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Converting a Wig into a Racemenu hair


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Posted

I've been trying to make a wig from a mod into a hair for use in Racemenu. The simplest way I can achieve this usually is to replace an existing hair by renaming the .nif file.

 

Other than that I've also tried combining the Hairline file together with the actual hair file. But a problem persists where there is always a bald area which I am convinced is an underlying hairline or 'cap' that covers the scalp. How can I fix this bald patch issue?

 

Here is the one with the wig:

8eQ03v.jpg

 

and here is using the racemenu conversion. There is a persistent bald spot that I cant seem to fill.

8eQjr2.jpg

8eQINC.jpg

 

 

Does anyone have a solution for this?

Posted

I think your problem lies within the esp or esm file, without knowing exactly what you did to achieve this other than merging and replacing the asset but my guess its the headpart data perhaps the game is trying to load it as a helmet or circlet rather than actual hair.

Posted
1 hour ago, Derpakiin said:

I've been trying to make a wig from a mod into a hair for use in Racemenu. The simplest way I can achieve this usually is to replace an existing hair by renaming the .nif file.

Does anyone have a solution for this?

Link for this this wig mod ? Does hair have hairline mesh ?

Hairline cap slot is 41(141) in CK,sometimes when a wig (hair) have only 1 mesh with dismember skin slot 31 (main hair) CK automatically adds a default hairline cap to cover slot 41.CK also need TRI files to blend hair with head sculpt morphing. You can use vanilla hairlines from Meshes bsa archive.

Posted
4 hours ago, wy1389217 said:

What mod is that @Derpakiin ?

It's from the BDO Dark Knight mod.

 

5 hours ago, PlayerKiller said:

I think your problem lies within the esp or esm file, without knowing exactly what you did to achieve this other than merging and replacing the asset but my guess its the headpart data perhaps the game is trying to load it as a helmet or circlet rather than actual hair.

 

4 hours ago, romeozero said:

Link for this this wig mod ? Does hair have hairline mesh ?

Hairline cap slot is 41(141) in CK,sometimes when a wig (hair) have only 1 mesh with dismember skin slot 31 (main hair) CK automatically adds a default hairline cap to cover slot 41.CK also need TRI files to blend hair with head sculpt morphing. You can use vanilla hairlines from Meshes bsa archive.

I can provide the 2 nif files associated with the wig (both the hair and hairline). I'd appreciate any suggestions or guides on how to incorporate it into racemenu.

DK_hair1.nif

DK_hair1HL.nif

 

 

 

EDIT: Found the link here: http://wtfuun.tumblr.com/post/157402535620/bdo-dark-knight-uunp-hdt-v121-main-mod-required

Posted

hmm i have that mod, hair1 have wrong alpha param but that is not the case.All you need is to go to CK > character> headparts and make 2 new files.Use vanilla hair and hairline reference to work with ( since u got no tri morphs just ignore it) ,choose default race and add path to your nifs.Make hairline as an extra part (see vanilla ref) and its done.Save your esp. It is the same as adding follower face data. 

Posted

Yeah like romeozero says you gotta do the headpart stuff in the CK. Detailed custom asset incorporation regarding hair tutorials seem to be lacking but I found one that basically covers it. 

http://wiki.tesnexus.com/index.php/Adding_a_Follower_NPC_to_Skyrim

There is a section called "Using custom hair for your NPC" which gots what you need, specifically the part about making it standalone. 

You don't need to worry about getting it into racemenu if done right, all you have to do is check the little playable box here http://wiki.tesnexus.com/index.php/File:FollowerTut_7_HairLine.jpg and it'll show up in game when you create your character

Posted
On 5/25/2018 at 10:23 PM, romeozero said:

hmm i have that mod, hair1 have wrong alpha param but that is not the case.All you need is to go to CK > character> headparts and make 2 new files.Use vanilla hair and hairline reference to work with ( since u got no tri morphs just ignore it) ,choose default race and add path to your nifs.Make hairline as an extra part (see vanilla ref) and its done.Save your esp. It is the same as adding follower face data. 

