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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Find the entries for the head mesh itself. First, pick one mod that alters NPC faces and use just that one. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more If it is not there, Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Race. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Other than that we can only hope that someone more expreienced than me has a clue. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. In the right pane, find and select the NPC (s) with broken faces. 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 powerful open-source mod manager from Nexus Mods. 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. Updates your NPC faces to match body in a quick and efficient way. 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. 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. I hope all that helps (took me a while to figure all that out lol). 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 . 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. This only happens for vanilla NPCs. It SHOULD read sth. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. You don't need to include ".txt". This seems to have worked better, since now her face looks fine in-game. 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. That site also lets you input the NPC's name and will then give you their code. E.g. 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). - 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. 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. And does "fluffy Khajiits" change all Khajiits to something else? So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Reinstall the conflicting mods. Create a bashed patch. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Source code on GitHubThis work is licensed under the MIT License. That step is sometimes overlooked by mod authors - which also explains some black faces. It should have been the mod from which the NPC comes. I also opened the face mesh in NifSkope, and it looks fine there. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). In this case, all the effected NPCs are those added by mods they don't exist in the base game. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. So then, patch making time. I appreciate the attempt. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. So to get the corresponding facegen files, you need to change the first two numbers to 0. Log in to view your list of favourite games. New comments cannot be posted and votes cannot be cast. Bijin, Better Bards). In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. It's a flaw in Nifmerge. This worked fine, but I have 1 problem. Maybe that was already common knowledge, but I didn't know it. Any way of fixing this or it is just something we have to learn to live with? if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. No glitches or bugs at all. facegen data is definitely being output to the data directory. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. * 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! You currently have javascript disabled. While they're highlighted, press Ctrl + F4. 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. 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 don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. - The black head seems to happen no matter what. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Several mods making changes to one and the same NPC can result in a black face. Create an account to follow your favorite communities and start taking part in conversations. By the way I wouldn't use a 3rd party tool as a merit for something, especially if it didn't have any updates for more than a year. That may have been their intention. 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. 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Thank Bethesda for the shiesty BS, Soft. Possible solution if you get dark face. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Well, that depends on what's causing the blackface bug in your case. 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). It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. I don't know why people still advice regenerating facegen data. The third-party CommonLibSSE library is licensed under the MIT license. All rights reserved. 2. Copyright 2023 Robin Scott. First, you need to export face gen data for each NPC. 3. 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Let me know if you run into any problems. Select all plugins (Ctrl+A). Please re-enable javascript to access full functionality. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. She still has the black face bug in my game. Skip the Patching section if you are only wanting to create new FaceGen Data. Put Mrissi after anything that changes Khajiits. TBH, I'm not sure what exactly happens here. 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. Yours is unfortunately a totally different issue. Black face bug dont effect the way the game works. Any ideas why? 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. Copyright 2023 Robin Scott. Not Required. Thanks for pointing that out. Any ideas on how I could fix it? 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 powerful open-source mod manager from Nexus Mods. Can I do this in xEdit or will I need to use the Creation Kit? The mods in question are found here and here. I think nothing has changed regarding facegen. Which is a pita. Edited by Belegost, 13 November 2020 - 11:24 am. Your first sentence may be true, but the second sentence is definitely not. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. fixed an issue. Open the Creation Kit and click File > Data. The gray face bug will now be gone for you. Complementary tool for all mods that allow character races to have bodies unique to them. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. I can't seem to get the facegen data to export. 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? Log in to view your list of favourite games. Could it somehow be related to her being a vampire? This means it will work for mods such as VHR - Vanilla Hair Replacer. now definitely will not add same npc to console command batch file again and again. Blackjack_Davy 2 yr. ago. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Sorry No worries. And that's what happens most of the time when people encounter black faces in their game. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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. She is Breton, and BretonRace has no alterations of any kind to it's face data. Install hundreds of mods with the click of a button. Not needed but suggested heavily. 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". You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Multiple mods that do the same thing will cause issues. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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. It did not. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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 ". By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. New comments cannot be posted and votes cannot be cast. I haven't figured it out yet, but I've been working on it for the past few days. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. This mod is needed to extract all unique heads to allow you customize their textures. Several functions may not work. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. I remembered someone had an in game solution that if you change the weight of an NPC in the console commands it would temporarily restore their facegen data and solve the bug until you left the cell. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! I've got a few different mods which add npcs to the world which end up with blackened heads. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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 sure can't tell. For example: Looking at tint layers, it seems pretty clear what the issue is. These "missing facegen data" issues are rather rare and very special cases. Has something to do with it changing the shaders file. Basically you want to check which tintmask texture is attached to the head mesh. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Nnnnnope. 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. A popup will show containing your mod list. 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). but if it's having any effect on the game when I load a save. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Some assets in this file belong to other authors. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Fixed delphi/pascal stupid 'else' handling. But in SSE things are not so easy. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". What file exactly did you use to regenerate the facegen data? :), Press J to jump to the feed. Are these NPCs supposed to be normal Khajiits? 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"). Install hundreds of mods with the click of a button. This covers that up. Unfortunately, it's not a case of multiple mods modifying a single npc. - 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. 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'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. Problems appear when you use more than one mod that modifies the same NPC face. Check the last texture entry but one. All rights reserved. Select which races you want to patch. - 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. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. now will not add same npc to console command batch file again and again. 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 mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). If using MO2 you need to run this and SSEEdit through MO2. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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)). In most cases your problem is solved. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Some of the affected mods add a LOT of new NPCs. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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%. 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 black face issues are simple mod conflicts. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. 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. I also can't see anything obviously wrong regarding poor Padma. All rights reserved. So what am I missing? 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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