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Eyelash/Eye position and neck gap, custom follower


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Posted

Hey, I'm back! Massive thank you to everyone who's helped give some feedback on my questions. You have no idea how much that taught me. Modding isn't easy, and I love every one of you who work hard on these mods.

 

I'm coming back with a possible easy fix but... my fix through Max isn't working. To explain, the head mesh that worked just fine, which was supposed to be set at 0 but ended up having a massive neck gap in CK, and in game. I've been unsuccessful with trying to get it weighted right. I realised that originally, I did mistake the weight setting for black face as a fix. It's not. I needed to jump through some hoops for CK to read a facegen (Took 11 tries, but it's reading it now). Unfortunately, I'm afraid the weight is stuck directly on the head while nude, i.e. 0 will leave a large neck gap, and 100 fits perfectly, despite using a 0 set body mesh and leaving every other armor reading 100 when it should be 0 and, thus, causing the neck gap.

 

The eyes also did not transfer over on the initial face gen, which I didn't catch until sse, as the lashes and male eyes are set too high and not at an angle (facegen mesh didn't capture). Now, I tried to fix this in 3ds max but nif and ck will not read the new files. (odd as I touched the face up in 3ds initially and it was fine.) I'm guessing the video tutorials are out of date for SSE and for Max '18. The window's not the same unfortunately for '17 and lower.

 

I'm wondering if it'd be better if I copy the face as a pre, shape the eyes and weight in racemenu, save and reset the weight in CK if it's not borked for 0. Or, is there another way? This mod was drug from Oldrim, and I have to send it back there eventually too. Works good, just needs a cape when given other armor... and I need to get off me butt to get the dialog put in. And then custom armor....  That's another day. 

 

TL:DR I borked the neck, weight and eyes somewhere in translation. I'm so sorry for asking so many questions.

Posted

Returning to update. I followed up copying the nif file for the original head, set it in CharGen, then imported the head in race menu. I had to place a mask around the eye sockets as simply importing it caused the vanilla eyes to be placed way further up and inward, which is one of the problems I was having. By placing the mask there, it seemed to fix that issue so hopefully that's solved. The Head exported fine, and I reset the weight to 100, which fit the size 1 male body fine, I also switched the meshes in CK to reflect that, so now it does scale from 0 to 100. I was also able to get the head skinned to the skeleton nodes in 3ds Max. The head did not export with the responding nodes from racemenu, which is the latest updated file, so not sure what's going on there. Also, there seems to be an issue with the head centered at 0x,y,z, and if I try to copy/pasta from the new nif to an older nif, the head suddenly turns into the Rake and nope. CK won't even read it.

 

I am at just one last thing to try to fix. The original head did change weights, although the neck was mistakenly set at 0 instead 100 which only makes it shrink more when setting the weight to 0. The neck now, though high set at 100, same as the base male head mesh, will not change weight to match the body, remaining at 100. Double checked that the mesh was indeed weighted in max, nifscope and outfit studio. I was worried that it may be due to not saving the head as Face Part in Max with Animation, but in doing that, the head is no longer visible in CK, and sits far above the skeleton nodes. Also, converting the BSTriShape to BSDynamicTriShape in nifscope distorts the mesh horribly. 

 

I was hoping to pick someone's brain to see if there's a work around for this issue?

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