Hey everyone! So sorry for going dark over the past year or so: I've been super busy with school and haven't had much time to mod until recently.
I still wanna properly finish this mod for good, but I've run into this problem where almost all the custom hairs in it show up as bald when characters are wearing hats, as the under hat models don't work if you have custom textures. I've been trying to come up with a workaround for this (and even managed to add in a new working model one of them) but it's been tough, and I might have to redo the Hat models for all of them. If anyone here is skilled with blender/hair modeling or knows another way around this, please send me a Message because I'd love to work with some who does.
This hairpack is georgeous, shame it doesn't have proper hat compatibility. Though, after countless hours i managed to find out how to make those myself, surprisingly - there's no proper tutorial on this.
Spoiler:
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If interested i can list whole process. I do them but it will take (a lot of) time since i have job that require all my time
Well there's something wrote, that not perfect but i hope it delivers idea. For this you need: 1) 3D Software of your choice that able to work with nif (I use Blender so I will describe everything on it’s example); 1.1) By «able to work with nif» i mean that it should have working nif plugin, i use this one; 2) NIFSkope (fork or original); 3) BSArch (somewhere on nexus); 4) Something to unpack bsa’s (anything goes, as long as it can unpack FNV archives, I use BAE, maybe there’s better alternatives, but i’m too lazy to look for it since this one works); 5) The Conformulator.
1) First what you want to do is to unpack ALL files from bsa archive (all hairs shall be archived, about that later), and store somewhere, preferably create separated folder for this for convenience sake, you will work with it here, put all contents into «data» folder, later it’ll be used for packing back. Your working folder should have such structure: folder data folder with meshes and textures BSArch; 1.1) Also you want to unpack from FNV archives some hats, I’ve unpacked multiple of them to make sure that hairdo will look good with most hats, personally i use beret, cowboyhat and officer cap. 2) Now time for tweaking, import hair into blender, no need to change any settings, just import it as is. 2.1) And also import hats, you can import into same scene, but just in case i have imported them all in separated scene, got them down to center of scene, remove child and armatureconstraint preserving position and removed materials, we will not export them, we need it only as template; 2.2) And also import character head, just in case, to preview how it’ll look in the end; 3) (*mostly* this info for unexperienced blender users) Before editing hair, make it’s copy in case if end result will not satisfy you, or any other reason There’s many ways how you can tweak hair in blender, in most cases Sculpt mode will suffice, modern hair meshes done with hair cards (multiple planes layered on top of each other),it means you should be careful with what tools you edit it, from my personal experience i would NOT recommend you to use Smooth brush since it can ruin cards, and be careful with other brushes like clay strips, draw etc, be aware that Elastic Deform will move whole hair, what i will recomment you is Scrape brush - it not only moves but also compresses hair cards together (which is exactly we’re looking for, brushes like clay stripes or draw doesn’d do it as good, but nobody stops you from experimenting, maybe it’ll work for you) and move brush (with smooth and sharp faloff, depends from context), and use Elastic Deform only in rare cases when you need to move large chunks of hair (probably with masking other parts of hair that shall not be moved in any case), also Pose brush does job in some cases (since it can manipulate with singular hair card). Adjust hair to hats until it’ll look good (I could could’ve explain it more in depth and better, but this is not blender tutorial); 4) Now when you finished structure of hair should be like this: <Parent Empty with hair name> Hat (edited mesh) NoHat (original mesh... we don’t really need it, but keep it just in case) You can merge edited hair to original Hat mesh (Ctrl+J) if their materials are similar to negate visibility of scalp (you can see it in NIFSkope. NiNode -> NiTriShape -> BSShaderPPLightingProperty->BSShaderTextureSet. If Hat and NoHat texture set similar, then there will no problems). Select empty and both hairs and export it, settings are default 5) Now we need to create egm of new mesh - open file you created in nifskope, export hair hat mesh as OBJ, open it in The Conformulator (it will also need headhuman.tri as reference, takeit from game archives or mod which replaces character faces, if such present), default settings shall suffice (Quality - nearest face, To file - none) and hut Conformulate, it’ll generate egm file, you should call it [name of hair]hat.egm, for example if hair nif called nononsense, then this egm file shall be callsed nononsensehat.egm, this file should be in same folder as nif file; 6) Now time to import hair into original nif file, open created file, select NiTriShapeData of Hat hair and copy it (context menu -> Block -> Copy), go to original nif file, findHat’s NiTriShapeData and paste your mesh over it (Block -> Paste Over). Now you have to fix normals of mesh, since after blender they’re broken, it’s easy to, select NiTriShape of hat hair, and go to context menu -> Mesh -> Face Normals, thenMesh -> Smooth normals (default settings are fine) then go to Spells -> Batch -> Update all tangent spaces. Now all normals are well, save file. 7) Now structure you should have three files - nif file, hat egm and no hat egm, usually non hat egm is already here you just need to rename it properly by adding NoHat to it’s name; 8) Now you need to pack it back, it’s *very* important, since for mesh, to switch between hat and nohat variant it should be in bsa archive, otherwise it wouldn’t work at all. Open command line (just enter cmd in explorer in working folder), and enter BSArch pack "full path to data folder with mod files" "where to create bsa" -fnv -af:0x83-ff:0x113 Those settings will generate uncompressed bsa arhive, then just replace original bsa archive with new one and you’re good to go.
