Hi rallan,
a screen grab would be nice... 
regarding blendshapes, I would suggest to stay away from the parallel thingie if posible... since it sometimes seems to have unwanted sideeffects...
I would suggest you to either use the "default" or "front in chain" nodes... the "front in chain" should also be able to be thrown on the skinned mesh after it has been skinned, without needing to change the deformation order, since it should put itself in front of the other deformations as e.g. the skincluster...
however a good idea is to put a blendshapenode on the mesh before it get's skinned, then you are sure that it comes before the Skincluster (ofcause this depends on which node you chose)... but you can assign a empty blendshape node to it, without adding the shapes to it... this can then be done e.g. after the skinning... 
also check the skinning, since it influences the vertices, e.g. the face look good in "neutral"/start position, but when you then activate the blendshape you change the positions, and then the vertices will e.g. not looked as they were supposed to if the weigthing isn't correct... 
regards
Strarup
------------------------------------------------
Alex V. U. Strarup
One mistake can ruin it all...