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Custom hair hat egm not working


Zeperdy

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EDIT: nevermind, I got it.

 

For the longest time I've never been able to figure out why the .egm files for hats with custom hair simply don't work in New Vegas. I never had this problem in Fallout 3, they worked fine then, but in New Vegas they just plain don't work - wearing a hat makes my character bald. Is this a problem in New Vegas's engine which has yet to be patched?

 

http://dl.dropbox.com/u/28629176/modding/bald_hat.jpg

 

Here's the files I threw together - the hair mesh is from an older Fallout 3 mod, which I stripped down to one hairstyle because it was the only one I wanted.

 

EDIT:

On a related note I tried packing the files into a BSA to see if this will make it work.

The first is to simple match the filename to the name of your .esp. So if your mod is named JunkyMod.esp, name your BSA file as JunkyMod.bsa. The game will automatically look for assets from the .esp in the .bsa.

This is a load of crap. The engine does not do this. I have tried, and all I get is a big red exclamation mark telling me the game hasn't bothered to check my BSA file.

Edited by Zeperdy
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  • 10 months later...
Inside the Hair mesh is 2 meshes. One for wearing a hat, an one for no hat. When you create the .egm you need to do so on both meshes seperately. So you would need to first delete one of the meshes, export a .obj, create a .egm for that mesh, then do the same for the other. Then you would use the original hair mesh, but inside the game you would have 2 .egm Hair and HairNoHat. The names need to match, plus it need to be correct. All in the same folder. It's rather difficult.
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  • 6 years later...

Please see the 'FaceGen: Heads, Faces, Hairs, and Helmets' section of the wiki "Getting started creating mods" article. It has what info has been mentioned here in the last four years. Of course this topic hasn't been revived during that period, so someone else may have something to contribute.

 

-Dubious-

 

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