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Weird hair bug -> only outdoors.


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Posted

It only happens to the "Emori" hair style of this mod:
 

https://www.nexusmods.com/skyrimspecialedition/mods/43120
 

Inside of caves and buildings everything works great but when I go outside these strange
graphic bugs appear.


I'm using Rudy ENB. When I turn off ENB via hotkey it looks OK. I don't know how to fix that.
There are no problems with other wigs of that mod, as you can see in the picture.
Indoors it works for all hair styles with ENB.


MO2 shows no conflicts with other mods.
The mod creator doesn't support or react.

I'd really like to use this hair style, so I hope for a solution. :)


Xing-Emoriwigbug02.thumb.jpg.1673bcffb0dc8f1e2b7772a0fa8df9a8.jpg

ENB = ON:

ENB_ON_489830_20250105223617_1.thumb.jpg.d3f1d7f5f7043dd966437b5d5f0925a1.jpg

ENB = OFF

ENB_OFF_489830_20250105223627_1.thumb.jpg.4bae43d35e65f665b061a53b5d696eed.jpg


--- Screenshots --- (Imgur)

--- ENB = ON ---

--- ENB = OFF ---

Posted
2 hours ago, traison said:

Did you inspect the meshes in NifSkope? Compare values to a known-good wig. Looks like a specularity issue to me.


Hey.... you again! 😆

No I just used CK and TESEdit so far but I can try. If I just have to change a value then OK. Otherwise I'm swamped. 😅

Posted (edited)
11 hours ago, Bayman said:

Hey.... you again!

 

Like a stain that won't wash off.

 

You could also consider uploading the nif files of one hairstyle that is fine, and one that's having issues. I'd just like to avoid downloading nearly 500 MiB from the Nexus just to potentially say "yeah change 1 to 0 and it's fixed", seems like a horrible waste of bandwidth.

Edited by traison
Posted (edited)
On 1/8/2025 at 12:48 PM, traison said:

 

Like a stain that won't wash off.

 


😅³
 

 

On 1/8/2025 at 12:48 PM, traison said:

 

I'd just like to avoid downloading nearly 500 MiB from the Nexus...
 

Absolutely understandable. 

Thank you for this nice offer! 

The Emori haircut is from a creator named "xSummer". It seems that any other haircut of this creator has this bug. 
So my 2nd choice of a working haircut is from "KS Hairdo's" but it's part of this mod. I kept the directory structure. 
I assumed it would be easier for you that way.

Emori_&_Sky161_Meshes.7z



Edited by Bayman
Posted (edited)

Quick scan through the files revealed these changes that I'd say are potentially responsible:

 

310 Emori1
Specular Strength 0.6 -> 1.0
Glossiness 10 -> 100

 

296 Emori1Inv
Specular Strength 0.6 -> 1.0
Glossiness 10 -> 100

 

345 Emori145
Specular Strength 0.6 -> 1.0
Glossiness 10 -> 100

 

331 Emori1Inv45
Specular Strength 0.6 -> 1.0
Glossiness 10 -> 100

 

The Emori hair is just 2x to 10x more shiny overall. I'd reverse (1.0 to 0.6, 100 to 10) those values and see if it affects the issue any. These values are under the BSLightingShaderProperty nodes of each BSTriShape. Shape names are in green above.

Edited by traison
Posted
On 1/11/2025 at 7:58 AM, traison said:

The Emori hair is just 2x to 10x more shiny overall. I'd reverse (1.0 to 0.6, 100 to 10) those values and see if it affects the issue any. These values are under the BSLightingShaderProperty nodes of each BSTriShape. Shape names are in green above.


Hey, thanks! I'll take a look at next weekend.

But I'm asking myself: Why it's looking perfect in indoor locations?

Posted
8 hours ago, Bayman said:

Why it's looking perfect in indoor locations?

 

I could think of several reasons:

  1. Rendering settings are different in the vanilla game for indoor locations, or the light sources used indoors are different. Shadows for instance are far more detailed.
  2. ENB can have different settings for indoor locations.
  3. Indoor locations typically have no direct sunlight.
Posted
3 hours ago, traison said:

 

I could think of several reasons:

  1. Rendering settings are different in the vanilla game for indoor locations, or the light sources used indoors are different. Shadows for instance are far more detailed.
  2. ENB can have different settings for indoor locations.
  3. Indoor locations typically have no direct sunlight.


