If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Select which races you want to patch. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. fixed an issue. Bijin, Better Bards). Well, that depends on what's causing the blackface bug in your case. 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. Most likely a missing (or unreadable) tint mask. Log in to view your list of favourite games. A popup will show containing your mod list. 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. Just made my first weapon in Blender and want to know how to port over to Skyrim. Log in to view your list of favourite games. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. - 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. The powerful open-source mod manager from Nexus Mods. 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 is really useful for spawning multiple NPCs to test. This mod is opted-in to receive Donation Points. That may have been their intention. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Log in to view your list of favourite games. The mods in question are found here and here. now definitely will not add same npc to console command batch file again and again. First, you need to export face gen data for each NPC. Install hundreds of mods with the click of a button. Maybe that was already common knowledge, but I didn't know it. 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. 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. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Let me know if you run into any problems. 5. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Unfortunately, it's not a case of multiple mods modifying a single npc. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. This seems to have worked better, since now her face looks fine in-game. 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? Check the box again and the old merges work perfect. Some assets in this file belong to other authors. Which is a pita. facegen data is definitely being output to the data directory. Most black face issues are simple mod conflicts. Edited by Belegost, 19 November 2020 - 03:58 pm. Create an account to follow your favorite communities and start taking part in conversations. 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) Fixed delphi/pascal stupid 'else' handling. Could be worth a try. Copyright 2023 Robin Scott. 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 I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. 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 haven't figured it out yet, but I've been working on it for the past few days. Cheers. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Right click. You currently have javascript disabled. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Run only for selected files or records' from main menu. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! In most cases your problem is solved. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). But in SSE things are not so easy. Unfortunately I'm kinda out of my wits here. The gray face bug will now be gone for you. Several mods making changes to one and the same NPC can result in a black face. The third-party CommonLibSSE library is licensed under the MIT license. - The black head seems to happen no matter what. Edited by Belegost, 13 November 2020 - 11:24 am. Remove the DDS files from these directories . Select all plugins (Ctrl+A). 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've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. Can I do this in xEdit or will I need to use the Creation Kit? This covers that up. So to get the corresponding facegen files, you need to change the first two numbers to 0. All trademarks are property of their respective owners in the US and other countries. The Elder Scrolls V: Skyrim Special Edition. Any ideas on how I could fix it? What file exactly did you use to regenerate the facegen data? 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. No glitches or bugs at all. Valve Corporation. Basically you want to check which tintmask texture is attached to the head mesh. 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 got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. I think nothing has changed regarding facegen. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. ! E.g. Thank Bethesda for the shiesty BS, Soft. If using MO2 you need to run this and SSEEdit through MO2. 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 ". - 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. Fixed! If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Put Mrissi after anything that changes Khajiits. She is Breton, and BretonRace has no alterations of any kind to it's face 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. :), Press J to jump to the feed. Thanks for the tip. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). This only happens for vanilla NPCs. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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? - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. So then, patch making time. 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. Sorry No worries. 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. All rights reserved. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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 . It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. New comments cannot be posted and votes cannot be cast. Has something to do with it changing the shaders file. 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 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. These "missing facegen data" issues are rather rare and very special cases. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Other than that we can only hope that someone more expreienced than me has a clue. I've run into this problem too. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Yours is unfortunately a totally different issue. Updates your NPC faces to match body in a quick and efficient way. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Multiple mods that do the same thing will cause issues. I sure can't tell. If it is not there, Reinstall the conflicting mods. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. New comments cannot be posted and votes cannot be cast. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. (Select multiple NPCs by holding down Shift or Ctrl .) When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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 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)). It SHOULD read sth. Launch TES5Edit/SSEdit. This worked fine, but I have 1 problem. 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. but if it's having any effect on the game when I load a save. Source code on GitHubThis work is licensed under the MIT License. Please re-enable javascript to access full functionality. * 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! If you want all the NPCs in your load order to use the individualized face textures for each race. Are these NPCs supposed to be normal Khajiits? I also opened the face mesh in NifSkope, and it looks fine there. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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. Skip the Patching section if you are only wanting to create new FaceGen Data. This will tell you their FormID and the last plugin in your load order that referenced them. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Find the entries for the head mesh itself. 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). 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 specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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 appreciate the attempt. 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. Your first sentence may be true, but the second sentence is definitely not. Black face bug dont effect the way the game works. I hope all that helps (took me a while to figure all that out lol). With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. All rights reserved. 3. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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. I also can't see anything obviously wrong regarding poor Padma. So what am I missing? 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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 tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. - You'll get the black head no matter which way you do it, or if you do both. I don't know why people still advice regenerating facegen data. 4. Some of the affected mods add a LOT of new NPCs. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Put the one you want to win the conflict last. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. And does "fluffy Khajiits" change all Khajiits to something else? Thanks for pointing that out. - 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. Any ideas why? Race. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. All rights reserved. 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"). You don't need to include ".txt". Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. It did not. Not needed but suggested heavily. Click Yes to all to dismiss warnings by category again. They also won't allow certain geometries the old game's head nifs would allow. First, pick one mod that alters NPC faces and use just that one. Install hundreds of mods with the click of a button. I also opened the face mesh in NifSkope, and it looks fine there. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. 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. While they're highlighted, press Ctrl + F4. Skyrim Special Edition Creation Kit and Modders. In the right pane, find and select the NPC (s) with broken faces. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Her face is not discolored in my game, but if she is in yours, use this. 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. 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. Forget about the ones under the Mod.esp folder! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. now will not add same npc to console command batch file again and again. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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". For example: Looking at tint layers, it seems pretty clear what the issue is. 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. And that's what happens most of the time when people encounter black faces in their game. The powerful open-source mod manager from Nexus Mods. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. It's a flaw in Nifmerge.
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