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. Basically you want to check which tintmask texture is attached to the head mesh. Possible solution if you get dark face. Cheers. Complementary tool for all mods that allow character races to have bodies unique to them. Remove the DDS files from these directories . It should have been the mod from which the NPC comes. 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. 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 ". Multiple mods that do the same thing will cause issues. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Problems appear when you use more than one mod that modifies the same NPC face. 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 . Yours is unfortunately a totally different issue. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Log in to view your list of favourite games. 4. Source code on GitHubThis work is licensed under the MIT License. Select all plugins (Ctrl+A). Edited by Belegost, 19 November 2020 - 03:58 pm. Not needed but suggested heavily. So to get the corresponding facegen files, you need to change the first two numbers to 0. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. Create a bashed patch. now will not add same npc to console command batch file again and again. 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. (Select multiple NPCs by holding down Shift or Ctrl .) 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). Could it somehow be related to her being a vampire? Load your current load order. Find the entries for the head mesh itself. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 3. Uses xEdit script. What file exactly did you use to regenerate the facegen data? I remembered someone had an in game solution that if you change the weight of an NPC in the console commands it would temporarily restore their facegen data and solve the bug until you left the cell. I hope all that helps (took me a while to figure all that out lol). Put Mrissi after anything that changes Khajiits. 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. I also opened the face mesh in NifSkope, and it looks fine there. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. 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. 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. Can I do this in xEdit or will I need to use the Creation Kit? This seems to have worked better, since now her face looks fine in-game. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Please re-enable javascript to access full functionality. 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. NifMerge can't even open head nifs made with the new CK. All rights reserved. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Several functions may not work. 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. Maybe that was already common knowledge, but I didn't know it. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. * 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! Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. The gray face bug will now be gone for you. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Open the Creation Kit and click File > Data. I also opened the face mesh in NifSkope, and it looks fine there. That step is sometimes overlooked by mod authors - which also explains some black faces. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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. Reinstall the conflicting mods. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. fixed an issue. Copyright 2023 Robin Scott. :), Press J to jump to the feed. 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. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. And does "fluffy Khajiits" change all Khajiits to something else? As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. This is really useful for spawning multiple NPCs to test. I don't know why people still advice regenerating facegen data. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Has something to do with it changing the shaders file. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This means it will work for mods such as VHR - Vanilla Hair Replacer. Press question mark to learn the rest of the keyboard shortcuts. Any ideas on how I could fix it? Copyright 2023 Black Tree Gaming Ltd. All rights reserved. The powerful open-source mod manager from Nexus Mods. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Any ideas why? However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. Use caution. If using MO2 you need to run this and SSEEdit through MO2. That may have been their intention. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Updates your NPC faces to match body in a quick and efficient way. This will tell you their FormID and the last plugin in your load order that referenced them. Skip the Patching section if you are only wanting to create new FaceGen Data. This covers that up. Unfortunately I'm kinda out of my wits here. The mods in question are found here and here. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. It SHOULD read sth. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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 think nothing has changed regarding facegen. 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. - 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. Several mods making changes to one and the same NPC can result in a black face. 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. Install hundreds of mods with the click of a button. 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). Are these NPCs supposed to be normal Khajiits? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Let me know if you run into any problems. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. A popup will show containing your mod list. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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 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! 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". 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. Install hundreds of mods with the click of a button. 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. 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? This means it will work for mods such as VHR - Vanilla Hair Replacer. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. 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. 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. While they're highlighted, press Ctrl + F4. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. This worked fine, but I have 1 problem. I was talking only about naming and location of files. 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). And that's what happens most of the time when people encounter black faces in their game. This mod is opted-in to receive Donation Points. This mod is needed to extract all unique heads to allow you customize their textures. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. First, pick one mod that alters NPC faces and use just that one. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). High Poly Head should also take effect if you distribute it with the xEdit script. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 5. So then, patch making time. 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. There appears to be nothing at all wrong with Padma's records. E.g. Log in to view your list of favourite games. Thanks for the tip. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. - You'll get the black head no matter which way you do it, or if you do both. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Copyright 2023 Robin Scott. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu.