Site Bot Posted September 9, 2010 Share Posted September 9, 2010 Article link: Simple Headgear Fixing in NifSkope (for Custom Races) Note: This article will use the Shojo Race mod as a reference. Please note that models may be stored in the BSA file instead of the DataModel directory. You would need FOMM's built-in BSA Unpacker to extract these. 0. In NifSkope, export the shojo headchildfemale model to .OBJ (you will only need to do this once).--1. Open up the model you want to edit and import the shojo head OBJ. (If the Open dialog doesn't show, make sure you have "Scene Root" in the Block List selected.)2. Click on the individual model parts and right click -> Transform -> Edit.3. Change the scaling and adjust the position (transform).--4. Now that you have got the scaling and transform values for the individual parts, open the model in a new NifSkope window and repeat steps #2 and #3.5. Right click and Transform -> Apply for each item. Click OK when prompted.6. Save the file.--7. Place it in a similar path to that of the BSA, or replace existing item. 8. (Optional: You may duplicate the item in GECK to create a non-replacing version.) Typical values for shojo headgear:Scaling : 1.15 or 1.2Transform : Z-axis, -18 or -23 Link to comment Share on other sites More sharing options...
roguim Posted September 25, 2010 Share Posted September 25, 2010 Thanks for the tutorial, i've followed and i could get some headgears to work with both my Shojo and Cotw char ( as we can say both use the "same head") TVM :thumbsup: Link to comment Share on other sites More sharing options...
Jin1985 Posted December 12, 2010 Share Posted December 12, 2010 Very easy to follow tutorial. I had some trouble with the game ctd-ing when I equipped headgear with this fix to my Shojo Char. By trial and error I found out that the fixed headgear starts working when I only adjust the Scaling to 1.2 and NOT use the Z-Axis transform of your tutorial. Absolutely THUMBS UP. Link to comment Share on other sites More sharing options...
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