2. The powerful open-source mod manager from Nexus Mods. Select which races you want to patch. Most black face issues are simple mod conflicts. I've been trying to fixe some darkface issues with my game and I tracked the source down to my smashed patch, but when I load it into the creation kit to run facegen, it always comes back with an unspecified fatal error. Copyright 2023 Robin Scott. What file exactly did you use to regenerate the facegen data? All rights reserved. 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"). 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)). So what am I missing? While they're highlighted, press Ctrl + F4. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. I sure can't tell. First, Identify what mod you want to turn into an esl check to see if it has facegen data it will be located under "meshes\actors\character\FaceGenData\FaceGeom{Whatever the plugin name is}" as loose files or using . 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. I haven't figured it out yet, but I've been working on it for the past few days. 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. I've run into this problem too. 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
. The mods in question are found here and here. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. She still has the black face bug in my game. This means it will work for mods such as VHR - Vanilla Hair Replacer. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. That may have been their intention. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Could it somehow be related to her being a vampire? 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. There appears to be nothing at all wrong with Padma's records. Check the last texture entry but one. 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. I don't know why people still advice regenerating facegen data. This only happens for vanilla NPCs. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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. Skyrim Special Edition Creation Kit and Modders. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. So then, patch making time. now will not add same npc to console command batch file again and again. Updates your NPC faces to match body in a quick and efficient way. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. This worked fine, but I have 1 problem. 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). This specific character had the "BretonRaceVampire" (or BretonVampireRace?) You don't need to include ".txt". 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? Log in to view your list of favourite games. Skip the Patching section if you are only wanting to create new FaceGen Data. The powerful open-source mod manager from Nexus Mods. 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. Please re-enable javascript to access full functionality. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Sorry No worries. I also opened the face mesh in NifSkope, and it looks fine there. Any ideas on how I could fix it? like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Copyright 2023 Robin Scott. Unfortunately I'm kinda out of my wits here. There is still one NPC (Felena) who has a black face (I have seen others who also ported the mod to SSE for themselves reporting the same). 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/#/ Just made my first weapon in Blender and want to know how to port over to Skyrim. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". * 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! Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Cheers. The Elder Scrolls V: Skyrim Special Edition. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. In most cases your problem is solved. Fixed! 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. Open the Creation Kit and click File > Data. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. It did not. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Create a bashed patch. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. This covers that up. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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. but if it's having any effect on the game when I load a save. Most likely a missing (or unreadable) tint mask. E.g. This tool doesn't do anything by itself. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Some of the affected mods add a LOT of new NPCs. High Poly Head should also take effect if you distribute it with the xEdit script. Edited by Belegost, 13 November 2020 - 11:24 am. Install hundreds of mods with the click of a button. I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder, * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder, * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder. Forget about the ones under the Mod.esp folder! This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Log in to view your list of favourite games. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. ! There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Source code on GitHubThis work is licensed under the MIT License. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Uses xEdit script. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". I hope all that helps (took me a while to figure all that out lol). New comments cannot be posted and votes cannot be cast. Put Mrissi after anything that changes Khajiits. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Unfortunately, it's not a case of multiple mods modifying a single npc. That site also lets you input the NPC's name and will then give you their code. I think nothing has changed regarding facegen. Artigun The Custom Voiced Half-Dovah Follower, Bikini Dremora - Conjuration Followers SE, Fangs and Eyes Fix for A Vampire Appearance Mod, Lorien - A High Poly Head Standalone Follower, LOTR Epic battles Armies Mod (Lord of The Rings) WIP Special Edition Port, M'rissi's Tails of Troubles - KS Hairdo Patch, Needed Just In Case of Facegen Data Issues. You want to leave out the first 3 digits, because if the NPC is from a DLC, those first 3 will be "020", "030", or "040" in the FormID, but the .nif and .dds files will still start with "000". But in SSE things are not so easy. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm" 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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? If it is not there, 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. It SHOULD read sth. Fixed delphi/pascal stupid 'else' handling. Bijin, Better Bards). !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! In the right pane, find and select the NPC (s) with broken faces. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. First, you need to export face gen data for each NPC. Black face bug dont effect the way the game works. 