first thing i thought when i saw this was this looks great but well sh*t no hat/helmet compatibility? what a shame.
great tutorial how to do it but unfortunately not everyone have time, knowledge, or patience to do this, if you could do this, edit the hairstyles and share with us here as an mod like a alternative version of this hairpack, that would be great for all of us.
I'm interested only in atmosphere (style) friendly hairstyles, so even if i ever will release it in any way, it will not be full, after all - i do this in a first place for myself. I mean if i'll see junkie on Freeside with stylish hairdo which only some 50s housewife can afford, or rugged marcenary with supermodel hairstyle - that's a big nono for me, because of which i removed from my version almost all male styles + some female hairs which supposed to be rough/rugged/shaggy etc. Currently I've done Wendy, domestic goddes, prim'n'proper, wave and sophisticate and tribal dreadlocks (or is it from Character Hair Remake?)
I'm too lazy to do literally anything except my day job, i did this because of my sudden spurt of adhd motiovation out of nowhere. Besides this nexus administration gestapo-like censoring of all mods that they don't like killed any of my intentions to do and post any mods here (damn, i won't be surprised if they'll remove this comment because i criticized them). So don't expect anything. But I don't mind if mod author will agree to update mod adding my conversions and crediting me
It's a shame, I like this mod (I agree some of the haircuts look out of place in the wasteland lol) but the hair-clipping through hats ruins it for me.
s#*! man nicely done, thatd be dope if you uploaded patched versions with hat compatibility as your own mod (with the original mod authors consent of course) thats dope though man nicely done and thankyou for sharing
I actually have finished most of it, but some hairs doesn't look good in game (needs fixing and testing), besides, there's some difficulties considering all legality stuff (authors consent and stuff), since Jazwind wasn't active for two years, and re-posting this mod without their consent would be not very ethical (I guess...?) plus I dunno where to look for user Stealthic.
I feel that if the user is inactive, it'll be a victimless crime. You would want to ask, but you can't, so it's not like you're really doing anything wrong.
For anyone that wants to use this despite the fact that these replacement haircuts tend to clip through hats or make people baldy, you should use this mod, which adds wigs you can equip under every hat.
"Some hairs make your character look bald when wearing a hat or lack a hat-specific model, causing them to clip thru the characters hat. These issues will be fixed in an upcoming update"
guessing this update will never come eh? The hat clipping is a bit annoying to see. Regardless, everything else looks quite great. I hope you will update this one day and fix this hat issue though! Would gladly donate to a patreon or what not if that would entice you to come back (as I am sure many others would as well)
So I had uninstalled this and the clean cut, only the clean cut is having some sort of gross issue where there are floating hair strands. Idk if anyone has had this bug after uninstalling, would the only fix be reinstalling new vegas cause I'd rather not after finally getting my mod list to work.
190 comments
I still wanna properly finish this mod for good, but I've run into this problem where almost all the custom hairs in it show up as bald when characters are wearing hats, as the under hat models don't work if you have custom textures. I've been trying to come up with a workaround for this (and even managed to add in a new working model one of them) but it's been tough, and I might have to redo the Hat models for all of them. If anyone here is skilled with blender/hair modeling or knows another way around this, please send me a Message because I'd love to work with some who does.
If interested i can list whole process. I do them but it will take (a lot of) time since i have job that require all my time
For this you need:
1) 3D Software of your choice that able to work with nif (I use Blender so I will describe everything on it’s example);
1.1) By «able to work with nif» i mean that it should have working nif plugin, i use this one;
2) NIFSkope (fork or original);
3) BSArch (somewhere on nexus);
4) Something to unpack bsa’s (anything goes, as long as it can unpack FNV archives, I use BAE, maybe there’s better alternatives, but i’m too lazy to look for it since this one works);
5) The Conformulator.
