Will there be any double sided vertex fix patch for the Realistic Teeth plus mod https://www.nexusmods.com/skyrim/mods/97935?tab=files Or if you could be so kind as to how you applied your fixes so that I could try my hand on it?
I unfortunately can't support that specific mod. I gave a comment there but haven't received a response.
EFA's mouth tris are based off it's own meshes, not Bethesda's. Yes, they are considered vanilla meshes in the sense that they have same amount of vertices and UV, but the positions of many of those vertices have changed. If EFA tris were compatible with the vanilla mouth mesh, then all those bug reports about NPCs with bad expressions wouldn't of happened.
I've mentioned this to you in private before but that distinction between vanilla or EFA meshes is irrelevant. Realistic Teeth uses entirely new meshes with thousands more vertices which means the claims on that mod page are correct outside of a minor clarification between a vanilla mesh and a slight edit to a vanilla mesh - a clarification which was unrelated to the issue the mod solves. honestly, you probably just confused them so they never replied lol i should also mention that EFA's tris are absolutely compatible with the vanilla mesh since you'd get an absolute mess of vertices if it wasn't; it's just not made specifically for the vanilla mesh with all its positions or whatever so bad things happen. Same problem happens vice versa.
All that aside though, I've made the patch but the permissions on the page are so incredibly tight that I'm going to pursue uploading tbh. I'm don't want to have to PM someone for a thirty-second edit, that's just ridiculous imo. took me longer to write this comment than make the change lol
Looking forward to it Artsick, thanks heaps :). I hope he does come through with the permission, I am sure I along with a lot of people would love for a patched version :) Cheers! Also, holy crap, that picture is a stuff of nightmares LOL. And just for curiosity sakes, since I'd like to make an attempt to get more hands-on, how/what changes and/or edits did you make?
it's one of those things that's easy to do but kind of difficult to explain which is probably why nobody makes edits like it for anything other than buildings. In Nifskope - in the teeth's lighting shaders - shader flags for double sided, vertex color, and vertex alpha are added. Then a small combination of vertex colours are applied under the the teeth's NiTriShape to make portions of the front invisible without effecting the vertex count. This also relies on the alpha property attached to the shape. The whole process from start to finish takes a few minutes, but once you've done one, you've done them all and copying and pasting gets it done across all meshes in seconds. I hope that helps.
Thanks Artsick, sounds easy enough. So I've added vertex colours and vertex alpha in the shader flags in Nifskope under BSLightingShaderProperty (double sided was already ticked in that mesh) However, I am not sure what you mean with this part: "Then a small combination of vertex colours are applied under the the teeth's NiTriShape to make portions of the front invisible without effecting the vertex count. This also relies on the alpha property attached to the shape." Is this basically just what happens when I ticked those stuff in Nifskope or is this an additional step?
This picture should help. There's a tab under NiTriShapeData (which is what I meant originally, i got the names mixed up) for vertex colours that start off all white but with vertex alpha enabled, you can change the opacity of specific vertices. You can basically just scroll down the list with an arrow key and look for the vertices you want to edit to light up in the preview and go from there... and thats literally the whole fix. (hint: you can just copy the vertex colours from the patch directly over lol)
Great mod, the mouth is much better now! I wonder if you could not make this fix also for children and create a patch for the mouth created by his mods? (it fixes the position of the teeth) https://www.nexusmods.com/skyrimspecialedition/mods/19181 https://www.nexusmods.com/skyrimspecialedition/mods/19532
I have no experience with making/editing tri files, I just know what they do and how they function. However, I did mention on the comments page for Oldrim that the tris should be updated to provide better vampire fangs like in BVFE. I also asked if he wanted to patch these meshes.
None of the vertices were moved, so they should work as intended with any tri compatible with vanilla mouth meshes.
