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Tiny neck gap and mismatched head color.


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Posted

Load order: http://pastebin.com/XgLVkWhi

As for the neck gap, This only happens to npcs when im on my male characters. It happens very briefly on my female characters. Almost immediately after loading into the game, my characters face is just weird looking, like it resembles my normal face and theres a tiny neck gap but it almost immediately snaps to her real face with no neck gap and never any mismatched colors. Same thing applies to vanilla female NPCS. Shortly after loading in they will snap back to normal face and no neck gap but with mismatched head textures. I think its the body thats the problem because the face looks like the natural color. Like a redguard should have brown skin but the body is white.

 

I have always had a gross color mismatch though, I've just gotten used to it.

 

 

post-821033-0-65679800-1441594281_thumb.jpg

 

 

 

This follower was made with vanilla assets in creation kit. She doesnt suffer from the skin color mismatch though.

 

On male character:

 

 

post-821033-0-15643900-1441593900_thumb.jpg

 

 

 

On female character: how shes suppose to look.

 

 

post-821033-0-80753900-1441593977_thumb.jpg

 

 

Posted

Open nifscope and go to Render > Settings > Rendering to see if Skyrim is being detected.  If it is not listed you can Auto Detect Game Paths or click on the Folder popup and path it manually.  Program Files\Steam\SteamApps\common\Skyrim\Data is the target file path.

Posted

From your screen shot it appears nifscope is indeed detecting skyrim, BUT your meshes are WRONG.  BS Num UV Sets is not the correct value for Skyrim.  The game is looking for Num UV Sets.  If you compare the screenshots in my tutorial you will see what I'm talking about.  There is no way to reassign UV Sets in Nifscope.  That requires Blender or 3DMax.  My suggestion; use a another body mod because there's no way to fix what you're using outside of redoing the UVs from scratch.

Posted

From your screen shot it appears nifscope is indeed detecting skyrim, BUT your meshes are WRONG.  BS Num UV Sets is not the correct value for Skyrim.  The game is looking for Num UV Sets.  If you compare the screenshots in my tutorial you will see what I'm talking about.  There is no way to reassign UV Sets in Nifscope.  That requires Blender or 3DMax.  My suggestion; use a another body mod because there's no way to fix what you're using outside of redoing the UVs from scratch.

Thank you very much but I really like cbbe so i think il just put up with it. Would it be lagging my game at all? Do you know what caused this? I can give you my load order and stuff. Also you seem to be very good at nifskope. Could you possibly walk me through fixing this?

 

 

post-821033-0-47364200-1441600990_thumb.jpg

 

 

 

I was told this was a nif problem. This outfit is bodyslide+HDT. They wiggle when I walk too. 

Posted

Sorry, but I can't help you.  I'm working on a mod project and that takes all of my spare time.  I've looked at the base CBBE meshes and they can be fixed using my tutorial.  IF just have to use bodyslide then I would contact the author of whatever body version you're using and make them help you fix it.  He's the one who broke it so he's the one who needs to fix it.

Posted

"BS Num UV Sets" is actually the correct flag for Skyrim, it might have been renamed at some point (see screenshot below). The other "Num UV Sets" is for Fallout 3/NV.

 

Both CBBE and Unified UNP have it all set up correctly, so you're using a "third party" variant of CBBE.

http://i.imgur.com/Os2Wutc.png

(official CBBE)

 

Set "BS Num UV Sets" to 1, disable "Has Normals" and disable Vertex Colors, all in the NiTriShapeData.

 

Then, in the BSLightingShaderProperty, disable the shader flag for vertex colors as well, otherwise you will have a black body.

That is, if vertex colors were enabled to begin with.

 

Basically what Kendo's guide says, however vertex colors should be disabled, not enabled (in both the mesh and the shader).

Posted

 

Basically what Kendo's guide says, however vertex colors should be disabled, not enabled (in both the mesh and the shader).

 

Wait, isn't that the other way around? I've changed "Has Vertex Colors" to "Yes" in all my meshes.

Posted

 

 

Basically what Kendo's guide says, however vertex colors should be disabled, not enabled (in both the mesh and the shader).

 

Wait, isn't that the other way around? I've changed "Has Vertex Colors" to "Yes" in all my meshes.

 

 

CBBE and UUNP have it disabled and there haven't been problems for years. It might not actually matter at all, but having vertex colors off saves a lot of file size, especially added up with following conversions of said body.

 

EDIT: Do note that vertex colors aren't even displayed in-game unless you turn the flag in the shader on as well.

Posted

Kendo's guide says otherwise though.

 

 

post-66546-0-79561800-1410111029.jpg

 

 

I know, I disagree though (no offensive obviously).

http://i.imgur.com/JjqYjph.png

 

If this shader flag is disabled, it doesn't matter if vertex colors are on or off (other than wasted file size), because they won't be used.

It is only a problem if the body comes with existing vertex colors that have issues.

 

If you disable vertex colors of a mesh that made use of them, you also have to disable the shader flag, though.

Else you will get a completely black mesh.

