About this mod
High Poly Version of Carlotta using physics **hair** instead of a physics wig. BETA.
- Requirements
- Permissions and credits
- Changelogs
As this is my first attempt at physics hair, this mod should be considered to be BETA. I don't expect bad things to happen but they might. You've been warned.
You will need the following mods.
- Xing/Dint physics hair/wig
- FSMP - Faster HDT-SMP
- SMP-NPC crash fix - fixes a bug in Skyrim
- High Poly Head which is off-site.
Others of my hair physics mods may require
Installation
I strongly suggest using a mod manager. I use Vortex.
The mod manager can also be used to un-install but be aware that Skyrim sometimes "bakes in" faces to save games which can result in a black face. Suggest first trying the mod on a new game to see if you like how the mod works in a game. You can use the mod Live Another Life to quickly get to Whiterun at the start of the game.
FAQ
Q. Which hairstyle does Carlotta have?
A. Wild Soul from Xing/Dint.
Q. What is with the Beta warning?
A. I have a bunch of NPC's with physics wigs and they lost their when I installed an earlier version of this mod. While I fixed that for my game and believe it won't break other games, I can't be 100% sure of that.
Q. Do you have other warnings?
A. Don't edit this mod with the Creation Kit unless you are willing and able to manually replace the mesh and texture in case the CK replaces or erases those files.
Q. What tricks did you use to make the mod work?
A. I wrote an article -- Wodo's High Poly Head and Physics Hair -- NPC Creation Overview to provide a basic guide.
Q. How do I change the hairstyle?
A. I wrote an article -- Changing the Hairstyle. It requires a basic understanding of how to use xEdit.
Q. Do you plan to write hair mods for other NPC's?
A. Yes, but these aren't very popular and I don't have much free time.
Q. How is Carlotta wearing a short dress in the screenshots?
A. I installed the 3BA version the Remodeled Armors mod and then used Bodyslide zappers. While recommended, these aren't required for this mod.
Q. Why did you create this mod?
A. Frustration. 2 parts.
1. The problem with physics wigs is Racemenu is the mod that colors them. However, if two or more instances of the wig style are in the same game cell, all wigs get the same color. This results is an NPC with black "hair" suddenly having blond "hair," etc.
2. After a forced update (long story) to Skyrim 1.6.1130, I had to also update the Creation Kit (which is used to create mods). I was trying to work on updating a very unfinished follower mode and was having no end of grief with using older methods for exporting high poly facegen meshes and also having problems with the physics wigs because of how the new CK works.
Instead of crying about "lemons," I decided to try to make "lemonade."
Another advantage of hair over wigs is that it was possible to see under the wig as they would float slightly over the scalp. (At least for the fine wigs from the Xing mod. I understand the author was trying to avoid clipping.)
Q. Why didn't you just write your original NPC mods using physics hair instead of physics wigs?
A. Because it didn't work when I first tried it several years ago. Since then, there have been updates to Skyrim, to HDT-SMP and to other mod authoring tools.
Q. I have the dark face bug! What can I do?
A. While it is possible that I can make a mistake, if "everyone" isn't reporting the bug, it is probably not something I did. In that case, it is more likely that some other mod has updated the Actor record of the NPC in question. Sometimes mod authors accidentally update an NPC's Actor record without realizing it. What you can do is install the More Informative Console mod. Then in game, face the NPC, then use the ~ key and click on the NPC. In the lower right corner (I think) it will show the last mod that updated the NPC. If the other mod's author updated the Actor record on purpose, then the solution would depend on that purpose and if you need that purpose.
If the update was accidental, you might be able to solve the problem by ensuring that this mod loads after that mod. (How you do that is part of your mod organizer.)