does this work with gear added from other mods? reallllyyyyyy want to use ambassadors hood but my baldness is showing more makes me happy....so if this mod doesnt work with modded gear, is there a way to make it work? (i dont mind going in and editing stuff myself, i just have no idea what to do)
The mod does not work with modded gear, but it's easy to make an edit of headgear in a mod to turn off baldness. Personally, I mostly work with the BG3 modders multitool rather than the official toolkit.
You need to unpack the mod you want to edit with the multitool, in the unpacked files go to Public>*Usually mod name or something like that*>RootTemplates, then open the _merged.lsf.lsx in a text editor, that's where the items are defined sort of. You have to look for the piece of headgear you want to edit. In the section of code where that item is defined, look for a part that reads:<node id="Slot"> <attribute id="Object" type="FixedString" value="Hair" /> </node> And remove it. Then save the edit to the file and pack the mod with modders multitool.
oh thank you, i actually already managed to figure it out using some of your code, looking at the code i wanted to fix, and using an ai to help out. the hood i was editing ended up not being good for hair cause it was too close to the head and the hair just exploded through it lol.
Hello! I was trying to follow your code for the no hidden hair for a personal edit of a mod that was hiding the hair. I was able to edit that successfully, but I would like to make it SHOW the ears as well. Do you know what to look for in the code to figure out how to unhide the ears?
Nice mod! I was curious if you knew of a way to have a helmet (enclosed helmet) completely replace the head model so that it does not clip. I know in Skyrim you can do that and I was curious if there was a way to do that for modded head gear in BG3 so the my Dragonborn character can wear modded helmets
Thanks for the comment! Unfortunately, I don't know of a way to replace the head in the code that defines the helmet. I guess though that it could maybe be done with some Osiris scripting, which you need either the official toolkit for or ScriptExtender.
Hi, thanks for the great mod! I’m wondering if you take requests and if it would be possible to fix elf ears peeking out of hoods? I don’t mind the changes in hairstyle (they look good on Astarion), but it would be nice to have the option to stitch up those carefully made cuts in hoods designed for long-eared races 😅
Thanks for the kind words! I might consider changing the hood models in a way that put the ears on the inside of the hood. I think that would be the best way to do it, not perfect, the hoods might look a bit floaty on some heads cause the ears of each head is different. However, I don't have the game installed right now, and I would also probably need to learn the new toolkit, so if I do this it probably won't be out for a while.
I couldn't really get the models to look that good, unfortunately, so I ended doing it a different way. I found out how helmet and other headwear hide ears and used that, it might look a bit weird.
It really only effects two hoods, as those were the one's that didn't hide ears.
Is there anyway to get the reverse of this? To disable hair when wearing helmets so they don't clip. There is no reason hair should be visible on Sarevok's helm but every hairstyle clips with it.
Hey, sorry it took me a while to respond to this. I am just getting started with modding again.
I've made a version that should remove helmet hair from Sarevok's Horned Helmet, but still applies baldness. It's under the miscellaneous files. Edit: It works.
Sorry, but to make what this mod does work for other equipment mods, I would need to go in and edit the files of those mods, and I don't really want to do that to some other modder's work.
41 comments
You need to unpack the mod you want to edit with the multitool, in the unpacked files go to Public>*Usually mod name or something like that*>RootTemplates, then open the _merged.lsf.lsx in a text editor, that's where the items are defined sort of. You have to look for the piece of headgear you want to edit. In the section of code where that item is defined, look for a part that reads:
<node id="Slot">
And remove it. Then save the edit to the file and pack the mod with modders multitool.<attribute id="Object" type="FixedString" value="Hair" />
</node>
Now we need a mod that hides ears on all hoods so elves and tiefs can actually wear something for once.
Thank you!
For example from my mod that hides ears:
<region id="VisualBank">
<node id="Tags"><node id="VisualBank">
<children>
<node id="Resource">
<attribute id="AttachBone" type="FixedString" value="" />
<attribute id="AttachmentSkeletonResource" type="FixedString" value="" />
<attribute id="BlueprintInstanceResourceID" type="FixedString" value="" />
<attribute id="BoundsMax" type="fvec3" value="0.1414263 2.128657 0.1379267" />
<attribute id="BoundsMin" type="fvec3" value="-0.1441008 1.557323 -0.1557618" />
<attribute id="ClothColliderResourceID" type="FixedString" value="" />
<attribute id="HairPresetResourceId" type="FixedString" value="" />
<attribute id="HairType" type="uint8" value="0" />
<attribute id="ID" type="FixedString" value="0211ab4d-f9d6-b5a7-7e5e-56fe2523b7f5" />
<attribute id="MaterialType" type="uint8" value="13" />
<attribute id="Name" type="LSString" value="HUM_M_ARM_Headwear_Druid_C" />
<attribute id="NeedsSkeletonRemap" type="bool" value="False" />
<attribute id="RemapperSlotId" type="FixedString" value="" />
<attribute id="ScalpMaterialId" type="FixedString" value="" />
<attribute id="SkeletonResource" type="FixedString" value="" />
<attribute id="SkeletonSlot" type="FixedString" value="" />
<attribute id="Slot" type="FixedString" value="Headwear" />
<attribute id="SoftbodyResourceID" type="FixedString" value="" />
<attribute id="SourceFile" type="LSString" value="Generated/Public/Shared/Assets/Characters/_Models/Humans/_Male/Resources/HUM_M_ARM_Headwear_Druid_C.GR2" />
<attribute id="SupportsVertexColorMask" type="bool" value="False" />
<attribute id="Template" type="FixedString" value="Generated/Public/Shared/Assets/Characters/_Models/Humans/_Male/Resources/HUM_M_ARM_Headwear_Druid_C.Dummy_Root.0" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209020" />
<children>
<node id="AnimationWaterfall">
<attribute id="Object" type="FixedString" value="" />
</node>
<node id="Base">
<children>
<node id="Tags">
<attribute id="Object" type="FixedString" value="Hide Ears" />
</node>
</children>
</node>
<node id="ClothProxyMapping" />
<node id="Objects">
<attribute id="LOD" type="uint8" value="0" />
<attribute id="MaterialID" type="FixedString" value="c40a262b-b505-0542-cee8-7dfd80d865a7" />
<attribute id="ObjectID" type="FixedString" value="HUM_M_ARM_Headwear_Druid_C.HUM_M_ARM_Headwear_Druid_C_Mesh.0" />
</node>
</children>
</node>
<attribute id="Object" type="FixedString" value="Hide Ears" />
</node>
Is what you'll want to remove in this case.
Hope this helps!
It really only effects two hoods, as those were the one's that didn't hide ears.
I've made a version that should remove helmet hair from Sarevok's Horned Helmet, but still applies baldness. It's under the miscellaneous files. Edit: It works.
Hope you enjoy!