Quote Originally Posted by Rosenstrauch View Post
Funnily enough, there is an example of this happening, though it might've been fixed since it was discovered. The Hempen Coif and all hats sharing the same model would not appear when worn by a Viera, but toggling your helmet on while wearing one (or a hat glamoured to look like one) would disable your hair physics.
Oh yeah, I remember there were a number of issues early on with certain items turning hair or ears off, or failing to. Was there a list somewhere of all those instances?



Quote Originally Posted by Akimori View Post
1. THere is literally no excuse for newer stuff considering, if its not a rehash of some old dungeon item, it should be created with viera and hrothgar in mind anyway since it has to be modeled anyway

2. The nose is a literal *sphere*. How hard is to to just stick a sphere over their nose? >_>
The running theme of Viera and Hrothgar getting hats that fully cover the hair, but not things that let it partly show, points to there being a more technical issue behind it that can't be solved by just putting more effort into the individual hats. Otherwise it makes no sense for random dungeon headgear to work while many of the job gear hats do not.

And I don't think the clown hat is just about the difficulty of "sticking a sphere on the nose", but might have issues because it's still the same gear piece being used by other races who DO get a hat that requires the upper part of the hair to switch off.

If the command "turn off upper hair when this hat is equipped" is set at a global level, and that command does something weird to Viera/Hrothgar, then that weird thing might happen when they equip the clown hat even though it isn't a hat for them.

That's why I'm saying the nose on its own should have been a separate piece. That would allow it to have its own display settings that don't instruct the hair to turn off.