Sideways Headgear

Post » Sun Mar 06, 2011 10:02 pm

So, I've started "dabbling" in mods a bit and this moddification is so insignificant that I'm a bit embarased to admit I can't get it to work right. I know it's something simple and stupid I'm doing but I'm baffled at the moment. Here's my issue (hope someone takes pitty on me and responds):

I wanted to make a simple set of armor for my Big Guns PC so I figured this is an easy enough mod (but maybe not the best place to start modding...whatever). I copied the armor and made a new effects list and added it...bingo, not a problem. Turned out good. Next, I decided I'd add a headband too the outfit. I copied Red's Bandanna, copied the Bandanna's effect list and modified it and matched them up. I put the Bandanna right next to the previously made armor and loaded it all up for a test.

I picked up the items, put them on and WTF? The headband is rotated 90 clockwise on the Y axis (it's basicly sitting perched on my characters left shoulder rather than around his forehead). I'm baffled....I tried this with another mod and a pair of Biker Goggles and I get the same results (rotated headgear, sitting perpendicular on the left PC shoulder). I didn't do ANYTHING with any models or textures and basiclly just copied existing in-game items (and only modified the copied effects list and the repair item list on one of them).

What did I do wrong and how can I fix this?

Thanks in advance for helping out a clueless modding newbie....cheers!
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Roy Harris
 
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Post » Sun Mar 06, 2011 6:45 pm

So, I've started "dabbling" in mods a bit and this moddification is so insignificant that I'm a bit embarased to admit I can't get it to work right. I know it's something simple and stupid I'm doing but I'm baffled at the moment. Here's my issue (hope someone takes pitty on me and responds):

I wanted to make a simple set of armor for my Big Guns PC so I figured this is an easy enough mod (but maybe not the best place to start modding...whatever). I copied the armor and made a new effects list and added it...bingo, not a problem. Turned out good. Next, I decided I'd add a headband too the outfit. I copied Red's Bandanna, copied the Bandanna's effect list and modified it and matched them up. I put the Bandanna right next to the previously made armor and loaded it all up for a test.

I picked up the items, put them on and WTF? The headband is rotated 90 clockwise on the Y axis (it's basicly sitting perched on my characters left shoulder rather than around his forehead). I'm baffled....I tried this with another mod and a pair of Biker Goggles and I get the same results (rotated headgear, sitting perpendicular on the left PC shoulder). I didn't do ANYTHING with any models or textures and basiclly just copied existing in-game items (and only modified the copied effects list and the repair item list on one of them).

What did I do wrong and how can I fix this?

Thanks in advance for helping out a clueless modding newbie....cheers!


You didn't do anything wrong, I bet. With your .esp active, navigate to the Characters tab, then click on Update Facegen Model Availability, then save. That should fix it.
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Roisan Sweeney
 
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Post » Sun Mar 06, 2011 9:41 pm

I'll give that a shot and let you know. Thanks for the reply.

Is there a list "suggested" things that need to be done before saving an esp? I never saw anything in any of the tutorials that mentioned this function (then again, I've not delved into texturing and modelinga at all yet).
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Lloyd Muldowney
 
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Post » Sun Mar 06, 2011 9:58 pm

Is there a list "suggested" things that need to be done before saving an esp? I never saw anything in any of the tutorials that mentioned this function (then again, I've not delved into texturing and modelinga at all yet).

I suggest reading this forum. You learn a lot about this kind of stuff by reading other peoples threads.
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Danger Mouse
 
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Post » Sun Mar 06, 2011 7:06 pm

Well the Update Facegen Model Availability fixed my issue. Thanks for the tip!

BTW, the entry under Update Facegen Model Availability on the GECK website does mention this fixing 90 degree issues with headgear but I'm not sure how I would have found it wihtout help to point me in the right direction.

Cheers!
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Kate Murrell
 
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Post » Sun Mar 06, 2011 8:53 pm

BTW, the entry under Update Facegen Model Availability on the GECK website does mention this fixing 90 degree issues with headgear but I'm not sure how I would have found it wihtout help to point me in the right direction.

Yeah, thats how we all found out about it. This was actually my very first question for FO3. My sideways hat! :ahhh:
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Alina loves Alexandra
 
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Post » Mon Mar 07, 2011 2:49 am

This has not worked for me. The combat helmet is still glued over his ear.

I've tried this with the Armor Editing window open, I've tried it with nothing open, I've tried it with the NPC editing window open (just for the heck of it). I've closed the GECK and reopened it. I've loaded the mod in Fallout3 just to make sure. I've used the "Update Facegen Model Availability" function before and it worked just fine.
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Sun of Sammy
 
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Post » Mon Mar 07, 2011 4:01 am

Are you using a new mesh of the helmet? That may allow it to not work.

