Skyrim Biped Object Slot

2021年5月28日
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*Skyrim Biped Object Slot Pattern
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*Skyrim Biped Object Slot ModSkyrim Biped Object Slot Pattern
Slot limitation-If you are using mods that occupy the Biped Object Slot 44, this mod may conflict with it (Slot 44 is the default slot this mod uses on start-up, but it can be changed if using v0.2b+ of this mod). Which correct ’biped objects’ slots should I select for my three aforementioned objects? What is the difference between the Armor ’biped object slots’ is using and the ones used by its ArmorAddon objects? (I used the same three slots for myBodyArmorAddon and MyBodyArmor, but the minilantern uses Amulet, which is different). The Elder Scrolls V: Skyrim PC. PlayStation 3 Xbox 360 PC PlayStation 4. (0201A755) used invalid Biped Object slot 33 for race ’SkeletonRace’. Changing the ’Biped Object’ Slot? - posted in Skyrim Special Edition Mod Troubleshooting: Hi everyone. I have been using a mixture of Nereids Modular Pirate Armor along side other lovely CBBE armors that match. Which led me to start dabbling in the CK to remove over powered enchants and and adjust armor values to be more fair. I found a new pair of shorts that would work perfectly with my.< Mods / Skyrim: Tes5Mod: File Formats: Mod File Format
RACE records contain information on character and creature races.
There are a lot of fields here, many in repeating sets, and a lot of markers. Generally all sets of data are preceded by a gender-specifying marker, MNAM for male, FNAM for female. There are also markers indicating the presence of certain sets (or not).
General record structure (in order of appearance):
*General Data
*Male then female skeletal model separated by MNAM/FNAM
*General Data
*Repeating pairs of ATKD/ATKE (attack data)
*Male then female egt model separated by MNAM/FNAM, preceded by NAM1
*Male then female havok model separated by MNAM/FNAM, preceded by NAM3
*General Data
*32x Body Part Strings - User defined Biped Object Names stord in each NAME Subrecord
*EQUP info
*Repeating pairs of PHTN/PHWT (facial expression data)
*Male then female head data separated by MNAM/FNAM (and NAM0) in the following order:
*Default headparts
*MPAI/MPAV - Morph and Morph Values
*Racial presets
*Hair colors
*Featuresets
*Repeating tint fieldsets (TINI/TINC/TINV/TIRS) optionally with 2nd set (TINT/TINP/TIND)

Daytona poker tournament schedule.CSubRecordNameType/SizeInfo+EDIDeditorIdzstringEditor id-FULLfull namelstringFull (in-game) name+DESCdescriptionlstringDescription shown in-game when selecting the player’s race (or 0)-SPCTspellCountuint32number of SPLO records that follow. If the race has no bonus spells, SPCT and SPLO are not present.*SPLOspellformIDRacial SPEL or SHOU-WNAMskinformidARMO record+BODTbody templatestruct12-byte struct (same as ARMO)uint32 Biped Object Flagsuint32 General Flags (Undetermined)uint32 Armor Type - Clothing is default if not given-KSIZKSIZuint32keyword count-KWDAKWDAformIDKYWD array of KSIZ+DATAGeneral race statsstruct128-byte struct (v40) or 164-byte struct (v43)uint8 - Skill 1 (Actor list value)uint8 - Racial bonus for skill 1uint8 - Skill 2 (Actor list value)uint8 - Racial bonus for skill 2uint8 - Skill 3 (Actor list value)uint8 - Racial bonus for skill 3uint8 - Skill 4 (Actor list value)uint8 - Racial bonus for skill 4uint8 - Skill 5 (Actor list value)uint8 - Racial bonus for skill 5uint8 - Skill 6 (Actor list value)uint8 - Racial bonus for skill 6uint8 - Skill 7 (Actor list