daishi86 Posted October 25, 2010 Share Posted October 25, 2010 So has anyone figured out yet why custom hat.egm and nohat.egm files for custom hair meshes won't work in FNV? Been breaking my back trying to figure this out and still no result. I even tried extracting original .egm files and hair meshes from the .bsa and adding them as a mod in GECK just for testing...and guess what?...those aren't working either. I'm utterly confused and can't seem to figure it out, maybe someone smarter than me could take a look into this plz? :) So tired of being bald when wearing a hat :> Thx in Advancedaishi Link to comment Share on other sites More sharing options...
Ghogiel Posted October 25, 2010 Share Posted October 25, 2010 dunno specifically about hat and no hat issues. but according to TK you have to put custom hair and helmets that use facegen files into a bsa archive or else it won't read the facegen files, or the things will not deform correctly Link to comment Share on other sites More sharing options...
daishi86 Posted October 25, 2010 Author Share Posted October 25, 2010 dunno specifically about hat and no hat issues. but according to TK you have to put custom hair and helmets that use facegen files into a bsa archive or else it won't read the facegen files, or the things will not deform correctlyWell that is interesting news, I shall try that and see if I can get em working that way. Thx for your help. Link to comment Share on other sites More sharing options...
throttlekitty Posted October 25, 2010 Share Posted October 25, 2010 I think the need for files to be in a .bsa and the bug with Update FaceGen Model Availability are related, but I haven't sat down to work on this further. Having a lazy day. Link to comment Share on other sites More sharing options...
Rocketlombax Posted October 26, 2010 Share Posted October 26, 2010 The only issue with the whole .bsa thing is how do you link mods to the .bsa files? I tried putting all the hair models I have into a .bsa archive and tried renaming the Hair folder temporarily. Needless to say, I was greeted by a nice big <!> instead of the hair I was trying to use. Then again, I don't know much about making archive files. :confused: Why's this so difficult? Does it maybe require a future game update? Link to comment Share on other sites More sharing options...
throttlekitty Posted October 26, 2010 Share Posted October 26, 2010 the bsa needs to match the filename of the esp/esm. Link to comment Share on other sites More sharing options...
Rocketlombax Posted October 27, 2010 Share Posted October 27, 2010 the bsa needs to match the filename of the esp/esm. It still doesn't seem to work right for me. Some hairstyles actually appear to work, while most of them don't, including the one in particular that I actually really want. I don't think this works right. After making the BSA file, do I need to delete the unpacked versions of the hairstyles? How did you do it? Link to comment Share on other sites More sharing options...
throttlekitty Posted October 27, 2010 Share Posted October 27, 2010 I only used two hairstyles for my tests. For now, any file in the bsa shouldn't also be loose in the game folder. You may need to do the 'update facegen model availability" function off the Race menu in the GECK. But, that function is also bugged. :) (I keep losing the thread, but 'what the hell man' is somewhere in the topic title, search that out; it's got a fix for that in there. Link to comment Share on other sites More sharing options...
Rocketlombax Posted October 28, 2010 Share Posted October 28, 2010 I'm really sorry but it's still no good. If I try removing the data from the game folder, I get a huge <!> where my character's hair was supposed to be. If I leave the data in there, there's no change. I'm not sure what I'm doing wrong.Here's what I did, I saved the hair mesh and its .egm's for both the hair and the hat hair as a .bsa of the same name as the mod using the FOMM's Bsa packing tool.I then removed the hair mesh and its .egm's out of the FNV game's file path completely. Checking it in the GECK by testing it on an NPC yields less than stellar results regardless of whether or not I update the facegen model availability. I've even tried saving only the .egm's in a .Bsa archive and that didn't work either. I'm really sorry I seem like such a bonehead but I honestly didn't expect such odd errors when I found out NV was in the same game engine. This issue just doesn't make sense. Link to comment Share on other sites More sharing options...
throttlekitty Posted October 28, 2010 Share Posted October 28, 2010 Nah, problems are part of the game, man. :) Quick question first so I can clarify: After creating the .bsa and removing the loose files from the game dir, you are getting red !'s? Oh, while fiddling with fomm's BSA Creator just now, I see that it doesn't include the base folder when adding folders, maybe that's the problem? i.e. adding 'meshes' and 'textures' folders separately would be incorrect, but adding a 'data' folder that contains those two would be. Link to comment Share on other sites More sharing options...
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