Skyrim Ece Slot Data
- 2Skyrim Body parts numbers
- 3Setting the body slot in Skyrim
2) Open the arcive and navigate to the root folder (It should be the first one, but if not it is the one that has the 'Data' folder inside) 3) Right click and make 'Data' either a.zip or.7z Archive. Name this Archive 'SKSE' or 'Skyrim Script Extender' 4) Keep this window open. Hold the windows key (located between CTRL and ALT) press 'E'. ECEBackup.bat is backup support tool. Copy this file to skyrim folder data, and then run it. Skyrim folder data ECEBackup is created. There is all ECE files in data folder. Type Showracemenu in console command window. Make your character, as usual, as Vanilla. If you finished, name your character, and choose a slot for saving it. I installed ECE but it seems that slotload isn't appearing I had also needed to create my own cmesave folder, does that matter? Owns both Vita/3DS, PS4/XB1 - I come in peace I promise I won't touch you inappropriately. No you can't use ECE slot files with racemenu. What you can do is disable racemenu and get ECE, load the preset, export head with F1, deactivate ECE, reactivate racemenu, go to the sculpt tab and import the head.
Overview
Skyrim Ece Slot Data Recovery Tool
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
Skyrim Ece Slot Data Modeler
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)
Setting the body slot in the nif file
- Load the mesh into NifSkope
- Select the BSDismemberSkinInstance node of one of the NiTriShape nodes of your armour as shown in picture Adjusting the dismemberment data.
- In the Block details section expand the Partitions property.
- Expand the second Partitions property.
- 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.
- 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:
- From BP_TORSO to 32
- From BP_RIGHTARM to 34
- From BP_LEFTLEG to 37
- Repeat this steps for all the BSDismemberSkinInstance nodes of all the NiTriShape nodes of your armour.
- Save the nif file.
Setting the body slot in the CK
- Load the esp file containing your armour in the CK
- Set the body slot in the Armor addon:
- Find the armour addon you want to modify and double click on it to open the screen showing its properties.
- 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.
- Set the body slot in the Armor:
- Find the armour you want to modify and double click on it to open the screen showing its properties.
- Set the Biped Object for the Armor: the slot used by your armour when equipped.