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. This will tell you their FormID and the last plugin in your load order that referenced them. Create a bashed patch. 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". All trademarks are property of their respective owners in the US and other countries. 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. In most cases your problem is solved. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Put Mrissi after anything that changes Khajiits. 5. Thanks for pointing that out. In the right pane, find and select the NPC (s) with broken faces. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. They also won't allow certain geometries the old game's head nifs would allow. - The black head seems to happen no matter what. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Her face is not discolored in my game, but if she is in yours, use this. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. I have converted Interesting NPCs (3DNPC) to SSE by running the meshes through the optimizer tool, re-saving the .esp in the new Creation Kit, and fixing any water-related data in SSEEdit. Check the last texture entry but one. All rights reserved. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Black face bug dont effect the way the game works. 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. And does "fluffy Khajiits" change all Khajiits to something else? I hope all that helps (took me a while to figure all that out lol). 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. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. First, pick one mod that alters NPC faces and use just that one. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. 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)). This specific character had the "BretonRaceVampire" (or BretonVampireRace?) !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Check the box again and the old merges work perfect. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Problems appear when you use more than one mod that modifies the same NPC face. Forget about the ones under the Mod.esp folder! So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). ! - 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. Uses xEdit script. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit 2. 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. 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. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. It's a flaw in Nifmerge. 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. However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. This tool doesn't do anything by itself. It SHOULD read sth. I also opened the face mesh in NifSkope, and it looks fine there. Blackjack_Davy 2 yr. ago. The powerful open-source mod manager from Nexus Mods. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. E.g. I haven't figured it out yet, but I've been working on it for the past few days. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! - 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Put the one you want to win the conflict last. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. facegen - Reddit post and comment search - SocialGrep Some assets in this file belong to other authors. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Could it somehow be related to her being a vampire? but if it's having any effect on the game when I load a save. Find the entries for the head mesh itself. Skip the Patching section if you are only wanting to create new FaceGen Data. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ 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. NifMerge can't even open head nifs made with the new CK. And that's what happens most of the time when people encounter black faces in their game. 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? Most black face issues are simple mod conflicts. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Repeat Steps 4-6 for any other mods with broken . Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Cheers. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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. 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. Let me know if you run into any problems. Copyright 2023 Robin Scott. I don't know why people still advice regenerating facegen data. Launch TES5Edit/SSEdit. I sure can't tell. 3. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. So to get the corresponding facegen files, you need to change the first two numbers to 0. Where does CreationKit export facegen data? : r/skyrimmods That site also lets you input the NPC's name and will then give you their code. Select which races you want to patch. 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. - 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. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Log in to view your list of favourite games. Nnnnnope. Race. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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 sure can't tell. 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? Guide: Creating FaceGen Data - Articles - The Nexus Forums So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist 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"). In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Most likely a missing (or unreadable) tint mask. I appreciate the attempt. now will not add same npc to console command batch file again and again. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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'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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. - You'll get the black head no matter which way you do it, or if you do both. If using MO2 you need to run this and SSEEdit through MO2. Several mods making changes to one and the same NPC can result in a black face. This may be an issue having to do with quads verses triangles, but I'm not sure yet. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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'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. 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. Log in to view your list of favourite games. I also opened the face mesh in NifSkope, and it looks fine there. Thank Bethesda for the shiesty BS, Soft. I think nothing has changed regarding facegen. 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". Updates your NPC faces to match body in a quick and efficient way. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. You currently have javascript disabled. This means it will work for mods such as VHR - Vanilla Hair Replacer. Are these NPCs supposed to be normal Khajiits? Valve Corporation. fixed an issue. 4. New way of handling facegen data for NPCs in SSE - The Nexus Forums Search Reddit posts and comments - see average sentiment, top terms, activity per day and more My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". This mod is needed to extract all unique heads to allow you customize their textures. Source code on GitHubThis work is licensed under the MIT License. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Remove the DDS files from these directories . There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. First, you need to export face gen data for each NPC. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. So what am I missing? 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. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Fixed delphi/pascal stupid 'else' handling. Possible solution if you get dark face. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. 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 . Multiple mods that do the same thing will cause issues. 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. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly 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. 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. Basically you want to check which tintmask texture is attached to the head mesh. Some of the affected mods add a LOT of new NPCs. 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. No glitches or bugs at all. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. facegen data is definitely being output to the data directory. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. So what am I missing? 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. 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. 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. 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. New comments cannot be posted and votes cannot be cast. TBH, I'm not sure what exactly happens here. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Other than that we can only hope that someone more expreienced than me has a clue. Could be worth a try. Not needed but suggested heavily. 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). 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. 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 . Well, that depends on what's causing the blackface bug in your case. Edited by Belegost, 19 November 2020 - 03:58 pm. 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 . She still has the black face bug in my game. I've run into this problem too. If it is not there, She is Breton, and BretonRace has no alterations of any kind to it's face data. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. The mods in question are found here and here. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. Click Yes to all to dismiss warnings by category again. Fixed! easymod/faq.md at master focustense/easymod GitHub This worked fine, but I have 1 problem. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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). High Poly Head should also take effect if you distribute it with the xEdit script. Install hundreds of mods with the click of a button. now definitely will not add same npc to console command batch file again and again. Run only for selected files or records' from main 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Unfortunately, it's not a case of multiple mods modifying a single npc. Yours is unfortunately a totally different issue. * 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! Open the Creation Kit and click File > Data. Black faces. Tried regenerating faces. Apparently, I'm not doing it These "missing facegen data" issues are rather rare and very special cases. While they're highlighted, press Ctrl + F4. There appears to be nothing at all wrong with Padma's records. Sorry No worries. All rights reserved. What file exactly did you use to regenerate the facegen data? Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. I've got a few different mods which add npcs to the world which end up with blackened heads. 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). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Thanks for the tip. However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. But in SSE things are not so easy. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs This covers that up. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". This mod is opted-in to receive Donation Points. 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. Several functions may not work. 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. 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. 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.
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