value)uint8 - Racial bonus for skill 7uint16 - ’Unused (padding)’float - Height (male)float - Height (female)float - Weight (male)float - Weight (female)uint32 - Flags.0x00000001 - Playable0x00000002 - FaceGen Head0x00000004 - Child0x00000008 - Tilt Front/Back0x00000010 - Tilt Left/Right0x00000020 - No Shadow0x00000040 - Swims0x00000080 - Flies0x00000100 - Walks0x00000200 - Immobile0x00000400 - Not Pushable0x00000800 - No Combat In Water0x00001000 - No Rotating to Head-Track0x00002000 - Don’t Show Blood Spray0x00004000 - Don’t Show Blood Decal0x00008000 - Uses Head Track Anims0x00010000 - Spells Align w/Magic Node0x00020000 - Use World Raycasts For FootIK0x00040000 - Allow Ragdoll Collision0x00080000 - Regen HP In Combat0x00100000 - Can’t Open Doors0x00200000 - Allow PC Dialogue0x00400000 - No Knockdowns0x00800000 - Allow Pickpocket0x01000000 - Always Use Proxy Controller0x02000000 - Don’t Show Weapon Blood0x04000000 - Overlay Head Part List {> Only one can be active <}0x08000000 - Override Head Part List {> Only one can be active <}0x10000000 - Can Pickup Items0x20000000 - Allow Multiple Membrane Shaders0x40000000 - Can Dual Wield0x80000000 - Avoids Roadsfloat - Starting Healthfloat - Starting Magickafloat - Starting Staminafloat - Base Carry Weightfloat - Base Massfloat - Acceleration ratefloat - Deceleration rateuint32 - Size (lookup: 0=Small, 1=Medium, 2=Large, 3=Extra Large)uint32 - Head Biped Object ( lookup: Biped Object Names)uint32 - Hair Biped Object ( lookup: Biped Object Names)float - Injured Health Pct ( value ranging from 0 to 1)uint32 - Shield Biped Object ( lookup: Biped Object Names)float - Health Regenfloat - Magicka Regenfloat - Stamina Regenfloat - Unarmed Damagefloat - Unarmed Reachuint32 - Body Biped Object ( lookup: Biped Object Names)float - Aim Angle Toleranceuint32 - ’Unknown’float - Angular Acceleration Ratefloat - Angular Toleranceuint32 - Flags. Only identified value is listed0x00000002 - Non-Hostileuint32 - ’Unknown’ x9
v43 of the record increases the size to 164 bytes. The additional 36 bytes may be an array of floats.+MNAMmale marker0-lengthmarker for male model info+ANAMskeletal modelzstringpath to .nif+MODTmodel dataMODT+FNAMfemale marker0-lengthmarker for female model info+ANAMskeletal modelzstringpath to .nif+MODTmodel dataMODTunknown+NAM2marker0-lengthmarker (Note that the NAM2 field has been removed and no longer exists)*MTNMmovement type namechar[4]4-letter code for movement types (WALK, RUN1, SNEK, BLD0, SWIM)+VTCKdefault voice typesformid[2]VTYP male/female-DNAMDecapitate armorformid[2]ARMO male/female-HCLFdefault hair colorformid[2]CLFM male/female-TINLTint Index Numberuint16This is the total number of Tints available to this race+PNAMFaceGenfloatFaceGen - Main clamp+UNAMFaceGenfloatFaceGen - Face clamp*ATKRAttack Raceformidfound in one record in Dawnguard*ATKDAttack Datastruct44-byte struct, providing data for one mode of attackfloat - Damage Multfloat - Attack Chanceformid - Attack Spelluint32 - flags:0x01 - Ignore Weapon0x02 - Bash Attack0x04 - Power Attack0x08 - Left Attack0x10 - Rotating Attackfloat - Attack Anglefloat - Strike Anglefloat - Staggerformid - Attack Typefloat - Knockdownfloat - Recovery Timefloat - Fatigue Mult*ATKEattack eventzstringevent name but does not translate to AACT or SMEN/ENAM ex ’attackStart_Attack2’+NAM1marker0-lengthmarker for start of egt models+MNAMmarker0-lengthstart of male model+FNAMmarker0-lengthstart of female model+INDXmarkeruint32always 0, precedes both .egt models-MODLlighting modelzstringpath to .egt, seems to always use