thanks for the mod the hair is really nice but when I try to make it white it comes out blonde could this be a problem on my end or is the hair just like that to make it look better when colored?
Aaah yea, its blonde by in its texture im afraid, And when you make it white there is a high chance the game just literally removes any additional coloring and reverts back to its default texture.
Which for Kulve taroth is a lot more "blonde" than "white". Suspect its kind of Plantina blonde though so white blonde than yellow blonde.
I'd have to test it out and get back to you as i dont know if its how it works.
I could possibly also create a fix for this and hopefully fix that issue, Likely wont be super white but instead just colorless if that makes sense?
Hella awesome work on this, Dytsecan you make a version?for Monster Hunter RiseI wish I could use him in Monster Hunter Rise How much do you need for sponsorship?
Sorry to be a bother but how do I uninstall it because I mistakingly downloaded both the rose and this one which affect 10-1 and I want the rose one to show so I deleted hair122 and it did absolutely nothing.
Ah yea, its due to the fact that the hairstyle are used by npc's too. The way they did npc's for this game is by essentially them using the exact same method we do when creating characters.
Is it possible to move this hair to another of our choice on our end? I wanted to have it on the 10-3 hairstyle instead. If not I won't bug you about making that an option.
First of all let me thank you for this great work, as you mentioned to someone else, I have been wishing for a long time to be able to use this as an actual hairstyle and not just as layered armor, that being said, I found a "problem" so to speak:
There are helmets that "lock on" the hair, that is to say, that they completely remove any motion and make it look as a stiff blob that in some cases even clips through the headgear (an example would be direwolf) , and while I can understand that this is probably because of how the physics are coded in the 10-1 hairstyle, I've found other helmets that deal with this more accurately and rather than having a stiff kulve hair sticking out of them, they revert to the default non modded version (for example low rank anja head gear or beotodus).
This is just a humble suggestion and having read your disclaimer I don't actually expect you to take the trouble of dealing with it, but I think that it would be best if you "removed" the mod from those helmets that are coded to "lock" the hair in place, it is not that I can't simply avoid those helmets that clash with the mod, I just think it would make the mod have better presentation so to speak.
I hope I'm not overstepping any line with this comment and again I thank you for this wonderful mod.
Also forgive me if this is a dumb question but is there a way to make other people see the replaced hair without having them install the same mod?
And yea im afraid it's pretty much impossible to solve issues like that. I've tried to do it through experiments but it simply doesn't work. This is a common issue with modded hairstyles across the board.
Each helmet has a file that tells what bones to hide from the hair and face. And modded hairstyles generally have a different bone structure from normal hairs and therefore that part of the file gets completely ignored.
The physics thing seem odd, however I suspect this too is out of my control. Capcom did some weird stuff with hair in general.
Manually checking all the armors to see if they won't have issues like that is pretty monumental and not worth the time. It's up to the user to work around these things for modded hairstyles. Either by getting mods for those armors that won't interfere with the hair or by changing the evhl on those heads to hide the hair completely.
Mods are local only. You either have to wear the kulve alpha head or ask the people to download this mod in order to see the modded hairstyle.
EDIT: Also if you are referring to the "hair" on anjanath LR/HR thats not due to this mod. its straight up just how the head works. The hair mod works just fine on this helmet as its suppose to be "hidden". All hairstyles would do the same.
This has nothing to do about reverting to "unmodded" hairstyles. but rather this is just inherently how the helmets in the game works.
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Which for Kulve taroth is a lot more "blonde" than "white".
Suspect its kind of Plantina blonde though so white blonde than yellow blonde.
I'd have to test it out and get back to you as i dont know if its how it works.
I could possibly also create a fix for this and hopefully fix that issue, Likely wont be super white but instead just colorless if that makes sense?
How much do you need for sponsorship?
Thank you for the kind words and the endorsement!
I dont have a male character so cant really test it.
Not to mention the accessories all merge at the horns normally so removing those will make it look a bit off.
The way they did npc's for this game is by essentially them using the exact same method we do when creating characters.
Fair warning, modded hairstyles many times doesn't play nice with many helmets.
If not I won't bug you about making that an option.
Just find the one you want on this page
https://github.com/Ezekial711/MonsterHunterWorldModding/wiki/Hairstyle-IDs
There are helmets that "lock on" the hair, that is to say, that they completely remove any motion and make it look as a stiff blob that in some cases even clips through the headgear (an example would be direwolf) , and while I can understand that this is probably because of how the physics are coded in the 10-1 hairstyle, I've found other helmets that deal with this more accurately and rather than having a stiff kulve hair sticking out of them, they revert to the default non modded version (for example low rank anja head gear or beotodus).
This is just a humble suggestion and having read your disclaimer I don't actually expect you to take the trouble of dealing with it, but I think that it would be best if you "removed" the mod from those helmets that are coded to "lock" the hair in place, it is not that I can't simply avoid those helmets that clash with the mod, I just think it would make the mod have better presentation so to speak.
I hope I'm not overstepping any line with this comment and again I thank you for this wonderful mod.
Also forgive me if this is a dumb question but is there a way to make other people see the replaced hair without having them install the same mod?
Thanks.
And yea im afraid it's pretty much impossible to solve issues like that.
I've tried to do it through experiments but it simply doesn't work.
This is a common issue with modded hairstyles across the board.
Each helmet has a file that tells what bones to hide from the hair and face. And modded hairstyles generally have a different bone structure from normal hairs and therefore that part of the file gets completely ignored.
The physics thing seem odd, however I suspect this too is out of my control. Capcom did some weird stuff with hair in general.
Manually checking all the armors to see if they won't have issues like that is pretty monumental and not worth the time. It's up to the user to work around these things for modded hairstyles.
Either by getting mods for those armors that won't interfere with the hair or by changing the evhl on those heads to hide the hair completely.
Mods are local only. You either have to wear the kulve alpha head or ask the people to download this mod in order to see the modded hairstyle.
EDIT:
Also if you are referring to the "hair" on anjanath LR/HR thats not due to this mod. its straight up just how the head works. The hair mod works just fine on this helmet as its suppose to be "hidden". All hairstyles would do the same.
This has nothing to do about reverting to "unmodded" hairstyles. but rather this is just inherently how the helmets in the game works.
Did some testing but genuinely no idea if its even remotely fixable.