Hi, here's a reply to a similar question.
We have a system where a head model and a hat model can be placed on a player; the head item having the hair. For full helms or larger hats we model the head gear into the head model and place nothing in the hat slot.
If we wanted to adjust the models to accommodate large hairstyles, we'd have to go through every worn hat model (326 in total) and create a new head with the hat built in and update all the hat object configs to use just these head models and no hat.
NPC's that have a specific hairstyle and hat would need to have unique models and their configs updated.
Then there's the time it would take to QA test every new head/hat model in game and check which NPCs wear a hat and if their configs have been updated. This task would be expanded further for NPCs that have multiple versions of themselves for things like quests.
To resolve this issue the resources required would be quite large, so unfortu...
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