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I've been experimenting internally with how the game equips armor and attaches the armor mesh to the actor's root mesh. I found a neat location where I can load a template mesh, insert it onto the characters root node, and then reference the currently equipped armor's skin mesh's geometry. This results in a 'hidden' body double that can serve as a destination for body paints without requiring the original texture, just an alpha mask texture. I can also alter the texture and color emission at runtime along with some other nif related properties.
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The best part about it is that it will adapt to body types so it will always appear ontop, and clipping shouldn't occur.