BASIC HEXING
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Ok, let’s say
you want to remove the cape from the pulp_versatile
mesh. |
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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) |
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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. |
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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. |
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It’s that
simple. The cape is gone. |
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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.
