Difference between revisions of "Skyrim bodyparts number"

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Skyrim bodyparts number
Skyrim bodyparts number
Contents
Contents
1 Overview
1 Overview
2 Skyrim Body parts numbers
2 Skyrim Body parts numbers
2.1 Body slots used by Bethesda
2.1 Body slots used by Bethesda
2.2 Other body parts that exist in vanilla nif models
2.2 Other body parts that exist in vanilla nif models
2.3 Free body slots and reference usage
2.3 Free body slots and reference usage
3 Setting the body slot in Skyrim
3 Setting the body slot in Skyrim
3.1 Required tools
3.1 Required tools
3.2 Setting the body slot in the nif file
3.2 Setting the body slot in the nif file
3.3 Setting the body slot in the CK
3.3 Setting the body slot in the CK
4 Related pages
4 Related pages
5 References
5 References


Overview
Overview
This guide includes all the body slots available for armours in Skyrim and their standard usage. Some of them are already used by Bethesda. In the case of slots not used in vanilla game, this guide indicates the reference usage that has been set by consensus between modders.
 
This guide includes all the body slots available for armors in Skyrim and their standard usage. Some of them are already used by Bethesda. In the case of slots not used in vanilla game, this guide indicates the reference usage that has been set by consensus between modders.


Skyrim Body parts numbers
Skyrim Body parts numbers
Body slots used by Bethesda
Body slots used by Bethesda
This is the list of the body parts used by Bethesda and named in the Creation Kit:
This is the list of the body parts used by Bethesda and named in the Creation Kit:


30 - head
30 - head
31 - hair
31 - hair
32 - body (full)
32 - body (full)
33 - hands
33 - hands
34 - forearms
34 - forearms
35 - amulet
35 - amulet
36 - ring
36 - ring
37 - feet
37 - feet
38 - calves
38 - calves
39 - shield
39 - shield
40 - tail
40 - tail
41 - long hair
41 - long hair
42 - circlet
42 - circlet
43 - ears
43 - ears
50 - decapitated head
50 - decapitated head
51 - decapitate
51 - decapitate
61 - FX01
61 - FX01
Other body parts that exist in vanilla nif models
Other body parts that exist in vanilla nif models
44 - Used in bloodied dragon heads, so it is free for NPCs
44 - Used in bloodied dragon heads, so it is free for NPCs
45 - Used in bloodied dragon wings, so it is free for NPCs
45 - Used in bloodied dragon wings, so it is free for NPCs
47 - Used in bloodied dragon tails, so it is free for NPCs
47 - Used in bloodied dragon tails, so it is free for NPCs
130 - Used in helmetts that conceal the whole head and neck inside
 
130 - Used in helmets that conceal the whole head and neck inside
 
131 - Used in open faced helmets\hoods (Also the nightingale hood)
131 - Used in open faced helmets\hoods (Also the nightingale hood)
141 - Disables Hair Geometry like 131 and 31
141 - Disables Hair Geometry like 131 and 31
142 - Used in circlets
142 - Used in circlets
143 - Disabled Ear geometry to prevent clipping issues?
143 - Disabled Ear geometry to prevent clipping issues?
150 - The gore that covers a decapitated head neck
150 - The gore that covers a decapitated head neck
230 - Neck, where 130 and this meets is the decapitation point of the neck
230 - Neck, where 130 and this meets is the decapitation point of the neck


Free body slots and reference usage
Free body slots and reference usage
44 - face/mouth
44 - face/mouth
45 - neck (like a cape, scarf, or shawl, neck-tie etc)
45 - neck (like a cape, scarf, or shawl, neck-tie etc)
46 - chest primary or outergarment
 
46 - chest primary or outer garment
 
47 - back (like a backpack/wings etc)
47 - back (like a backpack/wings etc)
48 - misc/FX (use for anything that doesnt fit in the list)
 
49 - pelvis primary or outergarment
48 - misc/FX (use for anything that doesn't fit in the list)
 
49 - pelvis primary or outer garment
 
52 - pelvis secondary or undergarment
52 - pelvis secondary or undergarment
53 - leg primary or outergarment or right leg
 
54 - leg secondary or undergarment or leftt leg
53 - leg primary or outer garment or right leg
 
54 - leg secondary or undergarment or left leg
 
55 - face alternate or jewelry
55 - face alternate or jewelry
56 - chest secondary or undergarment
56 - chest secondary or undergarment
57 - shoulder
57 - shoulder
58 - arm secondary or undergarment or left arm
58 - arm secondary or undergarment or left arm
59 - arm primary or outergarment or right arm
 
