Open the Creation Kit and click File > Data. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. That didn't work either, even after regenerating face data again with the patch: You did a lot of work to provide us with information. I also opened the face mesh in NifSkope, and it looks fine there. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). If you want to test multiple NPCs to make sure they look right, download and install the Review Studio mod (and if you don't have it already, SkyUI which includes the mod configuration menu (MCM)). Just made my first weapon in Blender and want to know how to port over to Skyrim. You don't need to include ".txt". When it comes to black face issues, you should take a close look at NPC Replacers (e.g. I think nothing has changed regarding facegen. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). But, it does not auto-save to the folder named after the original (vanilla or DLC) plugin, where the old CK would put them when pressing . This covers that up. Log in to view your list of favourite games. Copyright 2023 Robin Scott. Skyrim Special Edition Creation Kit and Modders. So to get the corresponding facegen files, you need to change the first two numbers to 0. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Can I do this in xEdit or will I need to use the Creation Kit? If you're still looking for a solution, this is what I do: go to https://skyrimcommands.com/npcs, and enter in the last 5 digits of the 8 digit code (so, for example, if you wanted to know what NPC was 00017935.nif, type in "17935" and boom - it'll tell you "Storn Crag-Strider"). I sure can't tell. I tried to see if those numbers showed up under the NPC in xEdit and couldn't find anything, I found which FaceGen file was Storn's due to the .dds preview but the number isn't with him in xEdit, if you know what I'm saying. Black face bug dont effect the way the game works. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. It's a flaw in Nifmerge. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Should fix the void face bug, if you get it, Prevent a crash on startup when using broken mods with bad race (RNAM) data; an error will be printed to the SKSE log instead. :), Press J to jump to the feed. This mod is needed to extract all unique heads to allow you customize their textures. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. What file exactly did you use to regenerate the facegen data? I appreciate the attempt. They will also be affected by appearance mods such as Expressive Facegen Morphs and High Poly Vanilla Hair, which would normally only affect the player unless explicitly regenerated in CK. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This is a completely new NPC, so there can be no other mods creating conflicts by editing her (no patch mods depending on the .esp). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. You currently have javascript disabled. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ Load your current load order. Repeat Steps 4-6 for any other mods with broken . This specific character had the "BretonRaceVampire" (or BretonVampireRace?) I have converted Interesting NPCs (3DNPC) to SSE by running the meshes through the optimizer tool, re-saving the .esp in the new Creation Kit, and fixing any water-related data in SSEEdit. All rights reserved. So what am I missing? Other than that we can only hope that someone more expreienced than me has a clue. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Check the box again and the old merges work perfect. The gray face bug will now be gone for you. The powerful open-source mod manager from Nexus Mods. This only happens for vanilla NPCs. They also won't allow certain geometries the old game's head nifs would allow. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. In Skyrim Special Editionm when you cange the face of a vanilla NPC the facegen data is generated under two folders: "Skyrim.esm" and "Mod.esp" (where Mod.esp is the name of the mod changing those faces. Let me know if you run into any problems. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. now will not add same npc to console command batch file again and again. Please re-enable javascript to access full functionality. Put the one you want to win the conflict last. Well, that depends on what's causing the blackface bug in your case. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. You will need to seek permission from, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission or crediting me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are allowed to earn Donation Points for your mods if they use my assets. Fixed delphi/pascal stupid 'else' handling. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. In the right pane, find and select the NPC (s) with broken faces. I also opened the face mesh in NifSkope, and it looks fine there. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. No glitches or bugs at all. By the way I wouldn't use a 3rd party tool as a merit for something, especially if it didn't have any updates for more than a year. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I sure can't tell. A couple of other handy tricks: If you see the NPC in the game and they've got the dreaded "dark face bug" (or you just want info on them) hit the ~ key to bring up the console, then click on the NPC. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". TBH, I'm not sure what exactly happens here. but if it's having any effect on the game when I load a save. Another trick for spawning multiple NPCs without having to do a bunch of typing, is create a text file in your Skyrim game's data folder with each line corresponding to an NPC in the format "player.placeatme ". I was talking only about naming and location of files. - The new CK will work like the old CK when you press , it will put the facegeom data in folders named after the original vanilla or DLC plugin. Some of the affected mods add a LOT of new NPCs. 2. All rights reserved. Create a bashed patch. This will tell you their FormID and the last plugin in your load order that referenced them. It should have been the mod from which the NPC comes. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Most likely a missing (or unreadable) tint mask. So, apparantly you need to have the last mod that modifies an Actor's Race as well as the last mod that modifies that Actor itself loaded if you want to generate correct FaceGen data. Check the last texture entry but one. This mod is opted-in to receive Donation Points. This is really useful for spawning multiple NPCs to test. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. This means it will work for mods such as VHR - Vanilla Hair Replacer. 3. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. There appears to be nothing at all wrong with Padma's records. Uses xEdit script. That step is sometimes overlooked by mod authors - which also explains some black faces. New comments cannot be posted and votes cannot be cast. Her face is not discolored in my game, but if she is in yours, use this. Skyrim: Creation Kit Tutorial - Export FaceGen Data Zylice Liddell 1.93K subscribers Subscribe 331 Share 32K views 7 years ago In my first ever Creation Kit tutorial, I will show you how to. So what am I missing? By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Edited by Belegost, 13 November 2020 - 11:24 am. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Thank Bethesda for the shiesty BS, Soft. Race. Fixed! Edited by Belegost, 19 November 2020 - 03:58 pm. Basically you want to check which tintmask texture is attached to the head mesh. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Not Required. 5. Launch TES5Edit/SSEdit. Create an account to follow your favorite communities and start taking part in conversations. A popup will show containing your mod list. Run only for selected files or records' from main menu. If you're still looking for a solution, this is what I do: go to https://skyrimcommands.com/npcs, and enter in the last 5 digits of the 8 digit code (so, for example, if you wanted to know what NPC was 00017935.nif, type in "17935" and boom - it'll tell you "Storn Crag-Strider"). However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. For example: Looking at tint layers, it seems pretty clear what the issue is. After exporting facegen textures from the GECK by pressing CTRL+F4 with the NPC records highlighted ( note, you must be in the NPCs category in the Object Viewer, not in the All category, or else CTRL+F4 will not produce output ), the output files from the GECK consist of both DDS and TGA files. The mods in question are found here and here. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. And does "fluffy Khajiits" change all Khajiits to something else? Any ideas why? His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. I like the changes it makes to female NPCs but not the guys, so I want to go into xEdit and get rid of the changes to the guys while keeping what was done to the ladies. First, you need to export face gen data for each NPC. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Cheers. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Any ideas on how I could fix it? You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Select all plugins (Ctrl+A). Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You can convert this file to work with other games as long as you credit me as the creator of the file, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets. It did not. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Could it somehow be related to her being a vampire? There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. If it is not there, Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. Click Yes to all to dismiss warnings by category again. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. now definitely will not add same npc to console command batch file again and again. Most black face issues are simple mod conflicts. I don't know why people still advice regenerating facegen data. Multiple mods that do the same thing will cause issues. So then, patch making time. All rights reserved. Bijin, Better Bards). In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Find the entries for the head mesh itself. The only problem is that I cant figure out which file belongs to which NPC since they all have names like "000A151C.dds" and I cant do anything with that. fixes dark face bugs (optional but recommended), ONLY NECESSARY IF YOU GET THE BLACKFACE BUG WHILE PATCHES ARE INSTALLED, WON'T FIX EVERY INCOMPATIBILITY, if Lyall appears with his face black colored, Or you will probably get dark face issue :>, Because the CK wouldn't let me Save Facegen, This not a fix but if you have grey face bug or whatever it works. Are these NPCs supposed to be normal Khajiits? Press question mark to learn the rest of the keyboard shortcuts. Forget about the ones under the Mod.esp folder! There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. And that's what happens most of the time when people encounter black faces in their game. Thanks for pointing that out. In most cases your problem is solved. However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? Your first sentence may be true, but the second sentence is definitely not. However, Fluff's Hybrid Khajiit appears to remove the racial face tint layers with indexes 4, 5, 6, 17, and 18 from KhajiitRace and replace them with new layers with indexes 24, 26, 36, 27, and 28 respectively. Facegen export requires CK no way around that, but only export it for the npc's you're having proiblems with (use CK Fixes) and if you have any sense you'll put them in matching BSA's as their loading/override will be automatic and avoid loose facegen files like the plague because they always override regardless. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Log in to view your list of favourite games. I also can't see anything obviously wrong regarding poor Padma. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Not needed but suggested heavily. I can think of 2 way to solve this, first is I keep the FaceGen files of the ladies and delete the ones of the men. I was able to delete all the changes made to the NPCs in the .esp, but in addition to the main .esp there are texture and mesh files in the main mod data directory and I cant figure out how I can get rid of these. Sorry No worries. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Problems appear when you use more than one mod that modifies the same NPC face. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Oh my I dont know how I didnt think of that, I took the formIDs and compared them to the list of FaceGen files but obviously they didnt match up 100%. Unfortunately, it's not a case of multiple mods modifying a single npc. Afaik it is just CK putting facegen files in the wrong folder and you need to move those files yourself where they should be (folder named after the master file of NPC record). The other way I could possibly get the right FaceGen files is to delete all of them and then export the files of the female NPCs like you can do in Creation Kit. now can check records which is not in master file, by selecting them then choose '2. NifMerge can't even open head nifs made with the new CK. That may have been their intention. Use caution. This means it will work for mods such as VHR - Vanilla Hair Replacer. Nnnnnope. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. It would make sense for them to change it so facegeom data was saved in a folder named after your own plugin, because then you could get rid of the old grey face bug by simply adjusting your load order. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. This worked fine, but I have 1 problem. I know it works there with CTRL+F4, but the software is horribly optimized and takes like 10 minutes to load up the main game, update, and DLCs. I can't seem to get the facegen data to export. First, pick one mod that alters NPC faces and use just that one. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I opened up my entire current load order at once in SSEEdit to figure out which plugin was the last file to modify that record (note: the Race record, not the Actor record), which in my case was the USSEP plugin. Copyright 2023 Robin Scott. Several functions may not work. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. Skip the Patching section if you are only wanting to create new FaceGen Data. Enter as many NPCs as you want in this format, (but if you're spawning more than 5 or 6, I recommend using multiple files so the NPCs don't get all clustered together), save the file as a .txt, then in Skyrim hit the ~ key to bring up the console and type "bat ". Updates your NPC faces to match body in a quick and efficient way. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. All rights reserved. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Yours is unfortunately a totally different issue. Complementary tool for all mods that allow character races to have bodies unique to them. Log in to view your list of favourite games. Has something to do with it changing the shaders file. Start from selected file' from the main menu, now you can choose which files or records you want to check, just select them, 'Apply Script' then click button '2. I've got a few different mods which add npcs to the world which end up with blackened heads. (Select multiple NPCs by holding down Shift or Ctrl .) When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Some assets in this file belong to other authors. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. The third-party CommonLibSSE library is licensed under the MIT license. If using MO2 you need to run this and SSEEdit through MO2. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Reinstall the conflicting mods. Maybe that was already common knowledge, but I didn't know it. This seems to have worked better, since now her face looks fine in-game. New: Added some code to detect broken facegen NIF file, New: Can ignore NPC's EDID (suggested by DarthAncalagon), Change: Separate IgnoreLists to another INI file, named DarkFaceIssueReporterIgnore.ini, fixed an issue: can not turn off creating console command batch file, minor changes: removed some unnecessary logs from log file (suggested by Gaznevada), minor changes: added version info to log file (suggested by Gaznevada), Added ui for 'CreateDebugLogFile','CreateConsoleCommandBatchFile','DarkFaceCollectorFilename' options, Added some races(should be ignored) to INI file, minor changes: some logs changed or fixed, added a log to print out headparts in NIF for helping to fix issues, fixed an issue: when close the main menu with 'create DarkFaceCollector option' checked, will still create collector file. - Head nifs from the old game will work in the new game due to a degree of backwards compatibility and they will not exhibit the black head problem. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Copyright 2023 Robin Scott. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. Unfortunately I'm kinda out of my wits here. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. NPC appearance overhauls that use custom sculpts and custom textures are safe to use with this mod installed, but if you have a conflict in your load order that breaks those mods, this mod will. ! E.g. In my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Looking into it the source seems to be that the creation kit is physically unable to load all the masters to the patch due to space limitations, so now I'm wondering if there is a way to export facegen data without the use of the creation kit. This tool doesn't do anything by itself. Blackjack_Davy 2 yr. ago. In this case, all the effected NPCs are those added by mods they don't exist in the base game. This may be an issue having to do with quads verses triangles, but I'm not sure yet. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Right click. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. It SHOULD read sth. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Could be worth a try. Then, I opened up that plugin together with the Interesting NPCs plugin in Creation Kit, and used Ctrl+F4 again to generate facegen data for that specific NPC. - The black head seems to happen no matter what. Thanks for the tip. * As the facegen data under ModA.esp folder is not the same than the other two, Lydia's face appears either black, or with some lines over her face, or pixelated, or presenting any other graphical glithes! Which is a pita. For vanilla followers, the new Creation Kit creates new facegen data under the Skyrim.esm and under the Mod.esp folders every time the esp file is saved (and everytime i select the "Upload file to Bethesda.net" option). Do you mean that, moving the facegen files generated under the Mod.esp folder to the Skyrim.esm and only packing then the ones under Skyrim.esm will solve the problem? I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. If you want all the NPCs in your load order to use the individualized face textures for each race. r/skyrimmods Ersh released Animation Queue Fix on Nexus (eliminates the lengthy t-posing period on startup with DAR while animations are cached, is compatible with SE, all AE versions, and VR) Install hundreds of mods with the click of a button. New comments cannot be posted and votes cannot be cast. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. - You'll get the black head no matter which way you do it, or if you do both. First, pick one mod that alters NPC faces and use just that one. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. When the FaceGen files are there yet the faces don't match in game, every male NPC affected by the mod has a dark face, and unless I found a way to figure out which FaceGen file belongs to who and delete them then I'd be stuck with dark faces. I hope all that helps (took me a while to figure all that out lol).

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