Some of the affected mods add a LOT of new NPCs. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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 ". In this case, all the effected NPCs are those added by mods they don't exist in the base game. Open the Creation Kit and click File > Data. 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. In most cases your problem is solved. I also opened the face mesh in NifSkope, and it looks fine there. 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. 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. Log in to view your list of favourite games. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Copyright 2023 Robin Scott. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Use caution. It should have been the mod from which the NPC comes. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. They also won't allow certain geometries the old game's head nifs would allow. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Has something to do with it changing the shaders file. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. It's a flaw in Nifmerge. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Edited by Belegost, 19 November 2020 - 03:58 pm. 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 ". How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit 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. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Cheers. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. This may be an issue having to do with quads verses triangles, but I'm not sure yet. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Could be worth a try. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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 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. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). facegen data is definitely being output to the data directory. The powerful open-source mod manager from Nexus Mods. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Is there a way to export facegen data without the creation kit? Check the box again and the old merges work perfect. That site also lets you input the NPC's name and will then give you their code. She is Breton, and BretonRace has no alterations of any kind to it's face data. Just made my first weapon in Blender and want to know how to port over to Skyrim. E.g. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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 . - The black head seems to happen no matter what. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Any way of fixing this or it is just something we have to learn to live with? Blackjack_Davy 2 yr. ago. I don't know why people still advice regenerating facegen data. 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. For example: Looking at tint layers, it seems pretty clear what the issue is. That may have been their intention. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Unfortunately, it's not a case of multiple mods modifying a single npc. First, pick one mod that alters NPC faces and use just that one. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Copyright 2023 Robin Scott. Valve Corporation. New comments cannot be posted and votes cannot be cast. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. This seems to have worked better, since now her face looks fine in-game. 2. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. Sorry No worries. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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? 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. Skip the Patching section if you are only wanting to create new FaceGen Data. now definitely will not add same npc to console command batch file again and again. While they're highlighted, press Ctrl + F4. Most likely a missing (or unreadable) tint mask. 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. Several functions may not work. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. The powerful open-source mod manager from Nexus Mods. Source code on GitHubThis work is licensed under the MIT License. Install hundreds of mods with the click of a button. Not needed but suggested heavily. I've got a few different mods which add npcs to the world which end up with blackened heads. 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/#/ 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)). Most black face issues are simple mod conflicts. 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 worked fine, but I have 1 problem. You currently have javascript disabled. 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. 3. It SHOULD read sth. 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. In the right pane, find and select the NPC (s) with broken faces. Not Required. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. The gray face bug will now be gone for you. Black faces. Tried regenerating faces. Apparently, I'm not doing it 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. Load your current load order. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. - 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. 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. I also opened the face mesh in NifSkope, and it looks fine there. 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. 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"). 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). Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Create a bashed patch. 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 . 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. If using MO2 you need to run this and SSEEdit through MO2. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Select all plugins (Ctrl+A). I think nothing has changed regarding 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). 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. Remove the DDS files from these directories . 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. 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. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Thanks for the tip. So what am I missing? Your first sentence may be true, but the second sentence is definitely not. All rights reserved. Multiple mods that do the same thing will cause issues. facegen - Reddit post and comment search - SocialGrep TBH, I'm not sure what exactly happens here. Create an account to follow your favorite communities and start taking part in conversations. Repeat Steps 4-6 for any other mods with broken . I haven't figured it out yet, but I've been working on it for the past few days. Right click. New comments cannot be posted and votes cannot be cast. The Elder Scrolls V: Skyrim Special Edition. Black face bug dont effect the way the game works. Select which races you want to patch. I've been trying to fixe some darkface issues with my game and I tracked the source down to my smashed patch, but when I load it into the creation kit to run facegen, it always comes back with an unspecified fatal error. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Check the last texture entry but one. This tool doesn't do anything by itself. 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. Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit Race. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. Run only for selected files or records' from main menu. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Export NPC Face Textures - GECK That step is sometimes overlooked by mod authors - which also explains some black faces. Reinstall the conflicting mods. Unfortunately I'm kinda out of my wits here. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. All rights reserved. I've run into this problem too. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. - You'll get the black head no matter which way you do it, or if you do both. This is really useful for spawning multiple NPCs to test. You don't need to include ".txt". In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. This means it will work for mods such as VHR - Vanilla Hair Replacer. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Possible solution if you get dark face. 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 doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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 . Any ideas why? * 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! Can I do this in xEdit or will I need to use the Creation Kit? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. She still has the black face bug in my game. 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. Guide: Creating FaceGen Data - Articles - The Nexus Forums If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. 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. 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. 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. The mods in question are found here and here. 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. 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. Please re-enable javascript to access full functionality. I sure can't tell. Could it somehow be related to her being a vampire? 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.
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