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Invisible helmets/hats


holytiamat777

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This doesn't seem like a hard one to make. Anyone up for it?

Make a hat, and remove the model?

 

Yeah pretty much. Like maybe include an option where you can toggle whether you want the hat displayed or not.

 

The stats on some of these hats are nice, like Boon's beret, but I'd rather look at the back of my character's naked head than that thing.

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  • 3 years later...

This is actually a good idea if your playing custom races like the playable ghoul mod and your head clips through the hats and helmets. If the invisible hats or helmets could still give the stats and bonuses that would be great.

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This doesn't seem like a hard one to make. Anyone up for it?

Make a hat, and remove the model?

 

Yeah pretty much. Like maybe include an option where you can toggle whether you want the hat displayed or not.

 

The stats on some of these hats are nice, like Boon's beret, but I'd rather look at the back of my character's naked head than that thing.

 

I'm not sure you could just remove the model, it would be an empty node, probably throw an error in geck. You could scale it to 1/1000 the size though. But it's still a hat so the second mesh for hair would be used (ie you'd look like your hair was slicked back very close to the scalp).

 

This is actually a good idea if your playing custom races like the playable ghoul mod and your head clips through the hats and helmets. If the invisible hats or helmets could still give the stats and bonuses that would be great.

Never tried the ghoul race, and I'm kind of surprised the egm files don't fit the headgear to them correctly. I mean don't they work on civilized/non fearl npc ghouls? But if they don't you could probably solve that problem by using a ghoul tri of the head with conformulator.

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OK just tried it. The nif with no model throws an error (something about bounds for object exceeds 32000 units), but the 1/1000 scaled hat works. However just like any hat it uses the Hat NiTriShape so you get this;

 

PIC;

 

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/ScreenShot824_zpsb2ee88ca.jpg

 

 

 

Sooooo....your going to have to redo the EGM files too. You'll be making new items (if you don't no npc's will have hats), and in addition to the egm files your going to have to add all the new items to the appropriate form lists (via script). That's your bare minimum workload.

 

As far as toggling the hat on and off, perhaps something like a niVis controller might work or changing the alpha to 0 via script. But the hair already has an alpha and two layers of a alpha texture probably arn't going to play nice together. And I don't think anyone is going to go through the trouble of adding a niVis node to each model, then adding a script to check which item is equipped (or issuing a command to every hat id) to shut it down via hotkey.

 

All in all you might just be better off making a bunch of tokens. Not something I'd volunteer for.

 

But somebody else might have a better solution.

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