Slot 55 Skyrim

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 Slot 55, wms slots ghost stories, 1324 roulette system, geld verdienen mit online poker All bonuses listed on CrispyGamer are only available for.

Lanterns can be crafted or purchased, depending on which one you would like to have.

  • Travel Lanterns: Can be purchased at most general goods merchants, or crafted at a forge.
  • Paper Lanterns: Can be crafted at a forge. Requires that Dragonborn be installed.
  • Torchbug Lanterns: Purchase an empty Bug Lantern from most general goods merchants. Equip it and catch a torchbug by selecting it. You will catch the bug and place it in your jar.

Captured torchbugs can be released by entering Sneak mode, and dropping a Torchbug Lantern.

Slot

If you have Campfire installed, you can craft Travel and Paper Lanterns using Survival Skill: Create Item.

Wearing Your Lantern

By default, lanterns are worn on your belt, on your back-right side. Just equip the lantern and it will light up.

Skyrim; Mods; Armour; To Slot 55 - Horns; To Slot 55 - Horns. (All Horns to slot 55) folder 11.5MB. Choose from the options below. Quick Slots, Weapon Wheel, Weapon Sets, anything of the sort? It's pretty bad for the flow of the game when you have to pause every time you want to change your weapon or spell. Especially bad for mages.

In the MCM, you can select between Back Right, Front Right, or Held positions.

Lanterns use equipment slot 55 by default. You can use the MCM to select which equipment slot worn lanterns should use. Held lanterns still use an equipment slot when equipped.

You can also use the MCM to configure the brightness of your lantern.

Followers Can Use Lanterns, Too

Give one of your lanterns to a follower, and they will begin using it.

To change which position your follower wears their lantern, talk to them and select “About your lantern…” from the dialogue options. Your follower will always remember where you asked them to wear it.

Your followers will turn their lanterns on at night time, and inside hostile interiors like caves and dungeons. They will turn their lanterns off during the day time, when sneaking, and when inside friendly interiors (like houses and inns).

If you give a follower a lantern, it is recommended that you take away their torches, or they may try to use both.

If using Extensible Follower Framework, make sure to use the “Equipment” option to trade the lantern, and not the “Inventory” option, or they will not equip it.

Fuel For Your Lantern

If you have Oil Lanterns Require Oilor Bug Lanterns Require Flowers enabled,your lantern requires fuel in order to work. These features are optional.

Slot 55 Skyrim Games

Lantern Oil can be purchased from any general goods merchant relatively inexpensively. You will replenish your lantern’s oil automatically when it runs out. One bottle of lantern oil will fill up your lantern.

Flowers found throughout Skyrim, such as mountain flowers and thistle, can be used to feed your torchbug with their pollen. Just pick up the flowers and you will place them in your bug lantern automatically. It takes about 4 flowers to fill up your lantern.

In general, lanterns burn for about twice as long as a torch on a single bottle of lantern oil or on 4 flowers.

To check your fuel, use the Check Fuel hotkey, or enable the “Check Fuel on Toggle” option and turn your lantern on using a held control or hotkey.

SlotSlot 55 skyrim games

If Campfire is installed, lantern oil can also be used as a very effective tinder to help start your campfire.

Hotkeys

Use the MCM to configure hotkeys for your lantern.

You can create a keyboard-only hotkey for Toggle Lantern and Check Fuel. You can assign these to any key that isn’t already being used by the Skyrim base game.

Slot 55 Skyrim

Enable Hold Control to Toggle to allow you to hold a control down to toggle your lantern, instead of binding the action to a particular key. You can select between the Use, Sprint, and Ready Weapon controls. Using this feels similar to enabling the Pip-Boy light in Fallout. This method supports gamepads for toggling your lantern.

Meters

If you have a fuel mechanic enabled, a meter and messages will display on-screen at appropriate times to display your remaining fuel.

On the Meters MCM page, you can select “Always On”, “Contextual”, or “Off” display modes. Contextual is the recommended setting and will display your meter when your fuel reaches 50%, 10%, and when it becomes empty.

You can select between one of 4 Layout Presets, which will place your fuel meters in a corner of your screen. The system supports 16:9, 16:10, and 4:3 display aspect ratios.

For advanced users, you can configure your meters to display anywhere on the screen that you like, even if your aspect ratio isn’t supported. Enable the Advanced Settings for the Oil or Pollen Meter to configure a multitude of settings.

Settings Profiles

Settings Profiles are a feature in many of my mods. All of your configuration settings for Wearable Lanterns are now saved in Settings Profiles. These are saved to a file and persist across saves, loads, characters, and new games. You can configure your settings once, and use them everywhere, and your settings are loaded for you automatically when you start a game. Wearable Lanterns has 10 Settings Profile slots you can choose from.

If you are a Mod Organizer user, your Settings Profile files are saved to your overwrite directory (overwrite/SKSE/WearableLanternsData). Mod Organizer will report this as an error. You may safely ignore this.

Or, you can copy these files back into the Wearable Lanterns mod directory and they will then be saved there in the future instead. (Please only do this if you know what you are doing.)

If you delete or misplace the Settings Profile files, all of your settings will revert back to their default values when you load your game again.

Other Settings

  • Mode: Select between “Manual” or “Automatic”.
    • If you use “Manual”, the lantern is always on when worn. You can use your hotkey to toggle the lantern on and off.
    • If you select “Automatic”, your lantern will behave like an NPCs. It will turn itself on at night, and off during the day. It will turn itself on inside hostile interiors like caves and dungeons, and off inside of friendly buildings like houses and inns. You can still use your hotkey to turn the lantern on or off.
  • Turn Off When Sneaking: Turns your lantern off when sneaking, if enabled. This works independently of the Mode setting. So, you could enable this, and still use Manual mode the rest of the time.
  • Auto-Drop Lit Lanterns: If you are holding a lantern in your left hand, and you equip a shield or weapon that would occupy your left hand using a hotkey, your lantern will drop to the ground lit. You will re-equip it automatically when you pick it back up. This is very similar to the popular Drop Lit Torches for Oblivion.
  • Check Fuel Display: Choose if you’d like to see meters, messages, or both, when checking your fuel.
Skyrim
  • 2Skyrim Body parts numbers
  • 3Setting the body slot in Skyrim

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)

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

Slot 55 Skyrim Quest

References

Slot 55 Skyrim Armor

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