Obviously the hair in TS3 is lacking in choices, so when
ghoul put her request for these Peggy braids up, I decided to give it a go, mostly because one of my girls is in dire need of this particular style. (Though, oddly enough, I chose to have my selfsim model it instead of her...)
Now, on to some disclaimers.
Creating almost
anything for TS3 is still in its earliest stages, therefore, there are a couple things a bit weird about this mesh. One of the things still not fully understood is how the alpha layering is actually done, so occasionally there's some weirdness with hair meshes in this regard. On this particular mesh, it's not overly noticeable unless you're on a lighter/brighter hair color, but it's still not too bad. You can see it in the picture above on the left hand side where the whispey bits are overlapping. (Another mesh I converted [and really wanted to share had it worked] is more or less unuseable because of alpha issues.) I just thought I'd let everyone know.
Second, this hair has the tendency to animate a bit... well...
crinkle-y, as you can see here:

I don't think it's overly detracting, but, again, just wanted to let everyone know. That's caused by various bone assignments.
This mesh seems to work on all but the largest sims, after which some clipping starts happening. Sorry.
Now, for the halfway decent stuff. As you can see, the mesh has fully working base, tip, highlight, and root sections. It's available for teen-elder females, is a non-replacement mesh, has all the LOD files, and the file has been compressorized. Credit to Peggy for the mesh, and HP for her conversion tutorial over on MTS. Movements are made slow motion in frame, I'm waiting and fading and floating away, the curtains are torn and the setting decayed.
This file has been updated!! Please redownload if you previously had problems with the hair showing up black and let me know if the new version fixes the problem. It should
for real work now. Firstly, the problem was from me needing to lay off the crack when converting things (or possibly do more of it; could go either way), because I totally missed out a step on the lower LOD files, which caused them to show up black. I'd remembered to do the step on the highest LOD, which is why it would look fine in CAS, but not in your games. When I went back and actually did the step I'd left out, there was an issue caused by the way Peggy set the hair up initially that meant I couldn't use 'align normals' without it getting splotchy. The fact that those of you who had a problem before all reported the 'splotching' meant in order to fix everything, I had to make the LOD1 mesh the same as the LOD0 mesh.
Therefore, I'm slapping a warning on this. It should be considered a high-poly mesh and may cause issues with your game. I'm very sorry to have to do this, but it's nothing I can fix without causing problems elsewhere.