hey so am i doing something wrong becuase the mod doesnt work for me? it used to but not anymore i already tried using the newset update for this mod and still doesnt work
The mod has been updated for the latest update (TU3), could you try pressing the "re-read game archives" button and try it again? As the small patch would've caused the paks to become invalid for fluffy.
Question: is it possible and would it make sense to make a version of the mod which does not rely on the prefab system? I am happy that you updated this so fast - but with the 70+ mods I am using I noticed also it seems almost just the kind of mods breaking which uses the prefab system while mods which overwrite stuff using the normal folder structure are seemingly unaffected.
You can overwrite the default hair styles, however it will cause NPC's to also have that hair and will cause checkered or even a neon white to replace their hair texture. It was set up like this to avoid this occurrence.
Prefabs are mainly having their CRC which is a checksum, being updated each title update, and will happen almost every title update going forward. So all prefab mods e.g. any that redirect from the native files to different location to load alternative versions of files, will be adversely affected.
It's why the Physics Enabler will need updated every title update, as it relies on prefabs that are updated every title update, to add in a chain file which enables the physics for that particular set of armor, and to add new armor sets.
I do have a prefab-fixer program, that anyone including a user can run against their own mods (if they are in fluffy or natives first folder) and will update the prefabs each title update (once I've figured out what the checksum is, usually only takes the morning to figure out).
I see. I forgot about the fact that the hairstyles apply to the NPCs as well. With that it makes naturally sense to avoid it with the prefab. I did not know how the prefabs work with the CRC checksum thingy. Thanks for sharing that information! As someone who just uses mods I understood prefabs only as static shortcuts and it leaved me puzzled why seemingly just them are affected every update while the actual files are not.
Yeah, if it wasn't tied to the NPC's we could use it without the prefabs. As for the checksums, it's most likely due to their development pipelines, that they use a unique checksum for each title update, sort of as a version for that update that is applied to each prefab to let them know which version of the file they are looking at.
The prefabs are more an index to where files associated to that outfit/weapon/hair are located, and tells the program where to load those resources from. By standard, if we didn't modify the prefabs, if we modified the original files it would load the original files that we replaced and give us the custom ones, but in the case of physics enabler, we needed to modify some prefab files to include a chain file to allow physics on those armor pieces, so we need to replace those files each title update, as without the chain in the prefab, we get no chain loaded and no physics. But since the checksum is only applied to the prefab, gives us only one file to update instead of each individual file referenced in the prefab, and means we have to keep it updated. A pain, but not too much since it's only 4 bytes mostly.
I have got it to a point where I can run a program and it'll update them as a batch, aslong with generate the new prefabs/chains for the armor/hair etc. which even users can use, but updating the mod is easier for most users :D
If there was a way to modify MH Rise executable to ignore the prefab checksum, we'd not need to do this every update, but it is encrypted and sadly I don't know how to reverse engineer it!
this mod is giving me an infinite loading screen when i load up my character ill check the mod page periodically for updates - hope you can fix it its my favorite mod ^~^
Altho one thing I realise,previous hair mod i had on now suddenly don't work if I use your too (by that i mean new structure,more below) Like with the Female one,I had all the hairs working fine,and had another one on hair 15 (003) npc were messy,sure,but all worked now that i use your with the eldenhair00X and prefab,npc work fine,but then if I include an hair mod (like the previous one that was working with the old structure),it infinite load whenever it would load the char,so either at the start of the game,or when changing appearance that would load the new files So I think the game now for hair only accept your structure cause when i took the hair mod,put the files in a folder and named it felden003 (which was the hair 15 you weren't using,so i just named it that cause there was felden002 and felden004) the game would load this time,but when getting into apparence it would crash,supposedly cause the hair wasn't made to work with the new structure so basically if you use the new structure,it seem other hair mods need it too to adapt else old structure work with them just fine,but npc are affected Whole thing seem tricky,but if you find a fix it'd be nice,for now i'll keep old structure,npc messy is kinda heh,but at least i can use other hair mods in addition to your. GL if you try to tackle the problem gonna try more stuff on my end and see if i can find smth
edit : got it to work via the prefab and using the old structure,and keeping your new structure,so all is well!
Could you send me a message with the details of what fixed the other hair mod not loading? I can imagine it was because the prefab is pointing to other files, and either couldn't find the chain or textures.
I basically changed the structure so that the original hair files are no longer overwritten, and instead the prefabs control where to look for the mesh (the model), mdf2 (where the textures are pointed to) and chain (controls physics), and points to custom folders instead. So your NPC's still use the base game files in f_hair00X, whilst your player will use for only those slots I've provided prefabs for, from the felden00X folders.
