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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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. I also can't see anything obviously wrong regarding poor Padma. 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 ". Log in to view your list of favourite games. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. You currently have javascript disabled. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. - 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. For example: Looking at tint layers, it seems pretty clear what the issue is. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Unfortunately, it's not a case of multiple mods modifying a single npc. This is really useful for spawning multiple NPCs to test. 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. Put Mrissi after anything that changes Khajiits. Could it somehow be related to her being a vampire? 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 . While they're highlighted, press Ctrl + F4. If you want all the NPCs in your load order to use the individualized face textures for each race. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). facegen data is definitely being output to the data directory. The mods in question are found here and here. 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. It should have been the mod from which the NPC comes. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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. 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)). As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Forget about the ones under the Mod.esp folder! Are these NPCs supposed to be normal Khajiits? 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. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. 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". Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. It did not. New comments cannot be posted and votes cannot be cast. 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). a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. Sorry No worries. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Complementary tool for all mods that allow character races to have bodies unique to 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). Most black face issues are simple mod conflicts. Has something to do with it changing the shaders file. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. Select all plugins (Ctrl+A). Remove the DDS files from these directories . First, pick one mod that alters NPC faces and use just that one. 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. 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) 4. Black faces. Tried regenerating faces. Apparently, I'm not doing it It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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). Find the entries for the head mesh itself. You don't need to include ".txt". 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 my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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 ". Fixing the Gray Face: Skyrim Modding Tutorial - Weebly In the right pane, find and select the NPC (s) with broken faces. Check the last texture entry but one. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Run only for selected files or records' from main menu. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. The third-party CommonLibSSE library is licensed under the MIT license. Some assets in this file belong to other authors. Repeat Steps 4-6 for any other mods with broken . That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Skip the Patching section if you are only wanting to create new FaceGen Data. ! 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. Multiple mods that do the same thing will cause issues. easymod/faq.md at master focustense/easymod GitHub Not Required. So then, patch making time. The gray face bug will now be gone for you. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. - 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. Open the Creation Kit and click File > Data. 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. Guide: Creating FaceGen Data - Articles - The Nexus Forums Valve Corporation. 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. 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. NifMerge can't even open head nifs made with the new CK. 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. 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 . 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Skyrim Special Edition Creation Kit and Modders. 5. - 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. 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 hope all that helps (took me a while to figure all that out lol). Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Cheers. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit Select which races you want to patch. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Where does CreationKit export facegen data? : r/skyrimmods Log in to view your list of favourite games. But in SSE things are not so easy. If using MO2 you need to run this and SSEEdit through MO2. now will not add same npc to console command batch file again and again. 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 sure can't tell. 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. :), Press J to jump to the feed. Well, that depends on what's causing the blackface bug in your case. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. - You'll get the black head no matter which way you do it, or if you do both. This mod is needed to extract all unique heads to allow you customize their textures. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Please re-enable javascript to access full functionality. I've got a few different mods which add npcs to the world which end up with blackened heads. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. I also opened the face mesh in NifSkope, and it looks fine there. Press question mark to learn the rest of the keyboard shortcuts. Some of the affected mods add a LOT of new NPCs. I also opened the face mesh in NifSkope, and it looks fine there. Thanks for pointing that out. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. 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 . If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there.
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