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Item Slots & Resolving Conflicts

This page explains which body slots Beeing Female's hygiene items use, why they sometimes conflict with other mods (bikini armor, SOS, backpacks, Devious Devices…), how to diagnose it, and how to permanently move an item to a free slot. If an outfit keeps knocking your tampon/pad off — or the pad won't show during menstruation — this is for you.

What slots does Beeing Female use?

Only the hygiene items occupy a body slot:

Item EditorID Biped slot
Sanitary pad / panty (normal & bloody) _BFArmorPantyNormal / _BFArmorPantyBloody 52
Tampon (normal & bloody) _BFTamponNormal / _BFTamponBloody 54

That's it — nothing else in BF takes a wearable slot.

How slots work (quick primer)

Every piece of armor/clothing equips into a biped slot — an attachment point on the body. Skyrim has 32 of them, numbered 30–61. The engine tracks them as a bitmask: equipping an item unequips whatever else is in the same slot. That is the entire conflict mechanism.

Slots 30–43 are the vanilla ones (body 32, hands 33, feet 37, amulet 35, ring 36, circlet 42, etc.). Slots 44–60 are mostly unused by vanilla, so mods grab them for extra gear — underwear, piercings, capes, backpacks, and BF's hygiene items.

Why conflicts happen

A clash occurs whenever two mods use the same free slot. The usual offenders against BF:

  • Slot 52 (pad/panty) is heavily contested. Schlongs of Skyrim (SOS) uses slot 52 by default, as do many underwear/body mods, some bikini armor accessory pieces, and certain Devious Devices items. Equipping any of those can pop the BF pad off, and BF may keep re-equipping it — the visible "fighting."
  • Slot 54 (tampon) is rarely used by other mods, so tampons almost never conflict.

Quick workaround

If you run SOS or bikini armor and get pad conflicts, use tampons instead of pads — slot 54 sidesteps the whole problem with no patching.

Backpacks (slot 47) and cloaks (slot 46) do not overlap BF's 52/54, so those coexist fine.

Diagnose it (find the real culprit)

Don't guess — read the slot from the conflicting mod:

  1. Open the other mod's .esp/.esm in SSEEdit (xEdit).
  2. Expand its Armor (ARMO) records, select the item that's fighting BF.
  3. Look at BOD2 → "First Person Flags." Every slot it lists is a slot it occupies.
  4. If you see 52 there, that's your conflict with the BF pad.

Permanent fix — move an item to a free slot

A slot is declared in two places that must agree, so a proper fix edits both:

  • The ARMO record's BOD2 flags — what the engine uses for occupancy/conflict.
  • The mesh's (.nif) partitions — what actually renders.

Editing only one desyncs them (item won't show, or won't hide/occupy correctly).

Part A — the record (SSEEdit)

  1. Decide which item to move. Moving the BF pad off 52 (e.g. onto a free slot) is usually easiest, or move the other mod's item — your choice.
  2. In xEdit, right-click the plugin → Create a patch (don't edit BF or the other mod directly).
  3. Drag the ARMO record into your patch, open BOD2 → First Person Flags, untick the old slot, tick a free slot, and save.
  4. Also retarget the matching ARMA (Armor Addon) record's slot the same way if it lists the old slot.

Finding a free slot

In xEdit, check what slots your load order already uses. Slots like 49, 55, 56, 58, 59, 60 are commonly free, but verify — picking another occupied slot just moves the conflict.

Part B — the mesh (NifSkope)

The .nif carries its own copy of the slot in the skin partitions:

  1. Open the item's .nif in NifSkope.
  2. Find the BSDismemberSkinInstance block attached to the shape (BSTriShape/NiTriShape).
  3. Expand its Partitions array.
  4. In each partition, change Body Part from the old slot enum (e.g. SBP_52_UNNAMED) to the new one (e.g. SBP_55_UNNAMED). The number in the enum is the slot.
  5. If the mesh has multiple partitions on that slot, change every one, or part of it stays behind.
  6. Leave the partition flags (PF_EDITOR_VISIBLE, PF_START_NET_BONESET) alone. Save.

Now the record (BOD2) and the mesh (partitions) name the same new slot, and the item coexists with whatever was on the old one.

What about changing the slot "dynamically"?

People ask whether a script can just switch slots at runtime to dodge conflicts. In practice, no. Vanilla Papyrus has no slot setter, and even SKSE extenders that can flip a record's slot mask can't repartition the mesh — so the item would occupy the new slot for conflict purposes but still render per its old partitions. Slot changes are a static edit (record + nif), as above. There is no reliable on-the-fly version.

TL;DR

  • BF pad/panty = slot 52, tampon = slot 54.
  • Slot 52 collides with SOS / bikini accessories / some underwear & DD items; slot 54 is usually clean.
  • Easiest fix: use tampons.
  • Real fix: repatch the item to a free slot in xEdit (BOD2) and NifSkope (BSDismemberSkinInstance partitions) — both, or it breaks.