If you are using other custom hair mods, don't follow the new structure as that was to get around those NPC's that become bald/no texture (glowsticks). Instead use the f_hair00X format, as some mods are made to work with by replacing the base game textures/models/chains, whilst some are instead made to work by redirecting the files to new textures/models.
The old method tried the former, which cause the balding/glow stick npcs, and the latter new method does the redirect so that NPC's aren't affect and only the player models instead (Note: only those hair styles with the prefabs defined in the folder are affected.)
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Great service! (^.^)=b
I am happy that you updated this so fast - but with the 70+ mods I am using I noticed also it seems almost just the kind of mods breaking which uses the prefab system while mods which overwrite stuff using the normal folder structure are seemingly unaffected.
What do you think about that suggestion?
Prefabs are mainly having their CRC which is a checksum, being updated each title update, and will happen almost every title update going forward. So all prefab mods e.g. any that redirect from the native files to different location to load alternative versions of files, will be adversely affected.
It's why the Physics Enabler will need updated every title update, as it relies on prefabs that are updated every title update, to add in a chain file which enables the physics for that particular set of armor, and to add new armor sets.
I do have a prefab-fixer program, that anyone including a user can run against their own mods (if they are in fluffy or natives first folder) and will update the prefabs each title update (once I've figured out what the checksum is, usually only takes the morning to figure out).
I did not know how the prefabs work with the CRC checksum thingy. Thanks for sharing that information! As someone who just uses mods I understood prefabs only as static shortcuts and it leaved me puzzled why seemingly just them are affected every update while the actual files are not.
The prefabs are more an index to where files associated to that outfit/weapon/hair are located, and tells the program where to load those resources from. By standard, if we didn't modify the prefabs, if we modified the original files it would load the original files that we replaced and give us the custom ones, but in the case of physics enabler, we needed to modify some prefab files to include a chain file to allow physics on those armor pieces, so we need to replace those files each title update, as without the chain in the prefab, we get no chain loaded and no physics. But since the checksum is only applied to the prefab, gives us only one file to update instead of each individual file referenced in the prefab, and means we have to keep it updated. A pain, but not too much since it's only 4 bytes mostly.
I have got it to a point where I can run a program and it'll update them as a batch, aslong with generate the new prefabs/chains for the armor/hair etc. which even users can use, but updating the mod is easier for most users :D
If there was a way to modify MH Rise executable to ignore the prefab checksum, we'd not need to do this every update, but it is encrypted and sadly I don't know how to reverse engineer it!
Like with the Female one,I had all the hairs working fine,and had another one on hair 15 (003)
npc were messy,sure,but all worked
now that i use your with the eldenhair00X and prefab,npc work fine,but then if I include an hair mod (like the previous one that was working with the old structure),it infinite load whenever it would load the char,so either at the start of the game,or when changing appearance that would load the new files
So I think the game now for hair only accept your structure cause when i took the hair mod,put the files in a folder and named it felden003 (which was the hair 15 you weren't using,so i just named it that cause there was felden002 and felden004)
the game would load this time,but when getting into apparence it would crash,supposedly cause the hair wasn't made to work with the new structure
so basically if you use the new structure,it seem other hair mods need it too to adapt
else old structure work with them just fine,but npc are affected
Whole thing seem tricky,but if you find a fix it'd be nice,for now i'll keep old structure,npc messy is kinda heh,but at least i can use other hair mods in addition to your. GL if you try to tackle the problem
gonna try more stuff on my end and see if i can find smth
edit : got it to work via the prefab and using the old structure,and keeping your new structure,so all is well!
I basically changed the structure so that the original hair files are no longer overwritten, and instead the prefabs control where to look for the mesh (the model), mdf2 (where the textures are pointed to) and chain (controls physics), and points to custom folders instead. So your NPC's still use the base game files in f_hair00X, whilst your player will use for only those slots I've provided prefabs for, from the felden00X folders.
If you are using other custom hair mods, don't follow the new structure as that was to get around those NPC's that become bald/no texture (glowsticks). Instead use the f_hair00X format, as some mods are made to work with by replacing the base game textures/models/chains, whilst some are instead made to work by redirecting the files to new textures/models.
The old method tried the former, which cause the balding/glow stick npcs, and the latter new method does the redirect so that NPC's aren't affect and only the player models instead (Note: only those hair styles with the prefabs defined in the folder are affected.)