If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Install hundreds of mods with the click of a button. Copyright 2023 Black Tree Gaming Ltd. All rights reserved.
Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube They also won't allow certain geometries the old game's head nifs would allow. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. That may have been their intention.
NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data.
Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. And does "fluffy Khajiits" change all Khajiits to something else? 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race.
These "missing facegen data" issues are rather rare and very special cases.
This specific character had the "BretonRaceVampire" (or BretonVampireRace?) When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Thanks for the tip. This worked fine, but I have 1 problem. All trademarks are property of their respective owners in the US and other countries. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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. Problems appear when you use more than one mod that modifies the same NPC face. I was talking only about naming and location of files. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. If you want all the NPCs in your load order to use the individualized face textures for each race. So then, patch making time. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Unfortunately I'm kinda out of my wits here. Check the box again and the old merges work perfect. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. 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
. In the right pane, find and select the NPC (s) with broken faces. E.g. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate 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). New comments cannot be posted and votes cannot be cast. It SHOULD read sth. That step is sometimes overlooked by mod authors - which also explains some black faces. High Poly Head should also take effect if you distribute it with the xEdit script. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Edited by Belegost, 13 November 2020 - 11:24 am. Select all plugins (Ctrl+A). It's a flaw in Nifmerge. 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) 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Right click. Could it somehow be related to her being a vampire? Could be worth a try. 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. - 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. :), Press J to jump to the feed. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. So to get the corresponding facegen files, you need to change the first two numbers to 0. All rights reserved. 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. NifMerge can't even open head nifs made with the new CK. 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. Create an account to follow your favorite communities and start taking part in conversations. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Copyright 2023 Robin Scott. Several functions may not work. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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"). Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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. Please re-enable javascript to access full functionality. but if it's having any effect on the game when I load a save. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. Most black face issues are simple mod conflicts. Has something to do with it changing the shaders file. now can check records which is not in master file, by selecting them then choose '2. * 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! There appears to be nothing at all wrong with Padma's records. This only happens for vanilla NPCs. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. She still has the black face bug in my game. Not Required. Install hundreds of mods with the click of a button. Your first sentence may be true, but the second sentence is definitely not. 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. Click Yes to all to dismiss warnings by category again. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. ! 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. Black faces. Tried regenerating faces. Apparently, I'm not doing it Create a bashed patch. 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. 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. Well, that depends on what's causing the blackface bug in your case. Press question mark to learn the rest of the keyboard shortcuts. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit 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. 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. 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. Export NPC Face Textures - GECK The mods in question are found here and here. - You'll get the black head no matter which way you do it, or if you do both. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. So what am I missing? 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Is there a way to export facegen data without the creation kit? Any way of fixing this or it is just something we have to learn to live with? It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Most likely a missing (or unreadable) tint mask. First, you need to export face gen data for each NPC. 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. Thank Bethesda for the shiesty BS, Soft. If using MO2 you need to run this and SSEEdit through MO2. Forget about the ones under the Mod.esp folder! 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Black face bug dont effect the way the game works. Her face is not discolored in my game, but if she is in yours, use this. Edited by Belegost, 19 November 2020 - 03:58 pm. All rights reserved. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify For example: Looking at tint layers, it seems pretty clear what the issue is. The powerful open-source mod manager from Nexus Mods. 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! now definitely 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. 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. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. This covers that up. 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%. Other than that we can only hope that someone more expreienced than me has a clue. This will tell you their FormID and the last plugin in your load order that referenced them. 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. Launch TES5Edit/SSEdit. I think nothing has changed regarding facegen. 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 NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Sorry No worries. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Reinstall the conflicting mods. Race. - 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Valve Corporation. 4. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Use caution. (Select multiple NPCs by holding down Shift or Ctrl .) Copyright 2023 Robin Scott. Skip the Patching section if you are only wanting to create new FaceGen Data. Some of the affected mods add a LOT of new NPCs. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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 ". 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). 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/#/ now will not add same npc to console command batch file again and 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. First, pick one mod that alters NPC faces and use just that one. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. She is Breton, and BretonRace has no alterations of any kind to it's face data. Updates your NPC faces to match body in a quick and efficient way. 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)). There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. 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. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly 2. 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). - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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.