.522c843301efd588cef4ceef75388c79.png

 

Remember that all BSDismemberSkinInstance blocks that are set to 55 need to be set to 46.  If you miss one then you'll have a discrepancy between what the .nif uses (46, 55) and what the ArmorAddOn record is expecting (46) and it won't appear in-game when equipped.  The collision shapes don't need their slot numbers changed because they aren't meant to be rendered.

Edited by Kastagir
Posted
17 hours ago, Kastagir said:

You need the ArmorAddOn and the .nif to both be set to the same slot(s).  Any discrepancy will cause the item to not render in-game when equipped.

 

 

Did you hit "Apply" after changing the partition in Outfit Studio?  If not then it wasn't changed.  Also, this mesh has several NiTriShapes set to slot 55.  If you only changed one to 46 and left the others set to 55 it won't render in-game because they don't match what is set in the ArmorAddOn record in the plugin.

 

image.png.5172a5f11bd8c8ce85000a72a9aa3afc.png

 

To change the slot in Nifskope, open the .nif and navigate to the BSDismemberSkinInstance block which is located under the NiTriShape associated with the item.  You don't need to expand the BSDismemberSkinInstance block.  You just need to select the block so it displays its data under Block Details in the pane below.  Then expand the "Partitions" item until you see the Body Part field.  Double click on the selection (where it says "SBP_55_...") and a dropdown menu will appear.  Select the slot number you want, then save the mesh.  This cloak appears to have multiple NiTriShapes set to use slot 55.  They must all be changed to 46 if you want them to use slot 46 and render in-game assuming you already changed the ArmorAddOn to 46.  

 

If you're going to re-generate bodyslide files then you'll want to edit the .nif that bodyslide uses to make meshes.  This is stored in \CalienteTools\Bodyslide\ShapeData\[mod name].

 

image.png.522c843301efd588cef4ceef75388c79.png

 

Remember that all BSDismemberSkinInstance blocks that are set to 55 need to be set to 46.  If you miss one then you'll have a discrepancy between what the .nif uses (46, 55) and what the ArmorAddOn record is expecting (46) and it won't appear in-game when equipped.  The collision shapes don't need their slot numbers changed because they aren't meant to be rendered.

oh crap i forgot to edit this. yeah i managed to fix it in nifskope, i think i was missing some slots, once i made ALL slot the correct one all worked :)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...