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 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.