Preserving vertex ID and morphs
Hello. I'm making this a separate post from my previous question since I think it's become a whole can of worms. I'm making a helmet that works with simtanico's scalp sliders. I only want to preserve the vertex ID(from vertex IDmod) of the scalp. However, I merged the scalp, face, and neck parts in order to have a seamless look for my helmet. I think this was the step that ruined the vertex ID of the whole mesh. In the blender sims 3 geom tools, the "transfer GEOM data" tool lets you to combine 2 geoms together, but I got an error when I tried it.
So I exported it as an object, converted it to wso, and then assigned my bones and morphs in MTK. I imported it into TSRW and exported it as a package. Then I opened the package in
S3PE to export the geoms and morph geoms. In the MTK's auto assign vertex ID section, I assigned original AM face/neck geom to my base geom first and then used the vertex ID mod scalp to "replace only zero vertex IDs." This works so far as when I load it in game, the sliders work with the helmet.
I converted the morph BGEOs to geom using the base geom with the reassigned vertex ID. Then I imported them all in blender to edit each morph. Once I was satisfied, I exported them all. With the package still open in S3PE, I replaced the lod0 of the helmet with the base geom, saved and exit. Then I used MTK's package tools to add my new morphs to the package. I saved as a new package and tested in game. The sliders still work, but the morphs don't. If I skip all of the vertex ID transferring and just renumber the whole mesh, the morphs work but it not longer works with the scalp sliders.
I attached pics of it in blender, in game, and the error I got from the blender geom tool. The highlighted part of the mesh is the section I'm trying to preserve IDs.
Is it possible to get these 2 things to work at the same time? I would manually assign each vertex ID if there's a way