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Make an NPC hair playable?


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Posted

Would anybody be able to help me make the tentacle hair from the mod attached playable? Currently it is for the Follower NPC added by the mod only. It is a tentacle headress that is SMP enabled (Ahsoka from Star Wars) Any help would be greatly appreciated. Even just showing me how to do it would be wonderful, and I apologize if this is a stupid question/request.

921578940_AhsokaTanoSSE.7z

Posted (edited)

Had a quick look at that. The hair was added as a wig basically, and considering most hair mods are wigs and the jump to proper hair always seems to be problematic I'm just going to assume it's not a matter of "copy-pasting". However, what I'd personally do is grab one of the existing "proper" hair mods like KS Hairdos and edit one of the less popular styles to instead use the mesh from the AhsokaTano mod. If it works like that, I'd look into implementing it properly and question why people prefer wigs.

 

As for how to do it, I'd use xEdit as that allows me to have both mods loaded at once in a convenient way.

 

Edit: Just found this hairstyle on another mod site. I won't link it though since last time a moderator removed my  post containing a link to the same site. You should be able to find it by googling "Tegruta Lekku", however.

Edited by traison
Posted
6 hours ago, traison said:

Had a quick look at that. The hair was added as a wig basically, and considering most hair mods are wigs and the jump to proper hair always seems to be problematic I'm just going to assume it's not a matter of "copy-pasting". However, what I'd personally do is grab one of the existing "proper" hair mods like KS Hairdos and edit one of the less popular styles to instead use the mesh from the AhsokaTano mod. If it works like that, I'd look into implementing it properly and question why people prefer wigs.

 

As for how to do it, I'd use xEdit as that allows me to have both mods loaded at once in a convenient way.

 

Edit: Just found this hairstyle on another mod site. I won't link it though since last time a moderator removed my  post containing a link to the same site. You should be able to find it by googling "Tegruta Lekku", however.

 

Thank you so much for the reply. I found the Patreon linked mod, but would you possibly be able to tell me how to make it a hair in Racemenu instead of a wig? As you say I much prefer it being apart of the character. How would I set it up in xEdit? 

Posted

Like I said, grab a hair mod that already works, like KS Hairdos, pick out a style you don't plan to use for now and edit its mesh path(s). The tri file may be problematic, unless BodySlide generates tri files for hairs like this.

Capture.JPG.c4799dbea21b8fbe2f186a5b55873be7.JPG

Posted

Thank you for the reply, and I apologize for my idiocy. I applied the changes within xEdit however the hair appears the same as the original KS Hairdo ingame. I assume this is because of the tri file?

 

I realize its a huge ask so feel free to decline, but if you set up an esp with the hair enabled in Racemenu i'd be happy to send some $ your way for the effort. (Assuming you have a patreon or something similar)

 

If not, which is totally understandable, how would I go about creating a tri file for the hair?

 

Thanks for your help so far

Posted

The only tool I know of that makes tri files is BodySlide. Use the patreon version and build the hair in BodySlide with the morph checkbox checked. If it doesn't do it, then there's not much I could do here either, even if you were to throw money at the problem.

 

I might look into it later today, but got other things going on right now.

Posted (edited)
21 hours ago, traison said:

and question why people prefer wigs.

 

Because the NPC's can't use HDT Hair, no matter if the hair is made with PE or SMP... The phisics processing are not applied to the hair in NPC's... Only in Player...


So that, the only way to have HDT Hair in the NPC's, like followers, is made the hair a wig and equip the wig in the follower.

 

The underlying reasons are various. First of all, the complexity of hair definition, made as main hair and hair parts.
Second, as a wig, it is considered an item and the physics are applied to the object which allows us to bypass the prohibition of process physics on NPC hair.

Edited by alex77r4
Posted
1 hour ago, alex77r4 said:

 

Because the NPC's can't use HDT Hair, no matter if the hair is made with PE or SMP... The phisics processing are not applied to the hair in NPC's... Only in Player...


So that, the only way to have HDT Hair in the NPC's, like followers, is made the hair a wig and equip the wig in the follower.

 

The underlying reasons are various. First of all, the complexity of hair definition, made as main hair and hair parts.
Second, as a wig, it is considered an item and the physics are applied to the object which allows us to bypass the prohibition of process physics on NPC hair.

 

Alright, makes sense, thank you. I've always avoided wigs because when you get robbed in say SL Defeat I find it quite immersion breaking that the bandit (or mudcrab) runs away with my hair.

 

As for the hair tentacle thingie, I had a go at making it a HDPT but at least for now it refuses to show up. So this probably requires someone that has made hairstyles before, as stickytape and chewing gum is not working here. I'll upload the plugin if you want to play around with it. Build the hairstyle in BodySlide first, and have KS Hairdo's installed as currently its using some of its files too.

 

DOES NOT WORK AS-IS

jrm0409_ahsoka.esl

Posted
19 minutes ago, traison said:

So this probably requires someone that has made hairstyles before

 

I have never done a hairstyle or a NIF. I'm a developer and I look at the source code of the different physical systems to try to understand why the wigs are necessary.

I'm sorry, but I can't help with the hair. I can only repeat some of the things I read. It may be a problem in the ESP, in the NIF or in the internal properties within the NIF.

Posted (edited)
14 hours ago, traison said:

 

Alright, makes sense, thank you. I've always avoided wigs because when you get robbed in say SL Defeat I find it quite immersion breaking that the bandit (or mudcrab) runs away with my hair.

 

As for the hair tentacle thingie, I had a go at making it a HDPT but at least for now it refuses to show up. So this probably requires someone that has made hairstyles before, as stickytape and chewing gum is not working here. I'll upload the plugin if you want to play around with it. Build the hairstyle in BodySlide first, and have KS Hairdo's installed as currently its using some of its files too.

 

DOES NOT WORK AS-IS

jrm0409_ahsoka.esl 765 B · 0 downloads

 

Thank you so much for the help, and I really appreciate the effort. This is a huge step forward to making it work, i'll have a look around in Nifskope to see if thats the problem. The Patreon wig itself does not show up in game either, for some strange reason. That might be why.

 

EDIT: I tried summoning the NPC wearing the tentacle hair wig ingame and noticed that in game the hair is visible and has the HDT stuff working.  I tried playing around in xEdit but there is no option to add a playable tag on the armor from that mod. 

Edited by jrm0409
Posted (edited)

Actually the Life after Anakin mod has the "wig" built into the custom race it comes with, as a part of the naked/base body for that race. The patreon version is actually a "hat", or a wig. That one you can wear yourself without changing your own race. If a wig is an acceptable solution to you, I'd recommend that. Wigs work ok if you remember to exclude the slot (31) they use from any robbery related mods, otherwise like I said, you'll have mudcrabs and things running away with your hair.

 

If you have the patreon version installed, type this in the ingame console:

  1. help lekku 4
  2. prid 14
  3. additem <id> 1
  4. And if you want to be real fancy: equipitem <id>

 

Edit: Forgot to mention that, after comparing hair meshes to the tentacle thing, it seems it has to be converted to a BSDynamicTriShape. This can be done in NifSkope it seems, however doing so breaks the mesh view in NifSkope, that or it doesn't have anything to render. I think the vertex data may be in the wrong place. A working hairstyle has vertex data in the BSDynamicTriShape itself, whereas the tentacles has them in its NiSkinPartition. So yeah, not a copy-paste job this. At least for a rookie like me.

Edited by traison
  • 7 months later...

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