now can check records which is not in master file, by selecting them then choose '2. Log in to view your list of favourite games. There appears to be nothing at all wrong with Padma's records. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. You currently have javascript disabled. The gray face bug will now be gone for you. 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Unfortunately I'm kinda out of my wits here. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Race. * 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! It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). In this case, all the effected NPCs are those added by mods they don't exist in the base game. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. easymod/faq.md at master focustense/easymod GitHub 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)). Black face bug dont effect the way the game works. This covers that up. 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. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify But in SSE things are not so easy. You don't need to include ".txt". Could it somehow be related to her being a vampire? I don't know why people still advice regenerating facegen data. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Some of the affected mods add a LOT of new NPCs. All rights reserved. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. I hope all that helps (took me a while to figure all that out lol). There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. now will not add same npc to console command batch file again and again. 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 ". Bijin, Better Bards). Copyright 2023 Robin Scott. And that's what happens most of the time when people encounter black faces in their game. Several mods making changes to one and the same NPC can result in a black face. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. This will tell you their FormID and the last plugin in your load order that referenced them. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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'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"). What file exactly did you use to regenerate the facegen data? If using MO2 you need to run this and SSEEdit through MO2. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Open the Creation Kit and click File > Data. Any way of fixing this or it is just something we have to learn to live with? Any ideas on how I could fix it? 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. 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) Most likely a missing (or unreadable) tint mask. Copyright 2023 Robin Scott. 2. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 4. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly Thank Bethesda for the shiesty BS, Soft. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. now definitely will not add same npc to console command batch file again and again. The powerful open-source mod manager from Nexus Mods. Which is a pita. 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. Problems appear when you use more than one mod that modifies the same NPC face. Has something to do with it changing the shaders file. I've run into this problem too. 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. facegen data is definitely being output to the data directory. So what am I missing? Export NPC Face Textures - GECK This worked fine, but I have 1 problem. 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. And does "fluffy Khajiits" change all Khajiits to something else? How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Select which races you want to patch. 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. I sure can't tell. 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. They also won't allow certain geometries the old game's head nifs would allow. 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? While they're highlighted, press Ctrl + F4. 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. Valve Corporation. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs New comments cannot be posted and votes cannot be cast. I appreciate the attempt. Not needed but suggested heavily. 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. 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. Forget about the ones under the Mod.esp folder! like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". I've got a few different mods which add npcs to the world which end up with blackened heads. She still has the black face bug in my game. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! :), Press J to jump to the feed. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Your first sentence may be true, but the second sentence is definitely not. Other than that we can only hope that someone more expreienced than me has a clue. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. This means it will work for mods such as VHR - Vanilla Hair Replacer. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Are these NPCs supposed to be normal Khajiits? If it is not there, It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. I can't seem to get the facegen data to export. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods Remove the DDS files from these directories . This seems to have worked better, since now her face looks fine in-game. Check the last texture entry but one. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Her face is not discolored in my game, but if she is in yours, use this. The powerful open-source mod manager from Nexus Mods. Install hundreds of mods with the click of a button. Press question mark to learn the rest of the keyboard shortcuts. Complementary tool for all mods that allow character races to have bodies unique to them. Multiple mods that do the same thing will cause issues. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special 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. I haven't figured it out yet, but I've been working on it for the past few days. 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. - You'll get the black head no matter which way you do it, or if you do both. facegen - Reddit post and comment search - SocialGrep This may be an issue having to do with quads verses triangles, but I'm not sure yet. Create a bashed patch. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. Click Yes to all to dismiss warnings by category again. (Select multiple NPCs by holding down Shift or Ctrl .) Most black face issues are simple mod conflicts. Check the box again and the old merges work perfect. 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. Put the one you want to win the conflict last. - The black head seems to happen no matter what. Install hundreds of mods with the click of a button. I also can't see anything obviously wrong regarding poor Padma. 3. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. So then, patch making time. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Basically you want to check which tintmask texture is attached to the head mesh. That step is sometimes overlooked by mod authors - which also explains some black faces. Right click. Cheers. 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. New comments cannot be posted and votes cannot be cast. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Fixed delphi/pascal stupid 'else' handling. 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. It SHOULD read sth. Not Required. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. Yours is unfortunately a totally different issue. It should have been the mod from which the NPC comes. I was talking only about naming and location of 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. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. but if it's having any effect on the game when I load a save. 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. Log in to view your list of favourite games. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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 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. 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. 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). High Poly Head should also take effect if you distribute it with the xEdit script. Run only for selected files or records' from main menu. Skip the Patching section if you are only wanting to create new FaceGen Data. 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%. Maybe that was already common knowledge, but I didn't know it. 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"). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. This tool doesn't do anything by itself. So what am I missing? 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 . E.g. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) All trademarks are property of their respective owners in the US and other countries. First, pick one mod that alters NPC faces and use just that one. Could be worth a try. The Elder Scrolls V: Skyrim Special Edition. 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. 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. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. In most cases your problem is solved. If you want all the NPCs in your load order to use the individualized face textures for each race. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. First, you need to export face gen data for each NPC. 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 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. 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 did not. 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. That site also lets you input the NPC's name and will then give you their code. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Put Mrissi after anything that changes Khajiits. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Please re-enable javascript to access full functionality. Repeat Steps 4-6 for any other mods with broken . This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. I sure can't tell. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Skyrim Special Edition Creation Kit and Modders. Create an account to follow your favorite communities and start taking part in conversations. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Load your current load order. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods I think nothing has changed regarding facegen. - 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 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. Multiple mods that do the same thing will cause issues.