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Sideways hat fixes not working


KazFoxsen

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For my custom headgear, I already added the Head flag as instructed, clicking renew face gen, but none of those are working and I don't know why. I've already seen this thread: http://www.thenexusforums.com/index.php?/topic/249964-what-the-hell-man/

 

I was also following the porting hairs to Fallout tutorial (ignoring the hat/no hat hair-specific stuff) and imported the head into Blender and moved my headgear until it fit. I generated the .esm and .tri files, but now, not only is the item 90 degrees off, it's it's also about 6ft to the left, since the imported head .nif is about that high off the grid. How do I fix this?

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Already read the hat conversion thread. Did the NVEdit thing and it didn't work.

 

Even if I just copy a vanilla item and replace it with the NIFs of another vanilla item (I've extracted the tri and egm to the same folder as well), it still comes out sideways.

Edited by KazFoxsen
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I've tried it many times. I opened the mod in FNVEdit, found "male biped model" and changed the MODDFaceGen Model Flag to 1, which changes the flag to "Head." There was nothing listed under "female biped" so I left it alone. I've tried updating and not updating FaceGen in GECK and it makes no difference, aside from screwing up all the other hats.

 

Just to test further, I copied a construction hat by changing the ID and nothing else. I repeated the same thing, and it still doesn't work.

 

I'm wondering if there could be an issue with the INI, as with the mismatched face problem.

Edited by KazFoxsen
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  • 3 months later...
Sorry to hijack a thread, but I have the same problem too. The headgear fix suggested in the pinned thread did not work. In my case the headgear's orientation is correct (not 90 degree) but it's located some ways off to the side of the head... All I did was adjust the position of a headgear (bandana) in Blender, that's it. I tried to do that in Nifskope, but it didn't seem to affect a thing (no change in game).
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Sorry to hijack a thread, but I have the same problem too. The headgear fix suggested in the pinned thread did not work. In my case the headgear's orientation is correct (not 90 degree) but it's located some ways off to the side of the head... All I did was adjust the position of a headgear (bandana) in Blender, that's it. I tried to do that in Nifskope, but it didn't seem to affect a thing (no change in game).

i've had quite some trouble with that myself recently, so maybe i can help...:

 

1) since everyone is referring to "the solution from the pinned thread" and there are more than one suggestions in that thread, just to get that straight:

do not update facegen av. in geck. doing this will not only affect your desired item, but every headgear in the game and you'd have to delete all others out in fnvedit.

instead, leave it as it is in geck and, in fnvedit, add a flag to the items facegen model entry and set this to 1 (so it says "head" after that).

 

2) i've found that mostly, if you test starting from a savegame where you have your item on, the fix will not work for that item. in some cases, it helps to just drop it from your inventory, pick it up again and then re-equip it, but better start from a clean savegame (one without your item on or even better without your mod in it)

 

3) another thing i've encountered is that obviously, if you, in fnvedit, set facegen model flags like that for more than one item at one time, fnvedit will not save this (you can easily check if it did by closing/saving your mod, reopening it in fnvedit and see if the flags are set).

what worked for me to get past this was to only set one flag at a time, save/close, reopen, set the next one and so on. a real pain, but better than a broken mod... :-)

 

hope any of these helps

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