MidbossVyers Posted March 15, 2015 Posted March 15, 2015 Let's say that I got a new mesh for necromancer robes to make it more revealing, specifically by shortening the sleeves and skirt. However, originally, the necromancer robes covered by the top portions about gauntlets and boots in order to prevent clipping. Because now the sleeves and skirt have been shortened, but the game is still "covering" gauntlets and boots, the end result is that there are gaps on the wrists and shins when wearing certain gauntlets and boots. The way to fix this is to make the necromancer robe mesh no longer take up those slots. However, I have no idea how to do that. Could someone please walk me through it? Unfortunately, I cannot post the mesh without the consent of the original author. However, I'm assuming that the procedure is the same for all clothing meshes. Also, I've been looking at this http://wiki.tesnexus.com/index.php/Skyrim_bodyparts_numberand based on these screenshots: http://wiki.tesnexus.com/index.php/File:SkyrimArmourTut_23.jpg http://wiki.tesnexus.com/index.php/File:SkyrimArmourTut_24.jpg This is exactly what I'm looking for, in terms of affecting whether or not clothing affects forearms and/or calves. However, the tutorial appears to be for a completely new armor, but the mesh that I'm working on is for a clothing replacer and therefore currently does not have an .esp file. Does this mean that I have to create an .esp file, if I want to create a clothing replacer that has less body flags than the vanilla outfit or more body flags in the event that I want to make a Nocturnal clothing replacer that does not have robe sleeve clipping when equipping gauntlets (most prominently by flagging the forearms)?
BeamerMiasma Posted April 4, 2015 Posted April 4, 2015 To make boots and gloves apear over sleeves, you generally use the Priority field of the ArmorAddon for the item. To quote from the creation kit wiki: Priority: This is used to determine the order of the ArmorAddons. The base naked body (for all parts) is always 0. The armor for a torso would then be 5 and gloves that you want to draw over the ends of sleeves, for example, would be 10. Since you're editing an item from the vanilla master files, you have to create an esp to change these values. Step by step: 1. Open the CK, go to the File menu and choose "Data...", double click "Update.esm" to mark it and hit OK. You will get a couple of errors while loading which you can ignore by clicking "Yes to all" 2. Find the Object Window (in the View menu if it's not open already), go to Items -> ArmorAddon in the tree on the left and find the "NecromancerRobesAA" in the list, this is the ArmorAddon model for the necromancer robes. 3. Double click the NecromancerRobesAA to open its window. You will see 2 Priority boxes, one for male and one for female. Gloves and Boots typically have a priority of 10, the priority of the necromancer robes is set to 12, so change the priority of the robes to 5 to make them appear "under" the gloves and boots. If you only changed the male or female model, then only change that priority and leave the other as it is. 4. Click OK to close the ArmorAddon window and save the mod (File -> Save). Since you were not editing an existing mod, it will ask you for a filename and save it as a new esp file. 5. Finally, add your new esp file to your load order and load your game, you should now see the boots and gloves. If you want to distribute your work you will need to include the esp file with your nifs and textures. It's best to keep your CK session as 'clean' as possible, meaning that you just perform the above steps, do not open any other item windows besides the one you need to edit. If you start opening other windows and close them with the OK button, it is very easy to accidentally include unwanted ITM records in your esp which may conflict with other mods. Of course you can use TES5Edit to check for that after creating your esp, which is always a good idea. Your esp should only include the NecromancerRobesAA entry and none other.
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