After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. All rights reserved. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Could it somehow be related to her being a vampire? This may be an issue having to do with quads verses triangles, but I'm not sure yet. Other than that we can only hope that someone more expreienced than me has a clue. Copyright 2023 Robin Scott. 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. For example: Looking at tint layers, it seems pretty clear what the issue is. Click Yes to all to dismiss warnings by category again. I've got a few different mods which add npcs to the world which end up with blackened heads. * 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! NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". In most cases your problem is solved. 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. Nnnnnope. 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) Your first sentence may be true, but the second sentence is definitely not. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). This mod is needed to extract all unique heads to allow you customize their textures. Find the entries for the head mesh itself. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. now can check records which is not in master file, by selecting them then choose '2. TBH, I'm not sure what exactly happens here. Several functions may not work. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. There appears to be nothing at all wrong with Padma's records. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. now will not add same npc to console command batch file again and again. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Put Mrissi after anything that changes Khajiits. Thanks for pointing that out. Launch TES5Edit/SSEdit. Most black face issues are simple mod conflicts. She still has the black face bug in my game. 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. 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 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"). 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. Uses xEdit script. Could be worth a try. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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? 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)). 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. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Sorry No worries. 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. fixed an issue. But in SSE things are not so easy. New comments cannot be posted and votes cannot be cast. I don't know why people still advice regenerating facegen data. Any way of fixing this or it is just something we have to learn to live with? Skyrim Special Edition Creation Kit and Modders. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. Open the Creation Kit and click File > Data. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. The third-party CommonLibSSE library is licensed under the MIT license. This only happens for vanilla NPCs. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Black face bug dont effect the way the game works. Possible solution if you get dark face. Right click. 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. Bijin, Better Bards). Updates your NPC faces to match body in a quick and efficient way. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Put the one you want to win the conflict last. This mod is opted-in to receive Donation Points. 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 ". 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/#/ This worked fine, but I have 1 problem. First, pick one mod that alters NPC faces and use just that one. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. I think nothing has changed regarding facegen. 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. 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Source code on GitHubThis work is licensed under the MIT License. Yours is unfortunately a totally different issue. 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 should have been the mod from which the NPC comes. Has something to do with it changing the shaders file. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Can I do this in xEdit or will I need to use the Creation Kit? 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. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. It's a flaw in Nifmerge. The powerful open-source mod manager from Nexus Mods. In the right pane, find and select the NPC (s) with broken faces. I sure can't tell. Reinstall the conflicting mods. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). It would make sense for them to change it so facegeom data was saved in a folder named after your own plugin, because then you could get rid of the old grey face bug by simply adjusting your load order. It did not. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Press question mark to learn the rest of the keyboard shortcuts. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. I appreciate the attempt. 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 . 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. Which is a pita. This seems to have worked better, since now her face looks fine in-game. NifMerge can't even open head nifs made with the new CK. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Edited by Belegost, 13 November 2020 - 11:24 am. - The black head seems to happen no matter what. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. facegen data is definitely being output to the data directory. This means it will work for mods such as VHR - Vanilla Hair Replacer. Not Required. - 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. This is really useful for spawning multiple NPCs to test. Unfortunately, it's not a case of multiple mods modifying a single npc. And that's what happens most of the time when people encounter black faces in their game. 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. but if it's having any effect on the game when I load a save. 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. These "missing facegen data" issues are rather rare and very special cases. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. The powerful open-source mod manager from Nexus Mods. That site also lets you input the NPC's name and will then give you their code. 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. The mods in question are found here and here. All rights reserved. Install hundreds of mods with the click of a button. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) It SHOULD read sth. 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. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Log in to view your list of favourite games. Basically you want to check which tintmask texture is attached to the head mesh. Check the last texture entry but one. 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. Maybe that was already common knowledge, but I didn't know it. So to get the corresponding facegen files, you need to change the first two numbers to 0. 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. Please re-enable javascript to access full functionality. 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 tool doesn't do anything by itself. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Edited by Belegost, 19 November 2020 - 03:58 pm. Well, that depends on what's causing the blackface bug in your case. This covers that up. 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 . Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Not needed but suggested heavily. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. Any ideas on how I could fix it? Check the box again and the old merges work perfect. Unfortunately I'm kinda out of my wits here. - You'll get the black head no matter which way you do it, or if you do both. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). - 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. If using MO2 you need to run this and SSEEdit through MO2. 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. Some of the affected mods add a LOT of new NPCs. Some assets in this file belong to other authors. So what am I missing? Repeat Steps 4-6 for any other mods with broken . I hope all that helps (took me a while to figure all that out lol). Copyright 2023 Robin Scott. 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. Select all plugins (Ctrl+A). If it is not there, Valve Corporation. 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. 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 . :), Press J to jump to the feed. So then, patch making time. This will tell you their FormID and the last plugin in your load order that referenced them. Most likely a missing (or unreadable) tint mask. Fixed! 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. 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'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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Load your current load order. I also opened the face mesh in NifSkope, and it looks fine there. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. now definitely will not add same npc to console command batch file again and again. I haven't figured it out yet, but I've been working on it for the past few days. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. All trademarks are property of their respective owners in the US and other countries. - 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. All rights reserved. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 3. I also opened the face mesh in NifSkope, and it looks fine there. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Race. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. So what am I missing? Select which races you want to patch. Multiple mods that do the same thing will cause issues. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Thanks for the tip. 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). 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. Log in to view your list of favourite games. Blackjack_Davy 2 yr. ago. 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. Just made my first weapon in Blender and want to know how to port over to Skyrim. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). First, you need to export face gen data for each NPC. In this case, all the effected NPCs are those added by mods they don't exist in the base game. I also can't see anything obviously wrong regarding poor Padma. 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 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. Create an account to follow your favorite communities and start taking part in conversations. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. ! Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The Elder Scrolls V: Skyrim Special Edition. No glitches or bugs at all. She is Breton, and BretonRace has no alterations of any kind to it's face data. High Poly Head should also take effect if you distribute it with the xEdit script. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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.