IMPORTANT: Hair 8-1 replacement will glitch unless you disable the helm. I believe the problem is caused by helms having a file (EVHL) that tells the game to adjust hair bones to fit the helm, based on the number of the hair folder, and based on the bone IDs in the hair model. So when you make a custom hair and/or swap it into a different folder, some helms will move bones in strange ways, causing the hair to glitch out.
I'm guessing the only ways around this are as follows: 1. Disable/hide helm. 2. Edit the EVHL of hair file to not alter bones. This would need to be done for each helm. 3. Manually remap all hair bone IDs to numbers that the EVHL isn't likely to affect. This also means manually changing the physics bone IDs.
Method 3 would be most effective, but it would still clip through most helms, and is also very time-consuming. There are usually at least 20-30+ hair bones, and I'm not sure what would happen if I use much higher bone ID numbers. So I may not be able to fix the problem for a while, if ever.
nakedsky already mentioned this but the back of the head splits RIGHT open and it's super unsettling. I'm mentioning this too since this is a seriously serious problem that outclasses all other seriousness. I'm serious.
When wearing with the oolong armor/layered the hair just gitched and the hairstyle is horrible, other than that the mod just use as intended. Using size 4 atm.
Yeah you can't wear most helms with it, unless you override the helm evhl file. If you really want to try that, you can use my earring mod's evhl file. It prevents the helm from mangling custom hair models. Just rename it to match whatever helm you're using and slap it in the helm's folder.
hey there. Just wanna ask a silly question that is it possible to have two mods running in the same time ? I was having a kitsune mod running before I install the twin tail mod and after I apply the twin tail mod into the mhw folder, they just dont work.... Think I might do something wrong but don't know what that is. Anyway thanks for all of your creations !!
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I'm guessing the only ways around this are as follows:
1. Disable/hide helm.
2. Edit the EVHL of hair file to not alter bones. This would need to be done for each helm.
3. Manually remap all hair bone IDs to numbers that the EVHL isn't likely to affect. This also means manually changing the physics bone IDs.
Method 3 would be most effective, but it would still clip through most helms, and is also very time-consuming. There are usually at least 20-30+ hair bones, and I'm not sure what would happen if I use much higher bone ID numbers. So I may not be able to fix the problem for a while, if ever.
Thanks!
Edit: Fixed now.