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 ". You currently have javascript disabled. This will tell you their FormID and the last plugin in your load order that referenced them. Your first sentence may be true, but the second sentence is definitely not. Select all plugins (Ctrl+A). NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 4. Complementary tool for all mods that allow character races to have bodies unique to them. Yours is unfortunately a totally different issue. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. It should have been the mod from which the NPC comes. - 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. 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 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. So what am I missing? then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). All rights reserved. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Thank Bethesda for the shiesty BS, Soft. Several mods making changes to one and the same NPC can result in a black face. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. I've got a few different mods which add npcs to the world which end up with blackened heads. Valve Corporation. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. now can check records which is not in master file, by selecting them then choose '2. 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. - The black head seems to happen no matter what. Her face is not discolored in my game, but if she is in yours, use this. I also opened the face mesh in NifSkope, and it looks fine there. For example: Looking at tint layers, it seems pretty clear what the issue is. 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 remembered someone had an in game solution that if you change the weight of an NPC in the console commands it would temporarily restore their facegen data and solve the bug until you left the cell. Launch TES5Edit/SSEdit. Run only for selected files or records' from main menu. 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. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Copyright 2023 Robin Scott. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Well, that depends on what's causing the blackface bug in your case. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. I sure can't tell. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Maybe that was already common knowledge, but I didn't know it. I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 3. Nnnnnope. The gray face bug will now be gone for you. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. :), Press J to jump to the feed. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 5. Problems appear when you use more than one mod that modifies the same NPC face. Click Yes to all to dismiss warnings by category again. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. So to get the corresponding facegen files, you need to change the first two numbers to 0. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. She is Breton, and BretonRace has no alterations of any kind to it's face data. All trademarks are property of their respective owners in the US and other countries. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. A popup will show containing your mod list. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. Install hundreds of mods with the click of a button. This mod is opted-in to receive Donation Points. Possible solution if you get dark face. facegen data is definitely being output to the data directory. First, pick one mod that alters NPC faces and use just that one. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. - You'll get the black head no matter which way you do it, or if you do both. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Are these NPCs supposed to be normal Khajiits? 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. Basically you want to check which tintmask texture is attached to the head mesh. Has something to do with it changing the shaders file. 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. Use caution. - 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. 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. (Select multiple NPCs by holding down Shift or Ctrl .) 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. Other than that we can only hope that someone more expreienced than me has a clue. Let me know if you run into any problems. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! I also can't see anything obviously wrong regarding poor Padma. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Reinstall the conflicting mods. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! These "missing facegen data" issues are rather rare and very special cases. Some assets in this file belong to other authors. Remove the DDS files from these directories . By noe, packing the facegen data under both the Skyrim.esm and the Mod.esp folders doesn't generate any problems provided that you are only using one mod that modifyes the vanilla NPCs faces. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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. I've seen some opinion that this is the case, but I can't verify yet, because no matter where the facegeom data is saved, the heads are too black to see what the face looks like in game. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Can I do this in xEdit or will I need to use the Creation Kit? If using MO2 you need to run this and SSEEdit through MO2. Edited by Belegost, 19 November 2020 - 03:58 pm. Not Required. I was talking only about naming and location of files. That step is sometimes overlooked by mod authors - which also explains some black faces. Create an account to follow your favorite communities and start taking part in conversations. Check the box again and the old merges work perfect. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Multiple mods that do the same thing will cause issues. Several functions may not work. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. I appreciate the attempt. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. Thanks for the tip. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more All rights reserved. All rights reserved. Any ideas why? Put the one you want to win the conflict last. Press question mark to learn the rest of the keyboard shortcuts. Load your current load order. Thanks for pointing that out. First, pick one mod that alters NPC faces and use just that one. It's a flaw in Nifmerge. This seems to have worked better, since now her face looks fine in-game. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. I never before have ran/installed so many mods as I did now (my current build), that's why I have (now) some NPCs with black faces bug. And that's what happens most of the time when people encounter black faces in their game. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. New comments cannot be posted and votes cannot be cast.
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