If it is not there, Thank Bethesda for the shiesty BS, Soft. First, you need to export face gen data for each NPC. 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 worked fine, but I have 1 problem. She still has the black face bug in my game. 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. Skip the Patching section if you are only wanting to create new FaceGen Data. Edited by Belegost, 19 November 2020 - 03:58 pm. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Multiple mods that do the same thing will cause issues. Fixed delphi/pascal stupid 'else' handling. 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". but if it's having any effect on the game when I load a save. Create an account to follow your favorite communities and start taking part in conversations. 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). Right click. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. 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. Facegen export requires CK no way around that, but only export it for the npc's you're having proiblems with (use CK Fixes) and if you have any sense you'll put them in matching BSA's as their loading/override will be automatic and avoid loose facegen files like the plague because they always override regardless. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Sorry No worries. The third-party CommonLibSSE library is licensed under the MIT license. Use caution. The gray face bug will now be gone for you. 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). Could it somehow be related to her being a vampire? You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Copyright 2023 Robin Scott. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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. First, pick one mod that alters NPC faces and use just that one. Valve Corporation. Install hundreds of mods with the click of a button. Any way of fixing this or it is just something we have to learn to live with? Log in to view your list of favourite games. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. So then, patch making time. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Any ideas on how I could fix it? Basically you want to check which tintmask texture is attached to the head mesh. Launch TES5Edit/SSEdit. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. * 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! Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Uses xEdit script. 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"). So to get the corresponding facegen files, you need to change the first two numbers to 0. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. New comments cannot be posted and votes cannot be cast. Unfortunately I'm kinda out of my wits here. 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. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. now can check records which is not in master file, by selecting them then choose '2. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. It SHOULD read sth. 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. I sure can't tell. Fixed! 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. 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. These "missing facegen data" issues are rather rare and very special cases. 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. facegen data is definitely being output to the data directory. The Elder Scrolls V: Skyrim Special Edition. fixed an issue. Select which races you want to patch. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. That may have been their intention. This seems to have worked better, since now her face looks fine in-game. Copyright 2023 Robin Scott. It should have been the mod from which the NPC comes. 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? Just made my first weapon in Blender and want to know how to port over to Skyrim. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Not needed but suggested heavily. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. TBH, I'm not sure what exactly happens here. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. I haven't figured it out yet, but I've been working on it for the past few days. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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 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. 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Thanks for the tip. Some assets in this file belong to other authors. NifMerge can't even open head nifs made with the new CK. This means it will work for mods such as VHR - Vanilla Hair Replacer. Most black face issues are simple mod conflicts. This may be an issue having to do with quads verses triangles, but I'm not sure yet. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. In most cases your problem is solved. - 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. I also opened the face mesh in NifSkope, and it looks fine there. 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. 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. Nnnnnope. 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. 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. 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. 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. (Select multiple NPCs by holding down Shift or Ctrl .) Again: Regenerating facegen data won't help most of the time - on the contrary: You will most likely screw up your beautiful NPCs UGH misinformation is the worst. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. You don't need to include ".txt". Find the entries for the head mesh itself. So what am I missing? 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. All rights reserved. 4. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Reinstall the conflicting mods. All rights reserved. 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. Copyright 2023 Robin Scott. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I think nothing has changed regarding facegen. Put the one you want to win the conflict last. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". What file exactly did you use to regenerate the facegen data? The powerful open-source mod manager from Nexus Mods. I sure can't tell. No glitches or bugs at all. I opened up my entire current load order at once in SSEEdit to figure out which plugin was the last file to modify that record (note: the Race record, not the Actor record), which in my case was the USSEP plugin. I don't know why people still advice regenerating facegen data. This tool doesn't do anything by itself. Can I do this in xEdit or will I need to use the Creation Kit? now will not add same npc to console command batch file again and again. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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. 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. It's a flaw in Nifmerge. Updates your NPC faces to match body in a quick and efficient way. Install hundreds of mods with the click of a button. This only happens for vanilla NPCs. And that's what happens most of the time when people encounter black faces in their game. In Skyrim, if two mods changed the face of the same NPC the only problem of incompatibility between those mods was that you would only see in game the changes done by the last mod loading in your load order, as the files in the Skyrim.esm folder of the second mod overwrote the ones of the first mod. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Cheers. They also won't allow certain geometries the old game's head nifs would allow. In the right pane, find and select the NPC (s) with broken faces. 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). This mod is needed to extract all unique heads to allow you customize their textures. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. - The black head seems to happen no matter what. 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. I've run into this problem too. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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). Her face is not discolored in my game, but if she is in yours, use this. 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). By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. I also opened the face mesh in NifSkope, and it looks fine there. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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. 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? And does "fluffy Khajiits" change all Khajiits to something else? 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. Your first sentence may be true, but the second sentence is definitely not. 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. That step is sometimes overlooked by mod authors - which also explains some black faces. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. This is really useful for spawning multiple NPCs to test. Edited by Belegost, 13 November 2020 - 11:24 am. 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. Several functions may not work. A popup will show containing your mod list. 3. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Repeat Steps 4-6 for any other mods with broken . Log in to view your list of favourite games.