Skeleton extensions allow dynamically creating new gear nodes or converting sheaths to XP32 spec (CME->MOV->Node layout). It can be used to adapt skeletons to work with IED or SDS without actually having the meshes installed or to make new nodes for your presets. The plugin uses skeleton IDs and signatures to uniquely identify skeleton meshes. To find a skeleton ID, open the mesh in nifskope and look for 'SkeletonID' NiIntegerExtraData. IDs aren't really globally unique, you'll usually want to use signatures - these are FNV-1a hashes generated from various data found on the skeleton (see https://github.com/SlavicPotato/ied-dev/blob/master/ImmersiveEquipmentDisplays/IED/SkeletonID.cpp). To find a skeleton signature, you need to be in-game and have an actor with the skeleton in question loaded, then navigate to Tools->Diagnostics->Skeleton explorer, select the actor and click on the signature text to copy it to clipboard. Common skeleton signatures: XPMSSE (v4.80, other versions may have different signatures): 11462500511823126705 - male 2191670159909408727 - female 11827777347581811248 - beast male 6419035761879502692 - beast female 6034431282899458572 - first person Vanilla: 271026958073932624 - male 10927971447177431054 - female 4625650181268377090 - beast male 17428621824148309550 - beast female 17148319377188110236 - first person 15346942427428969277 - draugr male (same for XPMSSE) 3622237453656507635 - draugr female (same for XPMSSE)