4/7/2022

Skyrim Ece Slot Data

Ece

Skyrim Ece Slot Data Sheet

  • 2Skyrim Body parts numbers
  • 3Setting the body slot in Skyrim

ECE Special Edition - using spf command as a workaround to obtain chargen data As today, we can't use the F1 export face model function on ECE showracemenu command (Chargen.DLL not working) and it can be quite frustrating to get correct information about what mods are used when creating a NPC from a preset, since the ECE don't import the. Educational Credential Evaluators (ECE) is now in Canada! For 40 years Educational Credential Evaluators (ECE) has been the premier assessment provider in the United States. We have grown from a basement in Wisconsin to a founding member of NACES to the #2 provider of international educational credential assessments in the U.S.

Overview

This guide includes all the body slots available for armours 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 helmetts that conceal the whole head and neck inside
  • 131 - Used in open faced helmetshoods (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 outergarment
  • 47 - back (like a backpack/wings etc)
  • 48 - misc/FX (use for anything that doesnt fit in the list)
  • 49 - pelvis primary or outergarment
  • 52 - pelvis secondary or undergarment
  • 53 - leg primary or outergarment or right leg
  • 54 - leg secondary or undergarment or leftt 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 outergarment or right arm
  • 60 - misc/FX (use for anything that doesnt fit in the list)

Setting the body slot in Skyrim

Adjusting the dismemberment data
Armour Addon properties
Armour properties

In Skyrim you need to set the body slot used by a piece or armour 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 armour 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)
Ece

Setting the body slot in the nif file

  1. Load the mesh into NifSkope
  2. Select the BSDismemberSkinInstance node of one of the NiTriShape nodes of your armour as shown in picture Adjusting the dismemberment data.
  3. In the Block details section expand the Partitions property.
  4. Expand the second Partitions property.
    1. Make sure that the Part Flag property has bloth flags selected: PF_EDITOR_VISIBLE and PF_START_NET_BONESET. If not, double click and select both flags from the drop down list.
    2. The Body Part property will contain one or more of the body parts ypu've created in Blender (BP_TORSO, BP_LEFTLEG or BP_RIGHTARM). Double click on these values and change them to:
    3. From BP_TORSO to 32
    4. From BP_RIGHTARM to 34
    5. From BP_LEFTLEG to 37
  5. Repeat this steps for all the BSDismemberSkinInstance nodes of all the NiTriShape nodes of your armour.
  6. Save the nif file.

Setting the body slot in the CK

  1. Load the esp file containing your armour in the CK
  2. Set the body slot in the Armor addon:
    1. Find the armour addon you want to modify and double click on it to open the screen showing its properties.
    2. Set the Biped Object for the Armor addon: the selected objects in this list are the dismemberment parts that form your armour. For armour 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.
  3. Set the body slot in the Armor:
    1. Find the armour you want to modify and double click on it to open the screen showing its properties.
    2. Set the Biped Object for the Armor: the slot used by your armour when equipped.

Related pages

References

Retrieved from 'https://wiki.nexusmods.com/index.php?title=Skyrim_bodyparts_number&oldid=41171'
As today, we can't use the F1 export face model function on ECE showracemenu command (Chargen.DLL not working) and it can be quite frustrating to get correct information about what mods are used when creating a NPC from a preset, since the ECE don't import the correct assets on CK. If we can take note of the name of the hair used in the hair slide, the eye or brow texture used is impossible to know directly in-game.

Luckily we can use a workaround with another console command: save player face (spf). This tutorial will cover only how to gather information from the npc file generated, and use it to properly build your NPC.

Skyrim ece slot data modelerTools used:
SSEEdit for assets reference search;
A Mod manager like NMM, where you can check your load order;
A BSA unpacker of your choice, for extract packed assets;
A .txt read like windows notepad.

1 - Creating and reading the spf file:

First, let's export the .npc file. After finishing your soon-to-be NPC preset, save it as usual, then open console and type

spf test

where 'test' is the name of the file that will contain the chargen information, and it will be stored in your SkyrimSE folder.



You can close the game now and go to your Skyrim Special Edition folder, typically:

C:Program Files (x86)SteamsteamappscommonSkyrim Special Edition

You should see the test.npc file there, open it with a .txt reader, notepad is enough. Now find the text portion where you read first 'Headpart'. You should see six lines with the Headpart text, then some numbers - those are the references you need.



Don't worry, it is not complicated, just pay attention. The order is as it follows:

1 - Head
2 - Mouth
3 - Scar
4 - Eyes
5 - Brows
6 - Hair

L

Skyrim Ece Slot Data Modeler

eave the notepad open and check your load order. This part is tricky, so be aware.

Look at the Headpart numbers. The first two digits are the load order in your SE installation, the remain ones are each NPC asset (model or texture) reference.

- The ones starting with 00, 01, 02, 03 and 04 are using vanilla/replacer assets, meaning that those assets are not been added by an .esp mod, but are replacers or just the vanilla ones (from Skyrim, Update, Dawnguard, Hearthfires, Dragonborn).

- The ones after that are added by esp/esm mods. You can see two, starting with 17xxxxxx and 18xxxxxx. Let's check those first, so looking at my load order I have in the 17 and 18 places:


As you can see, I have DrSKnapsacks as 17, then two character beautification mods, an Eye texture and an Hair pack. Those are what I'm looking for, for some reason the npc Headparts file adds one number above to my real load order (can't explain why). Now I know my hair is from SGHairPackAIO, and the Eye Texture comes from Improved Eyes Skyrim. The other assets are vanilla or non-esp mod replacers. Let's check them all.
2 - Getting the Correct Assets.Ece

Skyrim Ece Slot Data Recovery Tool

Open SSEEdit, load Skyrim.esm and all the relevant mods detected above (two, in this situation). Time to hunt the assets.

After SSEEdit finishes loading everything, is time to look for the references. Let's start with the modded esp ones. First the Hair.

Now another trick part. Get the Hair reference from the npc file, and past it to the formID dialogue search; don't search yet, instead replace the two first digits with the two numbers in the mod order in SSEEdit.

In this example I'll change 18000D9A (NMM load order) for 03000D9A (SSEEdit load order), then hit 'enter' to search:



Voilá! That's the hair model. Complicated? At first, maybe. Let's repeat to the eyes.

Same procedure, copy the eye reference number, past it to the FormID and change the first two digits. 17002887 to 02002887 (Improved Eyes is 02 in this SSEEdit load order), hit enter:

Ece

Here it is. Easy.

This one has a little trick, and I choose it on purpose. If you look for it on your SkyrimSE folder, you will not found it, simply because it is packed in a .bsa file. So just extract it to get the model.

Now the remain assets, the vanilla/replaced ones is exactly the same thing, and this time just copy the reference to the FormID and hit enter. You just need to check if the file is loose on your folder or packed in the vanilla assets.

Skyrim Ece Slot Data Logger

With all the models and textures known, start CK and assemble your NPC.

Let me know of any errors or anything that could have a better explanation.