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Help with merging hair into headgear


SignedName

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So I wanted to give Cass an alternate hairstyle, but unfortunately this doesn't play nicely with her hat (the hair clips through). I tried to add the hair to the hat manually by combining the nifs and getting rid of the clipping vertices with Blender, but the hair doesn't actually appear on the character model when testing it in the GECK, despite being able to see it in the model preview in the armor tab. Can anyone give an explanation for why this might happen, and how to solve this problem?

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No, that would mean you have to swap between two hair images: with, and without, the hat. And have "hair with hats" for each of the different types of hats. But to the best of my recollection there aren't any animations for "taking off hats" anyway. You have to change headgear in the Pipboy Inventory window, so you really only see the results afterwards anyway. (Though I have a vague recollection of some mod that let you shoot a hat off an actor, I can't locate it now.)

 

You might want to check out the mod "Project Hair And Hats" by Milata to see how they handle it.

 

-Dubious-

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Hair nifs usually have two models inside of them, one called Hat and one called NoHat. The proper way to do this is to adjust your alternate hairstyle's Hat model so that it doesn't clip through any hat you want the NPC to wear.

 

I personally have never been successful at modifying hair models with Blender. They always come out looking funny. I read somewhere that this is due to Blender not preserving polygon sort orders or something along those lines. I have no idea if that is true or not. It may just be that I don't know the proper export settings or what I need to modify with NifSkope afterwards. I haven't played around with it much. If anyone knows the correct way to export hairs from Blender and have them work properly I'd like to see it.

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FYI: Note that everything related to the head must be placed in a BSA for it to be processed properly by the game engine. Otherwise the "loose files" do not get "conformed" to the head mesh properly. (Use the "BSArch" tool linked in the Packaging Tools section to create/update your BSA file.)

 

-Dubious-

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No, that would mean you have to swap between two hair images: with, and without, the hat. And have "hair with hats" for each of the different types of hats. But to the best of my recollection there aren't any animations for "taking off hats" anyway. You have to change headgear in the Pipboy Inventory window, so you really only see the results afterwards anyway. (Though I have a vague recollection of some mod that let you shoot a hat off an actor, I can't locate it now.)

 

You might want to check out the mod "Project Hair And Hats" by Milata to see how they handle it.

 

-Dubious-

If I knew how to get hat hair to work, I would have done that instead. But alas, I can't seem to get it to work. Megaton Hairs even comes prepackaged with the hat/nohat meshes, but no luck on trying to get them to switch when wearing a hat.

 

 

As for the mod you linked, from what I can tell it just changes the headwear to not use the "hair" slot, which doesn't help with clipping.

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