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#1 Old 8th Jul 2025 at 2:14 PM Last edited by gitte2001 : 8th Jul 2025 at 4:47 PM.
Default Hair glitches out in broken morphs, but only in-game
Hi,

I retextured and added morphs to the chazybazzy retexture of metalmoose's edit of newsea spotlight
Metalmoose's edit isn't available separately anymore, so I started with Chazy's

I was only planning to retexture it, as it supposedly already had morphs, but chazy's file didn't have any bgeo's so Ig not.

I made my texture, exported all the LOD geom's from chazy's file (the LODs and general structure is very....weird but in a way that works, so I didn't want to fiddle with the actual shape. As in - it has backfaces that are a different shape than the non-backfaces, but they still meet up at the edges, making the backfaces lower poly than the upper faces allowing this curly hairstyle to be relatively low poly), made morphs for LOD0 in blender, converted it to WSO in meshtoolkit (GEOM--> WSO)
I also converted the other geoms to wso, morphing the LOD1 with wso automorph with lod0 as a ref.

And imported all my wso's and texture files in tsrw.

All looks great in tsrw. It all went smooth, I knew what to do etc.

LOD0, at thin and fat:




LOD1, at fat:




In game:



I first thought it was a bone problem, so I autoboned the lod0 geom with itself in MTK (often helps), but that just....completely forked up everything suddenly, and the file wasn't readable anymore by TSRW - neither is the OG chazybazzy retexture and I assume Metalmoose edit as well, fyi, which is why I went the sorta roundabout way of fresh clone in TSRW in the first place.

I figured out it was a morph problem - nothing going on when her weight is in the middle. The fit morph slider doesn't seem to have any bad influence.

Video

Weight at 0, as it should be:


min:


max:


Also, the LOD1 is completely black :')




It's stats


I have no issue providing the simgeom and morphgeoms of lod0, the geoms for lods 1 - 3, the wrk file, and the package file.
Scholar
#2 Old 8th Jul 2025 at 4:42 PM
Quote: Originally posted by gitte2001
Hi,

I retextured and added morphs to the chazybazzy retexture of metalmoose's edit of newsea spotlight
Metalmoose's edit isn't available separately anymore, so I started with Chazy's

I was only planning to retexture it, as it supposedly already had morphs, but chazy's file didn't have any bgeo's so Ig not.

I made my texture, exported all the LOD geom's from chazy's file (the LODs and general structure is very....weird but in a way that works, so I didn't want to fiddle with the actual shape. As in - it has backfaces that are a different shape than the non-backfaces, but they still meet up at the edges, making the backfaces lower poly than the upper faces allowing this curly hairstyle to be relatively low poly), made morphs for LOD0 in blender, converted it to WSO in meshtoolkit (GEOM--> WSO)
I also converted the other geoms to wso, morphing the LOD1 with wso automorph with lod0 as a ref.

And imported all my wso's and texture files in tsrw.

All looks great in tsrw. It all went smooth, I knew what to do etc.


First, please edit and rephrase where you say it got "fudged up", as MTS is a PG13 site.

Most CC hairs do not take to morphs well because of poly count. Under 10K looks good, but yes, upload what you have, so it can be looked into. Another thing I have learned thru my own hair follies, is that "pigtails mid" is an oddity. I tried remaking a high poly hair using af hair bun, which seems to have similar vertex IDs, without the accy group, but they just did not work, and hairs did strange things. Mid pigtails, however, can't be morphed as far as I know. I ended up simply using mid pigtails, and adding breast bones, and cheek bones if hair was close to the face. This won't fix the morph issue, but does help with sliders.

Shiny, happy people make me puke!
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Original Poster
#3 Old 8th Jul 2025 at 4:46 PM
Edit: we posted at the same time! I edited it to forked up sorry, I use swear words very casually myself. Edit2: I just realize what she's wearing isn't precisely PG13 either lol, it is what she had on from last time I was in this particular save and it didn't dawn on me until now xD

Unsurprisingly, it was just TSRW's good ol fault.

