Eyebrow flickering problem

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aautio

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  1. maxiteo
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    High Poly Heads have clipping issues with low poly brows. It gets worse when the mod maker doesn't use the high Poly brow headpart in CK to generate the head mesh. Can be fixed in racemenu by inflating the eyebrow mesh a little and deflating the forehead a little.
    1. aautio
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      Thanks for the reply! I edited the mod myself so I'm the one to blame here...

      I tried to replace the head of the NPC with a high poly head preset. I almost succeeded, but couldn't figure out what was the thing I messed up. I edited the replacer ESP to require HighPolyHead, KS hairdos and SG eyebrows as master, changed the head, hair, brows and eyes, exported the facegen, made sure the texture paths and names match and then overwrote the NIF and tintmask.

      So, apparently I didn't add the correct brow headpart in CK, is that it? And just to clarify, i's not just clipping that's happening here, there are dark flickering shapes flashing around her head constantly when you get close. It's a bit hard to catch that in screenshots.
    2. maxiteo
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      Hmmm if you loaded High Poly Head as a master in CK then you probably did everything correctly....
      You might have to go to the NPC (actor) facegen morph details and change the brow and head to High Poly and then export, then continue with the replace / rename / repath. I know that the TRI files affect the expressions so changing the browpart and headpart to HP in the ESP should make the NPC use the HPH tri files for the brows, but I might be wrong. Not too sure if the animation is baked into the ESP of the combined head nif.

      You can also consider loading the preset into your racemenu and using the Expressions tab to test if the brows break during Mood changes first.
    3. maxiteo
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      Btw you don't need SG eyebrows and KS hairdos as masters, the hair mesh is baked into the combined nif and brows are just textures (the brow mesh should come from High Poly Head), just use nifskope to point to the place u put the hair and brow textures.
    4. aautio
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      Ah, that could be it. The preset i used wasn't one of my own, I used this as a base, and that one is built to use Expressive Facegen Morphs. So is it possible that's what causes this? Would it help if I add Expressive Facegen Morphs as a master for the ESP?
    5. maxiteo
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      Expressive Facegen Morphs replaces the game's default facegen morphs, so adding it as a master doesn't actually do anything though.

      If you have it in your load order, all the NPCs who are using standard poly headparts in your game should use it by default. High Poly Head uses a modified (iirc) version of both the Expressive mods. I use both Expressive mods in my load order and I usually don't get eyebrow issues ingame.

      if you don't use it in your load order, what I would suggest as an absolute failsafe method is to create a new folder just for the tri files from EFM, and use CK to redirect them there, but it's a hassle because you need to create new headparts and everything.

      If you have Expressive facegen morphs and Expressive facial animation in your load order, they should take effect ingame without having to map Tri files manually.

      There is also a chance that the preset you downloaded didn't account for the eyebrow clipping when it was made, but if u select the npc in console and use "mfg reset" there should be no clipping on the brows.
    6. maxiteo
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      I just downloaded Asta's preset and I noticed there are two hairlines (one default and one for the mod hair)

      Vanilla npcs usually don't have two hairlines, you might need to add the extra hairline part using SSEedit and rename later in NifSkope, make sure the names and the number of parts match. The easier way is to delete one hairline from the NIF but you will have problems. Deleting the default hairline creates bald spots, and deleting the mod hairlines creates transparency issues.
    7. aautio
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      This NPC does in fact have two hairlines. But upon further examination in NifSkope I now see that the head that I exported from CK and then replaced does actually have a low poly brow mesh and not the high poly one that the preset uses. So that must be the cause of this.

      I guess the best way to do this is through the CK, export again, overwrite again?

      Oh, and thank you so much for the time you've taken to help me out with this! I'm only beginning to learn CK a bit, and you've been extremely helpful!
    8. maxiteo
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      Hey no worries, I was planning to do a short tutorial on these things sometime down the road on my mods page so it's all good!

      Yeah basically what you need to do is:

      Change the npc's head and brow parts in CK to high poly, ctrl F4 to export, save plugin

      Open the Asta head nif and the exported head nif side by side in Nifskope, and rename all the Asta string ids to match the exported head. Match brow to brow, hair to hair etc. Important: change the KS hair ID to match the exported hair name, and the KS hairline to match the exported hairline.

      At this point you will have one extra headpart on the Asta nif compared to the exported nif. Take note of the exact name of that extra headpart. Don't forget to path the textures before saving the nif. Rename and overwrite the exported head nif with the Asta nif.

      Open SSEedit and load the ESP alone (Masters will be auto included). Find the NPC and scroll down to find the headparts section (u shd see femaleeyes femalebrows etc), right click the Head parts and click add.  You should see a new bolded part added called NULL. Click on the drop-down box and find the exact name of that extra hairline and select it.
      Exit and save.

      Test the npc in-game.

      Hope you nail it this time! :) Feel free to ask if you have any hiccups
    9. aautio
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      Problem solved! Thanks again! :)