Xaranth Posted December 30, 2012 Share Posted December 30, 2012 I've been putting together a personal mod, culling bits of various visual mods and such, tweaking gameplay, etc. Anyway, I've been two days fighting with hairstyles. After I've moved the meshes and textures and put everything where I want it to be, there seems to be something very wrong with the egms. No matter what I do, including running the styles through the Conformulator and making new EGMs, I get clipping with every style I've tried to shift. I've made sure to match the head model with the pack I've taken the hair from, etc, etc. Is there perhaps a pathing issue involved? I know the head model HAS to be in a specific place or the engine falls over - do EGMs have similar hardcoded paths? Currently I'm using the path data\[meshes-textures]\mmca\characters\hair\[file] Link to comment Share on other sites More sharing options...
nivea Posted December 30, 2012 Share Posted December 30, 2012 There is a bug in FNV that requires all hair/bears/eyebrow .egms to be put in a .bsa to work. Link to comment Share on other sites More sharing options...
Xaranth Posted December 31, 2012 Author Share Posted December 31, 2012 THANK you. You have saved my sanity. ....Also that's a weird and annoying bug. What a lovely engine we have. Link to comment Share on other sites More sharing options...
nivea Posted December 31, 2012 Share Posted December 31, 2012 Yeah I dont know why it happened because it works in FO3 but not in FNV, but it must have been hard enough to fix that the makers didnt want to. Link to comment Share on other sites More sharing options...
luthienanarion Posted December 31, 2012 Share Posted December 31, 2012 More likely that the developers had no need for them to function outside of BSAs and never noticed that they don't. Link to comment Share on other sites More sharing options...
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