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How to change ingame position of hairs/armors


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Posted

I'm using a custom race, and the head is oriented differently from the vanilla races. This means that all custom hairs and face items are off on their orientation toward the head. See here, the hair is floating above the head and masks in front and above the face. [Fixed link]

 

How can I change the position of hair and items to line up with the custom face? Can this be done in nifskope or does it require Blender?

 

Posted

Maybe try using outfit studios to adjust it's position in the nif. First make a copy of the nif to keep it safe then load it into outfit studios adjust the position some copy the number down that you moved it to (this is so that if it looks good you can use that number to adjust the rest of them to the same spot without having to do it multiple times) then export it to overwrite the nif and go start up game and check the hairs position. If it's good then use that saved number to do the rest of the hairs but if it's not right then adjust the hair more copy that number as well and save it and keep doing that till it's perfect then add the numbers together and use it for the number

Posted

Hello, thanks for your response, I have not used outfit studio before so I've spent the past day learning. However all tutorials are for editing armors to CBBE, none are to edit hair and face accessories so I am not sure how to do this. Each time I load the mask or hair in outfit studio, no model loads. 

 

edit: Ok, I've figured out how to do what you suggested. It looks like it works, thanks! I've managed to get several items oriented correctly, however I'm having trouble with hairs. I have the hair mesh oriented now, but each hair mesh has this translucent texture floating above it that I can't move. See here. I'm curious - what is this, can it be moved or deleted, and is there a problem with deleting it?

Posted
20 hours ago, Apahguinsimo said:

edit: Ok, I've figured out how to do what you suggested. It looks like it works, thanks! I've managed to get several items oriented correctly, however I'm having trouble with hairs. I have the hair mesh oriented now, but each hair mesh has this translucent texture floating above it that I can't move. See here. I'm curious - what is this, can it be moved or deleted, and is there a problem with deleting it?

I recommend putting the hair meshes you changed back to normal and then creating wigs for what you want. This would let you make wigs fit to your custom race without affecting the normal human wigs. In addition, normal hair often has two meshes, the hair plus the hairline. But a wig can use the hair and ignore the hairline.

 

If you look at how Unified Clothing Overhaul mod does its wigs, you can use that as a model. Copy the wig mesh you wish to use to a new name (to preserve the original), and then in FO4Edit create a new armor addon, armor and constructible object outfit for the new wig. You can then use Outfit Studio to move the mesh anyway you wish and will not risk breaking the vanilla game and probably won't have the issues you're having trying to change the actual hair.

 

My characters (including NPCs and settlers) always use wigs instead of regular hair so they can have more variety.

Posted
5 hours ago, Karna5 said:

My characters (including NPCs and settlers) always use wigs instead of regular hair so they can have more variety.

Sure, but doesn't that give them all a complex for not having a specific hair? :P

Posted

Hello, I've been trying to teach myself how to make a wig but I still do not know how to do this. UCO has thousands of COBJ records and finding a wig to reverse engineer is not easy. I see no tutorials for wigs in FO4 either, and I see many posts on problems with getting wigs to show the right hair color. It seems like a lot of trouble. Also, I don't like the idea of having to give up an inventory slot to hair, won't this conflict with helmets?

 

Is the translucent piece of hair floating above the head in my second screenshot the hairline mesh? Is there a way to make this translucent part invisible without breaking the hair mesh or its textures? I went through the hair mesh in nifskope deleting branches to find the translucent part, but I couldn't locate it. I eventually had a hair whose mesh was completely gone except for the translucent part.

 

In the meantime, back to figuring out how to make a wig.

Posted
15 hours ago, KoolHndLuke said:

Sure, but doesn't that give them all a complex for not having a specific hair? :P

*Laughs* I have no idea what that means, my friend :)

 

On a related note, when I create the armor records I also have the wigs randomly spawn with different colors. Thus even settlers who get a particular hair style (by wig) can have varied colors from each other.

 

Then I put each wig into a leveled item list. Thus not only is the hair style random, but the hair color is random, too.

Posted
8 hours ago, Apahguinsimo said:



Hello, I've been trying to teach myself how to make a wig but I still do not know how to do this. UCO has thousands of COBJ records and finding a wig to reverse engineer is not easy. I see no tutorials for wigs in FO4 either, and I see many posts on problems with getting wigs to show the right hair color. It seems like a lot of trouble. Also, I don't like the idea of having to give up an inventory slot to hair, won't this conflict with helmets?

 

Is the translucent piece of hair floating above the head in my second screenshot the hairline mesh? Is there a way to make this translucent part invisible without breaking the hair mesh or its textures? I went through the hair mesh in nifskope deleting branches to find the translucent part, but I couldn't locate it. I eventually had a hair whose mesh was completely gone except for the translucent part.

 

In the meantime, back to figuring out how to make a wig.

You could make UCO a master file to your ESP/ESL so that you can use its hair color records. That would save you some time.

 

As for a wig taking the same slot as a helmet, indeed that would be the case. Thus if you want to have a wig and a helmet at the same time you'd make them the same outfit piece. I have a couple of examples of helmets and wigs combined here:

 

https://www.nexusmods.com/fallout4/mods/36459

 

If it gets un-fun working on it, then I think you should stop (at least for a while). Modding should be about the fun of figuring out how to do stuff and the reward of it, but if it's not fun, it's best to switch gears :)

Posted

Hello, I did manage to get rid of the translucent part in FO4Edit, though I'm actually not 100% sure how I did it. I think I did it by deleting the hairline.nif from the headparts of the hair. I'm not sure if that causes any ill effects but it seems to be working.

 

I agree with the fun part, I do agree. Figuring things out is fun as long as you feel like you are making progress. I'm still not sure how to make a wig, it's always a problem of doing it the first time. If I can do it once I can do more, but that first one is difficult to figure out. Wigs are definitely something I want to figure out since the race I'm using doesn't display custom hairs, so wigs would be useful. I actually played around with hairs and hats in outfit studio by combining their branches in nifskope, but this only sometimes works without errors.

 

edit: also, how do I assign a color to a wig?

Posted

you know turkeys patreon is back up. he's giving away a lot of races for free.

this info may not be useful, but I thought I'd add just to be safe.

that looked like Marie rose.

  • 1 month later...
Posted

 

On 2/3/2019 at 3:46 PM, rjames19 said:

you know turkeys patreon is back up. he's giving away a lot of races for free.

this info may not be useful, but I thought I'd add just to be safe.

that looked like Marie rose.

hello a month later, I just saw this now and I have to say THANK YOU. I did not know about turkeytail's patreon but yes, he has marie rose and other characters on there and they are updated with much better versions, the face looks better, the hair has physics, and the mouth moves perfectly in conversation! thank you very much, turkeytail has excellent content on there.

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