It has been brought to my attention that this resource will need to be updated at some point in the future to better support raytraced shadows. I am aware of the problem and have added it to my to-do list, but that is a long list and I am busy. In the meantime, UUH4V resource files can still be used without any risk of crashing or other bugs; at worst, hairs created with the resource files may not properly cast raytraced shadows until the resource files are updated. If you are particularly troubled by this issue, it is possible to open the .app files and assign each component's raytracing shadow settings as is appropriate.
If you are having a different issue, please still feel free to submit a bug report on the BUGS tab of this mod.
Minor Issue with Packing Certain Hairs with UUH4V - 5 Mesh Edition
A select few physics-enabled hair meshes (both vanilla and edited) will encounter issues when packed using these framework files - they may appear "scrunched" or pulled further from the head than they ought to be by their animgraph/rig. So far, this has been noted to happen when packing hairs based on the hh_033_wa__player and hh_035_ma__mohawk_tall. There is, thankfully, a simple solution to this problem.
If you encounter the above issue, you may replace the existing placeholder animgraph and rig files with other stand-ins/placeholders. These should be animgraphs/rigs that are unlikely to share bone names with the hair mesh/animgraph/rig that you are packing; I might suggest using those from Panam's hair (hh_095_wa__panam), as the bones names are quite distinct, and unlikely to have cross-over with your project.
Only perform this substitution if you are having problems with distorted/scrunched hair.
Hey there! Are you looking to create your own hair mod using UUH4V, or are you looking to install a mod made by someone else which was made with UUH4V?
If you are looking to use an already-made hair mod, created by someone else using UUH4V, you do not need to install UUH4V. The UUH4V files are included in the hair mod itself.
Some mod authors will list UUH4V as a requirement simply so that mod users can easily see what mods have been made with the UUH4V system. This is the case with the mod you linked - under the requirements tab, it is noted that UUH4V is "NOT REQUIRED - Just for linking/reference purposes".
While I am familiar with game modding for other (mostly retro) engines, I'm much less familiar with Cyberpunk. So, just to see if I could, I used this to put the Purple Force pigtail hairstyle onto FemV slot 37 (Sumo hair).
I don't know if that hair is used by any NPCs, but it seemed like a good candidate for me to replace because I don't expect to use it any time soon anyway.
Following the instructions on the description page, I managed to change slot 37 to use the Purple Force hair, complete with hair bands and shadows. As far as I can tell, it's all working correctly (in version 2.2). :D
So, thank you for putting together such a nice simple way to implement this, even for someone not particularly familiar with modding the game.
Now, if only I could figure out ArchiveXL clothes. I've tried, and failed, to convert my replacer items to ArchiveXL so many times. :/
Hey, so I followed the tutorial on how to pack it. I'm a bit confused though when i load into the game nothing shows in the slot i chose. Would it be possible to get your assistance with this?
EDIT** Realized my packing was weird got it to show now it just floats unmoving menacingly
While there are a number of factors that could cause this result, I would check: 1. Is the hair mesh weighted correctly to the head bone and/or other relevant bones? 2. Did you delete extra animgraph/rig pairs that your mod doesn't need? If so, this can cause issues - just leave the extra/unreplaced placeholder rig/animgraph files in your mod structure.
I am unfortunately rather short on free time at the moment, so I may not be the best person to teach you how to mod hair right now.
When it comes to basic modding knowledge and learning what tools to use, as well as a number of tutorials, I know many people find this wiki to be useful. If you get to the point where you have a hair mesh set up and are ready to put it in the game, but you have questions about using UUH4V specifically, I will do my best to be available to answer those questions in a timely manner.
I'm not sure if this is an issue with this mod or my mesh or not, but I ported a hair and it has 5 meshes and only the 1st is showing up in game, if this is relevant I did nothing with the animgraph or rig files because I didn't want to give the hair physics but I was unsure if anything needed to be done with those files. Also, it is floating above the head, but I think that's likely my fault.
You mentioned that you didn't do anything with the animgraph or rig files - do you mean that you included them in your mod files, but didn't edit them, or did you not include them in your mod's files?
I ended up solving this, it was because I was using the other 4 mesh placeholders but they were set up for accessories. I do have them in my mod's files but I just left them alone, am I supposed to do anything with them if I dont want physics?
With regards to the rigs/animgraphs, having them in your mod files and just leaving them alone is perfect! I was asking because they need to be there, even just the placeholder versions, and strange things tend to happen when folks pack their mods without them. Glad to hear you got everything sorted out!
What are you looking to do? Are you looking to create your own hair mod, or to use an already existing hair mod that was created with UUH4V? If it's the latter, you don't need to do anything with any of the files from this (UUH4V) mod page.
Hello! I'm trying to install a mod called Gladio Amicitia's Hair, and it says it requires this mod here. And in the zip file, I see all the hair slots, but I don'T know where to put the files in my cyberpunk folder.
Hey there! That mod doesn't actually require you to install anything from the UUH4V mod page - as it says under the requirements drop-down on the Gladio Amicitia's Hair mod page, UUH4V is "NOT REQUIRED - Just for linking/reference purposes"; it's just listed there so that folks know that hair mod was made using UUH4V files, and thus has all the built-in benefits of a hair mod built on UUH4V. I hope this helps!
