Skyrim bodyparts number

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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 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.

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 helmetts 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 outergarment 47 - back (like a backpack/wings etc) 48 - misc/FX (use for anything that doesnt fit in the list) 49 - pelvis primary or outergarment 52 - pelvis secondary or undergarment 53 - leg primary or outergarment or right leg 54 - leg secondary or undergarment or leftt 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 outergarment or right arm 60 - misc/FX (use for anything that doesnt fit in the list)

Setting the body slot in Skyrim

Adjusting the dismemberment data

Armour Addon properties

Armour properties 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 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.

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 armour 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 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: 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 armour. Save the nif file. 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: 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: 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.