The update facegen availability thing may only work for in game meshes. Its supposed to tell the game to 'look' for the egm file for the mesh. A new mesh would probably not work for this. You may have to create an egm if you have a new mesh.
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Farrah Barry
 
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Post » Sun Mar 06, 2011 11:59 pm

So, I've started "dabbling" in mods a bit and this moddification is so insignificant that I'm a bit embarased to admit I can't get it to work right. I know it's something simple and stupid I'm doing but I'm baffled at the moment. Here's my issue (hope someone takes pitty on me and responds):

I wanted to make a simple set of armor for my Big Guns PC so I figured this is an easy enough mod (but maybe not the best place to start modding...whatever). I copied the armor and made a new effects list and added it...bingo, not a problem. Turned out good. Next, I decided I'd add a headband too the outfit. I copied Red's Bandanna, copied the Bandanna's effect list and modified it and matched them up. I put the Bandanna right next to the previously made armor and loaded it all up for a test.

I picked up the items, put them on and WTF? The headband is rotated 90 clockwise on the Y axis (it's basicly sitting perched on my characters left shoulder rather than around his forehead). I'm baffled....I tried this with another mod and a pair of Biker Goggles and I get the same results (rotated headgear, sitting perpendicular on the left PC shoulder). I didn't do ANYTHING with any models or textures and basiclly just copied existing in-game items (and only modified the copied effects list and the repair item list on one of them).

What did I do wrong and how can I fix this?

Thanks in advance for helping out a clueless modding newbie....cheers!


There's no reason to mod your equipment. You realize if you play the game, equipment gets better and better. You can always change the settings for difficulty, and as long as you have enough health and caps you can beat anything.
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Lavender Brown
 
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Post » Sun Mar 06, 2011 10:31 pm

There's no reason to mod your equipment. You realize if you play the game, equipment gets better and better. You can always change the settings for difficulty, and as long as you have enough health and caps you can beat anything.

Many of us are light years beyond the maximum allowable levels for gameplay and difficulty. If levels went that high, my character would be over level 50. Modding allows continued challenges and extented gameplay when no more remain.
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The Time Car
 
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Post » Sun Mar 06, 2011 11:06 pm

There's another way to fix the sideways helmet issue.

Open your .esp in FO3edit. Make your way to the helmet entry and look for this line - "MODD - FaceGen Model Flags".

Right-click to add an entry, then right-click again to edit and give the value 1 in the dialog box. Do the same to the new sub-entry labeled "Head". Save-exit and the helmet should then be fine.
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FirDaus LOVe farhana
 
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Post » Mon Mar 07, 2011 9:32 am

Im using a custom mesh for an eyepatch, how do i get it right?
I dont know how to make a egm file.
EDIT: now the eyepatch also includes nose rings and a hat.
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Jonathan Egan
 
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Post » Sun Mar 06, 2011 8:00 pm

the most common way to make an egm is by using the conformulator.

export as a nif, set it up in game, so its basically finalized. (If you matched your meshes pivot center and rotations to the bip01 head bone before exporting, then the helmet will not be sideways)
even if it is, no worries. Once you are happy with eveything else...

open the nif in nifskope.

export as a obj.

use that obj + the conforumlator + the .tri file for the head to create an egm for your helmet

Make sure the name of the egm is exactly the same as your helmet nif file name.

put both nif and egm in the same folder.

Update facegen model availability.

Note:
to properly align objects to bones without rigging- In your 3d modelling app. for example an eyepatch, fit the mesh exactly on the head as you would like it to appear on the character in game. align the meshes pivot(and rotations or else you get the rotated on the head issue) to the bip01 head bone. Move the mesh to 0 xyz. export. now it should be perfectly aligned when you use a prn extradata node to attach it to the bip01 head bone.
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James Hate
 
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Post » Sun Mar 06, 2011 11:37 pm

This may seem archaic, but when I had this problem, I rotated the mesh 90 degrees in nifskope until it looked ok again on the character model. Not sure about the egm stuff.
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electro_fantics
 
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Post » Mon Mar 07, 2011 3:11 am

This may seem archaic, but when I had this problem, I rotated the mesh 90 degrees in nifskope until it looked ok again on the character model. Not sure about the egm stuff.

yep, but one big stipulation.

Possible issue with that is, if the meshes pivot center was not matched to the bip01 head bone then zeroed at export, you will be rotating around a different point, (probably the meshes true pivot center) which is just wrong. it's at best guess work and depending on where the pivot actually is, could put the helmet quite a bit out, leaving you no choice but to move the helmet up in the z direction...

basically what I am saying is the same thing. except you don't physically rotate the mesh, you match the pivot center and rotations to precisely match the bip01 head bone. Essentially it'll sit on the characters head exactly how you had it set up in your 3d app scene- which is the ideal. seeing as fitting a helmet to the head in scene is something I actually take some care in. and some helmets will require a good fit...

If the meshes pivot center is matched to the translation of the bip 01 head bone, the zeroed at export, a 90 degree rotation in nifskope is actually a fine solution.
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kiss my weasel
 
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