traison Posted June 2 Posted June 2 (edited) Don't know. I wouldn't rule out one incompatible file breaking the entire thing. I would start with that one. Eyeballs are a separate mesh so don't get your hopes up. Presumably the tri file in 0_HPFayeEyes has a different vertex count than the mod currently providing your eyeball mesh. Edited June 2 by traison
Bluegunk Posted June 2 Author Posted June 2 (edited) I'll see what I can do... Well, the eyes are from Tullius Eyes, that much I have discovered. Either they're not HPH compatible, or not racially compatible. Checking.... Edited June 2 by Bluegunk
Bluegunk Posted June 2 Author Posted June 2 Ough. I need to finish this for today. Tullius Eyes don't have any Race records? Faye is NordRaceVampire or something. I'll leave it until Wednesday. Sorry, but thank you for your inspiration. I'm learning a lot, which is excellent.
traison Posted June 2 Posted June 2 8 minutes ago, Bluegunk said: Tullius Eyes don't have any Race records? If it adds new headparts then it has HDPT records. If it's just new eyeballs then it's a nif file.
Bluegunk Posted June 3 Author Posted June 3 (edited) Morning. It's just Nif and DDS. So I don't see why the headparts have an issue with them. Anyhow, I updated the CK with the current race for the eyes/character and that's fixed them in the in-game editor. Sadly, didn't fix the neck gap. So we can discount those as the problem. Edited June 3 by Bluegunk
traison Posted June 3 Posted June 3 (edited) 45 minutes ago, Bluegunk said: I don't see why the headparts have an issue with them. tri files are picky with vertex order and vertex count. If the order is wrong, your mesh usually turns into a hedgehog (but this is different from what I typically call the Bethesda hedgehog). If the vertex count is wrong, the tri file is considered incompatible. In the case of face morphs (expressions/phonemes) the game usually crashes. Edit: Think of tri files as very simple representations of your mesh in a different state. For instance, the tri file (or more accurately the obj file inside the tri file) for a smiling expression is your head mesh with the smile morph built-in. The game then lerps (tweens/interpolates) between the default head mesh and the vertex positions in the tri (internal obj) shape. If the vertex order is wrong, vertex #400 might be pulled from your lips to your ears, and #126 goes from your left ear to the right ear. If a vertex is missing it's going to offset everything that comes after it, and probably crash the game in a buffer overrun type error as it reads past the end. Edit again: If you want to see what this kind of a hedgehog looks like, open any multi-part armor in Outfit Studio and delete (not hide) any part of it. Then use any of the morph sliders in Outfit Studio and there's your hedgehog. Edited June 3 by traison
Bluegunk Posted June 3 Author Posted June 3 I went through the Facegen looking at the two that came with the mod. Both are the same vertex counts. I confess, I know very little about vertices, their use in NIFs and about NIFS in general. I know some bits, but not enough. I've never been a 3D user, though I do have Blender and spend quite a long time looking at it, wondering how it works. I've been able to get by with most stuff but this neck issue is one of the most stubborn I've seen. You say the mod has no neck seam on your PC? Yet it does on mine.
traison Posted June 3 Posted June 3 (edited) 27 minutes ago, Bluegunk said: I went through the Facegen looking at the two that came with the mod. Both are the same vertex counts. Animation_Tools_N2 can extract the obj files from tri files. Obj files can be imported into Blender, or basically any other 3D software - it's a very basic and old format. The vertex count and order in these obj files must match that in the meshes. The vertex order you can verify by checking for the hedgehog I mentioned in my previous post, but vertex count is the more important detail here. Edit: If your mod manager is capable of using profiles you could consider setting up a bare-minimum setup for Faye. I'll include the butchered esp I made here which doesn't require FlowerGirls. These plugins probably require a new game to work properly, since I removed everything unrelated to meshes: factions, packages, spells, quests, dialogue, ... faye_plugins_dev.7z Edited June 3 by traison
Bluegunk Posted June 3 Author Posted June 3 Thanks. I use MO2 so it's easy for me to roll up a new game.
Bluegunk Posted June 3 Author Posted June 3 (edited) Hmm. That didn't go well. Traison - please let us call it a day. I'm not only embarrassed about your time being wasted on this, I'm also reaching the point where this project isn't delivering what I want, and looks like it never will. There's a baked in mismatch somewhere, either in my set up or in the mod. Thank you for your interest and help - I really appreciate it. Time to seek out new life and civilisations beyond Faye Revamped. It was interesting for a while but frustration takes over. Thank you! Edited June 3 by Bluegunk
traison Posted June 3 Posted June 3 A remote desktop session is still not a good idea then? I guess the correct answer is "when is it ever?" but figured I'd offer anyways.
Bluegunk Posted June 3 Author Posted June 3 2 hours ago, traison said: A remote desktop session is still not a good idea then? I guess the correct answer is "when is it ever?" but figured I'd offer anyways. Thank you for offering, but Faye's not revamped enough for me to take it further. I upscaled her original face so it's not quite so 'old'. I may use another retexture. So, I've got options I can follow!
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