I also opened the face mesh in NifSkope, and it looks fine there. Cheers. This worked fine, but I have 1 problem. This means it will work for mods such as VHR - Vanilla Hair Replacer. So then, patch making time. 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Most black face issues are simple mod conflicts. 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? Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Updates your NPC faces to match body in a quick and efficient way. Valve Corporation. I also opened the face mesh in NifSkope, and it looks fine there. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. Put Mrissi after anything that changes Khajiits. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Sorry No worries. Uses xEdit script. 4. 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. Multiple mods that do the same thing will cause issues. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Source code on GitHubThis work is licensed under the MIT License. Blackjack_Davy 2 yr. ago. 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. ! Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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. The third-party CommonLibSSE library is licensed under the MIT license. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. I don't know why people still advice regenerating facegen data. 5. 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. The gray face bug will now be gone for you. 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. - 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. She still has the black face bug in my game. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). I've got a few different mods which add npcs to the world which end up with blackened heads. Fixed! 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. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Multiple mods that do the same thing will cause issues. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Log in to view your list of favourite games. This covers that up. This means it will work for mods such as VHR - Vanilla Hair Replacer. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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". This is really useful for spawning multiple NPCs to test. Could it somehow be related to her being a vampire? 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 . You don't need to include ".txt". Skip the Patching section if you are only wanting to create new FaceGen Data. New comments cannot be posted and votes cannot be cast. You currently have javascript disabled. Launch TES5Edit/SSEdit. 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"). So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. I think nothing has changed regarding facegen. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. 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). 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? 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 ". Some of the affected mods add a LOT of new NPCs. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! There appears to be nothing at all wrong with Padma's records. 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. That site also lets you input the NPC's name and will then give you their code. 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. All trademarks are property of their respective owners in the US and other countries. It did not. First, pick one mod that alters NPC faces and use just that one. 2. There are already mods that create a framework for this: 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. Open the Creation Kit and click File > Data. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more But in SSE things are not so easy. E.g. All rights reserved. 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. It's a flaw in Nifmerge. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Fixed delphi/pascal stupid 'else' handling. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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/#/ 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. 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. Copyright 2023 Robin Scott. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Install hundreds of mods with the click of a button. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). I hope all that helps (took me a while to figure all that out lol). 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. 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. And that's what happens most of the time when people encounter black faces in their game. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Maybe that was already common knowledge, but I didn't know it. Other than that we can only hope that someone more expreienced than me has a clue. 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. Has something to do with it changing the shaders file. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Remove the DDS files from these directories . Bijin, Better Bards). Thanks for the tip. 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). A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. Please re-enable javascript to access full functionality. Run only for selected files or records' from main menu. Her face is not discolored in my game, but if she is in yours, use this. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. facegen data is definitely being output to the data directory. I haven't figured it out yet, but I've been working on it for the past few days. 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. The Elder Scrolls V: Skyrim Special Edition. 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. Let me know if you run into any problems. Reinstall the conflicting mods. It SHOULD read sth. 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. I sure can't tell. Most likely a missing (or unreadable) tint mask. I've run into this problem too. In the right pane, find and select the NPC (s) with broken faces. 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). SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Copyright 2023 Robin Scott. Check the box again and the old merges work perfect. Unfortunately, it's not a case of multiple mods modifying a single npc. 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 strips out the "Has Tangents" flag from the meshes that need it (everything but the head). That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. No glitches or bugs at all. 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. Log in to view your list of favourite games. She is Breton, and BretonRace has no alterations of any kind to it's face data. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. Your first sentence may be true, but the second sentence is definitely not. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". now can check records which is not in master file, by selecting them then choose '2. I also can't see anything obviously wrong regarding poor Padma. While they're highlighted, press Ctrl + F4. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). I appreciate the attempt. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. So what am I missing? 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. They also won't allow certain geometries the old game's head nifs would allow. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. Black face bug dont effect the way the game works. 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 . Repeat Steps 4-6 for any other mods with broken . Could be worth a try. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Are these NPCs supposed to be normal Khajiits? 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 ". 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 . In this case, all the effected NPCs are those added by mods they don't exist in the base game. For example: Looking at tint layers, it seems pretty clear what the issue is. Can I do this in xEdit or will I need to use the Creation Kit? The mods in question are found here and here. 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. Race. The powerful open-source mod manager from Nexus Mods. High Poly Head should also take effect if you distribute it with the xEdit script. Click Yes to all to dismiss warnings by category again.