jamochawoke Posted May 25, 2012 Share Posted May 25, 2012 In Vanilla Drops you can select certain hairstyles that are longer than the Vanilla ones... but it looks odd for them to suddenly disappear when you put on a hood or a helmet that has room for the hair to fall out. So I'm thinking of creating versions of those meshes where the player's hair can be seen. However, to do that properly I need a way to figure out what hairstyle the player has by a script. But I don't know the command. Anyone able to point me in the right direction? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 25, 2012 Share Posted May 25, 2012 I think OBSE's GetHair could do the trick.You need to check if it actually works on the player, too, though. I might need this myself soon to give Wolven Anthros a wolf mane when a certain hairstyle is chosen and only then, as you cannot rig hairstyles to the body as I'd need to for this. So maybe I'll be looking closer into this myself soon, too. Link to comment Share on other sites More sharing options...
jamochawoke Posted May 25, 2012 Author Share Posted May 25, 2012 That's exactly what I wanted it for too! The hairstyles are actually rigged wigs that are placed in the hair slot as clothing (oblivion is so functionally retarded sometimes) since they are so long. Cool beans. I've been extremely tentative to try any OBSE and have done some marvels of scripting workarounds to get it to work... but if it comes to this then it comes to this :). Link to comment Share on other sites More sharing options...
Xenavire Posted May 25, 2012 Share Posted May 25, 2012 (edited) If this leads to me being able to be able to use certain headgears (hoods perhaps?) with certain hairs and not have it look like I just went bald, that would be incredible. One question though: I remember reading a topic somewhere that putting rigged hairstyles into a race (I mean the creation part) would be impossible (it was talking about something similar to Growlf's moving hair wigs.)Is this the same sort of thing, or is it completely different? (I am noob and newb both when it comes to the scripting side of things.) If it is the same, does that mean the post I read was outdated? (I still have vague hopes of having long hair that moves with my body, rather than cutting my torso in half.) Either way, I wish you lots of luck, this mod sounds like one I will be downloading and endorsing sometime in the future. Edited May 25, 2012 by Xenavire Link to comment Share on other sites More sharing options...
WarRatsG Posted May 25, 2012 Share Posted May 25, 2012 I think if you are using the script to get something equipped in the hair slot, then you want GetEquippedObject 1.GetEquippedObject gets what the reference is wearing. The number shows the equipment slot for that you want to check. 1 is for the hair slot. GetHair actually gets the default hair, as in the hair displayed when the reference is not wearing any head-gear. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 25, 2012 Share Posted May 25, 2012 (edited) Well, I can only discourage the use of GetEquippedObject whereever I see it mentioned. My own bad experience with it might make me biased, but let's not forget "GetEquippedObject 1" will not return any useful value when it's a full helmet instead of one with open face. It will only return useful references when the slot(-combination) checked for is exactly matched, no more, no less. I couldn't for the life of me figure out what value it returns in such case, as it's not "0" either. So if anyone happens to know what "garbage" result "GetEquippedObject 1" returns when using a full helmet (hair + head slot covered), it'd be splendid for me to hear it! Anyways, I can only strongly suggest using GetEquipmentSlotMask instead, as "GetEquipmentSlotMask 2" (what's currently covering the hair slot?) unlike the previous function will very well return full helmets, and any other item with arbitrary slot coverage just happening to also cover the hair slot, too. I myself am never using the former anymore since running into the brickwall pretty hard back then. But that's just me. And who knows? The function could as well have been fixed already since I was last able to try it out, as it's been quite a while now since this was the case. Edited May 25, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
jamochawoke Posted May 31, 2012 Author Share Posted May 31, 2012 No I wanted it to check what the hair the Player has selected from the race menu. The reason for this is because I will put some placeholder, non-rigged hairs in the race menu and then the script will check whenever the player is not wearing anything in the helm slot and equip the rigged wig over the placeholder. I'm not sure if I'll get to it... maybe, maybe not. We'll see :). I have a ton of stuff on my plate as-is. Link to comment Share on other sites More sharing options...
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