UpperBodyHumanMale(1st)/Female(2nd) regardless of race (Dragonborn.esm has records without MODL fields)-MODTmodel texture dataubyte[12]always 0x02 11-0x00 (Dragonborn.esm has records without MODT fields)+GNAMbody part dataformidBPTD, only after 2nd model+NAM2marker0-lengthmarker (Note that the NAM2 field has been removed and no longer exists)+NAM3marker0-lengthmarker for start of hkx models+MNAMmarker0-lengthstart of male model+MODLphysics modelzstringpath to .hkx, points to same for both+MODTmodel texture dataubyte[12]always 0x02 11-0x00+FNAMmarker0-lengthstart of female model+MODLphysics modelzstringpath to .hkx, points to same for both+MODTmodel texture dataubyte[12]always 0x02 11-0x00-NAM4material typeformidMATT ’only 1 record without’-NAM5impact data setformidUnarmed IPDS-NAM7decapitation fxformidBlood FX ARTO (only if can be decapitated)-ONAMopen loot soundformidSound SNDR-LNAMclose loot soundformidSound SNDR*NAMEBiped Object Nameszstringrepeats exactly 32 times. these are body part names as seen in BPTD, for most/humanoids:HEAD,Hair,BODY,Hands,Forearms,Amulet,Ring,Feet,Calves,SHIELD,TAIL/Spit,LongHair,Circlet,Ears,unknownx6,DecapitateHead,Decapitate,unknownx9,FX01
Probably vestigial - it doesn’t appear to matter if these are filled in, Witchlight have no body parts here but have BPTD parts, WerewolfBeastRace has BODY but BPTD refers to ’Torso’ and so on.
8/8/2012 NOTE: These Values are user defined by clicking in the ’Biped Object Names’ column and giving it a name. You could clik 43 and call it Cape to assign that location for capes on Humanoids after also selecting it under First Person. These values are saved in the Plugin.*MTYPMovement OverrideformidDefault Movement Override*SPEDOverride ValuesstructFloat x 11Left - WalkLeft - RunRight - WalkRight - RunForward - WalkForward - RunBack - WalkBack - RunRotate - WalkRotate - WalkUnknown-VNAMEquipment Type Flagsuint32Equipment Flags, Other values are set but not used. If all are flagged then 4 0xFFuint32 - Flags. Only identified values are listed0x00000001 - Hand To Hand Melee0x00000002 - One Hand Sword0x00000004 - One Hand Dagger0x00000008 - One Hand Axe0x00000010 - One Hand Mace0x00000020 - Two Hand Sword0x00000040 - Two Hand Axe0x00000080 - Bow0x00000100 - Staff0x00000200 - Spell0x00000400 - Shield0x00000800 - Torch0x00001000 - Crossbow*QNAMEquip slotformidEQUP+UNESUnarmed equip slotformidEQUP*PHTNPhoneme Target NameszstringThese are listed when used in PHWT. Dragons for example, have different names than humanoids. Can be listed in .tri files as well.*PHWTfacial expression weightstructUsually in .tri files, 16xfloat presumably for 16 points on the faceDragons for example, have only have 8xfloat the names are saved in PHTN+WKMVWalkformidA MOVT+RNMVRunformidA MOVT+SWMVSwimformidA MOVT+FLMVFlyformidA MOVT+SNMVSneakformidA MOVT+SPMVSprintformidA MOVT-NAM0marker0-lengthmarker for start of head data-MNAMmarker0-lengthstart of male default/preset data-INDXindex(ascending)uint32index (in this list)-HEADdefault headpartuint32Default headpart HDPT-MPAIindex(ascending)uint32Available Morph Index, Appears 4 times.