This seems to have worked better, since now her face looks fine in-game. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. And does "fluffy Khajiits" change all Khajiits to something else? I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Copyright 2023 Robin Scott. That site also lets you input the NPC's name and will then give you their code. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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 . If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. This mod is opted-in to receive Donation Points. This may be an issue having to do with quads verses triangles, but I'm not sure yet. I sure can't tell. 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. New comments cannot be posted and votes cannot be cast. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Right click. 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. So what am I missing? So to get the corresponding facegen files, you need to change the first two numbers to 0. If it is not there, Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 3. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. (Select multiple NPCs by holding down Shift or Ctrl .) Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. If using MO2 you need to run this and SSEEdit through MO2. Your first sentence may be true, but the second sentence is definitely not. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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"). Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. I can't seem to get the facegen data to export. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Can I do this in xEdit or will I need to use the Creation Kit? Please re-enable javascript to access full functionality. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Thank Bethesda for the shiesty BS, Soft. Reinstall the conflicting mods. 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. Unfortunately I'm kinda out of my wits here. Edited by Belegost, 19 November 2020 - 03:58 pm. Other than that we can only hope that someone more expreienced than me has a clue. They also won't allow certain geometries the old game's head nifs would allow. Her face is not discolored in my game, but if she is in yours, use this. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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. r/skyrimmods Ersh released Animation Queue Fix on Nexus (eliminates the lengthy t-posing period on startup with DAR while animations are cached, is compatible with SE, all AE versions, and VR) 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 got a few different mods which add npcs to the world which end up with blackened heads. 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. Select all plugins (Ctrl+A). When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Sorry No worries. Updates your NPC faces to match body in a quick and efficient way. I appreciate the attempt. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. 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. 2. Source code on GitHubThis work is licensed under the MIT License. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Some assets in this file belong to other authors. 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. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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". This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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. 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 ". If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. She is Breton, and BretonRace has no alterations of any kind to it's face data. TBH, I'm not sure what exactly happens here. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. fixed an issue. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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)). I also opened the face mesh in NifSkope, and it looks fine there. So, apparantly you need to have the last mod that modifies an Actor's Race as well as the last mod that modifies that Actor itself loaded if you want to generate correct FaceGen data. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Create an account to follow your favorite communities and start taking part in conversations. 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. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Several mods making changes to one and the same NPC can result in a black face. Edited by Belegost, 13 November 2020 - 11:24 am. - 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. Blackjack_Davy 2 yr. ago. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. A popup will show containing your mod list. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Bijin, Better Bards). It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. I was talking only about naming and location of files. 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. Not needed but suggested heavily. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Any ideas on how I could fix it? This covers that up. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Once you got your load order sorted, run Wrye Bash and create a "bashed patch". You don't need to include ".txt". Just made my first weapon in Blender and want to know how to port over to Skyrim. Unfortunately, it's not a case of multiple mods modifying a single npc. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. Cheers. Check the box again and the old merges work perfect. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Problems appear when you use more than one mod that modifies the same NPC face. Race. Uses xEdit script. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Basically you want to check which tintmask texture is attached to the head mesh. The gray face bug will now be gone for you. While they're highlighted, press Ctrl + F4. The mods in question are found here and here. Fixed delphi/pascal stupid 'else' handling. 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. 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. Forget about the ones under the Mod.esp folder! Create a bashed patch. I don't know why people still advice regenerating facegen data. Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. That 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? Could be worth a try. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Remove the DDS files from these directories . 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. The powerful open-source mod manager from Nexus Mods. Log in to view your list of favourite games. No glitches or bugs at all. First, you need to export face gen data for each NPC. 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). Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. It did not. For example: Looking at tint layers, it seems pretty clear what the issue is. 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. Launch TES5Edit/SSEdit. 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 . And that's what happens most of the time when people encounter black faces in their game. NifMerge can't even open head nifs made with the new CK. The powerful open-source mod manager from Nexus Mods. Valve Corporation. This worked fine, but I have 1 problem. The third-party CommonLibSSE library is licensed under the MIT license. Multiple mods that do the same thing will cause issues. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. Maybe that was already common knowledge, but I didn't know it. 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). Check the last texture entry but one. Fixed! Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. 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? Thanks for pointing that out. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Multiple mods that do the same thing will cause issues. 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. 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. 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. The Elder Scrolls V: Skyrim Special Edition. Has something to do with it changing the shaders file. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. So then, patch making time. I haven't figured it out yet, but I've been working on it for the past few days. 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). 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. Which is a pita. 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? now will not add same npc to console command batch file again and again. All rights reserved. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. This will tell you their FormID and the last plugin in your load order that referenced them. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. This only happens for vanilla NPCs. Thanks for the tip. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Install hundreds of mods with the click of a button. These "missing facegen data" issues are rather rare and very special cases. First, pick one mod that alters NPC faces and use just that one. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Open the Creation Kit and click File > Data. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Not Required. - The new CK will work like the old CK when you press , it will put the facegeom data in folders named after the original vanilla or DLC plugin. Black face bug dont effect the way the game works. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. facegen data is definitely being output to the data directory. All rights reserved. There are already mods that create a framework for this: 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. I sure can't tell. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm" 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. Nnnnnope. 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). In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. but if it's having any effect on the game when I load a save. Log in to view your list of favourite games. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures).