MeguRyel Posted November 11, 2010 Share Posted November 11, 2010 I started re-making some of my hairstyles and a slightly changed head shape for my race, before even reading and remembering the ArchiveInvalidation-thing FO3 caused troubles with. Funny thing is, it doesn't cause any trouble at all, texture shows up like it should and the hair fits the head just fine. Only thing is, it doesn't seem to accept the .egm file, if the name is not exactly the same as the .nif, so if I name the hair like this: HairIfalna.nifHairIfalnahat.egmHairIfalnanohat.egm the hair shows, but doesn't change when the headshape is changed. So, I tried naming the files like: HairIfalna.nigHairIfalna.egm and it works. Problem is, the hat-hair doesn't bother showing up. So I started searching the forums for other people having the same issues, but I couldn't find anything. I tried putting the files into a .bsa, but I must be doing something wrong because when I exchange the meshes-file with the meshes.bsa, none of my meshes seem to be working. Last thing I tried was the ArchiveInvalidation like I found a tutorial in one of the FONV-Articles and here in the forum, but it didn't change anything. I'm terribly sorry for my confusing explanation, but I really have no idea where the problem started. This is so frustrating, I'd rather spend my time making new hair meshes... *sigh* Can anybody help me or give me a hint where to look at? Link to comment Share on other sites More sharing options...
throttlekitty Posted November 12, 2010 Share Posted November 12, 2010 Do you have a proper .egm for the hat hair? If not, export the appropriate shape from NifSkope as an .obj, and run the Conformulator on that to create one. Link to comment Share on other sites More sharing options...
MeguRyel Posted November 12, 2010 Author Share Posted November 12, 2010 Do you have a proper .egm for the hat hair? If not, export the appropriate shape from NifSkope as an .obj, and run the Conformulator on that to create one. Yes I do, I made another hair model that fits under most hats and made an .egm file from the .nif in the oblivion-version. That's how I made the one for the no-hat version, so the .egm file should be a proper one... Link to comment Share on other sites More sharing options...
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