Author Topic: Custom heads problem  (Read 664 times)

Legacy_Grani

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Custom heads problem
« on: December 10, 2013, 07:24:31 pm »


                Ok, so I've downloaded some custom heads from the Vault, several packs and none of them seem to work, so it's not a specific pack's problem only.

Basically, I add the .mdl and .plt files to the Override folder, but the new heads do not show at character creation screen.
I've tried things like changing the heads' numbers, but it's still the same. Nothing even indicates they are installed.

Am I missing something?
               
               

               
            

Legacy_Valthrendir

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Custom heads problem
« Reply #1 on: December 10, 2013, 08:01:40 pm »


               I dug into this a month or two ago. Heads, indeed, need to be below a certain number if you want to be able to select them during character creation. If my source (a guide by hannibal lecture from 2004)  is correct, the number needs to be below 49, this should be the maximum number of heads allowed for any race/gender combination.

Another possibility is the following: while you can change the name of the .mdl file of the head, there are a number of lines referencing the model name in the file itself as well. Open up the .mdl with notepad (or equivalent) and see if the model name and nodedummy are correctly changed to the new number as well.

These are my guesses, maybe someone that is more proficient on custom head creation than me can shed a brighter light on this matter.

Edit:
While you can use the override folder to add heads, they also work when added by a .hak. Your preferredmethod would be determined by your download in this case.
               
               

               


                     Modifié par Valthrendir, 10 décembre 2013 - 08:16 .
                     
                  


            

Legacy_Grani

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Custom heads problem
« Reply #2 on: December 10, 2013, 08:16:14 pm »


               Still not working. '<img'>

Hm, do heads stored in hak paks show in character creation screen of the module with this hak pak? If so, I might try this.
               
               

               


                     Modifié par Grani, 10 décembre 2013 - 08:17 .
                     
                  


            

Legacy_Valthrendir

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Custom heads problem
« Reply #3 on: December 10, 2013, 08:17:57 pm »


               Just out of curiosity:
- What heads are you trying to use / what is the link?
- What are you changing the numbers to?

Edit: I am not sure if they work in character creation specifically from a .hak since the custom content might be loaded after the character creation has been completed.

Edit 2:
Found an old topic covering this issue
From what I see so far, you need to play a .hak free module in order for your override to work. You might want to try puttin the head files into a hak and make sure that the .hak hierarchy doesnt prevent you from seeing the models. As long as the character is for a single player module, this solution should work (theoretically)

Edit 3:
This topic provides a great deal of information as well.
''Keep in mind: Heads 1-99 will show up in character creation if numbered sequentially without any break in numbers''
               
               

               


                     Modifié par Valthrendir, 10 décembre 2013 - 08:41 .
                     
                  


            

Legacy_Grani

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Custom heads problem
« Reply #4 on: December 10, 2013, 08:20:50 pm »


               http://nwvault.ign.c...s.detail&id=355
http://nwvault.ign.c....detail&id=7683

I've tried both of these packs and no head from any of them seems to work.
               
               

               
            

Legacy_Grani

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Custom heads problem
« Reply #5 on: December 10, 2013, 08:35:03 pm »


               As for the topic you suggested, I've already tried this on hakless modules...

I'm helpless.

Edit: I've even tried clearing up my Override folder and leaving only the heads, thinking that maybe it's one of the overrides that somehow interferes. Still didn't work.
               
               

               


                     Modifié par Grani, 10 décembre 2013 - 08:42 .
                     
                  


            

Legacy_Valthrendir

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Custom heads problem
« Reply #6 on: December 10, 2013, 09:12:53 pm »


               I managed to get it working by renaming the models and inserting them into a ,hak, I tested the issue with one of the gnome heads.

I opened up pmg0_head194.mdl with notepad and replaced every ''pmg0_head194'' with ''pmg0_head014'' (there are 13 original male gnome heads). Renamed the .plt accordingly and inserted both of them in a .hak. The head showed up fine in character creation and worked ingame.

Start numbering (according to my documentation), at the following numbers for race/gender combinations:
Gnome male: 14
Halfling female: 12
Human female: 28
Human male: 35
Dwarf male: 14
Elf female: 17

For other readers that stumble upon this topic: this head numbering is based on the number of heads in the official game. People that use the CEP or other custom content should check the numbering in their specific situation.

Edit:
If my post is too concise, check the guide that is listed in the downloads at your second link
               
               

               


                     Modifié par Valthrendir, 10 décembre 2013 - 09:15 .
                     
                  


            

Legacy_Grani

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Custom heads problem
« Reply #7 on: December 10, 2013, 09:23:42 pm »


               Thanks for help, I'll try that in a moment!

One more question, though - have you managed to get it working as overrides as well, or only in a hak? Because I don't know if it's a general problem or if it's only me. Not to mention I'm still wondering about the possible cause of it not working as an override.
               
               

               
            

Legacy_Valthrendir

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Custom heads problem
« Reply #8 on: December 10, 2013, 09:35:26 pm »


               Just experimented with placing the adjusted files in my override folder. The model showed up correctly when loading a module that used other haks.

Therefore: as long as the numbering of the model and texture (internally and externally) are changed to the correct value, it works from either the override or a .hak.
               
               

               


                     Modifié par Valthrendir, 10 décembre 2013 - 09:37 .
                     
                  


            

Legacy_Grani

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Custom heads problem
« Reply #9 on: December 10, 2013, 09:46:30 pm »


               I've tried placing the files (with modified numbers) in Override, but to no avail.
Could you maybe send me one of your modified working heads so that I could check if the problem is caused by some mistake on my part when renumbering or if it's something else?