1) First what you want to do is to unpack ALL files from bsa archive (all hairs shall be archived, about that later), and store somewhere, preferably create separated folder for this for convenience sake, you will work with it here, put all contents into «data» folder, later it’ll be used for packing back. Your working folder should have such structure:
folder
data folder with meshes and textures
BSArch;
1.1) Also you want to unpack from FNV archives some hats, I’ve unpacked multiple of them to make sure that hairdo will look good with most hats, personally i use beret, cowboyhat and officer cap.
2) Now time for tweaking, import hair into blender, no need to change any settings, just import it as is.
2.1) And also import hats, you can import into same scene, but just in case i have imported them all in separated scene, got them down to center of scene, remove child and armatureconstraint preserving position and removed materials, we will not export them, we need it only as template;
2.2) And also import character head, just in case, to preview how it’ll look in the end;
3) (*mostly* this info for unexperienced blender users)
Before editing hair, make it’s copy in case if end result will not satisfy you, or any other reason
There’s many ways how you can tweak hair in blender, in most cases Sculpt mode will suffice, modern hair meshes done with hair cards (multiple planes layered on top of each other),it means you should be careful with what tools you edit it, from my personal experience i would NOT recommend you to use Smooth brush since it can ruin cards, and be careful with other brushes like clay strips, draw etc, be
aware that Elastic Deform will move whole hair, what i will recomment you is Scrape brush - it not only moves but also compresses hair cards together (which is exactly we’re looking for, brushes like clay stripes or
draw doesn’d do it as good, but nobody stops you from experimenting, maybe it’ll work for you) and move brush (with smooth and sharp faloff, depends from context), and use Elastic Deform only in rare cases when
you need to move large chunks of hair (probably with masking other parts of hair that shall not be moved in any case), also Pose brush does job in some cases (since it can manipulate with singular hair card).
Adjust hair to hats until it’ll look good (I could could’ve explain it more in depth and better, but this is not blender tutorial);
4) Now when you finished structure of hair should be like this:
<Parent Empty with hair name>
Hat (edited mesh)
NoHat (original mesh... we don’t really need it, but keep it just in case)
You can merge edited hair to original Hat mesh (Ctrl+J) if their materials are similar to negate visibility of scalp (you can see it in NIFSkope. NiNode -> NiTriShape -> BSShaderPPLightingProperty->BSShaderTextureSet. If Hat and NoHat texture set similar, then there will no problems).
Select empty and both hairs and export it, settings are default
5) Now we need to create egm of new mesh - open file you created in nifskope, export hair hat mesh as OBJ, open it in The Conformulator (it will also need headhuman.tri as reference, takeit from game archives or mod which replaces character faces, if such present), default settings shall suffice (Quality - nearest face, To file - none) and hut Conformulate, it’ll generate egm file, you should call it
[name of hair]hat.egm, for example if hair nif called nononsense, then this egm file shall be callsed nononsensehat.egm, this file should be in same folder as nif file;
6) Now time to import hair into original nif file, open created file, select NiTriShapeData of Hat hair and copy it (context menu -> Block -> Copy), go to original nif file, findHat’s NiTriShapeData and paste your mesh over it (Block -> Paste Over).
Now you have to fix normals of mesh, since after blender they’re broken, it’s easy to, select NiTriShape of hat hair, and go to context menu -> Mesh -> Face Normals, thenMesh -> Smooth normals (default settings are fine) then go to Spells -> Batch -> Update all tangent spaces. Now all normals are well, save file.
7) Now structure you should have three files - nif file, hat egm and no hat egm, usually non hat egm is already here you just need to rename it properly by adding NoHat to it’s name;
8) Now you need to pack it back, it’s *very* important, since for mesh, to switch between hat and nohat variant it should be in bsa archive, otherwise it wouldn’t work at all. Open command line (just enter cmd in explorer in working folder), and enter BSArch pack "full path to data folder with mod files" "where to create bsa" -fnv -af:0x83-ff:0x113
Those settings will generate uncompressed bsa arhive, then just replace original bsa archive with new one and you’re good to go.
great tutorial how to do it but unfortunately not everyone have time, knowledge, or patience to do this, if you could do this, edit the hairstyles and share with us here as an mod like a alternative version of this hairpack, that would be great for all of us.
guessing this update will never come eh? The hat clipping is a bit annoying to see. Regardless, everything else looks quite great. I hope you will update this one day and fix this hat issue though! Would gladly donate to a patreon or what not if that would entice you to come back (as I am sure many others would as well)
-Standalone version, so the npcs arent messed up, and I can pick a vanilla hair that allows hats if I want.
-Hat Compatibility!