Could you please replace hairstyle 43 with your hairstyle instead? When V puts on a hat, it renders her hair as dreads. Well, this would be appropriate if she wore the vanilla hairstyle 49, but not with this mod.
edit: I would love to say that I figured this out, but I didn't. Multiple hours of trial and error, but when I as much as touch the modded files trying to replace a different hairstyle or replace the hairstyle that appears with the headwear, V goes bald. I wasn't made for this kind of pain.
edit2: I figured it out, thanks to Pokiehat! All I needed is to tweak the female_cco.inkcharcustomization file. I tried that before, but incorrectly, as it seems. All good now!
one more thing id like to add is potentially make packs for with all them combind in 1 zip for easy management. then apply alternate files because the current slot 49 is also conflicting with wingdinger yow aka punk mullet for example. so having 2or3 base variants for slot allocation is nice if interested parties wish to mod their files. also followed for if you add more, or make changes to this one.
Adding more slots would mean i need to re-pack each variant for each slot. Making say, 3 slots, on a hair with 5 variations, would add another 1-2 h of just packing files, with a large chanse of error and brainrot. If you really want to use wingdinger's hair together with mine, just use wolvenkit to repack Wingdinger's hair in another slot yourself, it'll be much easier. Altough watch out since Wingdinger does not like when people edit their mods.
this is really good... but the tails and bangs look like bunny ears flopping around, cute and funny. but heres an idea to make it better. intensify the poly count, put on a png texture code for the bang&tail. then you have a transparent textures with highlight strands. then make 6 of those bang strands per bang and pony tail. then you have 132 strands of hair brushed or more in the png x 6 for about 800+ strands on 1 poly.
then go back and make the base hair for the frenge, head, and neck lay. then you have the blended brushes, with the attached 1600 blended bangs and pony tail for actual hair phsyics. on one identifier code file
because this hair is really really cool.
but atm it looks like snoopy cap phsyics. when it could be one of the coolest hairs using overlayed brush codes.
and i say probably use 6 per bang and pony tail, is because that gives you 2 code meshes for base, 2 code menshes slightly larger for highlights, and 2 for long roots. this way when you use fading color textures. it makes for some really awesome layered highlights. as well as adaptive flowing physics.
like instead of streaking the bangs and tails longer. change the root access on the cone and make 2 longer for each that is super narrow, then 2 slightly shorter and fatter. this way each brush of bang has the 6 layers with 1 over laping each other. and the png source code allows detail transparency referencing the color code for texture applications.
not much different then people accidently picking 2 hair meshes and overlaying them in 1 code. but if you do it intentfully. on layered bangs and pony tails.
because think about it. you grab a strain of hair from your own bangs. there is anywhere between 12 and 60 hairs. so 132 strands on a wrapped png is /6 for circumference angles which = about 22 hairs visible at any given moment from any side. then 2 origoinal sizes as the median, 2 shorter widened overlays, and 2 longer bases which smaller circumferences from the root. thats 66 hairs. then because they are overlayed you see about half at the same time in the drawn phsyics, which is 33. not 60-80 like real life. but enough to simulate actual bangs and flowing hair phsyics.
like cant do that 1000's of times for an entire head. but doing that 4 times for bangs, you can get away with that and make it work to not kill frames in game either. giving this particular hair style the potential many hairs dont have. which is actual folici simulated phsyics.
Cyberpunk's hair meshes usually consist of 4-6 layers of hair cards, each layer with lowet alpha and less dense strands textures, which gives an illusion of depth.
Also, physics on this hair are not great, since I didn't yet know how they worked when i made it. (Only learned when making Power's hair) Mesh itself also has a couple big errors, bad seams etc...
actually low alpha low density file count is npc hair, not player hair. and the tool only allows 6 meshes. and rendering them all in a blender or cs9 ect can be tasking for some users. but you dont even have to do that. once the brushes for each bang is made of its own hair type. you take the flat code, and past it into a main file after its made. so you dont need to simulate the phsyics all together in one hair brush. because its actually, bang1 bang 2 tail1 tail 2... on base 1 file. and with the code thrown together. your 6 meshes is now 30.
