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Fo4 -> Fo76 hair mods (any one crack it yet?)


SandMouseAnarchy

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I've been looking at swapping the 76 vanilla hairstyle meshes for Fo4 custom hairstyle meshes.

So far I haven't been able to get the mesh visible in game...

I think the mesh is correctly skinned, so the problem, from what I can tell is - I'm missing the "_L" and "_R" light and reflection textures that come with the vanilla 76 hairstyles. (I could make my own, but this is just a quick and dirty port to test to see if it can be done)

 

To help me narrow down the problem -

Can anyone tell me if the "_L" and "_R" textures are completely necessary? Ie; should the mesh be visible with just a defuse and normal texture?

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  • 2 weeks later...

UPDATE -

 

just a quick update on findings from my experiments.

 

So it seems that 76 will accept mesh swapped hair nifs, but the hairstyle has to be a single mesh.

 

The "Hairstyle"_Facebones.nif seems to be the active nif, changing just the "Hairstyle".nif doesn't seem to make a difference, but I haven't extensively tested it yet.

 

Weighing the mesh to ragdoll/physics bones doesn't seem work - Bethesda might be using a different naming convention for those bones, or they might be using a different default physics system version from HCT, or the original nif might even have some sort of record for which hkx should be in said nif.

 

I've tried dropping in a Fo4 Hkx with a custom mesh but no physics in game,

And I've tried referencing the original hkx in the new nif aswell but no luck so far.

 

Next I think I will try converting the Fo76 hkx into xml and check the bone names and order to see if that is the problem.

 

I'll keep you guys updated :)

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I've tried converting some outfits over, and I've run into issues with anything that uses the physics engine. I.e. the skirt parts of dresses don't deform at all when the character does.

 

I've not been able to figure out a way to solve this yet. I'd imagine hairs may have a very similar issue.

Edited by UlithiumDragon
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