That sounds extremely plausible. 👍

Posted
On 1/11/2025 at 7:58 AM, traison said:

The Emori hair is just 2x to 10x more shiny overall. I'd reverse (1.0 to 0.6, 100 to 10) those values and see if it affects the issue any. These values are under the BSLightingShaderProperty nodes of each BSTriShape. Shape names are in green above.


I changed those two values for all 4 files but I couldn't see any difference. 🤷‍♂️

Emori_Nifscope_Changes.thumb.jpg.fa522a9cf79b3bd6232021fd8bce027f.jpg

Posted
3 hours ago, Bayman said:

all 4 files

 

Not sure where that number came from, there seems to be a lot more of them:

 

\Emori.nif

\Emori.nif__HDPT_extraParts\002_Emori1Inv.nif

\Emori.nif__HDPT_extraParts\003_Emori2Inv.nif

\Emori.nif__HDPT_extraParts\004_Emori1.nif

\Emori.nif__HDPT_extraParts\005_Hl.nif

\Emori.nif__HDPT_extraParts\006_Emori2.nif

\Emori.nif__HDPT_extraParts\007_Emori1Inv45.nif

\Emori.nif__HDPT_extraParts\008_Emori2Inv45.nif

\Emori.nif__HDPT_extraParts\009_Emori145.nif

\Emori.nif__HDPT_extraParts\010_Emori245.nif

 

I suppose some are for the wig and some are for the actual hairstyle. Sure you edited the correct file(s)?

 

If it still shines, then plan B could be to remove all but the diffuse textures:

  1. Using Emori.nif as an example.
  2. Go through each BSTriShape.
  3. BSLightingShaderProperty -> BSShaderTextureSet
  4. Clear all but the topmost texture entry.
Posted (edited)
On 1/19/2025 at 2:42 AM, traison said:

 

Not sure where that number came from...

 


Haha, I thought I just have to change the listed meshes in the 6th post (green colored).
I changed all files now but it still looks the same.
When I change the values in NifScope, the reduced glossyness & specular strength let the preview at the right side look more shiny the before. That's kinda weird.

Your Plan B:
I cleared all these entries (*_n.dds lines) and now it looks liike that:

KNiAvzT.jpeg

Edited by Bayman
Posted
1 hour ago, Bayman said:

the reduced glossyness & specular strength let the preview at the right side look more shiny the before.

 

Just this week I discovered that the glossiness value is backwards. 100 is less than 10.

Posted
14 minutes ago, traison said:

Just this week I discovered that the glossiness value is backwards. 100 is less than 10.


o3SlVaF.gif

😅 Buuuuuuuut... it's good to know. Maby I can play around a little bit more with these values.

Posted (edited)
14 minutes ago, Bayman said:

Maby I can play around a little bit more with these values.

 

That is what I would do. When there's a lack of documentation its pretty much all you can reasonably do. Compare to something that works, and failing that poke everything to see what happens. Remove variables/unknowns where possible (like the non-diffuse textures).

 

Edit: There was another thing I discovered this week too, and that is that depending on how things were exported/imported the surface normals may be smoothed. If you find any options to recalculate or otherwise adjust normals in NifSkope, try it.

 

Edit again: And a 3rd thing from this week: There's a "dev 10" version of NifSkope 2 which may contain useful features.

Edited by traison
Posted (edited)
1 hour ago, traison said:

 

That is what I would do. When there's a lack of documentation its pretty much all you can reasonably do. Compare to something that works, and failing that poke everything to see what happens.

 


I tried Glossiness=150 & Specular Strength=0.1 and it looks the same as before.
I compared with Sky161 haircut and I found nothing interesting but I'm still a noob. xD
Maby there is a problem with the textures? Idk.

I give up at this point but I want to thank you for all your help! You're awesome! :)

Edited by Bayman
Posted (edited)
10 hours ago, Bayman said:

Maby there is a problem with the textures?

 

Diffuse textures do not have normal, specularity or subsurface scattering info in them, that's what the other texture files are for in the BSShaderTextureSet. Vertices can have some of this but I'm not sure of the relation between a normal map and smoothed vertices/edges/surfaces; they seem to have similar functions.

 

I'll see about replicating this issue at some point. Just been busy the past month or 2.

 

Edit: Couldn't replicate problem. The Emori wig is more shiny, compared to Clover for instance, but its not like in your images. enb488 with Re-Engaged ENB for Vanilla V9.4h. I've modified this preset, as well as all imod (and similar) objects in the base game - removed blur, tint and desaturation. Tested with HDT-SMP Hairs and Wigs - FOMOD-43120-1-21-1633422774, installed with wigs only.

Edited by traison

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