NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. Most likely a missing (or unreadable) tint mask. This mod is opted-in to receive Donation Points. The powerful open-source mod manager from Nexus Mods. Put the one you want to win the conflict last. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). but if it's having any effect on the game when I load a save. Some of the affected mods add a LOT of new NPCs. What file exactly did you use to regenerate the facegen data? I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Log in to view your list of favourite games. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). I sure can't tell. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Select all plugins (Ctrl+A). Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Create an account to follow your favorite communities and start taking part in conversations. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. There appears to be nothing at all wrong with Padma's records. In the right pane, find and select the NPC (s) with broken faces. 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. Thank Bethesda for the shiesty BS, Soft. Updates your NPC faces to match body in a quick and efficient way. 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) 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 seems to have worked better, since now her face looks fine in-game. facegen data is definitely being output to the data directory. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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 . 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. Reinstall the conflicting mods. - The black head seems to happen no matter what. Your first sentence may be true, but the second sentence is definitely not. 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. Not Required. Copyright 2023 Robin Scott. Problems appear when you use more than one mod that modifies the same NPC face. I was talking only about naming and location of files. 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. Edited by Belegost, 13 November 2020 - 11:24 am. This worked fine, but I have 1 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. Install hundreds of mods with the click of a button. I also can't see anything obviously wrong regarding poor Padma. 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. And that's what happens most of the time when people encounter black faces in their game. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. Launch TES5Edit/SSEdit. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Remove the DDS files from these directories . This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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 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. 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. Has something to do with it changing the shaders file. High Poly Head should also take effect if you distribute it with the xEdit script. 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)). Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. She is Breton, and BretonRace has no alterations of any kind to it's face data. This is really useful for spawning multiple NPCs to test. NifMerge can't even open head nifs made with the new CK. 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. 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. Copyright 2023 Robin Scott. - 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. Can I do this in xEdit or will I need to use the Creation Kit? Several mods making changes to one and the same NPC can result in a black face. Are these NPCs supposed to be normal Khajiits? 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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 . All rights reserved. That may have been their intention. This covers that up. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Fixed! The powerful open-source mod manager from Nexus Mods. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Not needed but suggested heavily. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Repeat Steps 4-6 for any other mods with broken . then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Valve Corporation. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Any ideas on how I could fix it? Blackjack_Davy 2 yr. ago. 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. 5. 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. You don't need to include ".txt". Well, that depends on what's causing the blackface bug in your case. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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). All rights reserved. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. This means it will work for mods such as VHR - Vanilla Hair Replacer. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This mod is needed to extract all unique heads to allow you customize their textures. It's a flaw in Nifmerge. I can't seem to get the facegen data to export. Race. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. That step is sometimes overlooked by mod authors - which also explains some black faces. 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). 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/#/ 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. Any way of fixing this or it is just something we have to learn to live with? You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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. First, pick one mod that alters NPC faces and use just that one. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). now can check records which is not in master file, by selecting them then choose '2. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. 3. Maybe that was already common knowledge, but I didn't know it. 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 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. All trademarks are property of their respective owners in the US and other countries. Sorry No worries. 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 ". In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). So if there if a way to export FaceGen Data with xEdit I would be glad to know it. In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer 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. It did not. In most cases your problem is solved. 2. I also opened the face mesh in NifSkope, and it looks fine there. Basically you want to check which tintmask texture is attached to the head mesh. 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 hope all that helps (took me a while to figure all that out lol). ! 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 . Other than that we can only hope that someone more expreienced than me has a clue. While they're highlighted, press Ctrl + F4. Install hundreds of mods with the click of a button. 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. Unfortunately I'm kinda out of my wits here. So to get the corresponding facegen files, you need to change the first two numbers to 0. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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. But in SSE things are not so easy. Complementary tool for all mods that allow character races to have bodies unique to them. Skip the Patching section if you are only wanting to create new FaceGen Data. I don't know why people still advice regenerating facegen data. 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? Click Yes to all to dismiss warnings by category again. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. So what am I missing? !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Yours is unfortunately a totally different issue. Press question mark to learn the rest of the keyboard shortcuts. Source code on GitHubThis work is licensed under the MIT License. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Several functions may not work. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Cheers. E.g. Thanks for the tip. 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. New comments cannot be posted and votes cannot be cast. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". If using MO2 you need to run this and SSEEdit through MO2. 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. Multiple mods that do the same thing will cause issues. Her face is not discolored in my game, but if she is in yours, use this. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. Check the last texture entry but one. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Uses xEdit script. 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.