-MPAVvaluesstructAvailable Morph Index Flags, Appears after each MAPI. These are selected from the ’Face Data’ tab in the CKMAPIuint32 - Nose Morph Flags. Only identified values are listed0x00000001 - NoseType00x00000002 - NoseType10x00000004 - NoseType20x00000008 - NoseType30x00000010 - NoseType40x00000020 - NoseType50x00000040 - NoseType60x00000080 - NoseType70x00000100 - NoseType80x00000200 - NoseType90x00000400 - NoseType100x00000800 - NoseType110x00001000 - NoseType120x00002000 - NoseType130x00004000 - NoseType140x00008000 - NoseType150x00010000 - NoseType160x00020000 - NoseType170x00040000 - NoseType180x00080000 - NoseType190x00100000 - NoseType200x00200000 - NoseType210x00400000 - NoseType220x00800000 - NoseType230x01000000 - NoseType240x02000000 - NoseType250x03000000 - NoseType260x08000000 - NoseType270x10000000 - NoseType280x20000000 - NoseType290x40000000 - NoseType300x80000000 - NoseType31uint32 - ’Unknown’ x7MAPIuint32 - Brow Morph Flags. Only identified values are listed0x00000001 - BrowType00x00000002 - BrowType10x00000004 - BrowType20x00000008 - BrowType30x00000010 - BrowType40x00000020 - BrowType50x00000040 - BrowType60x00000080 - BrowType70x00000100 - BrowType80x00000200 - BrowType90x00000400 - BrowType100x00000800 - BrowType110x00001000 - BrowType120x00002000 - BrowType130x00004000 - BrowType140x00008000 - BrowType150x00010000 - BrowType160x00020000 - BrowType170x00040000 - BrowType180x00080000 - BrowType190x00100000 - BrowType20uint32 - ’Unknown’ x7MAPIuint32 - Eye Morph Flags. Only identified values are listed0x00000001 - EyesType00x00000002 - EyesType10x00000004 - EyesType20x00000008 - EyesType30x00000010 - EyesType40x00000020 - EyesType50x00000040 - EyesType60x00000080 - EyesType70x00000100 - EyesType80x00000200 - EyesType90x00000400 - EyesType100x00000800 - EyesType110x00001000 - EyesType120x00002000 - EyesType130x00004000 - EyesType140x00008000 - EyesType150x00010000 - EyesType160x00020000 - EyesType170x00040000 - EyesType180x00080000 - EyesType190x00100000 - EyesType200x00200000 - EyesType210x00400000 - EyesType220x00800000 - EyesType230x01000000 - EyesType240x02000000 - EyesType250x03000000 - EyesType260x08000000 - EyesType270x10000000 - EyesType280x20000000 - EyesType290x40000000 - EyesType300x80000000 - EyesType31uint32 - Eye Morph Flags. Only identified values are listed0x00000001 - EyesType320x00000002 - EyesType330x00000004 - EyesType340x00000008 - EyesType350x00000010 - EyesType360x00000020 - EyesType370x00000040 - EyesType38uint32 - ’Unknown’ x6MAPIuint32 - Lip Morph Flags. Only identified values are listed0x00000001 - LipType00x00000002 - LipType10x00000004 - LipType20x00000008 - LipType30x00000010 - LipType40x00000020 - LipType50x00000040 - LipType60x00000080 - LipType70x00000100 - LipType80x00000200 - LipType90x00000400 - LipType100x00000800 - LipType110x00001000 - LipType120x00002000 - LipType130x00004000 - LipType140x00008000 - LipType150x00010000 - LipType160x00020000 - LipType170x00040000 - LipType180x00080000 - LipType190x00100000 - LipType200x00200000 - LipType210x00400000 - LipType220x00800000 - LipType230x01000000 - LipType240x02000000 - LipType250x03000000 - LipType260x08000000 - LipType270x10000000 - LipType280x20000000 - LipType290x40000000 - LipType300x80000000 - LipType31*RPRMRace Presets MaleformidRacial preset NPC_*AHCMAvailable Hair Colors MaleformidHair color CLFM*FTSMFace Details Texture Set List MaleformidFeature set TXST-DFTMDefault Face Texture MaleformidHead Feature set TXST+TINItint indexshortascending record index-TINTtint maskzstringPath to .dds-TINPMask Typeuint16lookup. There is no TINP entry if set to none.1 = Lip Color2 = Cheek Color3 = Eyeliner4 = EyeSocket Upper5 = EyeSocket Lower6 = Skin Tone7 = Paint8 = Laugh Lines9 = Cheek Color Lower10= Nose11= Chin12= Neck13= Forehead14= Dirt-TINDPreset DefaultformidCLFM Preset Default. There is no TIND if a default isn’t selected in the CK.+TINCPresetformidThe Preset followed by TINV+TINVDefault ValuefloatDefault Value of the preceding TINC+TIRSunknownuint16This is the number of the Tint. The total number of Tints is stored in TINL.-NAM0marker0-lengthmarker for start of head data-FNAMmarker0-lengthstart of female head data-Repeat from NAM0/MNAM For FemaleAvailable MorphsRPRF, AHCF, FTSF, DFTFTints and Tint Values+NAM8Morph raceformidRACE record+RNAMArmor raceformidRACE recordRaw Data Examples[edit]Custom Races[edit]
