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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. - 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. Unfortunately, it's not a case of multiple mods modifying a single npc. Select which races you want to patch. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Fixed delphi/pascal stupid 'else' handling. Put the one you want to win the conflict last. Multiple mods that do the same thing will cause issues. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Check the box again and the old merges work perfect. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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". 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. Your first sentence may be true, but the second sentence is definitely not. All trademarks are property of their respective owners in the US and other countries. In the right pane, find and select the NPC (s) with broken faces. That may have been their intention. 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. Thank Bethesda for the shiesty BS, Soft. Use caution. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. Thanks for pointing that out. Log in to view your list of favourite games. 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. 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? Not needed but suggested heavily. This mod is opted-in to receive Donation Points. 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. (Select multiple NPCs by holding down Shift or Ctrl .) In most cases your problem is solved. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Which is a pita. 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Log in to view your list of favourite games. NifMerge can't even open head nifs made with the new CK. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. 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. 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. 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 powerful open-source mod manager from Nexus Mods. I think nothing has changed regarding facegen. :), Press J to jump to the feed. First, you need to export face gen data for each NPC. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I've got a few different mods which add npcs to the world which end up with blackened heads. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". I don't know why people still advice regenerating facegen data. Copyright 2023 Robin Scott. I appreciate the attempt. 5. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. Nnnnnope. 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. Repeat Steps 4-6 for any other mods with broken . Copyright 2023 Robin Scott. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. The third-party CommonLibSSE library is licensed under the MIT license. New comments cannot be posted and votes cannot be cast. If you want all the NPCs in your load order to use the individualized face textures for each race. - You'll get the black head no matter which way you do it, or if you do both. Some assets in this file belong to other authors. So what am I missing? With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. I also opened the face mesh in NifSkope, and it looks fine there. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. 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 ". You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I hope all that helps (took me a while to figure all that out lol). 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. Please re-enable javascript to access full functionality. 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. 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her 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/#/ High Poly Head should also take effect if you distribute it with the xEdit script. First, pick one mod that alters NPC faces and use just that one. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. While they're highlighted, press Ctrl + F4. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. This covers that up. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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"). The powerful open-source mod manager from Nexus Mods. Most likely a missing (or unreadable) tint mask. In Skyrim, if two mods changed the face of the same NPC the only problem of incompatibility between those mods was that you would only see in game the changes done by the last mod loading in your load order, as the files in the Skyrim.esm folder of the second mod overwrote the ones of the first mod. This is really useful for spawning multiple NPCs to test. New comments cannot be posted and votes cannot be cast. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Updates your NPC faces to match body in a quick and efficient way. - 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Several mods making changes to one and the same NPC can result in a black face. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Not Required. 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) E.g. facegen data is definitely being output to the data directory. Are these NPCs supposed to be normal Khajiits? 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. Load your current load order. Thanks for the tip. This only happens for vanilla NPCs. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Possible solution if you get dark face. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. - 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. Right click. All rights reserved. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. All rights reserved. Sorry No worries. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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 was talking only about naming and location of files. This tool doesn't do anything by itself. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. If it is not there, She still has the black face bug in my game. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. but if it's having any effect on the game when I load a save. That site also lets you input the NPC's name and will then give you their code. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Basically you want to check which tintmask texture is attached to the head mesh. The gray face bug will now be gone for you. Create a bashed patch. It's a flaw in Nifmerge. Press question mark to learn the rest of the keyboard shortcuts. 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. 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. Problems appear when you use more than one mod that modifies the same NPC face. Create an account to follow your favorite communities and start taking part in conversations. 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. Yours is unfortunately a totally different issue. 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. Click Yes to all to dismiss warnings by category again. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Copyright 2023 Robin Scott. This worked fine, but I have 1 problem. * 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! 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 . Install hundreds of mods with the click of a button. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. I haven't figured it out yet, but I've been working on it for the past few days. Log in to view your list of favourite games. Install hundreds of mods with the click of a button. Let me know if you run into any problems. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Several functions may not work. 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. Install hundreds of mods with the click of a button. 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. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more And that's what happens most of the time when people encounter black faces in their game. A popup will show containing your mod list. - The black head seems to happen no matter what. 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. now can check records which is not in master file, by selecting them then choose '2. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Put Mrissi after anything that changes Khajiits. 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. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Fixed! Bijin, Better Bards). Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. No glitches or bugs at all. 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 seems to have worked better, since now her face looks fine in-game. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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). In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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 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. Some of the affected mods add a LOT of new NPCs. Valve Corporation. Can I do this in xEdit or will I need to use the Creation Kit? You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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, 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 . You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. It did not. Select all plugins (Ctrl+A). Multiple mods that do the same thing will cause issues. 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%. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above.