I have ported over the mod to SSE, and later will look into making a 'light' mod that will not take up a mod slot. It is essentially a no-code-change port - so if you've already pasted it over into SSE you will not need to use this.
Ah, been on the lookout for something like this for a while now, as i've been forcing the wigs from yundao to refresh by going into racemenu and reapplying the character's original hair color for years, and that's a bit of a grind. Many thanks kflee, excellent work!
Aaaand of course this has a player NPC entry and is probably completely incompatible with Enderal... I'm gonna check this a little better later on with xEdit and see if i can make it work with Enderal, 'cause right now it just crashes the game after a few seconds when you finish loading a save. Update: i just deleted the player NPC entry in xEdit to see what happens and lo and behold, the mod works fine without that entry, so i'm guessing it's an accidental leftover record from the construction kit. For Enderal and any other mods that mess with the base player entry, here's the tweaked plugin. THIS IS FOR VERSION 1.0.0 OF THIS MOD and isn't meant to be used anymore when the author updates it!
Hi, I just installed your mod and it's incredible and easy to use !!! I've been looking for a mod like this for a long time. Your mod works with the excellent mod "New HDT Physics for KS-SG-HG Hairs". Thanks a lot ^^
Is there a way to do the reverse of this? I have an existing FaceGenData based npc I'm trying to make a clothing item for that includes hair. The FaceGenData hair color is different from the NPC hair color data. So, any items with hair that are not part of the FaceGenData get the NPC hair color. I'm looking to match the wig with the FaceGenData without adding a new color to the HairColor formlist.
EDIT: I didn't figure it out the above, but I did figure out how to emulate the combined haircolor of multiple translucent FaceGen hair meshes with different colors. It still requires changing the NPC hair color.
34 comments
Works perfectly with hair mods like yundao hdt, Dint's Hair packs, etc...
I note that GetFormFromFile is used in both scripts, although it is technically calling up RaceMenu's haircolor form.
Thanks kflee!
It is essentially a no-code-change port - so if you've already pasted it over into SSE you will not need to use this.
If you let me know, I would appreciate it.
Please.
Many thanks kflee, excellent work!
I'm gonna check this a little better later on with xEdit and see if i can make it work with Enderal, 'cause right now it just crashes the game after a few seconds when you finish loading a save.
Update: i just deleted the player NPC entry in xEdit to see what happens and lo and behold, the mod works fine without that entry, so i'm guessing it's an accidental leftover record from the construction kit.
For Enderal and any other mods that mess with the base player entry, here's the tweaked plugin.
THIS IS FOR VERSION 1.0.0 OF THIS MOD and isn't meant to be used anymore when the author updates it!
I just installed your mod and it's incredible and easy to use !!!
I've been looking for a mod like this for a long time.
Your mod works with the excellent mod "New HDT Physics for KS-SG-HG Hairs".
Thanks a lot ^^
EDIT: I didn't figure it out the above, but I did figure out how to emulate the combined haircolor of multiple translucent FaceGen hair meshes with different colors. It still requires changing the NPC hair color.
Edit: Actually, it does work, but it's mostly visible on hoods that have a gray hair attached. Anyway, awesome!