If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. For example: Looking at tint layers, it seems pretty clear what the issue is. Her face is not discolored in my game, but if she is in yours, use this. Could it somehow be related to her being a vampire? The other way I could possibly get the right FaceGen files is to delete all of them and then export the files of the female NPCs like you can do in Creation Kit. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. This only happens for vanilla NPCs. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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/#/ Create a bashed patch. Select which races you want to patch. 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 of the affected mods add a LOT of new NPCs. 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. Launch TES5Edit/SSEdit. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. I've got a few different mods which add npcs to the world which end up with blackened heads. - 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. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. This covers that up. The Elder Scrolls V: Skyrim Special Edition. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Select all plugins (Ctrl+A). Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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 don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I don't know why people still advice regenerating facegen data. 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"). 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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 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. Repeat Steps 4-6 for any other mods with broken . 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. All rights reserved. Export NPC Face Textures - GECK There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. :), Press J to jump to the feed. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. A popup will show containing your mod list. That may have been their intention. She still has the black face bug in my game. This mod is opted-in to receive Donation Points. Multiple mods that do the same thing will cause issues. 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). 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. Edited by Belegost, 19 November 2020 - 03:58 pm. Thank Bethesda for the shiesty BS, Soft. Some assets in this file belong to other authors. Black face bug dont effect the way the game works. Remove the DDS files from these directories . now can check records which is not in master file, by selecting them then choose '2. 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). It should have been the mod from which the NPC comes. It SHOULD read sth. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. And does "fluffy Khajiits" change all Khajiits to something else? Could be worth a try. What file exactly did you use to regenerate the facegen data? Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Use caution. Well, that depends on what's causing the blackface bug in your case. This seems to have worked better, since now her face looks fine in-game. 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. It's a flaw in Nifmerge. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Put the one you want to win the conflict last. Most likely a missing (or unreadable) tint mask. First, you need to export face gen data for each NPC. 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. Open the Creation Kit and click File > Data. Copyright 2023 Robin Scott. 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 ". Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Complementary tool for all mods that allow character races to have bodies unique to them. Bijin, Better Bards). Find the entries for the head mesh itself. 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 can't seem to get the facegen data to export. Let me know if you run into any problems. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Edited by Belegost, 13 November 2020 - 11:24 am. While they're highlighted, press Ctrl + F4. 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. 3. Where does CreationKit export facegen data? : r/skyrimmods Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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 . You don't need to include ".txt". 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"). High Poly Head should also take effect if you distribute it with the xEdit script. Create an account to follow your favorite communities and start taking part in conversations. Cheers. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit 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. Is there a way to export facegen data without the creation kit? I also opened the face mesh in NifSkope, and it looks fine there. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Press question mark to learn the rest of the keyboard shortcuts. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Possible solution if you get dark face. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Sorry No worries. 5. 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. The gray face bug will now be gone for you. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. Unfortunately I'm kinda out of my wits here. All trademarks are property of their respective owners in the US and other countries. So then, patch making time. I hope all that helps (took me a while to figure all that out lol). easymod/faq.md at master focustense/easymod GitHub You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Unfortunately, it's not a case of multiple mods modifying a single npc. Race. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Yours is unfortunately a totally different issue. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Your first sentence may be true, but the second sentence is definitely not. Put Mrissi after anything that changes Khajiits. Nnnnnope. 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. Guide: Creating FaceGen Data - Articles - The Nexus Forums Log in to view your list of favourite games. - 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". That site also lets you input the NPC's name and will then give you their code. New comments cannot be posted and votes cannot be cast. It did not. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Copyright 2023 Robin Scott. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods But in SSE things are not so easy. She is Breton, and BretonRace has no alterations of any kind to it's face data. No glitches or bugs at all. 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Thanks for pointing that out. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Log in to view your list of favourite games. 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). Valve Corporation. 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. now will not add same npc to console command batch file again and again. All rights reserved. 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. Click Yes to all to dismiss warnings by category again. Skip the Patching section if you are only wanting to create new FaceGen Data. 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 . fixed an issue. 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. 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. Run only for selected files or records' from main menu. Maybe that was already common knowledge, but I didn't know it. Any ideas why? After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Fixed delphi/pascal stupid 'else' handling. Blackjack_Davy 2 yr. ago. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. They also won't allow certain geometries the old game's head nifs would allow. I sure can't tell. Load your current load order. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Oh my I dont know how I didnt think of that, I took the formIDs and compared them to the list of FaceGen files but obviously they didnt match up 100%. 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. Please re-enable javascript to access full functionality. New comments cannot be posted and votes cannot be cast. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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 . Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube This worked fine, but I have 1 problem.
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