Love this. Any chance of some recolours? This is the only hood mod I can find that actually doesn't obscure beast faces. I'd donate to you if you could make some coloured versions for each robe in the game!
I came across this mod because I wanted a hood for my character, but I have a few usage questions - do I need to install both .esps? If the replacer .esp is used will all NPCs be wearing hoods or just those that are already wearing robes? Thanks for the mod!
If you mean the robe including the raised hood then I don't think so. Either I haven't figured it out, or there isn't a way to give a robe a "hair" part (what helmets/hoods are considered.) If you have an example mod that does this send me the link and I can see how they did it and probably figure it out.
Okay it's updated. In retrospect I feel really stupid. Putting the hood on the robe as one item was actually extremely easy, I have no idea how I messed that up.
Oh, sorry, I forgot to add, that won't work since the hood has to be added to the BodyParts list, so an .ESP is needed to tell the game it's there. Also I made another little mistake, so please download the mod again (version 1.2) Sorry bout that.
I added the hood nif as a hair clothing item in the Body Part tab in the CS, then opened common_robe_01's properties and added it as a hair item to the robe. I messed it up the first time because the hoods I had as nifs in the Body Part tabs were set to Armor (as there exists no head/hair clothing items, only armors) so it wouldn't appear when I went to add it to the robe, and since no vanilla item has a head item attached to it, it appeared as though this wasn't something I could do anyway. Then I got excited and uploaded this new version here before realized I hadn't changed the robe to be the hoodless version, so your character had one two hoods at once, the one resting on your shoulders and the one pulled over your head. 1.2 which I recently uploaded fixes this.
You only actually need the commonhood.nif for the replacer version. I just made the mod myself and removed the other meshes and it works fine. If you assign the meshes to the vanilla filepath, you can delete the superfluous assets as the game will just read the BSA versions. I deleted 100s MB worth of redundant custom assets when I realised you could do this.
Wait I'm confused. Are you saying there IS a way to do it without an ESP? I don't understand. The hood isn't rigged to the robe itself, it's a separate model.
No I mean I just made the mod from the ground up myself, just made the hood body part by using the commonhood.nif mesh.... I've made a few experimentations with your method... it has a lot of potential if you just find the right combination of clothes lol...
https://imgur.com/a/2aK4Grs
But as for asset assignment.... if the meshes in your "CRH" folder are vanilla meshes (bar the hood obviously) then if you assign them to the vanilla filepath in the CS instead of your custom CRH folder, you can then delete the meshes and the mod will get them from the BSA. (If making lightweight downloads is your thing)
Oh okay I get it now. The only vanilla mesh in there is commonrobe.1st.nif, which, as far as I can tell, I needed to include in the mod. I don't know exactly how it works, but there's nowhere in the CS to add 1st person models to clothing/armor, and due to that and the fact that every clothing/armor in the CS has an equivalent .1st.nif version I figured the engine just uses those automatically and there's no way to assign them manually. The hoods are obviously modded but commonrobe.nif is actually a custom mesh where I removed the hood from common_robe_01.nif so I could put the hoods on it, otherwise you'd see two hoods at the same time, the modded raised one and vanilla lowered one.
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https://mw.modhistory.com/download-21-11686
How did you do it?
https://imgur.com/a/2aK4Grs
But as for asset assignment.... if the meshes in your "CRH" folder are vanilla meshes (bar the hood obviously) then if you assign them to the vanilla filepath in the CS instead of your custom CRH folder, you can then delete the meshes and the mod will get them from the BSA. (If making lightweight downloads is your thing)