Honestly? Not really. As much as I remember it (and that's over 2 yrs by now) all the files are packed in the same file as the mesh. I rly don't know for sure anymore, but having had a swift look at my decrypted necro-mod files used from making the other hair style mod for ER, I found a TPF archive. My wild guess would be it's probably this, but I also remember that the Texture was already visible when opening the mesh in Blender, so very likely that's the reason why I don't remember it to be an extra task/step to care for. ~
You probably found a solution yourself by now. Best of luck anyways.
Just wanted to say thank you for providing a solid resource. Even as someone who's been extracting and playing around with Elden Ring's models for two years now, I still lose track of where things are stored and don't enjoy sifting through the ocean of discord servers for a refresher. Elden Ring is a diva of a game indeed, but this made my day easier :)
That's amazing to hear, glad it got your back, even if it's outdated for some time now! And yeah. Coming from a time in which internet wasn't even born, I still prefer good old forums before Discord. It's one hell of a scavenger hunt to find the right intel with those secluded server cells that obey to search engine. ;)
do u know how to edit existing vanilla hair? i have tried changing model in existing fiver of other hair mod but didn't show up in game, i just want to lengthen the hair
Basically the process isn't that different from adding new hair, but it's not a thing you just explain simply as that. I needed days with the live-chat guidance of ZLOHORT every now and then to get the basics and have my first hair constellation working halfway to up to 90% so far in the final version. We never got it to work perfectly fine as vanilla hair for some color shaders though and unnecessary complicated vanilla implementation structures. But the basic appearance worked out, as you can see with Kain's Hair on this site, e.g. .
What I'm trying to say is, that nothing of this procedure to implement new hair seemed intuitive in any way and normally this intuition on how things might work or need to be edited worked out pretty great for me in the past, so it's a tough piece of work to get into this. And it takes a good teacher like I got to make sure you don't waste a bunch of more time. As an Artist I am fighting for survival these days, so I've quit modding for the biggest part, as I simply don't have any time left for it. On top of that I've heard that some hair stopped working since some patches, so I would have to look into this issue first myself and debug what's wrong, which means hours of research in first place.
I am truly sorry I can't guide you through all this, pal. One yr ago things weren't like they're now. I wished I was able to do things like these more instead of only being able to do the necessary to make a living, but this is it lately.
You know... I may offer some "Fast Food" tips, which might or might not help, but It's already a yr ago that I did this complicated process, so I am not into the topic at all atm. All I can recall right now is:
Tidy up the FLV files in the FLVER, keep in mind that adding an edit of your edited vanilla hair will ALWAYS be ADDED to the FLV file and won't ever overwrite the old one, which means you need to properly remove the former mesh and add the new one instead. Also one FLV always contains ALL the forms of one hair style used by the game to display the it in different demanded shapes: No armor, Light Armor, Medium Armor, Heavy armor. Every state of armor gets an own hair style normally. And the longer the hair is the larger the impact and necessity to adjust the hair for the bulkiness of the armor from the neck on downwards.
Also make sure to have the material and mesh named properly in the FLVER and if you need to make changes, always use a fresh copy to delete the vanilla mesh from the FLV before importing your own. There will always remain references in the FLV file, so it grows bigger and bigger if you keep replacing your former versions of hair styles you wanna import. The correct naming within the file defines what hair style will eventually be overwritten. The outer FLV file name isn't that important for this, as the game will look INTO the file ofc and read which hair style code is being addressed with this FLV. If you wanna change things to a completely other hair slot, prepare to also edit the yabber.xml(s) to correct the numbers to the new hair slot one.
Another thing is that you cannot overwrite short hairstyles you've picked with long ones properly, because somewhere in the game's db there's a code definition hidden, which defined certain short hairstyles to have no physics option. This means (at the time I played the game last yr at least) short hair doesn't have any kinda physics and cannot get a mesh with contained physics. No matter if Bone physics or cloth physics. This hint might be of interest to you, because without knowing much details it seems you wanna stretch some short hair style, which could be an issue by design, if you care about it being able to move any time in the future. Because it most likely wont as a short hair replacer.
Check to have all software you need. Back then it was: Yabber to convert *.partsbnd files back and forth, FLVER obviously, BloodBorne tools 3D and the blender_source_tools as addons for blender to get things properly imported/exported in 3D.
I know, it's not a lot, but also it's a crime of how few is rly known about modding ER specifically and still; one yr later. Try your luck with Dark Souls 3 tutorials about hair modding, as the procedure is a bit familiar, same as the code logic. Best wishes and success.
Let's say I didn't, as I only was aiming for hair. However; just had a swift look at some of the files though. You can basically find any of these if you look through the "fg_a_XYZ.partsband.dcx" in the game's "parts" folder, if you extracted the game files before, which is kinda necessary to build modified variants from there on.
Only a small tribute to this amazing scene. And I think this game can use some new hair with the head-visual toggle mod being a thing in ER. ;) Thanks for noticing! And thanks to everyone giving it a shot! It's not a simple task to do this mesh modding in ER.
18 comments
You probably found a solution yourself by now. Best of luck anyways.
Much of creativity to you, fellow colleague!
https://www.nexusmods.com/eldenring/articles/158
You press CTRL+F to search for hairs and they are almost at the end, also take a reference image;
https://eldenring.fandom.com/wiki/Game_Version/1.12?file=ER_New_Features_Additional_Hairstyles.jpg
What I'm trying to say is, that nothing of this procedure to implement new hair seemed intuitive in any way and normally this intuition on how things might work or need to be edited worked out pretty great for me in the past, so it's a tough piece of work to get into this. And it takes a good teacher like I got to make sure you don't waste a bunch of more time. As an Artist I am fighting for survival these days, so I've quit modding for the biggest part, as I simply don't have any time left for it. On top of that I've heard that some hair stopped working since some patches, so I would have to look into this issue first myself and debug what's wrong, which means hours of research in first place.
I am truly sorry I can't guide you through all this, pal. One yr ago things weren't like they're now. I wished I was able to do things like these more instead of only being able to do the necessary to make a living, but this is it lately.
You know... I may offer some "Fast Food" tips, which might or might not help, but It's already a yr ago that I did this complicated process, so I am not into the topic at all atm. All I can recall right now is:
I know, it's not a lot, but also it's a crime of how few is rly known about modding ER specifically and still; one yr later. Try your luck with Dark Souls 3 tutorials about hair modding, as the procedure is a bit familiar, same as the code logic. Best wishes and success.
Thur
Here you are, you're welcome. ;]