So everything was working fine, but once I load the hair in the game it is floating above the character's head. Any solution for this? Let me also clarify that I am very new to wolvenkit so it is possible I missed something.
Can you clarify what you mean by "everything was working fine" prior to you loading the hair in-game?
Is the hair itself floating in photomode, or just the shadow in first person perspective?
Is this a published mod that you are using, or a mod of your own creation? If it's the latter, can you describe the project a bit (like where you got the mesh from, whether it is for FV and/or MV, etc.)?
Everything was working fine as in I followed all the instructions and exporting and packing went smoothly. I unfortunately am not skilled enough yet to design my own meshes, I just wanted to change which slot particular hairs occupied so I could use more modded hairs. I tried with two different hairstyles, one by wingdeer and another by vessnelle. It is not the shadow, the textures load fine, everything looks great the hair functions normally except it is floating above V's head. Let me see If I can send a picture. Forgot to mention they are hairs for Femv.
Considering all of the permissions I'm seeing for the hair mods released by those authors are rather limited/closed, I will have to ask that you obtain permission from the original hair mod authors for these edits before I am able to assist further with your project. I would prefer not to provide assistance that violates the preferences and permissions set forth by other mod authors - I hope that's understandable.
If you are able to obtain permission, or if you find a hair mod that you would like to work with which has more open permissions / a vanilla NPC hair style / etc., please let me know and I will be glad to troubleshoot further!
I got permission to edit the slots from Wingdeer. That is the purpose of my use of this mod. I wanted to edit femv selectable hairstyles without affecting npcs.
Here there! Been using this to make my own hair mod and it works perfect! I wanted to ask though, is there a way to make it so that V's hair would use/load their own unique/custom hair texture? The texture I use obviously affects all the other NPCs so I'm wondering if it was a possibility : )
For sure! UUH4V hair mods can use the game's regular/vanilla hair textures or use custom textures (as can hair mods made without UUH4V).
Making a hair use custom textures is done by editing the material entries in the hair .mesh file(s). Depending on the exact details of your .mesh this process can look slightly different, but in most cases, for hair, you'll end up pathing the .mesh material entries to a set of custom .mi files, which in turn are eventually pathed to your custom .xbm texture files.
Happy to help! I'm only around intermittently these days, but if you look into it and aren't able to get it working on your own/with resources you can find, feel free to send me a DM. I can't promise that I'll be nearly as quick to respond next time, but I will try to help when I get a chance.
51 comments
It has been brought to my attention that this resource will need to be updated at some point in the future to better support raytraced shadows. I am aware of the problem and have added it to my to-do list, but that is a long list and I am busy. In the meantime, UUH4V resource files can still be used without any risk of crashing or other bugs; at worst, hairs created with the resource files may not properly cast raytraced shadows until the resource files are updated. If you are particularly troubled by this issue, it is possible to open the .app files and assign each component's raytracing shadow settings as is appropriate.
If you encounter the above issue, you may replace the existing placeholder animgraph and rig files with other stand-ins/placeholders. These should be animgraphs/rigs that are unlikely to share bone names with the hair mesh/animgraph/rig that you are packing; I might suggest using those from Panam's hair (hh_095_wa__panam), as the bones names are quite distinct, and unlikely to have cross-over with your project.
Only perform this substitution if you are having problems with distorted/scrunched hair.
Some mod authors will list UUH4V as a requirement simply so that mod users can easily see what mods have been made with the UUH4V system. This is the case with the mod you linked - under the requirements tab, it is noted that UUH4V is "NOT REQUIRED - Just for linking/reference purposes".
I don't know if that hair is used by any NPCs, but it seemed like a good candidate for me to replace because I don't expect to use it any time soon anyway.
Following the instructions on the description page, I managed to change slot 37 to use the Purple Force hair, complete with hair bands and shadows. As far as I can tell, it's all working correctly (in version 2.2). :D
So, thank you for putting together such a nice simple way to implement this, even for someone not particularly familiar with modding the game.
Now, if only I could figure out ArchiveXL clothes. I've tried, and failed, to convert my replacer items to ArchiveXL so many times. :/
EDIT** Realized my packing was weird got it to show now it just floats unmoving menacingly
1. Is the hair mesh weighted correctly to the head bone and/or other relevant bones?
2. Did you delete extra animgraph/rig pairs that your mod doesn't need? If so, this can cause issues - just leave the extra/unreplaced placeholder rig/animgraph files in your mod structure.
When it comes to basic modding knowledge and learning what tools to use, as well as a number of tutorials, I know many people find this wiki to be useful. If you get to the point where you have a hair mesh set up and are ready to put it in the game, but you have questions about using UUH4V specifically, I will do my best to be available to answer those questions in a timely manner.
Any directions would be appreciated! c:
If you are able to obtain permission, or if you find a hair mod that you would like to work with which has more open permissions / a vanilla NPC hair style / etc., please let me know and I will be glad to troubleshoot further!
Making a hair use custom textures is done by editing the material entries in the hair .mesh file(s). Depending on the exact details of your .mesh this process can look slightly different, but in most cases, for hair, you'll end up pathing the .mesh material entries to a set of custom .mi files, which in turn are eventually pathed to your custom .xbm texture files.
Edit: got it to work <3