

- #CLOAKS AND CAPES SKYRIM SPECIAL EDITION HOW TO#
- #CLOAKS AND CAPES SKYRIM SPECIAL EDITION INSTALL#
- #CLOAKS AND CAPES SKYRIM SPECIAL EDITION MOD#
#CLOAKS AND CAPES SKYRIM SPECIAL EDITION INSTALL#
Here is how you fix the problem (the double cloak problem, not the chaos spiraling):ĭownload and install volvaga0's Cloaks and Capes.ĭownload Kirax's HDT-SMP Cloaks and Capes, and install ONLY THE MESHES & TEXTURES. And as Kirax explains in his stickied post, you can't just combine the two because you will get a weird "double cloak" bug, where every cloak will get rendered twice, and then the two cloaks will clip into each other, look terrible, and force you to abandon any vestigial hopes you might hold for an ordering principle that prevents the universe from spiraling into general chaos. Kirax's version is physics enabled, but not distributed. So the problem is that volvaga0's Cloaks and Capes are distributed to npcs, but not physics enabled. This was a sensible choice at the time Karonar1's work was relatively unknown, and as Kirax explained, the distribution element had to be removed because the "game will be unplayable if every guard is wearing this."
#CLOAKS AND CAPES SKYRIM SPECIAL EDITION MOD#
There is only one problem: When Kirax added physics, he removed the portions of volvag0's mod that distribute cloaks and capes to NPCs, so NPCs don't get to enjoy the lovely cloaks and capes. The physics are beautifully rendered, and don't jiggle (much) when you're holding still. Of course, ymmv.Įnter Kirax, with his wonderfully built HDT-SMP version of volvag0's Cloaks and Capes. The cloaks jiggle when you're still, and it didn't feel quite right to me. My issue was that I never really loved Artesian Cloaks. So you can finally install a cloak mod, throw in Artesian Cloaks, and you're good to go. This makes it possible to distribute physics enabled cloaks, hair & armor* to guards, bandits, etc., without melting your CPU, since your CPU will only bother with physics for nearby objects. So.exactly what problem are we solving here? I'll get there.įirst some context: Among other things, Karonar1's version of HDT-SMP makes it possible to limit physics effects to actors within a certain radius of your character.
#CLOAKS AND CAPES SKYRIM SPECIAL EDITION HOW TO#
If anybody has an idea how to fix this or what is causing this pls let me know because i rly like these mods and use them for almost as long as i play the game.With Karonar1's HDT-SMP fork getting some much deserved attention thanks to the recent Faster HDT-SMP mod on nexus, I thought I would share my own solution to making a distributed version of Kirax's HDT-SMP Cloaks and Capes, which is a physics enabled (but not distributed) version of volvaga0's Cloaks and Capes.

So I rly dont understand why some capes and cloaks are handled ingame as clothing (and replace armor etc.) and some are working just fine and can be used as they should.

SSEEdit tells that ALL the capes are set to use slot 46 as intended by both mods and the armor is using the slots that it should. I allready checked x forums and double checked with SSEEdit which slots the cloaks are using. Even if they have no armor rating they get favored They have the armor in theyr inventory but not equipped cuz of the capes. the case with imperial, light armored soliders and the capes that they're wearing and almost all WiC fur cloaks. So I'm having this issue that some cloaks from "Cloaks of Skyrim" and "Winter is Coming" are handled as armor/clothing and as such replace the actual armor istead of going ontop.
