Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Roy Batty

Uploaded by

RoyBatterian

Virus scan

Safe to use

11 comments

  1. aubrii
    aubrii
    • premium
    • 334 kudos
    thanks hottie
    1. mojodajojo
      mojodajojo
      • supporter
      • 241 kudos
      That's some Craig Ferguson level flirting. Kudos for being you.
  2. wildgravity
    wildgravity
    • supporter
    • 144 kudos
    thank you for writing this, it was super helpful.
  3. SignedName
    SignedName
    • member
    • 3 kudos
    Could you include a tutorial on creating hat/nohat EGMs for hair, too? I can't for the life of me figure out how it's supposed to work. Following the naming convention from the vanilla hairs doesn't seem to make the hair actually flip when wearing hats.
    1. RoyBatterian
      RoyBatterian
      • premium
      • 1,229 kudos
      You need two versions of the hair.
    2. SignedName
      SignedName
      • member
      • 3 kudos
      I know there needs to be a hat and nohat model in the .nif, I'm talking about how to get the game to recognize hat and nohat EGMs like it does with vanilla hairs.
    3. RoyBatterian
      RoyBatterian
      • premium
      • 1,229 kudos
      The names on the hairs have to be exact in the nif, and then you export a different .obj for each part and make a separate egm for each, which also must be named correctly.

      I'll update the tutorial with that.
    4. SignedName
      SignedName
      • member
      • 3 kudos
      It didn't seem to work, even after renaming the NiNode... If it helps, I'm trying to get the hat hair for zzjay's Megaton Hairs to work. Neither the original hat hair models (seemingly ripped from HairMessy01f) nor conformulated edits seem to be switching. Packing it into a BSA doesn't seem to change anything, either.
    5. RoyBatterian
      RoyBatterian
      • premium
      • 1,229 kudos
      The bsa thing is misinformation, they still work outside of one.

      Hrm, I've not had an issue with it myself, I did it for TTW redesigned long time ago and it worked fine. I don't think I even made the egm files at all there, it was just the nifs that needed the hat parts. I'll investigate soon as I will probably be updating TTW redesigned.
    6. SignedName
      SignedName
      • member
      • 3 kudos
      Speaking of which, I ported the hairs from Fallout 3 Redesigned over into my data folder, and it appears those EGMs don't actually swap out the hat, either. Maybe it works in FO3, and something changed in New Vegas that broke it?
    7. RoyBatterian
      RoyBatterian
      • premium
      • 1,229 kudos
      the egm files dont swap the hat anyways, its the names of the parts in the nif. the egm file is for morphs to make them fit the head.