Mgsv Upper Option Slot

Mgsv Upper Option Slot 7,0/10 4967 votes

For years, the Picatinny rail was the leader in attaching lights, lasers, foregrips, and other accessories, but it had drawbacks. Adding a Picatinny rail onto a rifle’s handguard or fore-end adds extra weight, and some shooters complain about the extra bulk and “cheese grate” feeling it has on the hand. And although both the Picatinny and Weaver rail systems work great for mounting scopes, their shortcomings in accessory attachments left a lane open for improvement.

These shortfalls brought the next generation of accessory mounting: KeyMod and M-LOK. The KeyMod and M-LOK are based on a slot system rather than the rail system of the Picatinny and Weaver mounts. This means a smoother surface and more mounting options. Both gained popularity since their introduction to the market in the 2010’s — but which system is better? Keep reading to learn a little about the KeyMod vs. M-LOK systems, including how to mount accessories.

Mgsv Upper Option Slot Machine

Weapons can be customized in detail in Metal Gear Solid 5: The Phantom Pain, but you’ll need to unlock the option first. You’ll need to recruit a Legendary Gunsmith to get the ability to change the looks and stats of your guns. Glock uppers are complete in form and function with the slide, barrel, and recoil spring assembly. Whether you are building a custom pistol or want to upgrade your favorite sidearm, you’ll find the best Glock upper receiver you need to create the accuracy, handling,. Load a single sheet of paper or thick media, printable side up and short edge first, in the center of the rear paper feed slot. Slide the edge guides against the paper, but not too tightly. Load an envelope, short edge first with the flap facing down, in the center of the rear paper feed slot.

Want to skip to which system is better for your needs? Click here.

KeyMod

The KeyMod handguard was developed as a collaboration between VLTOR Weapon Systems and Noveske Rifleworks. They released the KeyMod system to the public in 2012 in hopes of standardizing universal attachment systems. It is an open-source design, meaning the design can be used freely by any company to make rails or accessories.

Instead of having a hand guard with a picatinny rail attached, the KeyMod was designed so that accessories could be mounted directly onto the rail. This also allows for picatinny rails to be mounted onto the handguard wherever needed.

How to Mount KeyMod Accessories

The KeyMod is a modular system with the mounting slots having a key-hole profile. It is composed of two parts, the KeyMod slot and the KeyMod nut.

To mount KeyMod accessories:

Mgsv Upper Option Slot No Deposit

  1. Orient the KeyMod nut the correct way. The backer nut, which is the piece that actually goes into the KeyMod slot, protrudes on one side only at the bottom. This protrusion should face in the same direction as the muzzle of the gun. Many accessories will have an arrow to remind you of the correct orientation.
  2. Place the backer nut of the accessory in the larger hole of the KeyMod slot, then slide it forward into the narrow section of the slot.
  3. Screw in the accessory to give tension to hold it in place.

M-LOK

The Modular Lock, or M-LOK was patented by Magpul Industries and introduced to the market in 2014. Just like the KeyMod, the M-LOK allows for direct accessory attachment. Magpul sought a design that worked better with non-metal mount surfaces. The polymer accessories Magpul offered didn’t work well with the KeyMod’s conical nut. So, they created the M-LOK system.

Unlike the KeyMod, the M-LOK is not open-sourced, but rather free licensed. This means that manufacturers can only make products using the M-LOK standard after acquiring a license from Magpul.

How to Mount M-LOK Accessories

The M-LOK is similar to the KeyMod system in that both involve locking a nut into a slot on the rail. The M-LOK system uses a rectangular T-Nut and a rectangular slot.

To mount an M-LOK accessory:

  1. Orient the T-Nuts so that they will sit in the M-LOK slots. The accessory is correctly seated in the slot if the bottom of the accessory is flush with the mounting surface.
  2. Use a hex wrench to rotate the T-Nut 90 degrees into the locked position.
  3. Continue tightening the screw to the correct torque specs:
    • Metal accessories to metal handguards: 35 in/lbs
    • Polymer/metal accessories to polymer handguards: 15 in/lbs
    • Polymer accessories to metal handguards: 15 in/lbs

KeyMod vs. M-LOK – Which is Better?

In 2016, the United States Special Operations Command (USSOCOM) put the two to the test to see how they stacked up against each other. The purpose of the testing was to compare which system was superior in regard to repeatability, endurance, rough handling, drop testing, and failure load.

In the Endurance and Rough Handling tests, both systems passed. The most significant variation was in the Repeatability test. M-LOK came out on top with the least amount of MOA shift when removing, then reattaching, an accessory rail with a laser sight. They found that in a drop test, M-LOK accessories remained attached 100% of the time, while KeyMod accessories remained attached only 33% of the time. From this testing, the M-LOK was selected for use on the Suppressed Upper Receiver Group and Advanced Sniper Rifle programs.

While this testing did not fare so well for KeyMod, that does not necessarily mean that it isn’t a feasible option for applications outside of military use. Both mounting systems are readily available, though M-LOK is arguably more popular.

Both designs are functional, but for one reason or another, people are often to draw to one over the other. Whether you choose KeyMod or M-LOK, you’ll have a convenient way to mount accessories directly to your handguard.

  • 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.

Upper

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.

Mgsv Upper Option Slot Machines

Related pages

References

Mgsv Upper Option Slot Wins

Retrieved from 'https://wiki.nexusmods.com/index.php?title=Skyrim_bodyparts_number&oldid=41171'