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Post by andrew on Jun 4, 2016 1:41:57 GMT -5
I think that the problem is that there is only one version of this hair in the game. Not all of the gender enabled CAS items from the new patch came with a separate mesh. The hairs that do have a separate mesh for masculine and feminine are linked by the "OppositeGenderPart" in the CAS Part resource.
To achieve the same result with this hair as EA did with most others, you could create a standalone mesh clone and link each swatch to the original via the OppositeGenderPart field. You could then override the original female version to link to your standalone as the male version instead of using the same mesh.
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Post by icymoons on Jun 4, 2016 10:20:13 GMT -5
I'm having a similar problem as SYNTH. Your explanation makes some sense, but I'm not entirely sure how to "link each swatch to the original" or how to make the "override the original female version to link to your standalone as the male version instead of using the same mesh." Can you give me a bit more of a detailed explanation? Thank you
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Post by SYNTH on Jun 4, 2016 17:32:38 GMT -5
I think that the problem is that there is only one version of this hair in the game. Not all of the gender enabled CAS items from the new patch came with a separate mesh. The hairs that do have a separate mesh for masculine and feminine are linked by the "OppositeGenderPart" in the CAS Part resource. To achieve the same result with this hair as EA did with most others, you could create a standalone mesh clone and link each swatch to the original via the OppositeGenderPart field. You could then override the original female version to link to your standalone as the male version instead of using the same mesh. thanks so much for the help, pointed me in the right direction when i had no clue haha one question, for all of the hairs in s4s they have a number in the "OppositeGenderPart" part, but hairs without a gender changed version is all 0's. where would i find the number to make it accurately respond if thats possible?
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