farukmanex Posted November 22, 2020 Posted November 22, 2020 Hi everyone, i searched about this but couldnt find anything so sorry if i am posting about same issue thats been resolved before My own characters left eyelid has problem, it cant be noticed when its opened but after closing the left eyelid, problem can be seen, at first i tought about texture problem and tried different texture mods, issue kept happening, Then tried clearing sculpt, importing other face presets, rolling down to default skyrim presets, no avail. If i use sculpt menu's move option, i can somehow make it look like the right eye but it doesnt feel original, is there a more professional way of doing this? i am using latest version of racemenu, high poly head and Expressive Facegen Morphs on Oldrim, ordered by loot
Grey Cloud Posted November 22, 2020 Posted November 22, 2020 1 hour ago, farukmanex said: high poly head and Expressive Facegen Morphs Did you use the Face Parts slider in RM to change to the HP head? It tells you which head it is in the bottom right-hand corner.
farukmanex Posted November 22, 2020 Author Posted November 22, 2020 36 minutes ago, Grey Cloud said: Did you use the Face Parts slider in RM to change to the HP head? It tells you which head it is in the bottom right-hand corner. Yes, its high poly human, non poly also has this issue
Tlam99 Posted November 22, 2020 Posted November 22, 2020 Mirror the left side. Some heads in skyrim are not symetrical from begin. 1
Grey Cloud Posted November 23, 2020 Posted November 23, 2020 23 hours ago, farukmanex said: Yes, its high poly human, Not in the Sculpt part of RM but the Sliders part. Under one of the tabs there is a slider called Faceparts. Move the slider while looking at bottom RH corner (you have to be quick to spot it). There are HP Breton, HP Redguard etc. 1
Seijin8 Posted November 23, 2020 Posted November 23, 2020 3 minutes ago, Grey Cloud said: Not in the Sculpt part of RM but the Sliders part. Under one of the tabs there is a slider called Faceparts. Move the slider while looking at bottom RH corner (you have to be quick to spot it). There are HP Breton, HP Redguard etc. The red wireframe clearly shows it is the HPH, and the parts list on the lower right starts with "00KLH_ ..." which is also indicative of the high poly head. 1
Grey Cloud Posted November 23, 2020 Posted November 23, 2020 4 minutes ago, Seijin8 said: The red wireframe clearly shows it is the HPH, and the parts list on the lower right starts with "00KLH I didn't know about the red wireframe but well spotted with the 00KLH. ? 1
Seijin8 Posted November 23, 2020 Posted November 23, 2020 On 11/22/2020 at 5:30 AM, farukmanex said: Yes, its high poly human, non poly also has this issue I would try a different "facial expressions" set. This may be something wrong with the tri files since it is consistent across multiple meshes. 1
farukmanex Posted November 23, 2020 Author Posted November 23, 2020 1 hour ago, Seijin8 said: I would try a different "facial expressions" set. This may be something wrong with the tri files since it is consistent across multiple meshes. Thanks for the good advice, i removed female facial animation, installed expressive facial animation, uninstalled both, started a new game, in all these combinations, left eyelid was always darker
Seijin8 Posted November 23, 2020 Posted November 23, 2020 2 hours ago, farukmanex said: Thanks for the good advice, i removed female facial animation, installed expressive facial animation, uninstalled both, started a new game, in all these combinations, left eyelid was always darker Sorry, I misunderstood the issue. In the vanilla UV map (which most head meshes use), the left eyelid isn't aligned to the right and will always carry the texture differently. IIRC there is a version of the high poly head that seeks to correct this BUT many texture authors have made adjustments to their textures to try to compensate for it, and there's no telling how these will match up. You could adjust the UVs yourself in Nifskope. Personally, I just made the main makeups into slavetats and manually adjusted the textures until they looked right in-game. Sorry there isn't a better answer for that. 1
Grey Cloud Posted November 23, 2020 Posted November 23, 2020 You could try uninstalling the HPH mod and see if anything changes. I use the HPH mod and I haven't had your problem. There again, I can't recall whether I used the EFM part. I'm pretty sure I used the EFA part. 1
farukmanex Posted November 23, 2020 Author Posted November 23, 2020 I was expecting this to be a general problem, there was already an easy fix to this and its just me missing something, it turns out it isn't then. i ll try to edit it manually from sculpt menu as best as i can, or maybe from nifscope someday, thank you for your interests
Grey Cloud Posted November 23, 2020 Posted November 23, 2020 I'd go for the reinstall of HPH, it may just be something you did or didn't do when you installed it. A lot easier than arsing about with sculpt (for me anyway).
adhocspamdie Posted December 18, 2022 Posted December 18, 2022 (edited) Sorry for the necropost, but I recently came across this post while searching for solutions to the same bug in a different context, and I found that this is a mismatch between the face texture and the femalehead.nif mesh that ships with the base game. There's a number of discussions and fixes for the low-poly variant in posts such as https://www.nexusmods.com/skyrimspecialedition/mods/46617 and https://www.nexusmods.com/skyrimspecialedition/mods/21239 There are also a number of sources that fix this head mesh bug in HPH variants (I believe the vectorplexus/plexis HPH 1.4 installer has a built in fix for this). However, I would like to ask a followup question on this topic. As a mod user who doesn't have access to the base .nif files and only the final built nif files from completed mods, is there a way to manually replace the bugged nif file from these files, in order to fix this bug for old or unmaintained mods? -edit- One method I found which could resolve this is to modify the UV map from within Nifskope so that the asymmetric head mesh references the correct locations on the symmetric head texture (right click head mesh, Texture->Edit UV) and move the respective points to the correct locations. Examples: This is fiddly and there doesn't seem to be a good way to transfer UV maps between different nif files, but it is a reasonable band-aid solution that resolves the above issue. Still interested in hearing about better solutions if any exist. Renders (before/after) UV Maps (before/after) Edited December 18, 2022 by adhocspamdie Add image example, add captions 1
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