New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Load your current load order. Check the last texture entry but one. This worked fine, but I have 1 problem. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Could be worth a try. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Launch TES5Edit/SSEdit. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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. And that's what happens most of the time when people encounter black faces in their game. now definitely will not add same npc to console command batch file again and again. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. I think nothing has changed regarding facegen. A popup will show containing your mod list. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I hope all that helps (took me a while to figure all that out lol). Sorry No worries. I can't seem to get the facegen data to export. Log in to view your list of favourite games. For example: Looking at tint layers, it seems pretty clear what the issue is. :), Press J to jump to the feed. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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. EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . - Or, it's also possible it is supposed to work exactly like the old CK and facegeom data is always supposed to be saved to the original vanilla or DLC plugin folder, meaning the auto-saving to a folder named after your own plugin is the bug. - You'll get the black head no matter which way you do it, or if you do both. 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. Valve Corporation. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. minor change: log filename change to DarkFaceIssueReporterXXXXXXXX.txt, now you can select which file you want to start from, just select the file, 'Apply Script' then click button '1. It should have been the mod from which the NPC comes. The third-party CommonLibSSE library is licensed under the MIT license. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). * 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! Copyright 2023 Robin Scott. Remove the DDS files from these directories . Press question mark to learn the rest of the keyboard shortcuts. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. I was talking only about naming and location of files. 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? Can I do this in xEdit or will I need to use the Creation Kit? New comments cannot be posted and votes cannot be cast. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. Create an account to follow your favorite communities and start taking part in conversations. 5. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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. Problems appear when you use more than one mod that modifies the same NPC face. 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%. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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/#/ Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. I also opened the face mesh in NifSkope, and it looks fine there. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Some assets in this file belong to other authors. Run only for selected files or records' from main menu. The Elder Scrolls V: Skyrim Special Edition. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Thanks for the tip. 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. They also won't allow certain geometries the old game's head nifs would allow. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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). 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 then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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 . 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. All rights reserved. Other than that we can only hope that someone more expreienced than me has a clue. Select which races you want to patch. You currently have javascript disabled. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Edited by Belegost, 19 November 2020 - 03:58 pm. Nnnnnope. This mod is opted-in to receive Donation Points. Blackjack_Davy 2 yr. ago. Thank Bethesda for the shiesty BS, Soft. New comments cannot be posted and votes cannot be cast. Find the entries for the head mesh itself. This seems to have worked better, since now her face looks fine in-game. Again: Regenerating facegen data won't help most of the time - on the contrary: You will most likely screw up your beautiful NPCs UGH misinformation is the worst. 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. 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. That site also lets you input the NPC's name and will then give you their code. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. 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. That step is sometimes overlooked by mod authors - which also explains some black faces. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Uses xEdit script. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. This will tell you their FormID and the last plugin in your load order that referenced them. 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. Updates your NPC faces to match body in a quick and efficient way. In this case, all the effected NPCs are those added by mods they don't exist in the base game. The powerful open-source mod manager from Nexus Mods. 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). While they're highlighted, press Ctrl + F4. 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. This is really useful for spawning multiple NPCs to test. I also opened the face mesh in NifSkope, and it looks fine there. If using MO2 you need to run this and SSEEdit through MO2. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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 . Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Unfortunately I'm kinda out of my wits here. 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. This tool doesn't do anything by itself. Could it somehow be related to her being a vampire? 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. Possible solution if you get dark face. Maybe that was already common knowledge, but I didn't know it. Are these NPCs supposed to be normal Khajiits? So if there if a way to export FaceGen Data with xEdit I would be glad to know it. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Unfortunately, it's not a case of multiple mods modifying a single npc. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. There appears to be nothing at all wrong with Padma's records. This means it will work for mods such as VHR - Vanilla Hair Replacer. now can check records which is not in master file, by selecting them then choose '2. This mod is needed to extract all unique heads to allow you customize their textures. In most cases your problem is solved. Not Required. 2. That may have been their intention. Copyright 2023 Robin Scott. Just made my first weapon in Blender and want to know how to port over to Skyrim. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. Put Mrissi after anything that changes Khajiits. Forget about the ones under the Mod.esp folder! Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Log in to view your list of favourite games. - The black head seems to happen no matter what. Let me know if you run into any problems. These "missing facegen data" issues are rather rare and very special cases. It's a flaw in Nifmerge. 3. 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. 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". 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Most likely a missing (or unreadable) tint mask. Which is a pita. If nothing had changed regarding facegen, then we could use NifMerge to simply convert the old game's head nifs into head nifs for the new game, but we can't. 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 ". I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. But in SSE things are not so easy. In the right pane, find and select the NPC (s) with broken faces. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Your first sentence may be true, but the second sentence is definitely not. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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"). All rights reserved. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Log in to view your list of favourite games. Yours is unfortunately a totally different issue. 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Select all plugins (Ctrl+A). If you want all the NPCs in your load order to use the individualized face textures for each race. Some of the affected mods add a LOT of new NPCs. Reinstall the conflicting mods. Has something to do with it changing the shaders file. All rights reserved. I sure can't tell. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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) - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Thanks for pointing that out. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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. Several mods making changes to one and the same NPC can result in a black face. First, pick one mod that alters NPC faces and use just that one. The powerful open-source mod manager from Nexus Mods. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. So what am I missing? Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Create a bashed patch. This only happens for vanilla NPCs. Bijin, Better Bards). facegen data is definitely being output to the data directory. 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. All rights reserved. This covers that up. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Most black face issues are simple mod conflicts. So what am I missing? In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. 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 to get the corresponding facegen files, you need to change the first two numbers to 0. 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. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Right click. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. It did not. 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? After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Multiple mods that do the same thing will cause issues. 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. 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. Edited by Belegost, 13 November 2020 - 11:24 am. 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. TBH, I'm not sure what exactly happens here. 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. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. You don't need to include ".txt". I appreciate the attempt. And does "fluffy Khajiits" change all Khajiits to something else? 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. She still has the black face bug in my game. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". - 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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 guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. ! Source code on GitHubThis work is licensed under the MIT License. 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Skip the Patching section if you are only wanting to create new FaceGen Data. 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. 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. In Skyrim, if two mods changed the face of the same NPC the only problem of incompatibility between those mods was that you would only see in game the changes done by the last mod loading in your load order, as the files in the Skyrim.esm folder of the second mod overwrote the ones of the first mod.
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