Good investigative work, but you omitted one important detail:
you didn't test without moreclothing.
This problem is unrelated to moreclothing. It's my fault. You've put an
extended-physics hairstyle or
clothing item
higher in the load order than the items that you're discussing here. The extended physics scripting partially overwrites the loading behavior for dynamic hair strands. The code is supposed to detect this, recognize that it's dealing with a "vanilla" hair strand, and fallback onto the vanilla code. It doesn't currently do that. There was a TODO marker at some point and I assume that I disabled the vanilla-detection clause during testing
(or something; I don't remember the exact details).
I've reproduced the problem locally and resolved it via a quick code patch. Unfortunately, I'll need a few days to re-compile and re-release all of the files impacted by this bug
(because some of them use deprecated syntax and will need to be manually re-animated). If you downloaded those items via the Undertow
Downloads system, then you'll automatically be notified whenever one of the items gets updated. Once that's done, you'll need to replace the
*.mod files in your
moreclothingmods folder (and any copies in Character Folders, just to be thorough) ... and then everything will work normally.
In the meantime, there's a
simple workaround: move the misbehaving
*.mod files (
Widowmaker,
Leash,
Bikini, etc) to the
bottom of your
moreclothingV6settings.txt file, so that they will be loaded
after all of the dynamic hairstyles made by
@Calla,
@sclover13, etc. If you'd prefer to resolve the problem permanently and you're not actually
using those
*.mod files then you could just remove them entirely.