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8 comments
I have used the "add rigged ears to the wig nif file" solution for years, since I make specific wigs for specific characters anyway. In my wig mod I use the "add rigged ears as amulets but in the tail slot" solution.
But maybe... demon race mods use the "tail and rigged wings in the race tail slot", so why not ears? OHOHO.
Come to think of it, such a workaround probably would have taken less time, than modeling a new ear mesh xD, but then again imho it's an upgrade in comparison to the old mesh I used.
Honestly, with a good ENB and some texture packs there's not much of a difference between a modded Oblivion and a modded Skyrim. It takes far more work to get a decent character though. Let's be honest here, Oblivion's character assets are pretty bad by today's standards. For that you have to do some serious modding and fiddling with sliders xD
I personally prefer Oblivion, cause imho characters look far more unique, if done right.
"How does one fix, that wigs/helmets not only hide the hair, but also the ears?"
As far as I know, Oblivion engine assumes that the "hair" slot hides both the character's hair and ears, no matter if the mesh is conformulated or rigged (the latter is better because you can have multiple meshes without worrying about working with UVs). In this case you have some options:
1. Have a conformulated hair mesh and add it as hair. The bad thing is that you can only have 1 alpha property and it won't look as good as a wig.
2. Have conformulated ears as a helmet using the hair slot, while equipping the wig in a different slot. You will need blank .egt files for the ears, and your character will look bald and if you make a follower it won't equip the wig unless you mess with scripts.
3. Use rigged ears with your Wigs/Helms and hide/ignore the gap between them and the headmesh. I choose this one.
That dress is really something, ain't it. It's not really the style I'm aiming for and I initially thought it wasn't going to suit her well, but I'm really glad I tried anyway.