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. 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.
Valve Corporation. 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%. When the FaceGen files are there yet the faces don't match in game, every male NPC affected by the mod has a dark face, and unless I found a way to figure out which FaceGen file belongs to who and delete them then I'd be stuck with dark faces. I 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. I've got a few different mods which add npcs to the world which end up with blackened heads. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. But in SSE things are not so easy. Unfortunately, it's not a case of multiple mods modifying a single npc. 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"). A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. And that's what happens most of the time when people encounter black faces in their game. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. That site also lets you input the NPC's name and will then give you their code. 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 . We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. In most cases your problem is solved. So then, patch making time. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Nnnnnope. Could be worth a try. Could it somehow be related to her being a vampire? Check the last texture entry but one. 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? TBH, I'm not sure what exactly happens here. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. All rights reserved. Find the entries for the head mesh itself. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. New comments cannot be posted and votes cannot be cast. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen.
The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. Can I do this in xEdit or will I need to use the Creation Kit? fixed an issue. This means it will work for mods such as VHR - Vanilla Hair Replacer. This only happens for vanilla NPCs. Fixed! Skyrim Special Edition Creation Kit and Modders. So to get the corresponding facegen files, you need to change the first two numbers to 0. Copyright 2023 Robin Scott. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) The third-party CommonLibSSE library is licensed under the MIT license. 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. I've run into this problem too. I can't seem to get the facegen data to export. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Log in to view your list of favourite games. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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
". Fixed delphi/pascal stupid 'else' handling. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Copyright 2023 Robin Scott. 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. First, pick one mod that alters NPC faces and use just that one. So what am I missing? Race. Click Yes to all to dismiss warnings by category again. 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 . if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. but if it's having any effect on the game when I load a save. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Check the box again and the old merges work perfect. All trademarks are property of their respective owners in the US and other countries. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Edited by Belegost, 13 November 2020 - 11:24 am. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! That step is sometimes overlooked by mod authors - which also explains some black faces. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. 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. Which is a pita. 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). 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Put Mrissi after anything that changes Khajiits. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". The powerful open-source mod manager from Nexus Mods. Repeat Steps 4-6 for any other mods with broken . Any ideas on how I could fix it? Export NPC Face Textures - GECK 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 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. 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. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. - 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. Well, that depends on what's causing the blackface bug in your case. And does "fluffy Khajiits" change all Khajiits to something else? If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Copyright 2023 Robin Scott. Guide: Creating FaceGen Data - Articles - The Nexus Forums Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist 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. I sure can't tell. Thank Bethesda for the shiesty BS, Soft. Any way of fixing this or it is just something we have to learn to live with? Unfortunately I'm kinda out of my wits here. You don't need to include ".txt". I haven't figured it out yet, but I've been working on it for the past few days. facegen - Reddit post and comment search - SocialGrep Most likely a missing (or unreadable) tint mask. I also opened the face mesh in NifSkope, and it looks fine there. Let me know if you run into any problems. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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. Thanks for the tip. (Select multiple NPCs by holding down Shift or Ctrl .) now will not add same npc to console command batch file again and again. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Skip the Patching section if you are only wanting to create new FaceGen Data. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim That may have been their intention. Blackjack_Davy 2 yr. ago. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Open the Creation Kit and click File > Data. 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 covers that up. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify 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) I hope all that helps (took me a while to figure all that out lol). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! She is Breton, and BretonRace has no alterations of any kind to it's face data. 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"). Complementary tool for all mods that allow character races to have bodies unique to them. I don't know why people still advice regenerating facegen data. It doesn`t happen with new NPCs added by mods, as all their facegen data is only 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. 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). I appreciate the attempt. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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. 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). 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. All rights reserved. 2. Looking into it the source seems to be that the creation kit is physically unable to load all the masters to the patch due to space limitations, so now I'm wondering if there is a way to export facegen data without the use of the creation kit. This worked fine, but I have 1 problem. Some assets in this file belong to other authors. 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's a flaw in Nifmerge. Use caution. If using MO2 you need to run this and SSEEdit through MO2. I was talking only about naming and location of files. I think nothing has changed regarding facegen. 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. It should have been the mod from which the NPC comes. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. All rights reserved. This will tell you their FormID and the last plugin in your load order that referenced them. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. I sure can't tell. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Sorry No worries. Other than that we can only hope that someone more expreienced than me has a clue. Just made my first weapon in Blender and want to know how to port over to Skyrim. All rights reserved. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Where does CreationKit export facegen data? : r/skyrimmods 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This means it will work for mods such as VHR - Vanilla Hair Replacer. Create an account to follow your favorite communities and start taking part in conversations. 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. 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. A popup will show containing your mod list. If it is not there, Create a bashed patch. ! NifMerge can't even open head nifs made with the new CK. 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? * 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! I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. High Poly Head should also take effect if you distribute it with the xEdit script. 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. Install hundreds of mods with the click of a button. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods There appears to be nothing at all wrong with Padma's records. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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)). What file exactly did you use to regenerate the facegen data? While they're highlighted, press Ctrl + F4. Several functions may not work. 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. - You'll get the black head no matter which way you do it, or if you do both. Right click. 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). Install hundreds of mods with the click of a button. These "missing facegen data" issues are rather rare and very special cases. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Load your current load order. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly 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 . Your first sentence may be true, but the second sentence is definitely not. This mod is opted-in to receive Donation Points. Reinstall the conflicting mods. For example: Looking at tint layers, it seems pretty clear what the issue is. Cheers. 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. Not needed but suggested heavily. facegen data is definitely being output to the data directory. This mod is needed to extract all unique heads to allow you customize their textures. Please re-enable javascript to access full functionality. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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.