Log in to view your list of favourite games. 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%. 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". 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. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. New comments cannot be posted and votes cannot be cast. The powerful open-source mod manager from Nexus Mods. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more This only happens for vanilla NPCs. If using MO2 you need to run this and SSEEdit through MO2. 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)). With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Could be worth a try. 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. * 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! In this case, all the effected NPCs are those added by mods they don't exist in the base game. Check the box again and the old merges work perfect. 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/#/ My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. - 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. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube That may have been their intention. Any ideas on how I could fix it? Copyright 2023 Robin Scott. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Just made my first weapon in Blender and want to know how to port over to Skyrim. Thanks for the tip. Load your current load order. 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). After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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). Blackjack_Davy 2 yr. ago. :), Press J to jump to the feed. Edited by Belegost, 19 November 2020 - 03:58 pm. now will not add same npc to console command batch file again and again. And does "fluffy Khajiits" change all Khajiits to something else? 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. 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. 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. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Click Yes to all to dismiss warnings by category again. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. In most cases your problem is solved. So then, patch making time. 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. What file exactly did you use to regenerate the facegen data? Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. I sure can't tell. I can't seem to get the facegen data to export. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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"). Check the last texture entry but one. Some of the affected mods add a LOT of new NPCs. Maybe that was already common knowledge, but I didn't know it. 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 ". All rights reserved. NifMerge can't even open head nifs made with the new CK. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Remove the DDS files from these directories . 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. While they're highlighted, press Ctrl + F4. Log in to view your list of favourite games. fixed an issue. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs They also won't allow certain geometries the old game's head nifs would allow. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. ! Her face is not discolored in my game, but if she is in yours, use this. Uses xEdit script. 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly Any ideas why? Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I've got a few different mods which add npcs to the world which end up with blackened heads. 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. 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). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Not Required. 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. You currently have javascript disabled. 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. Are these NPCs supposed to be normal Khajiits? Which is a pita. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". No glitches or bugs at all. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Well, that depends on what's causing the blackface bug in your case. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Updates your NPC faces to match body in a quick and efficient way. That didn't work either, even after regenerating face data again with the patch: You did a lot of work to provide us with information. You don't need to include ".txt". 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. 2. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Several functions may not work. 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. Reinstall the conflicting mods. This mod is opted-in to receive Donation Points. It SHOULD read sth. I don't know why people still advice regenerating facegen data. She still has the black face bug in my game. Thanks for pointing that out. High Poly Head should also take effect if you distribute it with the xEdit script. Unfortunately, it's not a case of multiple mods modifying a single npc. This is really useful for spawning multiple NPCs to test. now can check records which is not in master file, by selecting them then choose '2. This will tell you their FormID and the last plugin in your load order that referenced them. 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. 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 ". I hope all that helps (took me a while to figure all that out lol). Right click. Source code on GitHubThis work is licensed under the MIT License. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Copyright 2023 Robin Scott. She is Breton, and BretonRace has no alterations of any kind to it's face data. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Any way of fixing this or it is just something we have to learn to live with? 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. - The black head seems to happen no matter what. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. now definitely will not add same npc to console command batch file again and again. Race. Could it somehow be related to her being a vampire? I haven't figured it out yet, but I've been working on it for the past few days. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit Launch TES5Edit/SSEdit. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Install hundreds of mods with the click of a button. 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. Nnnnnope. 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. - 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. 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. TBH, I'm not sure what exactly happens here. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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). 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 of them can be selected. 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. 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"). Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Skyrim Special Edition Creation Kit and Modders. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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 . The gray face bug will now be gone for you. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). facegen data is definitely being output to the data directory. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Complementary tool for all mods that allow character races to have bodies unique to them. 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. Has something to do with it changing the shaders file. Edited by Belegost, 13 November 2020 - 11:24 am. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods It's a flaw in Nifmerge. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Most black face issues are simple mod conflicts. 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. 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. - You'll get the black head no matter which way you do it, or if you do both. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify It should have been the mod from which the NPC comes. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Press question mark to learn the rest of the keyboard shortcuts. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. There appears to be nothing at all wrong with Padma's records. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. For example: Looking at tint layers, it seems pretty clear what the issue is. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Skip the Patching section if you are only wanting to create new FaceGen Data. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. I also opened the face mesh in NifSkope, and it looks fine there. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. New way of handling facegen data for NPCs in SSE - The Nexus Forums Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Create a bashed patch. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. The third-party CommonLibSSE library is licensed under the MIT license. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. All trademarks are property of their respective owners in the US and other countries. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Repeat Steps 4-6 for any other mods with broken . If it is not there, Multiple mods that do the same thing will cause issues. Basically you want to check which tintmask texture is attached to the head mesh. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. The Elder Scrolls V: Skyrim Special Edition. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. New comments cannot be posted and votes cannot be cast. This worked fine, but I have 1 problem. Not needed but suggested heavily. Can I do this in xEdit or will I need to use the Creation Kit? That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. In the right pane, find and select the NPC (s) with broken faces. 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. Use caution. The mods in question are found here and here.