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. - 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. Forget about the ones under the Mod.esp folder! The third-party CommonLibSSE library is licensed under the MIT license. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Unfortunately, it's not a case of multiple mods modifying a single npc. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Right click. 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) Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. It should have been the mod from which the NPC comes. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Maybe that was already common knowledge, but I didn't know it. facegen data is definitely being output to the data directory. That step is sometimes overlooked by mod authors - which also explains some black faces. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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. They also won't allow certain geometries the old game's head nifs would allow. 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. - 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. You don't need to include ".txt". Bijin, Better Bards). When it comes to black face issues, you should take a close look at NPC Replacers (e.g. The gray face bug will now be gone for you. 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. 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. 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). 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 . Some assets in this file belong to other authors. Copyright 2023 Robin Scott. Select which races you want to patch. 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. 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. 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)). I appreciate the attempt. Put the one you want to win the conflict last. I've run into this problem too. First, pick one mod that alters NPC faces and use just that one. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. First, you need to export face gen data for each NPC. It did not. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. - The black head seems to happen no matter what. 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). Log in to view your list of favourite games. This only happens for vanilla NPCs. So to get the corresponding facegen files, you need to change the first two numbers to 0. :), Press J to jump to the feed. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Updates your NPC faces to match body in a quick and efficient way. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. That site also lets you input the NPC's name and will then give you their code. Use caution. 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. In most cases your problem is solved. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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. This mod is opted-in to receive Donation Points. I can't seem to get the facegen data to export. I don't know why people still advice regenerating facegen data. 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. Install hundreds of mods with the click of a button. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. But in SSE things are not so easy. First, pick one mod that alters NPC faces and use just that one. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Race. Edited by Belegost, 13 November 2020 - 11:24 am. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Complementary tool for all mods that allow character races to have bodies unique to them. Fixed delphi/pascal stupid 'else' handling. 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. New comments cannot be posted and votes cannot be cast. So what am I missing? Could it somehow be related to her being a vampire? Install hundreds of mods with the click of a button. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 4. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Any ideas why? I sure can't tell. E.g. Repeat Steps 4-6 for any other mods with broken . 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. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. Unfortunately I'm kinda out of my wits here. High Poly Head should also take effect if you distribute it with the xEdit script. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Other than that we can only hope that someone more expreienced than me has a clue. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. now definitely will not add same npc to console command batch file again and again. Edited by Belegost, 19 November 2020 - 03:58 pm. Install hundreds of mods with the click of a button. Select all plugins (Ctrl+A). 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. If using MO2 you need to run this and SSEEdit through MO2. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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. All rights reserved. I think nothing has changed regarding facegen. I hope all that helps (took me a while to figure all that out lol). If it is not there, 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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. For example: Looking at tint layers, it seems pretty clear what the issue is. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. The powerful open-source mod manager from Nexus Mods. Source code on GitHubThis work is licensed under the MIT License. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Launch TES5Edit/SSEdit. Blackjack_Davy 2 yr. ago. Most black face issues are simple mod conflicts. New comments cannot be posted and votes cannot be cast. 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. 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. 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. What file exactly did you use to regenerate the facegen data? She still has the black face bug in my game. now will not add same npc to console command batch file again and again. Not needed but suggested heavily. The Elder Scrolls V: Skyrim Special Edition. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). So what am I missing? Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. This means it will work for mods such as VHR - Vanilla Hair Replacer. Could be worth a try. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. And does "fluffy Khajiits" change all Khajiits to something else? All trademarks are property of their respective owners in the US and other countries. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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". Create an account to follow your favorite communities and start taking part in conversations. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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. 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. 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. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. And that's what happens most of the time when people encounter black faces in their game. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). It's a flaw in Nifmerge. 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. Load your current load order. Thanks for pointing that out. Can I do this in xEdit or will I need to use the Creation Kit? These "missing facegen data" issues are rather rare and very special cases. Copyright 2023 Robin Scott. Log in to view your list of favourite games. 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. 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. Please re-enable javascript to access full functionality. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Check the last texture entry but one. While they're highlighted, press Ctrl + F4. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Run only for selected files or records' from main menu. Fixed! Find the entries for the head mesh itself. Put Mrissi after anything that changes Khajiits. 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. 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
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