It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Click Yes to all to dismiss warnings by category again. Check the box again and the old merges work perfect. Log in to view your list of favourite games. These "missing facegen data" issues are rather rare and very special cases. Any ideas why? - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. And does "fluffy Khajiits" change all Khajiits to something else? Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. This seems to have worked better, since now her face looks fine in-game. Could it somehow be related to her being a vampire? 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. I appreciate the attempt. The mods in question are found here and here. TBH, I'm not sure what exactly happens here. In the right pane, find and select the NPC (s) with broken faces. Unfortunately, it's not a case of multiple mods modifying a single npc. Valve Corporation. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . 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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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)). It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Remove the DDS files from these directories . New comments cannot be posted and votes cannot be cast. 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) A popup will show containing your mod list. Unfortunately I'm kinda out of my wits here. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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. Find the entries for the head mesh itself. Not needed but suggested heavily. 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. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. It should have been the mod from which the NPC comes. 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. Yours is unfortunately a totally different issue. Source code on GitHubThis work is licensed under the MIT License. High Poly Head should also take effect if you distribute it with the xEdit script. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. Thanks for pointing that out. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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. 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 will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). In most cases your problem is solved. 5. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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? 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. Race. The gray face bug will now be gone for you. Check the last texture entry but one. New comments cannot be posted and votes cannot be cast. Multiple mods that do the same thing will cause issues. Most likely a missing (or unreadable) tint mask. 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. I don't know why people still advice regenerating facegen data. Nnnnnope. Are these NPCs supposed to be normal Khajiits? Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Launch TES5Edit/SSEdit. ! Skyrim Special Edition Creation Kit and Modders. Uses xEdit script. Black face bug dont effect the way the game works. :), Press J to jump to the feed. Log in to view your list of favourite games. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Repeat Steps 4-6 for any other mods with broken . In this case, all the effected NPCs are those added by mods they don't exist in the base game. Well, that depends on what's causing the blackface bug in your case. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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"). By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Sorry No worries. This covers that up. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. So what am I missing? That step is sometimes overlooked by mod authors - which also explains some black faces. Forget about the ones under the Mod.esp folder! 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. - 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. Fixed! This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. 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. 2. 3. Problems appear when you use more than one mod that modifies the same NPC face. 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 ". I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Cheers. Select all plugins (Ctrl+A). I sure can't tell. You don't need to include ".txt". 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. It did not. 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. It's a flaw in Nifmerge. If it is not there, If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. No glitches or bugs at all. Thanks for the tip. All trademarks are property of their respective owners in the US and other countries. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data 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). 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? I also opened the face mesh in NifSkope, and it looks fine there. 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. Let me know if you run into any problems. Any ideas on how I could fix it? First, you need to export face gen data for each NPC. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. This means it will work for mods such as VHR - Vanilla Hair Replacer. But in SSE things are not so easy. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. I've run into this problem too. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If using MO2 you need to run this and SSEEdit through MO2. Not Required. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Her face is not discolored in my game, but if she is in yours, use this. Blackjack_Davy 2 yr. ago. - 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Multiple mods that do the same thing will cause issues. Copyright 2023 Robin Scott. now will not add same npc to console command batch file again and again. So then, patch making time. This will tell you their FormID and the last plugin in your load order that referenced them. Has something to do with it changing the shaders file. This means it will work for mods such as VHR - Vanilla Hair Replacer. That may have been their intention. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. The Elder Scrolls V: Skyrim Special Edition. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. So what am I missing? For example: Looking at tint layers, it seems pretty clear what the issue is. but if it's having any effect on the game when I load a save. 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. 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. 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). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Can I do this in xEdit or will I need to use the Creation Kit? Edited by Belegost, 19 November 2020 - 03:58 pm. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. I hope all that helps (took me a while to figure all that out lol). This mod is needed to extract all unique heads to allow you customize their textures. The third-party CommonLibSSE library is licensed under the MIT license. 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 two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! I also opened the face mesh in NifSkope, and it looks fine there. 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. Put the one you want to win the conflict last. Reinstall the conflicting mods. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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). The powerful open-source mod manager from Nexus Mods. 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. She is Breton, and BretonRace has no alterations of any kind to it's face data. So to get the corresponding facegen files, you need to change the first two numbers to 0. And that's what happens most of the time when people encounter black faces in their game. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. That site also lets you input the NPC's name and will then give you their code. 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. NifMerge can't even open head nifs made with the new CK. Other than that we can only hope that someone more expreienced than me has a clue. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Fixed delphi/pascal stupid 'else' handling. They also won't allow certain geometries the old game's head nifs would allow. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. - The black head seems to happen no matter what. Most black face issues are simple mod conflicts. 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. Run only for selected files or records' from main menu. Put Mrissi after anything that changes Khajiits. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. Possible solution if you get dark face. 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. Install hundreds of mods with the click of a button. All rights reserved. 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. 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. 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. First, pick one mod that alters NPC faces and use just that one. 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. * 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! Your first sentence may be true, but the second sentence is definitely not. Several functions may not work. It SHOULD read sth. This worked fine, but I have 1 problem. The powerful open-source mod manager from Nexus Mods. I can't seem to get the facegen data to export. Several mods making changes to one and the same NPC can result in a black face. This is really useful for spawning multiple NPCs to test. All rights reserved. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Select the altered NPCs and press Ctrl+F4 to export their 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. Complementary tool for all mods that allow character races to have bodies unique to them. There appears to be nothing at all wrong with Padma's records. She still has the black face bug in my game. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Updates your NPC faces to match body in a quick and efficient way. now can check records which is not in master file, by selecting them then choose '2. Load your current load order. Right click. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Use caution. Which is a pita. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. E.g. You currently have javascript disabled. 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 tool doesn't do anything by itself. 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. Edited by Belegost, 13 November 2020 - 11:24 am. Copyright 2023 Robin Scott. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Any way of fixing this or it is just something we have to learn to live with? Just made my first weapon in Blender and want to know how to port over to Skyrim. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Log in to view your list of favourite games. 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. 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. 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. 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). Copyright 2023 Robin Scott. - 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. 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). If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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