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Making gauntlets and boots appear fully.
Posted: Sat Mar 14, 2015 10:47 pm
by MidbossVyers
First of all, I know that the software that I need in order to do this is Nifskope, but I don't know how to work it. 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?
Re: Making gauntlets and boots appear fully.
Posted: Sun Mar 15, 2015 12:27 am
by Deandra
If you actually want to edit the triangles of the mesh or something like that, nifskope is not the tool you want to use. You'll probably need something like blender (which I have no experience using, sorry). But if you're lucky, this problem may be solveable by editing the armoraddon in the CK, and un-flagging certain body parts that the game things the mesh is covering. You should look and see, because it might save you a lot of trouble.
Re: Making gauntlets and boots appear fully.
Posted: Sun Mar 15, 2015 12:48 am
by MidbossVyers
Is it possible to do this with TES5Edit rather than the CK? TES5Edit loads up a lot faster for me than the CK does. However, even if I had to do the CK, how would I go about it? Most of my CK experience requires whatever it is that I am editing to have an .esp or .esm file rather than just a mesh file. Is it possible to edit just the mesh using the CK? However, I think that you are correct in that the solution would be to un-flag certain body parts for this particular mesh, such as forearms and calves. However, I have no experience with using the CK to edit meshes (so far, I have only edited mods with .esp files), so could you 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.
Re: Making gauntlets and boots appear fully.
Posted: Sun Mar 15, 2015 1:41 am
by Deandra
I'm sure you can find tutorials or youtube videos explaining how armoraddons work--that's what I'd check, at least.
Re: Making gauntlets and boots appear fully.
Posted: Sun Mar 15, 2015 9:12 pm
by MidbossVyers
Well, I've been looking at this
http://wiki.tesnexus.com/index.php/Skyr ... rts_number and based on these screenshots:
http://wiki.tesnexus.com/index.php/File ... Tut_23.jpg http://wiki.tesnexus.com/index.php/File ... Tut_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. However, the mesh that I'm working on is for a clothing replacement 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 replacement that has less body flags than the vanilla outfit?
Re: Making gauntlets and boots appear fully.
Posted: Mon Mar 16, 2015 2:17 am
by Deandra
Yes.