 

Still, CBBE and UUNP never had issues without them for anyone. :)

Posted

There never was a cohesive plan when people started modding Skyrim meshes.  When the sourceforge team dusted off their hands it was really up to us to figure out what's right and wrong.  What prompted me was seeing all of the very obvious mistakes that made my game run like shit.  That's why I did the tutorial, since I knew I couldn't be the only one.  This isn't a UNP/CBBE/BodySlide thing; it is a Skyrim mesh thing and I'm sure it will be just as much of a cluster-fuck once we start working on FO4 meshes.  :-/

 

We keep relying on the same people and they keep making the same mistakes.  This happened when people moved from Oblivion to FO3.  They were making meshes to the Oblivion standard and sticking them into FO3.

 

I still stand by my statement; the one who broke it is the one who fixes it.  :P

Posted

 

 

 

 

I was told this was a nif problem. This outfit is bodyslide+HDT. They wiggle when I walk too. 

 

 

problem are the weights

 

I have always had a gross color mismatch though, I've just gotten used to it.

 

 

 

npc replacer require a new game

npc in the save is for tintmask x

and it was replaced by tintmask y

 

 

On male character:

 

 

 

npc in the save have weight x

npc replacer have weight y

 

in the save it's femaleheadsomething

in esp replacer it's femaleheadsomethingelse, so it's that in the nif too

game can't find femaleheadsomething, game won't load that nif, it will generate a head with the morphs

 

 

 

This all sounds like gibberish to me. Can you tell me how to fix this? like K2 steps 1-3 then do this instead etc

 

 

Yapol speaks the truth - the problem looks to be being caused be a (possibly poorly-made) NPC replacer mod. "Tintmasks" are facial tints such as makeup. The game - "Vanilla" - has one version of the NPC stored in its archives, the NPC replacer mod another. When these clash, the game often reverts to its default version rather than the modded one. That's why you're getting mis-matched colours. The same is true for mods which change NPC bodyweight, which is why you're often seeing strange neck-gaps. :)

 

(*If you're finding Yatol's information puzzling, read each line, pause, then read the next)

 

A way to test this is to try starting a new game & see if the problem is still there (*note that with some NPC replacers, this is MANDATORY in order for them to function correctly). If it is still there, or if starting a new game is something you really can't bear to do, junk the NPC replacer mod. :huh:

Posted

Gonna have to disagree that BS Num UV Sets is the correct flag for Skyrim.  It's not.

post-66546-0-05626100-1441671484_thumb.jpg

No matter what vanilla Skyrim clothing or armor mesh I look at they all have the flags and values shown in the screenshot.  BS Num UV Sets isn't present in vamilla nifs so it's not correct.  I'd like to see the source of BS Num UV info, provided it comes from sourceforge or an official source.  Regardless, modded meshes need to have the right properties that's what the tutorial helps people do.

Posted

 

the problem looks to be being caused be a (possibly poorly-made) NPC replacer mod.

 

 

problem is nobody try to understand the problem

mod b overwrite mod a, it's just that, it's that most of the time

 

here the mod b is the save, editing a save... that's asking for trouble, it's better to start a new game

 

No matter what vanilla Skyrim clothing or armor mesh I look at they all have the flags and values shown in the screenshot.  BS Num UV Sets isn't present in vamilla nifs so it's not correct.  I'd like to see the source of BS Num UV info, provided it comes from sourceforge or an official source.  Regardless, modded meshes need to have the right properties that's what the tutorial helps people do.

http://wiki.tesnexus.com/index.php/Skyrim_common_mod_issues

my vanilla nifs look like that

 

 

og7k6jj.jpg

 

XEsIy1F.jpg

and everything

GqnaRel.jpg

bodyslide

ZGv8f5x.jpg

new bodyslide, it's not better

and i pick hdt, where's the nistringextradata?

LQGf45E.jpg

 

 

Posted

my vanilla nifs look like that

Then I guess everyone is wrong and it doesn't matter if we use BS UVs or not.  Your game obviously works with them and my game obviously works without them.

 

Yeah, Nexus wiki = no thanks.  Too much bad information there.  TESAdventures has better tutorials, if that information is what people are looking for.

 

And I didn't know this was a bodyslide thread so I'm out.  You guys have fun.

Posted

There never was a cohesive plan when people started modding Skyrim meshes.  When the sourceforge team dusted off their hands it was really up to us to figure out what's right and wrong.  What prompted me was seeing all of the very obvious mistakes that made my game run like shit.  That's why I did the tutorial, since I knew I couldn't be the only one.  This isn't a UNP/CBBE/BodySlide thing; it is a Skyrim mesh thing and I'm sure it will be just as much of a cluster-fuck once we start working on FO4 meshes.  :-/

 

We keep relying on the same people and they keep making the same mistakes.  This happened when people moved from Oblivion to FO3.  They were making meshes to the Oblivion standard and sticking them into FO3.

 

I still stand by my statement; the one who broke it is the one who fixes it.  :P

 

That would be unless you take the lead with the new bodys :P..

 

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