To be completely honest, i don't understand what you mean... I don't know anything about texturing and stuff, i just resculpt vanilla meshes and try to make them look reasonably good. If possible, could you make an example of your process so my puny normie brain could understand it ._.
people use to say neon lighting was impossible in q3 engine for medal of honor or doing dynamic mesh bending of detail brushes. and theres a lot that can be done, when you take the adaptive ciriclic script and attach it to other intended files. it doesnt matter if the engine will allow it or if it isnt do able. the only thing that matters is can you make it work. granted it wont have texture collions, it wont react to fire, ect ect. not actual phsyics. it would only do as base instruction in its context file binding when broken. ie use texture color x. but it would look real simulated hair. granted would take some fandangling after making the file. so adjustments would be at the added file then in to the base file. again and again till it looked right like 80% of the time.
so the phsyics interactions, is like taking the bobby bouce edit script. for adjusted phsyics. and applying those lines of mac.doc.cirilic... into the hair. so it supports its own movments. if you dont know script editing, other then just the mesh bending for making hair from vanilla hair... then thats totally cool man. just thought maybe you did. and if you did, then this hair could potentually be even way cooler than it is. if i wasnt busy with va stuff for disability claims, and trying to source my own mega pack and as preset for everyone to use as a multiplayer base. i would give this a go myself. maybe in future ill revist if you would mind me taking a poke at it.
extended matrix coding, you can also take the hair outlie paramater. then youse 12 more hairs of the same type adjusted. then use the other 11 as max flow range for bounce limiters. and use other hairs as a check draw. people say but that would be hundred and hundred's of lines of coding. yeah... but it can be done.
There are 2 mods on nexus that resemble this hair closely, https://www.nexusmods.com/cyberpunk2077/mods/1802, and https://www.nexusmods.com/cyberpunk2077/mods/2336. If neighter of them suit your needs, please contact me on discord and I'll see what i can do for you <3 Edit: if you end up liking the Mirror's Edge hair, you can find a 4k textures improved mod in the discord exclusives chat of the Cyberpunk 2077 modding community discord server.
Ahh, sure thing i guess. I could make a new mod for you if you want, trying to recreate this hair specifically? The bangs are different, pony could use a new resculpt as well. If possible, find me on discord (eagul#7056), it's much easier to discuss details there.
50 comments
edit: I would love to say that I figured this out, but I didn't. Multiple hours of trial and error, but when I as much as touch the modded files trying to replace a different hairstyle or replace the hairstyle that appears with the headwear, V goes bald. I wasn't made for this kind of pain.
edit2: I figured it out, thanks to Pokiehat! All I needed is to tweak the female_cco.inkcharcustomization file. I tried that before, but incorrectly, as it seems. All good now!
id love to have an angled bob in the front like this and long in the back!
then go back and make the base hair for the frenge, head, and neck lay. then you have the blended brushes, with the attached 1600 blended bangs and pony tail for actual hair phsyics. on one identifier code file
because this hair is really really cool.
but atm it looks like snoopy cap phsyics. when it could be one of the coolest hairs using overlayed brush codes.
and i say probably use 6 per bang and pony tail, is because that gives you 2 code meshes for base, 2 code menshes slightly larger for highlights, and 2 for long roots. this way when you use fading color textures. it makes for some really awesome layered highlights. as well as adaptive flowing physics.
not much different then people accidently picking 2 hair meshes and overlaying them in 1 code. but if you do it intentfully. on layered bangs and pony tails.
because think about it. you grab a strain of hair from your own bangs. there is anywhere between 12 and 60 hairs. so 132 strands on a wrapped png is /6 for circumference angles which = about 22 hairs visible at any given moment from any side. then 2 origoinal sizes as the median, 2 shorter widened overlays, and 2 longer bases which smaller circumferences from the root. thats 66 hairs. then because they are overlayed you see about half at the same time in the drawn phsyics, which is 33. not 60-80 like real life. but enough to simulate actual bangs and flowing hair phsyics.
like cant do that 1000's of times for an entire head. but doing that 4 times for bangs, you can get away with that and make it work to not kill frames in game either. giving this particular hair style the potential many hairs dont have. which is actual folici simulated phsyics.
as that script can code its own phsyics, it can code its own colors, it can code its own additonal meshes, ect.
Awesome and thank you to create hair mod not going to hair 1 or 18 :D
I dream of a Stand alone complex Motoko Kusanagi hair mod ;)
Edit: if you end up liking the Mirror's Edge hair, you can find a 4k textures improved mod in the discord exclusives chat of the Cyberpunk 2077 modding community discord server.
If possible, find me on discord (eagul#7056), it's much easier to discuss details there.
Works with body mods and skin complexions as well