I retried doing the hair using Cardinalsim's method using Daboob and it's....Perfectly fine. So consider this thread redundant, BUT, to anyone reading this, you do wholeheartedly not need TSRW for hair. I've been converted.
(For clothes it's still handy I think if you're a weirdo like me who puts patterned TS4 diffuses into the multiplier to have stuff with 10 different hure-recolorable multipliers, but for hair? Nope)

Chubby Florence and Twiggy Florence talking to her male frame original with a well functioning portrait where the LOD1 shows up


Scholar
#4 Old 8th Jul 2025 at 10:39 PM
Quote: Originally posted by gitte2001
Edit: we posted at the same time! I edited it to forked up sorry, I use swear words very casually myself. Edit2: I just realize what she's wearing isn't precisely PG13 either lol, it is what she had on from last time I was in this particular save and it didn't dawn on me until now xD

Unsurprisingly, it was just TSRW's good ol fault.

I retried doing the hair using Cardinalsim's method using Daboob and it's....Perfectly fine. So consider this thread redundant, BUT, to anyone reading this, you do wholeheartedly not need TSRW for hair. I've been converted.
(For clothes it's still handy I think if you're a weirdo like me who puts patterned TS4 diffuses into the multiplier to have stuff with 10 different hure-recolorable multipliers, but for hair? Nope)

Chubby Florence and Twiggy Florence talking to her male frame original with a well functioning portrait where the LOD1 shows up




I really need to sit down, make time and try @CardinalSims method for hair.

Trust me, I know naughty! My CC is uploaded on a naughty site... THAT one piece swimsuit is NOT naughty!!!!!!!

I was reminded about this being a PG13ish site when I returned after time away, and posted something, so I just pass it along so no one gets into trouble here.

Shiny, happy people make me puke!
Forum Resident
#5 Old 14th Jul 2025 at 3:44 AM
I'm glad you got it sorted, as I have been away for the past week

I have to give some credit where due to TSRW- there are hundreds, thousands really, of hairs made with it so it's obviously capable of doing the job. The Blender plugin has just really tied the S3PE method together, it feels a bit more clean despite using some older tools.
And of course, as I'm not familiar with the TSRW workflow, the issue could be very simple and I just wouldn't know what it was!

For future reference, morphs can be in both BGEO or GEOM format- so it's possible the hair did have them. I've yet to notice a pattern on where and why EA chose to use one over the other, but it's a thing.
Something fell through for that auto-morph, but the source of the issue is difficult to guess.

thecardinalsims - Cardinal has been taken by a fey mood!
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Original Poster
#6 Old 14th Jul 2025 at 6:29 AM
Quote: Originally posted by CardinalSims
I'm glad you got it sorted, as I have been away for the past week

I have to give some credit where due to TSRW- there are hundreds, thousands really, of hairs made with it so it's obviously capable of doing the job. The Blender plugin has just really tied the S3PE method together, it feels a bit more clean despite using some older tools.
And of course, as I'm not familiar with the TSRW workflow, the issue could be very simple and I just wouldn't know what it was!

For future reference, morphs can be in both BGEO or GEOM format- so it's possible the hair did have them. I've yet to notice a pattern on where and why EA chose to use one over the other, but it's a thing.
Something fell through for that auto-morph, but the source of the issue is difficult to guess.


It also only had the four usual geoms, and didn't change at all when using the weight slider. I initially planned to only retexture it and had already taken in game pics of the retexture.

Tsrw workflow:

Export your lod0 geom with morphs. Mtk geom to wso. Import lod0 wso & textures into tsrw.

Make lower lods as usual. Export them as obj. Obj to wso in mtk. Autobone in wso tools all lods with good LOD0 as ref. Automorph LOD1 with good LOD0 as ref.
OR export them as geom with the bones etc, geom to wso too for LOD2 & LOD3

For LOD1 automorphing it with LOD0 first in the same way as tsrw free. Then geom to wso.

Import all wso's in tsrw. Save. Export as package.

That is literally all to it i know geom to wso sometimes messed up bones but that is about it. The only thing i can think of is that TSRW is even more sensitive with higherish poly things
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