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Hat imported from Fallout 3 being shown on the wrong position


TravelFreely

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Hello, everyone!

 

I've been playing Fallout 3 for a few days and I just found this hat named 'Chinese Commando Hat'. I loved the ushanka and decided to import it to my character on Fallout: New Vegas. I've done it before on Skyrim but never on a Fallout game.

 

The problem: everything appears to be okay - the axis references on nifskope...

 

http://i62.tinypic.com/11liiza.png

 

The biped model mesh, textures loading just perfectly...

 

http://i58.tinypic.com/j5jic2.png

 

Except that, in-game, the hat is being shown on the wrong position!

 

http://i59.tinypic.com/19po4h.jpg

 

http://i57.tinypic.com/amtsno.jpg

 

I've tried reading through the Nifskope tutorials, and there should be no problem considering FO3 and FNV share the same character skeleton, therefore I believe there should be no problem.

 

Does anyone has any possible solution for this problem? I love that hat! :smile:

Edited by TravelFreely
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TravelFreely - Hello!

Hat on the side of the head like that is a normal sign you've not set the hat up properly.

Two things are often missed when adding hats.

Hat's need an .egm file that allows them to be fitted to different sized heads, for new hats you need to use The Conformulator to generate a new .egm.

If you've made no changes to the model you can use the hat's original .egm.

For hatchinesecommando.nif that would be:

hatchinesecommando.egm

It's located in the same folder as the hat, you need to place a copy of that .egm in the same folder as your new copy of the hat.

If you changed the name of the hat file, the .egm must match that. For example:

ChangedHatName.nif

Then .egm must be:

ChangedHatName.egm

The other thing often missed is, AFTER adding a new hat in GECK, go to the top menu & select Character - Update FaceGen Model Availability then save your hat plugin.

It is a cool hat. :smile:

Hope this helps!

Prensa

Edited by prensa
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  • 2 weeks later...

TravelFreely - Hello!

 

Hat on the side of the head like that is a normal sign you've not set the hat up properly.

 

Two things are often missed when adding hats.

 

Hat's need an .egm file that allows them to be fitted to different sized heads, for new hats you need to use The Conformulator to generate a new .egm.

 

If you've made no changes to the model you can use the hat's original .egm.

 

For hatchinesecommando.nif that would be:

 

hatchinesecommando.egm

 

It's located in the same folder as the hat, you need to place a copy of that .egm in the same folder as your new copy of the hat.

 

If you changed the name of the hat file, the .egm must match that. For example:

 

ChangedHatName.nif

 

Then .egm must be:

 

ChangedHatName.egm

 

The other thing often missed is, AFTER adding a new hat in GECK, go to the top menu & select Character - Update FaceGen Model Availability then save your hat plugin.

 

It is a cool hat. :smile:

 

Hope this helps!

 

Prensa

Thank you a lot, prensa! My "workaround" was to just rotate the hat 90º and it fitted perfectly, but it seems like a very unprofessional juryrugging method. Your method worked perfectly. Thanks!

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