Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. I can think of 2 way to solve this, first is I keep the FaceGen files of the ladies and delete the ones of the men. There appears to be nothing at all wrong with Padma's records. 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. 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. I think nothing has changed regarding facegen. fixed an issue. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Use caution. You don't need to include ".txt". 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 . It did not. Fixed delphi/pascal stupid 'else' handling. Install hundreds of mods with the click of a button. Source code on GitHubThis work is licensed under the MIT License. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Most likely a missing (or unreadable) tint mask. - 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 haven't figured it out yet, but I've been working on it for the past few days. It SHOULD read sth. Just made my first weapon in Blender and want to know how to port over to Skyrim. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Copyright 2023 Robin Scott. Maybe that was already common knowledge, but I didn't know it. They also won't allow certain geometries the old game's head nifs would allow. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Launch TES5Edit/SSEdit. That site also lets you input the NPC's name and will then give you their code. Multiple mods that do the same thing will cause issues. Check the box again and the old merges work perfect. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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 also opened the face mesh in NifSkope, and it looks fine there. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. And does "fluffy Khajiits" change all Khajiits to something else? 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 . It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). now can check records which is not in master file, by selecting them then choose '2. 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. but if it's having any effect on the game when I load a save. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Reinstall the conflicting mods. This only happens for vanilla NPCs. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Thanks for pointing that out. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Should fix the void face bug, if you get it, Prevent a crash on startup when using broken mods with bad race (RNAM) data; an error will be printed to the SKSE log instead. Updates your NPC faces to match body in a quick and efficient way. Skyrim Special Edition Creation Kit and Modders. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. Copyright 2023 Robin Scott. Problems appear when you use more than one mod that modifies the same NPC face. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. :), Press J to jump to the feed. Please re-enable javascript to access full functionality. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Install hundreds of mods with the click of a button. Has something to do with it changing the shaders file. Well, that depends on what's causing the blackface bug in your case. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. So what am I missing? SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Select all plugins (Ctrl+A). Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". It's a flaw in Nifmerge. now will not add same npc to console command batch file again and again. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I've got a few different mods which add npcs to the world which end up with blackened heads. The mods in question are found here and here. 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. 4. Select which races you want to patch. 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. This seems to have worked better, since now her face looks fine in-game. All rights reserved. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). These "missing facegen data" issues are rather rare and very special cases. 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. Click Yes to all to dismiss warnings by category again. - You'll get the black head no matter which way you do it, or if you do both. 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. I don't know why people still advice regenerating facegen data. (Select multiple NPCs by holding down Shift or Ctrl .) Let me know if you run into any problems. Put Mrissi after anything that changes Khajiits. New comments cannot be posted and votes cannot be cast. 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. I sure can't tell. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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). Could it somehow be related to her being a vampire? This mod is needed to extract all unique heads to allow you customize their textures. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. So what am I missing? - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. But in SSE things are not so easy. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Race. I sure can't tell. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Run only for selected files or records' from main menu. New comments cannot be posted and votes cannot be cast. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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)). 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. What file exactly did you use to regenerate the facegen data? Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. If using MO2 you need to run this and SSEEdit through MO2. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Right click. The Elder Scrolls V: Skyrim Special Edition. For example: Looking at tint layers, it seems pretty clear what the issue is. 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. 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. Several functions may not work. If you want all the NPCs in your load order to use the individualized face textures for each race. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). That may have been their intention. Black face bug dont effect the way the game works. First, pick one mod that alters NPC faces and use just that one. While they're highlighted, press Ctrl + F4. ! 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. 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). - The black head seems to happen no matter what. I also opened the face mesh in NifSkope, and it looks fine there. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). This is really useful for spawning multiple NPCs to test. 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. All trademarks are property of their respective owners in the US and other countries. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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. 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. Yours is unfortunately a totally different issue. If it is not there, Open the Creation Kit and click File > Data. Her face is not discolored in my game, but if she is in yours, use this. Possible solution if you get dark face. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Any way of fixing this or it is just something we have to learn to live with? Edited by Belegost, 19 November 2020 - 03:58 pm. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Any ideas why? All rights reserved. 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. Several mods making changes to one and the same NPC can result in a black face. Your first sentence may be true, but the second sentence is definitely not. 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. Skip the Patching section if you are only wanting to create new FaceGen Data. Forget about the ones under the Mod.esp folder! NifMerge can't even open head nifs made with the new CK. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Can I do this in xEdit or will I need to use the Creation Kit? 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. 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%. Are these NPCs supposed to be normal Khajiits? I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. And that's what happens most of the time when people encounter black faces in their game. Cheers. Fixed! I hope all that helps (took me a while to figure all that out lol). Find the entries for the head mesh itself. 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. First, pick one mod that alters NPC faces and use just that one. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. The powerful open-source mod manager from Nexus Mods. Sorry No worries. Bijin, Better Bards). 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 ". Complementary tool for all mods that allow character races to have bodies unique to them. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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. Uses xEdit script. Put the one you want to win the conflict last. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. 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. 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 ". She still has the black face bug in my game. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Check the last texture entry but one. This worked fine, but I have 1 problem. 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. Most black face issues are simple mod conflicts. Valve Corporation. Thank Bethesda for the shiesty BS, Soft. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. Unfortunately I'm kinda out of my wits here. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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 if there if a way to export FaceGen Data with xEdit I would be glad to know it. Some of the affected mods add a LOT of new NPCs. * 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! She is Breton, and BretonRace has no alterations of any kind to it's face data. Multiple mods that do the same thing will cause issues. In the right pane, find and select the NPC (s) with broken faces. Repeat Steps 4-6 for any other mods with broken . Copyright 2023 Black Tree Gaming Ltd. All rights reserved. This means it will work for mods such as VHR - Vanilla Hair Replacer. Basically you want to check which tintmask texture is attached to the head mesh. So then, patch making time. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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.