The female world model for ClothesHeadBandages under the "Armor" tab of the esp in SSE edit is blank where in skyrim.esm male and female both pointed to the same nif. I was wondering, does leaving it blank have any affect on the world models or if this doesn't matter for the mod setup?
The mesh which is in Armors is the one you see in menues and in the world if the object is picked up and thrown to the ground. Which is why you often see them have gnd or go in the mesh name, which is short for ground object. The actual armor files you see on the characters are in Armor Addons, which is the issue in vanilla where they have just a single one for every race which doesn't fit all of them.
In vanilla the Headbandages don't even have their own ground/menu object because it's not supposed to ever be seen because they are not intended to be playable so what bethesda did was take the ground objects from the graybeard hoods instead, just so they have something there and it doesn't go invisible if you throw it out and that something shows up in the menu.
So onto the next bit.
For male and female characters they will first read what is in the male field and use that and since I'm using the same ground object for both male and female characters I only need it to be in the male field. If you have anything in the female field then only female characters will be using that. This is a common cause of bugs in armors which have the ground object in the female ground object field but nothing in the male one, then you have something show up if you are playing female characters but it's invisible for male characters.
Having both of the fields point to the same mesh is pointless and gives the game one more thing to process and one more thing which can go wrong so I avoid it unless it's needed like with clothes where the male and female versions look entirely different.
Thank you for the detailed response. It does answer my question, I was mainly concerned and had difficulty putting into words what you mentioned in the second paragraph where the female ground object could be invisible. I'm glad to know that's not the case and no longer a concern.
You caught me early in the morning when I just had a lot of coffee and after I just answered the actual question I figured there might end up being follow up questions so you got something which looks more like crash course in the armor forms :D
Right now, that would be something for others to do as this was a side project while working different projects and something me and Jay wanted to exist so you can put head bandages on anyone and it would just work. Instead just working partially with 25% of the Skyrim population as it was before.
At least the resources are there so anyone who wants can just add them to suitable npcs. Good choices would be sailors, bandits, raiders, forsworn, dock workers, people in the ratway. Lot of options. I'm sure someone will do it cause the idea is good and it adds diversity to the world.
The two mods don't conflict at all. It will keep using its own version of the bandages which use the vanilla meshes but removes the non playable flag. They have all the same issues as the vanilla meshes do if used by a khajiit, argonian, high elf, wood elf, dark elf or orc because it's using those same meshes.
The reason i left the vanilla meshes alone and put everything in a custom folder was to not break mods like this so working as intended.
For it to use mine it would have to be patched to just use the vanilla bandages and everything would work perfectly with my meshes.
And the scrolls have foretold, of black eyes on a rodent, that when Skyrim-In-Space is around the corner come unfurled ! Raccoon, bane of bandits, ancient modder extraordinaire, with a secret mod supply to drown the world !
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Anyway thanks for the comment, made me giggle and I hope you have a nice rest of the day.
The mesh which is in Armors is the one you see in menues and in the world if the object is picked up and thrown to the ground. Which is why you often see them have gnd or go in the mesh name, which is short for ground object. The actual armor files you see on the characters are in Armor Addons, which is the issue in vanilla where they have just a single one for every race which doesn't fit all of them.
In vanilla the Headbandages don't even have their own ground/menu object because it's not supposed to ever be seen because they are not intended to be playable so what bethesda did was take the ground objects from the graybeard hoods instead, just so they have something there and it doesn't go invisible if you throw it out and that something shows up in the menu.
So onto the next bit.
For male and female characters they will first read what is in the male field and use that and since I'm using the same ground object for both male and female characters I only need it to be in the male field. If you have anything in the female field then only female characters will be using that. This is a common cause of bugs in armors which have the ground object in the female ground object field but nothing in the male one, then you have something show up if you are playing female characters but it's invisible for male characters.
Having both of the fields point to the same mesh is pointless and gives the game one more thing to process and one more thing which can go wrong so I avoid it unless it's needed like with clothes where the male and female versions look entirely different.
Hope this answers your question :)
mentioned in the second paragraph where the female ground object could be invisible. I'm glad to know that's not the case and no longer a
concern.
At least the resources are there so anyone who wants can just add them to suitable npcs. Good choices would be sailors, bandits, raiders, forsworn, dock workers, people in the ratway. Lot of options. I'm sure someone will do it cause the idea is good and it adds diversity to the world.
Thank you Hoangdai!
playable flag. They have all the same issues as the vanilla meshes do if used by a khajiit, argonian, high elf, wood elf, dark elf or orc because it's using those same meshes.
The reason i left the vanilla meshes alone and put everything in a custom folder was to not break mods like this so working as intended.
For it to use mine it would have to be patched to just use the vanilla bandages and everything would work perfectly with my meshes.
WE HAVE A RACCOON WHICH
IS OVERCOFFINATED
BRING THE HYPODERMIC
DRAUGR TOOLS
Glad to see you mate <3
great mod
Thanks for all the help when I was going insane Styyx!
Amazing mod from an amazing rodent.