Jambo11 Posted July 10, 2010 Share Posted July 10, 2010 I'm trying to make a metal armor set, based off of the Metal Master Armor and the Metal Helmet, but the helmet is giving me trouble. I created an enchantment for the armor with 25 Action points, 10% Damage Reduction, and 10% Radiation Resistance. The enchantment I made for the helmet had 30 Action Points and 5% Damage Resistance. Yeah, I was aiming for something to replace the hideous "Ledoux's Hockey Mask." Anyway, for some odd reason, the enchantment makes the helmet end up sitting on my left shoulder, sideways. After some trial and error with three plain Metal Helmets with nothing done to them except for one with 5% DR, one with 30 AP, and one with both, I gave up, and I thought I would post a thread here to see what other people's thoughts and experiences have been. Link to comment Share on other sites More sharing options...
krimzin Posted July 10, 2010 Share Posted July 10, 2010 ah the shoulder helmet issue. I hate this too. But once you know what to do, It's very easy to overcome.Firstly, it has nothing to do with the enchantmentHats behave strange when you make new forms in GECK, because they use egm files to adapt to your character's head. To overcome the issue, once you make a new helmet, hat, or other headgear, you need to make a new npc, go to inventory, add the headgear, and view their full preview. If the headgear is on the shoulder, go to the menu bar at the top, click the character drop-menu and find Update Facegen Model Availability. Click it, then click the full preview button on your new npc and it should pop back into place on their head. then click cancel on the npc window and your hat will no longer be on your shoulder in game. Link to comment Share on other sites More sharing options...
Jambo11 Posted July 11, 2010 Author Share Posted July 11, 2010 ah the shoulder helmet issue. I hate this too. But once you know what to do, It's very easy to overcome.Firstly, it has nothing to do with the enchantmentHats behave strange when you make new forms in GECK, because they use egm files to adapt to your character's head. To overcome the issue, once you make a new helmet, hat, or other headgear, you need to make a new npc, go to inventory, add the headgear, and view their full preview. If the headgear is on the shoulder, go to the menu bar at the top, click the character drop-menu and find Update Facegen Model Availability. Click it, then click the full preview button on your new npc and it should pop back into place on their head. then click cancel on the npc window and your hat will no longer be on your shoulder in game. Worked like a charm. Thanks, bro! Link to comment Share on other sites More sharing options...
pkleiss Posted July 11, 2010 Share Posted July 11, 2010 AFAIK, all you have to do is update the facegen model availability, making a new NPC is unnecessary. You can use the NPC you already equipped the helmet on to test how it looks. Link to comment Share on other sites More sharing options...
krimzin Posted July 11, 2010 Share Posted July 11, 2010 good catch pkleiss. I was just assuming he was adding it to a container. But yes, if you mean for an npc to be wearing it ingame, you can just do those steps on that npc. Glad I could help Link to comment Share on other sites More sharing options...
azron Posted July 14, 2010 Share Posted July 14, 2010 Been having this problem too, great help. Link to comment Share on other sites More sharing options...
eswallie Posted October 7, 2010 Share Posted October 7, 2010 I am having this problem... however the "fix" did not seem to work. i am sure i must have missed something. but ya the helmet is still sideways. Link to comment Share on other sites More sharing options...
deepside Posted October 7, 2010 Share Posted October 7, 2010 If the fix isn't working then you might want to set it in blender. It needs then a rotation of 90 degrees to the left when you are watching it from the front, remember to use a new name for it so you have the original as backup. Link to comment Share on other sites More sharing options...
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