So tonight I was tinkering away at my knight mod. I've been trying a different method to get my helmet fixed on to a head model. But without the need of attaching it to the real head "skin" mesh (real skin not the texture ) of said head. I just basicly linked my helmet model to the g_head part of the model. This is more or less the "bone" that controls like 85% of the head, the other 25% goes to the eyes, mouth and facial animations.
I didn't expect it to work, more like; a hard crash on exporting, crashing MDLops or crashing the game upon loading a test save. Did none of those. It went smoothly. Ofcourse in true Kotor style it was bugged like hell when I did a first test! The helmet was misplaced badly and after some long, going back and forth, MDLops and Modelviewer being constantly used, I got the helmet in the right spot. Did another test run, at first it looked perfect! But then I started to walk... And just had to laugh.
My model looked fine, but somehow the head got badly disconnected from the body model. Bobbing and flying off in all directions. Rather hilarious, great ending to a nice long modding session.
Did make a little video of it. As it already nicely shows how the end product might look like, minus the faulty animation business of course ;-)
Enjoy!