It is common for modders to create custom races, either something fanciful for the player character (e.g. playable Dremora), or more often a near-identical variant of a vanilla race for a new follower (used to ensure the follower can have entirely custom meshes and textures).
Three important race records for such a situation are:
*ATKR (Attack Race)
*NAM8 (Morph Race)
*RNAM (Armor Race)
Various problems can be avoided by setting these to a vanilla race, such as Nord for a custom variant of Nord.
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The ATKR record will use the specified race as the one that controls default combat behavior. While a custom set of combat data can be made for a race with new abilities, exactly which records and subrecords need to be created to obviate the need for an ATKR subrecord is not entirely clear or well-documented. A safer bet in most cases is to just pick one that’s ’close enough’. Are players really going to notice that your Moonlight Elves fight like Bosmer? Do they even notice the difference between default Bosmer and Altmer combat approaches?
NAM8 being empty will cause errors in the Construction Kit if your new race does not have custom .TRI mesh-morphing files for body weight adjustments. Every race added to the game either needs a set of these or needs a NAM8 indicating which other race’s morph files to use. If the race is just a copy of a vanilla one, setting NAM8 to that vanilla race is a safe ’fire and forget’ solution. If it’s something outlandish like a playable Goblin race, custom .TRI files will actually need to be generated with mesh tools and added to the FormID Lists mentioned in the CK errors, so that something like weight 35 or weight 50 can be generated properly from the *_0.nif and *_1.nif meshes. If the race is unplayable and only for one or a few NPCs at fixed 0 or 100 weights, such that middling weights are never needed, then setting NAM8 to any vanilla race will have no effect on the game but will stop pop-up errors in the CK.
The RNAM record being set to a vanilla race obviates any need to change armor, weapon, and other records to account for the new race. This is perhaps the most common oversight in race modding. It is not actually practical to do anything else but set the RNAM to a vanilla race with the same general body/head shape and gear-using capabilities, because there are thousands of armor and clothing mods and you won’t be able to add your custom race to all of them, item by item. Even doing it for vanilla gear only would be incredibly tedious and ultimately pointless. This sort of thing is one reason that custom playable new races for Skyrim are markedly less common for than for Oblivion and Morrowind, which had fewer complications of this sort. It’s simply not immediately obvious to a new modder what to do to make a new race work properly, especially once third-party gear mods are involved. Fortunately, the RNAM is another situation where ’close enough’ should work. Most of the vanilla humanoid races are equivalent when it comes to equippability of most gear types. Some exceptions are that various Elven races have spec

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