Thank you for your answer ;) I'm talking about the file to improve the placement of the teeth, the file has this name "EFA Mouth SSE" (it only contains "mouthhumanf.nif" meshes like the mod you made). https://www.nexusmods.com/skyrimspecialedition/mods/19181
Actually for the kids, I wanted to use your mod for the eye corrections (SUEMR) and this one for the teeth (if there is a version for the kids of course) and for the face the mod "Simple Children", once I installed everything, I would regenerate their Facegen with the CK ;) https://www.nexusmods.com/skyrimspecialedition/mods/22789
Hmmm, I'll take a look at it then and maybe provide an optional in the future.
Regenerating the facegens in the CK will only work if the originals weren't made in ECE/Racemenu. I also have to verify if the texture sets in the CK for children are compatible with those new eye meshes (if not, they just need to be brought in line with other vanilla eye texture sets).
Thank you very much! It seems to me that I have already been able to regenerate their faces in the CK with "Simple Children" without any problem, but it is to be checked, and it also seems to me that this mod only modifies the textures and no meshes. The distortions on children's faces are possible thanks to the ".tri" files provided by another mod called "TK Children".
Interesting, if no additonal meshes were provided, then the tris were made to work with vanilla based meshes. Or I should say, they were made to create less potato-headed kids with the same meshes, heh. Tris basically just tell meshes how to morph based on race, chargen sliders, expressions, etc.
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Or if you could be so kind as to how you applied your fixes so that I could try my hand on it?
EFA's mouth tris are based off it's own meshes, not Bethesda's. Yes, they are considered vanilla meshes in the sense that they have same amount of vertices and UV, but the positions of many of those vertices have changed. If EFA tris were compatible with the vanilla mouth mesh, then all those bug reports about NPCs with bad expressions wouldn't of happened.
All that aside though, I've made the patch but the permissions on the page are so incredibly tight that I'm going to pursue uploading tbh. I'm don't want to have to PM someone for a thirty-second edit, that's just ridiculous imo. took me longer to write this comment than make the change lol
Also, holy crap, that picture is a stuff of nightmares LOL. And just for curiosity sakes, since I'd like to make an attempt to get more hands-on, how/what changes and/or edits did you make?
In Nifskope - in the teeth's lighting shaders - shader flags for double sided, vertex color, and vertex alpha are added. Then a small combination of vertex colours are applied under the the teeth's NiTriShape to make portions of the front invisible without effecting the vertex count. This also relies on the alpha property attached to the shape. The whole process from start to finish takes a few minutes, but once you've done one, you've done them all and copying and pasting gets it done across all meshes in seconds.
I hope that helps.
However, I am not sure what you mean with this part:
"Then a small combination of vertex colours are applied under the the teeth's NiTriShape to make portions of the front invisible without effecting the vertex count. This also relies on the alpha property attached to the shape."
Is this basically just what happens when I ticked those stuff in Nifskope or is this an additional step?
Appreciate the help!
You can basically just scroll down the list with an arrow key and look for the vertices you want to edit to light up in the preview and go from there... and thats literally the whole fix. (hint: you can just copy the vertex colours from the patch directly over lol)
I wonder if you could not make this fix also for children and create a patch for the mouth created by his mods? (it fixes the position of the teeth)
https://www.nexusmods.com/skyrimspecialedition/mods/19181
https://www.nexusmods.com/skyrimspecialedition/mods/19532
(excuse my bad english)
None of the vertices were moved, so they should work as intended with any tri compatible with vanilla mouth meshes.
https://www.nexusmods.com/skyrimspecialedition/mods/19181
I'm aware of how the mod functions. LE and SSE versions work the same way. I need to get these meshes to SSE first before they can be patched.
I'm still debating on whether or not to bother with child meshes.
https://www.nexusmods.com/skyrimspecialedition/mods/22789
Regenerating the facegens in the CK will only work if the originals weren't made in ECE/Racemenu. I also have to verify if the texture sets in the CK for children are compatible with those new eye meshes (if not, they just need to be brought in line with other vanilla eye texture sets).
It seems to me that I have already been able to regenerate their faces in the CK with "Simple Children" without any problem, but it is to be checked, and it also seems to me that this mod only modifies the textures and no meshes. The distortions on children's faces are possible thanks to the ".tri" files provided by another mod called "TK Children".