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.
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.
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.
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.
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.
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?
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I'll update the tutorial with that.
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.