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Force helmet meshes to show hair.


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#1
Necrocytosis

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Alright, so i've been modeling a few helmets i want to use, but i want the hair to show as these helmets does not cover the whole head, i need the hair to show so i can correct the mesh acordingly.
So far i've only seen hairs and helmets work if i incorperate the helm with an hair mesh that you can choose to use from the "showracemenu", but i do not want this, i want helms to be equipable.
So i played around with BSDismemberSkinInstance partitions, especially 142 which is the same partition that the circlets use..that does show hair, but this does not work well.
Also tried fooling around with both ARMA and ARMO records to force it to show, but i still get a bald head inside the helmet, which is not what im after.

So! Anyone got a solution for this one? I already got a good list of partitions that i have tried, only the open helmet ones mind you. But there must be something im missing here.

my last resort would be to make a helmet with hair inside, that would prevent any clipping issues, since i can modify it to fit the helmets, but still a very last resort.

#2
GomuGomu64

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I'm no pro on this, but perhaps you could look at the circlets for a bit o' help with your program that you are using.

#3
Necrocytosis

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Kinda what i've done already, there is no immidiate difference that i can see between helmets and circlets besides the fact that they use different partitions and of course the mesh is different.
Thanks for the reply though. :)

#4
Ocyris

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Here's what I've found to be the case most of the time, the BODT record in ARMO records (armor) dictates what parts should be replaced and if a part is replaced it cannot be displayed not matter what is set in the ARMA record. The BODT record in the ARMA records dictates what parts should be shown in some cases and what should be hidden in others. Once the creation kit comes out we should be able to nail it down completely.

for example, I got the forsworn helm to show hair using skyedit by setting the ARMO BODT record to "Crown" and the ARMA BODT to "Head, Underskin, Crown"

I hope this helps.

#5
Necrocytosis

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Hmm i tried this myself when i fooled around with skyedit, but i did not try underskin however, ill try it out and see if i can get some hair showing. Thank you.

#6
LiamFarley1998

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Yeah I have an ac armor mod that doesn't get rid of hair and it's flippping annoying and clips all the time.

#7
Necrocytosis

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It seems that i got it right all along, i should just have checked the hair length on the guards instead of instantlty come to the conclussion that the hair did not show. Most guards have short hair it seems, if i just checked more than 2-3 guards i could have saved me the pain :P

#8
volvaga0

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could you explain how you got your hair mesh to show?
I'm in the same place and is starting to get frustrating. I've checked out circlets in nifscope and have tried to edit with skyedit but still get the same results.

Care to point me in the right direction? Any help would be great

#9
volvaga0

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Don't worry, got it sorted!
I came back to it after awhile a re-read your first post. Something clicked...

Just set the 'BSDismemberSkinInstance' partition to '142' using NifSkope, then when using the CK creating/editing your helmets, just select '[42] circlet' in both the ARMO and ARMA settings. Leave all over options like '[31] Hair' ect. unmarked.
Saved it out and the hair mesh was showing.

Not sure why I didnt understand your posts first time reading them, but that is how you get the hair mesh to show. I'm sure there are other ways but that is how circlets use it, and is what I was after. Thanks!

#10
aruless

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So is a circlet in the esp but a helmet in game? asking cause im trying to do exactly that, make a helmet that show the hair, im testing the helmet with an existing one(the elven helmet) and if i let the skininstance in 131 the helmet is there w/o hair, and if i chose the 142 theres nothing, so again, i need to make the helmet esp like it was a circlet? thanks in advance.

Edited by aruless, 02 May 2012 - 06:52 AM.





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