Mod:Creation Kit/ArmorAddon

Papyrus: None

ArmorAddons are closely related to Armors. Armor forms define items that can be worn; ArmorAddons define how these items fit and look on a character when they're equipped. A single Armor can have multiple ArmorAddons, to cover multiple body parts or to make the armor available to characters with vastly different bodies (e.g. welding goggles being available for humans and dogs).

Editor Dialog

 * ID: The editor ID that this form uses in the Creation Kit.
 * Weapon Adjust:
 * Left Column: Fields in this column control how the armor looks when worn by male and female characters.
 * Biped Model: The 3D model for the armor as it appears when worn. This should be positioned, rigged, and fitted for a character.
 * Skin Texture:
 * Skin Texture Swap List:
 * First Person: The 3D model for the armor as it appears in first-person view.
 * Priority:
 * Right Column: Fields in this column determine which races can wear the armor, and what parts of the body it covers.
 * Race: The race that can wear this armor. Your selection here determines what nodes are offered in the Biped Object data.
 * Art Object:
 * No Underarmor Scaling: When selected, the addon will not be scaled up or down based on the SCLP data of any underarmor over which it's being placed.
 * Hi-Res 1st Person Only:
 * Biped Object: The body parts that this armor uses and covers. This list is generated based on the selected race.
 * Additional Races: Other races that can also use this armor addon. Ideally, these should have the same biped nodes (i.e. body plan) as the main race.
 * Footstep:
 * Detection Sound Value:
 * Modulates Voice: If this option is checked, the armor will slightly muffle a character's voice when they wear it.
 * Import SCLP Data: Clothing (aka "under armor" [U]) uses SCLP data (thought to stand for "sculpt") to control how armor [A] scales when worn over it.
 * The data must be stored in a file with the same name as its NIF and an extention of ".sclp".
 * The SCLP file itself is a simple text file in JSON format with one entry for each Bone. Each entry contains X, Y, Z scaling factors to indicate how the armor will scale relative to that bone, with values greater than 1.0 increasing the scale.  Programs such as Outfit Studio can be used to see the area associated with each bone.
 * The SCLP file only needs to contain the bones that require scaling. For example, if the under armor is a pair of boots, the SCLP file only needs to contain scaling data for the calves.
 * When an item of armor has multiple addons, the SCLP data from the addons is combined, even if the addons have different indexes.

Biped Objects for HumanRace

 * Hair Top
 * Hair Long
 * Different parts of a character's hairstyle.


 * FaceGen Head
 * The character's customized face. ArmorAddons that totally cover the head, such as AA_RaiderHeavy_Helmet (part of Helmeted Cage Armor), should be set to cover body part to prevent faces from being rendered (and possibly clipping through the armor).


 * [U] Any Body Part
 * These slots should be used by underarmors that cover the body part, like Vault suits.


 * [A] Any Body Part
 * These slots should be used by "above-armors" that cover the body part, like Combat Armor.