Skyrim bodyparts number
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.