 

On 5/26/2018 at 3:00 AM, PlayerKiller said:

Yeah like romeozero says you gotta do the headpart stuff in the CK. Detailed custom asset incorporation regarding hair tutorials seem to be lacking but I found one that basically covers it. 

http://wiki.tesnexus.com/index.php/Adding_a_Follower_NPC_to_Skyrim

There is a section called "Using custom hair for your NPC" which gots what you need, specifically the part about making it standalone. 

You don't need to worry about getting it into racemenu if done right, all you have to do is check the little playable box here http://wiki.tesnexus.com/index.php/File:FollowerTut_7_HairLine.jpg and it'll show up in game when you create your character

Thank you both so much for the tips! I've managed to successfully add the hair through the guide and through CK, which solved the baldness issue (I added the hairline as an extra part for the hair itself to refer to.).

 

However the problem now lies with HDT not working for the hair now. I have no idea why it would stop working when I add the hair via the CK, because when I did a simple rename of the file to replace an existing hair (without using CK) the HDT physics works fine. Is there something I need to edit via the CK version of the hair to enable HDT physics? I highly doubt the original .nif files were the cause because their files still refer to the HDT havok path [595].

Posted

You don't need to alter anything in the ck to get hair to jiggle. If they aren't working it probably has to do with either your xml file or the xml string data in the nif, might want to recheck those and make sure all the pathing and names are up to date for both the hair and hairline.

Posted
On 5/27/2018 at 2:25 PM, PlayerKiller said:

You don't need to alter anything in the ck to get hair to jiggle. If they aren't working it probably has to do with either your xml file or the xml string data in the nif, might want to recheck those and make sure all the pathing and names are up to date for both the hair and hairline.

I've done some troubleshooting and I found out that adding the hairline part prevents the HDT physics from working. In fact, adding any hairline part (modded or vanilla hairlines) will cause HDT to stop working.

 

If I don't add a hairline part, everything works fine, but I have the bald head underneath issue. It feels like a lose/lose situation. Is there any advice on this?

Posted
3 hours ago, Derpakiin said:

I've done some troubleshooting and I found out that adding the hairline part prevents the HDT physics from working. In fact, adding any hairline part (modded or vanilla hairlines) will cause HDT to stop working.

 

If I don't add a hairline part, everything works fine, but I have the bald head underneath issue. It feels like a lose/lose situation. Is there any advice on this?

Whatever hairline you decide to use it has to have an hdt havok path and it too has to point to an xml file, hair and hairline can share an xml so the one you have will do. I noticed the hairline you included above is not enabled for hdt, I suggest copying and using a existing hairline preferably one closest to what you are looking for from ks hairdos - hdt or some other hdt enable hair mod if you cant do it yourself.

Posted
11 hours ago, PlayerKiller said:

Whatever hairline you decide to use it has to have an hdt havok path and it too has to point to an xml file, hair and hairline can share an xml so the one you have will do. I noticed the hairline you included above is not enabled for hdt, I suggest copying and using a existing hairline preferably one closest to what you are looking for from ks hairdos - hdt or some other hdt enable hair mod if you cant do it yourself.

Do not suggest ideas that you are not competent at, you want to make him new CTD troubles ? Hairline is a default cair cap without physics it does not need any NiStringExtradata. All that he needs is to make a proper path to named xml [ data\meshes\*modname\*mod.xml ] in (String Data).

Posted
5 hours ago, romeozero said:

Do not suggest ideas that you are not competent at, you want to make him new CTD troubles ? Hairline is a default cair cap without physics it does not need any NiStringExtradata. All that he needs is to make a proper path to named xml [ data\meshes\*modname\*mod.xml ] in (String Data).

I'll own up to anything if I some how mislead them but I did not mean to intentionally I've only posted suggestions from experience I add Nistring physics to my hairline with no issue that's why I suggested it. I also failed to realize that DK hair1.nif [1]NiStringsExtradata is setup with a havok path for armor (no doubt that's going to lead to infinite stretching), instead it should just point to an xml path (like you pointed out) and it gets that from the assigned values the ones I was talking about setting up in the hairline being an HDT havok path and a string data xml.

@romeozero Should any other issues occur I trust you got it right, I'll just be taking my incompetent ass elsewhere.

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