Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). I don't know why people still advice regenerating facegen data. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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 can't seem to get the facegen data to export. 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. These "missing facegen data" issues are rather rare and very special cases. Possible solution if you get dark face. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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/#/ 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. 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). And does "fluffy Khajiits" change all Khajiits to something else? All rights reserved. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Select all plugins (Ctrl+A). Install hundreds of mods with the click of a button. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. This seems to have worked better, since now her face looks fine in-game. I sure can't tell. Black faces. Tried regenerating faces. Apparently, I'm not doing it If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. What file exactly did you use to regenerate the facegen data? Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 2. 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. Other than that we can only hope that someone more expreienced than me has a clue. New comments cannot be posted and votes cannot be cast. The powerful open-source mod manager from Nexus Mods. 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. Fixed delphi/pascal stupid 'else' handling. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Multiple mods that do the same thing will cause issues. I sure can't tell. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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 attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. There appears to be nothing at all wrong with Padma's records. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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). 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. facegen data is definitely being output to the data directory. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". * 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! 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%. Edited by Belegost, 13 November 2020 - 11:24 am. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Could be worth a try. Well, that depends on what's causing the blackface bug in your case. If it is not there, 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. Any way of fixing this or it is just something we have to learn to live with? She is Breton, and BretonRace has no alterations of any kind to it's face data. I also can't see anything obviously wrong regarding poor Padma. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! facegen - Reddit post and comment search - SocialGrep You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. So what am I missing? Is there a way to export facegen data without the creation kit? The powerful open-source mod manager from Nexus Mods. 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. They also won't allow certain geometries the old game's head nifs would allow. ! In most cases your problem is solved. Thank Bethesda for the shiesty BS, Soft. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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 check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Yours is unfortunately a totally different issue. Log in to view your list of favourite games. I think nothing has changed regarding facegen. - You'll get the black head no matter which way you do it, or if you do both. - The black head seems to happen no matter what. Some of the affected mods add a LOT of new NPCs. Launch TES5Edit/SSEdit. This tool doesn't do anything by itself. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Unfortunately, it's not a case of multiple mods modifying a single npc. Where does CreationKit export facegen data? : r/skyrimmods Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Her face is not discolored in my game, but if she is in yours, use this. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Which is a pita. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly 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. 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 ". Fixed! FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. It SHOULD read sth. 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. Several mods making changes to one and the same NPC can result in a black face. 3. 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 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. New comments cannot be posted and votes cannot be cast. TBH, I'm not sure what exactly happens here. New way of handling facegen data for NPCs in SSE - The Nexus Forums 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. That site also lets you input the NPC's name and will then give you their code. Export NPC Face Textures - GECK 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. 4. I appreciate the attempt. It did not. Copyright 2023 Robin Scott. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Not Required. First, you need to export face gen data for each NPC. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. The mods in question are found here and here. 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 . This covers that up. All rights reserved. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Race. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Guide: Creating FaceGen Data - Articles - The Nexus Forums When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Some assets in this file belong to other authors. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. 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? Any ideas on how I could fix it? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. But in SSE things are not so easy. 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. All rights reserved. Create a bashed patch. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Has something to do with it changing the shaders file. Please re-enable javascript to access full functionality. Create an account to follow your favorite communities and start taking part in conversations. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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 If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? Install hundreds of mods with the click of a button. Select which races you want to patch. Open the Creation Kit and click File > Data. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. A popup will show containing your mod list. Nnnnnope. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Skyrim Special Edition Creation Kit and Modders. This will tell you their FormID and the last plugin in your load order that referenced them. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. I've got a few different mods which add npcs to the world which end up with blackened heads. Are these NPCs supposed to be normal Khajiits? - 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. Problems appear when you use more than one mod that modifies the same NPC face. easymod/faq.md at master focustense/easymod GitHub I've run into this problem too. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Install hundreds of mods with the click of a button. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Sorry No worries. Copyright 2023 Robin Scott. 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. Could it somehow be related to her being a vampire? 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. - 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. 5. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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 . Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Black face bug dont effect the way the game works. 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. If you want all the NPCs in your load order to use the individualized face textures for each 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. 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. fixed an issue. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. I also opened the face mesh in NifSkope, and it looks fine there. 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. Find the entries for the head mesh itself. High Poly Head should also take effect if you distribute it with the xEdit script. You currently have javascript disabled. Blackjack_Davy 2 yr. ago. Can I do this in xEdit or will I need to use the Creation Kit? While they're highlighted, press Ctrl + F4. Copyright 2023 Robin Scott. 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)). Use caution. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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. (Select multiple NPCs by holding down Shift or Ctrl .) That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. I haven't figured it out yet, but I've been working on it for the past few days. I also opened the face mesh in NifSkope, and it looks fine there. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. No glitches or bugs at all. This means it will work for mods such as VHR - Vanilla Hair Replacer. Unfortunately I'm kinda out of my wits here. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. For example: Looking at tint layers, it seems pretty clear what the issue is. Multiple mods that do the same thing will cause issues. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Complementary tool for all mods that allow character races to have bodies unique to them. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. It should have been the mod from which the NPC comes. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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"). 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 ". Forget about the ones under the Mod.esp folder! First, pick one mod that alters NPC faces and use just that one. This means it will work for mods such as VHR - Vanilla Hair Replacer. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. First, pick one mod that alters NPC faces and use just that one. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. but if it's having any effect on the game when I load a save. Check the box again and the old merges work perfect. All rights reserved. Most likely a missing (or unreadable) tint mask. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Log in to view your list of favourite games. Press question mark to learn the rest of the keyboard shortcuts. now will not add same npc to console command batch file again and again. 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.

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