MeguRyel Posted July 18, 2009 Share Posted July 18, 2009 I managed with some friendly help from this forum to set up a new race with two new hairs and eyes. The first one looks like below; sadly, I can't manage to make the hat-version showing up, even after checking through the detailed tutorial on fallout nexus. I took the mesh hairmessy01f.nif to put in the new hair mesh in the no-hat-shapedata; I did nothing with the hat-shapedata first, then I just changed the texture to the same as the no-hat shape. I knew it would look messy, but instead, it didn't show up at all. Now I made a new mesh for the hat-version and replaced the hat-shape data and updated the tangent space; still, wearing a helmet makes my girl go baldy. Can anybody give my some hint what I'm missing? If I just could get over this, I could release my first mod soon... Link to comment Share on other sites More sharing options...
Skree000 Posted July 20, 2009 Share Posted July 20, 2009 does the mesh show up in the preview window? (ie. tell your windows to use GECK to open nif files, then double click the .nif file in windows explorer, and it should open a part of the GECK that only consists of a preview window) (you can load lots of these at a time for comparisons) <-- (quicker than loading the full geck) Link to comment Share on other sites More sharing options...
MeguRyel Posted July 20, 2009 Author Share Posted July 20, 2009 Thanks for that tip with GECK; when I open the .nif that way, it tells me I'm missing a diffuse map, but what is it trying to tell me? I directed the textures in nifskope, and the NoHat-Version works just fine in game. So, if it's missing a diffuse map, how do I fix it? And is it normal that it has problems when I open the nif quickly via Geck but have no problems while Geck is fully running? Link to comment Share on other sites More sharing options...
Skree000 Posted July 20, 2009 Share Posted July 20, 2009 that msg is to be ignored, i think its a mistake with the geck. It doesnt actually mean anything, it always appears when i check out my own stuff., just click yes :) from now on, im pretty sure to test out you dont have to go in game, in GECK, make a new npc, give her your hairstyle, then equip a hat to her and look to see if your hair peeks out underneath? (unless someone can confirm im sure thats pretty much the quick way of checking to see if it works) *pouts* ok in the nif file, you have your [+] NiNode (root) StringData [+] Nitrishape (NoHat) <-- aka. the actual hairdo [+] Nitrishape (Hat) <-- aka. the 'hat' version (flattened copy) right? also, you need an .EGM file (conformulation file) for both the NoHat and Hat versions for this to work. For those, you need the Conformulator. Grab that asap!Basically grab the confo, export both versions of your hairdo from a 3d program in OBLIVION nif type, feed them thru the confo telling them to target FemaleHead.tri... (might be able to just export the obj from nifskope and feed that thru confo instead, i had no luck with that process, but you might) .EGM's are a PITA!!! once you have your .EGM's, go in GECK to character menu and hit 'update facegen availability' then try er out. If you already tried the above steps... hmm.. ill have to think about what you may have missed =/ sorries if this doesnt work! Link to comment Share on other sites More sharing options...
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