If you run into any cutscene/dialog dependent bug/issue it is always helpful to provide a save file, or else it is really hard to test/fix the issue.
File versions: - modEnableMimics_blinking => enables hires shadows and mimics - modEnableMimics_blinking_woShadows => enables only mimics (might be less taxing)
Newsflash: Don't use head LOD mods like High Quality Faces and change your "MeshLODDistanceScale" back to "1".
EnableMimics mod forces NPCs to use their highest quality head mesh.
This means there is no reason to use "High Quality Faces" or any other head lod mod. Because those require this mod for working mimics and with this mod installed they literally do nothing. This means you can change the value of your "MeshLODDistanceScale" back to 1. Setting "MeshLODDistanceScale" to anything other than "1" generally breaks more than it improves.
Generally LoD mods that edit anything but heads are fine.
Guys i am looking into it, but i want to fix a few minor issues the current version has first.
It looks like that CDPR literally copied the method rmemr used to force npcs to use their lod0 heads, meanwhile copying all the bugs that do along with it (those i tried to fix via scripts).
Without the mod in the nextGen Version, all npcs use their best quality faces, but they never blink outside cutscenes, dead humans "chew" their tongue and npcs will always stare at you (i also wasn't able to fix that in the past).
I usually play on the old version because Blitzfx is not suitable for the Next Gen. The old version I can see NPCs moving their lips when you interact with them and it is even possible to see them blinking their eyes. Because of that, I`ve got confused, why should I install this mod ? On its page is written that it enables lip movement and other things, but the original game didn´t have it already ?
Hello guys, I have had this weird Eye texture bug for quite some time now and i just cant seem to resolve it... I added a short clip on YouTube for anyone that wants to see an example, its not like this all the time though, it appears at random in cutscenes. Thanks for any help! https://youtu.be/LVSv-WcZ0CM
no, im on the regular version. however when i started playing again on the 29th or something, steam downloaded a 500-ish mb update... maybe that is the culprit
Unfortunately, this new version removed both the ability for NPCs to blink and the effect of wrinkles on the faces of all characters. I believe that this mod, even updated, does not apply to the issue of wrinkles. Right?
Does it make sense to use with mods that change the facial texture? For example, Bathsebah's Anna Stenger Improvements. I just noticed that the mods don't cause conflicts, however in cutscenes the shadows on the characters change (sometimes the shadows make the face too bright)
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File versions:
- modEnableMimics_blinking => enables hires shadows and mimics
- modEnableMimics_blinking_woShadows => enables only mimics (might be less taxing)
Newsflash:
Don't use head LOD mods like High Quality Faces and change your "MeshLODDistanceScale" back to "1".
EnableMimics mod forces NPCs to use their highest quality head mesh.
Demonstration:
Link
This means there is no reason to use "High Quality Faces" or any other head lod mod.
Because those require this mod for working mimics and with this mod installed they literally do nothing.
This means you can change the value of your "MeshLODDistanceScale" back to 1.
Setting "MeshLODDistanceScale" to anything other than "1" generally breaks more than it improves.
Generally LoD mods that edit anything but heads are fine.
It looks like that CDPR literally copied the method rmemr used to force npcs to use their lod0 heads, meanwhile copying all the bugs that do along with it (those i tried to fix via scripts).
Without the mod in the nextGen Version, all npcs use their best quality faces, but they never blink outside cutscenes, dead humans "chew" their tongue and npcs will always stare at you (i also wasn't able to fix that in the past).
https://youtu.be/LVSv-WcZ0CM