Your first sentence may be true, but the second sentence is definitely not. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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). A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. The mods in question are found here and here. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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 didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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. 5. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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 ". Put Mrissi after anything that changes Khajiits. This mod is opted-in to receive Donation Points. New comments cannot be posted and votes cannot be cast. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. * 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! By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. Unfortunately, it's not a case of multiple mods modifying a single npc. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. First, pick one mod that alters NPC faces and use just that one. 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 . Let me know if you run into any problems. 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. ! In the right pane, find and select the NPC (s) with broken faces. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. High Poly Head should also take effect if you distribute it with the xEdit script. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. But in SSE things are not so easy. Skyrim Special Edition Creation Kit and Modders. NifMerge can't even open head nifs made with the new CK. Are these NPCs supposed to be normal Khajiits? Install hundreds of mods with the click of a button. 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"). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. These "missing facegen data" issues are rather rare and very special cases. This mod is needed to extract all unique heads to allow you customize their textures. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Copyright 2023 Robin Scott. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Other than that we can only hope that someone more expreienced than me has a clue. So what am I missing? A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Thanks for pointing that out. Yours is unfortunately a totally different issue. The Elder Scrolls V: Skyrim Special Edition. 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. - 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. Press question mark to learn the rest of the keyboard shortcuts. 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 . I haven't figured it out yet, but I've been working on it for the past few days. 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. Any ideas why? If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Remove the DDS files from these directories . Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". They also won't allow certain geometries the old game's head nifs would allow. Nnnnnope. 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"). :), Press J to jump to the feed. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Any ideas on how I could fix it? Which is a pita. I sure can't tell. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. E.g. (Select multiple NPCs by holding down Shift or Ctrl .) The powerful open-source mod manager from Nexus Mods. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Unfortunately I'm kinda out of my wits here. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. So to get the corresponding facegen files, you need to change the first two numbers to 0. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Complementary tool for all mods that allow character races to have bodies unique to them. First, you need to export face gen data for each NPC. The third-party CommonLibSSE library is licensed under the MIT license. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Could be worth a try. Check the last texture entry but one. Source code on GitHubThis work is licensed under the MIT License. I can't seem to get the facegen data to export. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. 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) but if it's having any effect on the game when I load a save. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Thank Bethesda for the shiesty BS, Soft. I've got a few different mods which add npcs to the world which end up with blackened heads. You currently have javascript disabled. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Most likely a missing (or unreadable) tint mask. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. I sure can't tell. Several mods making changes to one and the same NPC can result in a black face. Install hundreds of mods with the click of a button. You don't need to include ".txt". All rights reserved. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Click Yes to all to dismiss warnings by category again. The gray face bug will now be gone for you. Run only for selected files or records' from main menu. 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. Launch TES5Edit/SSEdit. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. And that's what happens most of the time when people encounter black faces in their game. Edited by Belegost, 13 November 2020 - 11:24 am. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. I've run into this problem too. Log in to view your list of favourite games. This covers that up. Uses xEdit script. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Just made my first weapon in Blender and want to know how to port over to Skyrim. Create an account to follow your favorite communities and start taking part in conversations. 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. Open the Creation Kit and click File > Data. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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? 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. 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. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. So what am I missing? Black face bug dont effect the way the game works. 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. All trademarks are property of their respective owners in the US and other countries. Select all plugins (Ctrl+A). I think nothing has changed regarding facegen. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I also opened the face mesh in NifSkope, and it looks fine there. Some assets in this file belong to other authors. now will not add same npc to console command batch file again and again. Blackjack_Davy 2 yr. ago. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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/#/ fixed an issue. Find the entries for the head mesh itself. While they're highlighted, press Ctrl + F4. Please re-enable javascript to access full functionality. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Not Required. now can check records which is not in master file, by selecting them then choose '2. 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. 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. 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. 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. The powerful open-source mod manager from Nexus Mods. 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. Put the one you want to win the conflict last. Edited by Belegost, 19 November 2020 - 03:58 pm. So then, patch making time. 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. 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'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. Forget about the ones under the Mod.esp folder! For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Most black face issues are simple mod conflicts. A popup will show containing your mod list. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. I also opened the face mesh in NifSkope, and it looks fine there. 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? 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. Can I do this in xEdit or will I need to use the Creation Kit? Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. I don't know why people still advice regenerating facegen data. Multiple mods that do the same thing will cause issues. Copyright 2023 Robin Scott. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. This worked fine, but I have 1 problem. 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. Log in to view your list of favourite games. First, pick one mod that alters NPC faces and use just that one. If it is not there, Sorry No worries. It SHOULD read sth. If using MO2 you need to run this and SSEEdit through MO2. Copyright 2023 Robin Scott. now definitely will not add same npc to console command batch file again and again. 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. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. That may have been their intention. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. 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. There appears to be nothing at all wrong with Padma's records. Multiple mods that do the same thing will cause issues. All rights reserved. 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. All rights reserved. - 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. 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. All rights reserved. No glitches or bugs at all. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. What file exactly did you use to regenerate the facegen data? Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. Basically you want to check which tintmask texture is attached to the head mesh. 2. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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. Create a bashed patch. Fixed! I appreciate the attempt. Problems appear when you use more than one mod that modifies the same NPC face. 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. Use caution. Any way of fixing this or it is just something we have to learn to live with? Thanks for the tip. Log in to view your list of favourite games. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). In most cases your problem is solved. It's a flaw in Nifmerge. Has something to do with it changing the shaders file. Her face is not discolored in my game, but if she is in yours, use this. Some of the affected mods add a LOT of new NPCs. - The black head seems to happen no matter what. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. This means it will work for mods such as VHR - Vanilla Hair Replacer. I also can't see anything obviously wrong regarding poor Padma. 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. 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. This seems to have worked better, since now her face looks fine in-game. 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. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Check the box again and the old merges work perfect. 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. It should have been the mod from which the NPC comes. If you want all the NPCs in your load order to use the individualized face textures for each race. facegen data is definitely being output to the data directory. And does "fluffy Khajiits" change all Khajiits to something else? 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 ". This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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 are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Race. This tool doesn't do anything by itself. 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).