60 - misc/FX (use for anything that doesnt fit in the list)
59 - arm primary or outer garment or right arm
 
60 - misc/FX (use for anything that doesn't fit in the list)


Setting the body slot in Skyrim
Setting the body slot in Skyrim
Line 70: Line 127:
Adjusting the dismemberment data
Adjusting the dismemberment data


Armour Addon properties
Armor Addon properties
 
Armor properties


Armour properties
In Skyrim you need to set the body slot used by a piece or armor in two places:
In Skyrim you need to set the body slot used by a piece or armour in two places:


In the Dismemberment data of the nif file
In the Dismemberment data of the nif file
In the Armor addon and Armor items in the Creation Kit
In the Armor addon and Armor items in the Creation Kit
IMPORTANT: The body slot you set in the nif file and in the CK must be the same, or your armour will be invisible in game.
 
IMPORTANT: The body slot you set in the nif file and in the CK must be the same, or your armor will be invisible in game.


Required tools
Required tools
Nifskope: latest NifSkope version.
Nifskope: latest NifSkope version.
Creation Kit: available on Steam (Menu option View -> Tools and then select Creation Kit)
Creation Kit: available on Steam (Menu option View -> Tools and then select Creation Kit)
Setting the body slot in the nif file
Setting the body slot in the nif file
Load the mesh into NifSkope
Load the mesh into NifSkope
Select the BSDismemberSkinInstance node of one of the NiTriShape nodes of your armour as shown in picture Adjusting the dismemberment data.
 
Select the BSDismemberSkinInstance node of one of the NiTriShape nodes of your armor as shown in picture Adjusting the dismemberment data.
 
In the Block details section expand the Partitions property.
In the Block details section expand the Partitions property.
Expand the second Partitions property.
Expand the second Partitions property.
Make sure that the Part Flag property has bloth flags selected: PF_EDITOR_VISIBLE and PF_START_NET_BONESET. If not, double click and select both flags from the drop down list.
 
The Body Part property will contain one or more of the body parts ypu've created in Blender (BP_TORSO, BP_LEFTLEG or BP_RIGHTARM). Double click on these values and change them to:
Make sure that the Part Flag property has both flags selected: PF_EDITOR_VISIBLE and PF_START_NET_BONESET. If not, double click and select both flags from the drop down list.
 
The Body Part property will contain one or more of the body parts you've created in Blender (BP_TORSO, BP_LEFTLEG or BP_RIGHTARM). Double click on these values and change them to:
 
From BP_TORSO to 32
From BP_TORSO to 32
From BP_RIGHTARM to 34
From BP_RIGHTARM to 34
From BP_LEFTLEG to 37
From BP_LEFTLEG to 37
Repeat this steps for all the BSDismemberSkinInstance nodes of all the NiTriShape nodes of your armour.
 
Repeat this steps for all the BSDismemberSkinInstance nodes of all the NiTriShape nodes of your armor.
 
Save the nif file.
Save the nif file.
Setting the body slot in the CK
Setting the body slot in the CK
Load the esp file containing your armour in the CK
 
Set the body slot in the Armor addon:
Load the esp file containing your armor in the CK
Find the armour addon you want to modify and double click on it to open the screen showing its properties.
 
Set the Biped Object for the Armor addon: the selected objects in this list are the dismemberment parts that form your armour. For armour covering the body you usually will select 32-Body, 34-Forearms and 38-Calves. For boots, you will select 37-Feet. Note that the number before the name is the same number you wrote in the Skin partition nodes of the nif file.
Set the body slot in the Armor Addon:
 
Find the armor addon you want to modify and double click on it to open the screen showing its properties.
 
Set the Biped Object for the Armor addon: the selected objects in this list are the dismemberment parts that form your armor. For armor covering the body you usually will select 32-Body, 34-Forearms and 38-Calves. For boots, you will select 37-Feet. Note that the number before the name is the same number you wrote in the Skin partition nodes of the nif file.
 
Set the body slot in the Armor:
Set the body slot in the Armor:
Find the armour you want to modify and double click on it to open the screen showing its properties.
 
Set the Biped Object for the Armor: the slot used by your armour when equipped.
Find the armor you want to modify and double click on it to open the screen showing its properties.
 
Set the Biped Object for the Armor: the slot used by your armor when equipped.

Latest revision as of 09:22, 25 March 2022

Skyrim bodyparts number

Contents

1 Overview

2 Skyrim Body parts numbers

2.1 Body slots used by Bethesda

2.2 Other body parts that exist in vanilla nif models

2.3 Free body slots and reference usage

3 Setting the body slot in Skyrim

3.1 Required tools

3.2 Setting the body slot in the nif file

3.3 Setting the body slot in the CK

4 Related pages

5 References

Overview

This guide includes all the body slots available for armors in Skyrim and their standard usage. Some of them are already used by Bethesda. In the case of slots not used in vanilla game, this guide indicates the reference usage that has been set by consensus between modders.

Skyrim Body parts numbers

Body slots used by Bethesda

This is the list of the body parts used by Bethesda and named in the Creation Kit:

30 - head

31 - hair

32 - body (full)

33 - hands

34 - forearms

35 - amulet

36 - ring

37 - feet

38 - calves

39 - shield

40 - tail

41 - long hair

42 - circlet

43 - ears

50 - decapitated head

51 - decapitate

61 - FX01

Other body parts that exist in vanilla nif models

44 - Used in bloodied dragon heads, so it is free for NPCs

45 - Used in bloodied dragon wings, so it is free for NPCs

47 - Used in bloodied dragon tails, so it is free for NPCs

130 - Used in helmets that conceal the whole head and neck inside

131 - Used in open faced helmets\hoods (Also the nightingale hood)

141 - Disables Hair Geometry like 131 and 31

142 - Used in circlets

143 - Disabled Ear geometry to prevent clipping issues?

150 - The gore that covers a decapitated head neck

230 - Neck, where 130 and this meets is the decapitation point of the neck

Free body slots and reference usage

44 - face/mouth

45 - neck (like a cape, scarf, or shawl, neck-tie etc)

46 - chest primary or outer garment

47 - back (like a backpack/wings etc)

48 - misc/FX (use for anything that doesn't fit in the list)

49 - pelvis primary or outer garment

52 - pelvis secondary or undergarment

53 - leg primary or outer garment or right leg

54 - leg secondary or undergarment or left leg

55 - face alternate or jewelry

56 - chest secondary or undergarment

57 - shoulder

58 - arm secondary or undergarment or left arm

59 - arm primary or outer garment or right arm

60 - misc/FX (use for anything that doesn't fit in the list)

Setting the body slot in Skyrim

Adjusting the dismemberment data

Armor Addon properties

Armor properties

In Skyrim you need to set the body slot used by a piece or armor in two places:

In the Dismemberment data of the nif file

In the Armor addon and Armor items in the Creation Kit

IMPORTANT: The body slot you set in the nif file and in the CK must be the same, or your armor will be invisible in game.

Required tools

Nifskope: latest NifSkope version.

Creation Kit: available on Steam (Menu option View -> Tools and then select Creation Kit)

Setting the body slot in the nif file

Load the mesh into NifSkope

Select the BSDismemberSkinInstance node of one of the NiTriShape nodes of your armor as shown in picture Adjusting the dismemberment data.

In the Block details section expand the Partitions property.

Expand the second Partitions property.

Make sure that the Part Flag property has both flags selected: PF_EDITOR_VISIBLE and PF_START_NET_BONESET. If not, double click and select both flags from the drop down list.

The Body Part property will contain one or more of the body parts you've created in Blender (BP_TORSO, BP_LEFTLEG or BP_RIGHTARM). Double click on these values and change them to:

From BP_TORSO to 32

From BP_RIGHTARM to 34

From BP_LEFTLEG to 37

Repeat this steps for all the BSDismemberSkinInstance nodes of all the NiTriShape nodes of your armor.

Save the nif file.

Setting the body slot in the CK

Load the esp file containing your armor in the CK

Set the body slot in the Armor Addon:

Find the armor addon you want to modify and double click on it to open the screen showing its properties.

Set the Biped Object for the Armor addon: the selected objects in this list are the dismemberment parts that form your armor. For armor covering the body you usually will select 32-Body, 34-Forearms and 38-Calves. For boots, you will select 37-Feet. Note that the number before the name is the same number you wrote in the Skin partition nodes of the nif file.

Set the body slot in the Armor:

Find the armor you want to modify and double click on it to open the screen showing its properties.

Set the Biped Object for the Armor: the slot used by your armor when equipped.