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change item equip slot


Auriejir

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Hi,

 

I am trying to wear a hat with the pompadour wig so I created a new hat which only use the headband slot.

 

my problem is that the vanilla hats models doesn't show when I equip them, it only works with the faded visor model.

 

what I need to know is what I should change on the hats models to make them appear in game when only attached to the headband slot.

 

I have been trying to figure this one out since Friday morning, comparing the model's data but to no avail and I'm starting to get a bit desperate.

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well, hats use "hair top" and "hairband" slots while the pompadour wig use "hair top" and "hair long".

 

removing the "hair top" slot from the wig makes hair to clip through the wig, which is not the objective.

 

No, what I need is to make my hat appear when it only use the "headband" slot instead of "hair top" and "headband" and, to make this happen, I need to know what I should change in the mesh... still maddening...

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You cannot have two items equipped that share one of the body slots. So, if you have to equip them at the same time:

* they need to have different body slots

or

* you create a new mesh with both of them and then they will equip at the same time

 

If you don't want the hair clipping, then make your mesh bigger or the hats bigger so they don't clip with the hair.

 

There is no other way, it doesn't matter if you like it or not :)

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thanks for the answer but this isn't the question plus, I already knew all of this.

 

all I want to know is how do I change the hat mesh to make them appear in game when only associated to the "headband" body slot.

 

I've been modding beth games for almost 10 years now but I don't usually touch mesh however, this seems to be the only way of doing this.

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You don't have to change anything in the mesh. That is why you cannot find the answer you want, no matter how long you look for it. If you use the headband slot, the hair will show. If you don't want the hair to show you have to use the hair slots.

 

But, as an example is worth a thousand words, check the aviator cap of my Steampunk lady mod. It uses the headband slot and the mesh had nothing different to it than the meshes of normal hats. And yes, the hair is not hidden when you equip it.

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first of all, sorry for the *hem* attitude. I am glad you took the time to answer me.

 

now, as I said, I have been playing with the mod tools for a while and I usually don't have trouble to do what I want. however, this time, the obvious way of doing it - cloning a hat, removing the "hair top" slot - didn't worked as expected.

 

 

the hat did not show at first but once I got into a power armor and got out, the hat showed. but, as I should have expected, the wig did not appear and I had a bald character wearing a hat.

 

I tried to remove the "hair top" on the armor addon as well and, the hat never show again.

 

Then, and this is why I asked for a mesh thing, I replaced the hat mesh by the faded visor one. it showed.

 

So, this led me to experiment with some other hats, I tried with the militia hat, the minuteman general hat and hancock's hat. none of them appeared.

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The only thing I can think of is something in the nif file, but I don't know what. If I were you I would check all the parameters in the nif file in NifSkope and see the differences between a mesh that shows up an another that doesn't. I copied most of the parameters of my Aviator cap from a vanilla hair with physics (I don't remember which one) as the avitor cap has physics and the parameters of the googles from one of the vanilla helmets (I don't remember which one either), and both show without problems in game. So you can use any of those nifs to check against your hats.

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I am sorry to say that that is because there is really no difference in meshes. The key is in the body slots used XD

 

In Skyrim you need to set the body slot in the mesh, too, but not in Fallout 4. In Fallout 4 you only set it in the CK (Armour addon and Armour).

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