BASIC HEXING

 

Ok, let’s say you want to remove the cape from the pulp_versatile mesh.

Open the character.nif in the Mesh editor and look for an entry for cape.

 

-on this screenshot, you can also see entries for Grenade_right_hand and HP cape. (Hyperion cape which drapes over only one shoulder)

 

Underneath the entry for cape, you’ll see Trishape:  Editable Mesh – this is the actual physical piece on the mesh. 

 

=the Link type is whether the piece is attached to the mesh or not (enabled/disabled)

 

=you can also change the width, thickness, height or the total proportions of this piece within this Trishape list.

 

For the Link type entry, 4 = enabled, 5 = disabled.  Since we want to remove the cape, change the 4 to 5 and click the Set button.

 

It’s that simple.  The cape is gone.

 

So to enable/disable different pieces on a mesh, look for their entries in the hex editor, find the TriShape:  Editable Mesh section and change the Link Type from 4 to 5.

 

Some meshes will have parts labeled differently, sometimes the Trishape:  Editable Mesh section won’t be directly underneath the part name – there can be a lot of experimentation involved.

 

 

 

 

 

First, I made the mask taller by changing the Height. This also moved it way above the head:

 

 

 

 

Then to lower it back into position, I changed the Z offset:

 

 

 

 

Finally, I moved it back into the head by changing the Y offset - since it was now stretched it didn't quite fit -plus it moved around a bit during the animations. It was better to hide it inside the head.