That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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 . 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 may be an issue having to do with quads verses triangles, but I'm not sure yet. You currently have javascript disabled. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Most black face issues are simple mod conflicts. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Could be worth a try. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Thanks for pointing that out. You don't need to include ".txt". Some assets in this file belong to other authors. It's a flaw in Nifmerge. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. Most likely a missing (or unreadable) tint mask. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. She still has the black face bug in my game. While they're highlighted, press Ctrl + F4. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. I hope all that helps (took me a while to figure all that out lol). Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Blackjack_Davy 2 yr. ago. Valve Corporation.
Bijin, Better Bards).
Where does CreationKit export facegen data? : r/skyrimmods Well, that depends on what's causing the blackface bug in your case. Create a bashed patch. Reinstall the conflicting mods. 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. 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. Create an account to follow your favorite communities and start taking part in conversations. Multiple mods that do the same thing will cause issues. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Run only for selected files or records' from main menu. Install hundreds of mods with the click of a button. Copyright 2023 Robin Scott. Right click. Install hundreds of mods with the click of a button.
We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Not Required. If it is not there, 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)). 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). 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. Just made my first weapon in Blender and want to know how to port over to Skyrim. 4. I also opened the face mesh in NifSkope, and it looks fine there. 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
". - It's possible a bug in the new CK is involved regarding saving of the facegeom data. So what am I missing? When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Several mods making changes to one and the same NPC can result in a black face. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). It should have been the mod from which the NPC comes. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Check the box again and the old merges work perfect. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Any way of fixing this or it is just something we have to learn to live with? Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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%. I appreciate the attempt. Complementary tool for all mods that allow character races to have bodies unique to them. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. Which is a pita. In most cases your problem is solved. This means it will work for mods such as VHR - Vanilla Hair Replacer. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. now definitely will not add same npc to console command batch file again and again. 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) By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). All rights reserved. 3. 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. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special Are these NPCs supposed to be normal Khajiits? So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). (Select multiple NPCs by holding down Shift or Ctrl .) All rights reserved. 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. So then, patch making time. Problems appear when you use more than one mod that modifies the same NPC face. Export NPC Face Textures - GECK The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. All trademarks are property of their respective owners in the US and other countries. - You'll get the black head no matter which way you do it, or if you do both. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. It SHOULD read sth. Select which races you want to patch. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Other than that we can only hope that someone more expreienced than me has a clue. 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. 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. First, pick one mod that alters NPC faces and use just that one. Find the entries for the head mesh itself. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). The mods in question are found here and here. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. New way of handling facegen data for NPCs in SSE - The Nexus Forums 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". And that's what happens most of the time when people encounter black faces in their game. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. First, pick one mod that alters NPC faces and use just that one. 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? I sure can't tell. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Fixing the Gray Face: Skyrim Modding Tutorial - Weebly But in SSE things are not so easy. 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. Several functions may not work. TBH, I'm not sure what exactly happens here. facegen - Reddit post and comment search - SocialGrep 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). 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 then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Select all plugins (Ctrl+A). Sorry No worries. Edited by Belegost, 19 November 2020 - 03:58 pm. 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"). A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. What file exactly did you use to regenerate the facegen data? * 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! 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. I think nothing has changed regarding facegen. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This tool doesn't do anything by itself. 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). Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). - 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. 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. Click Yes to all to dismiss warnings by category again. 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. Black faces. Tried regenerating faces. Apparently, I'm not doing it 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 ". 2. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. I can't seem to get the facegen data to export. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. The powerful open-source mod manager from Nexus Mods. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Cheers. This mod is needed to extract all unique heads to allow you customize their textures. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. facegen data is definitely being output to the data directory. Thanks for the tip. The Elder Scrolls V: Skyrim Special Edition. 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. And does "fluffy Khajiits" change all Khajiits to something else? This is really useful for spawning multiple NPCs to test. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Please re-enable javascript to access full functionality. fixed an issue. Copyright 2023 Robin Scott. Check the last texture entry but one. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. No glitches or bugs at all. Put the one you want to win the conflict last. I also opened the face mesh in NifSkope, and it looks fine there. 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. So what am I missing? Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition Load your current load order. Fixed! 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. If you want all the NPCs in your load order to use the individualized face textures for each race. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Her face is not discolored in my game, but if she is in yours, use this. 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 Special Edition Creation Kit and Modders. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist 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. Unfortunately, it's not a case of multiple mods modifying a single npc. She is Breton, and BretonRace has no alterations of any kind to it's face data. Launch TES5Edit/SSEdit. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit That may have been their intention. 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. E.g. 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. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Updates your NPC faces to match body in a quick and efficient way. First, you need to export face gen data for each NPC. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! This means it will work for mods such as VHR - Vanilla Hair Replacer. A popup will show containing your mod list. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. Let me know if you run into any problems. Remove the DDS files from these directories . Install hundreds of mods with the click of a button. This worked fine, but I have 1 problem. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. It did not. Edited by Belegost, 13 November 2020 - 11:24 am. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! A couple of other handy tricks: If you see the NPC in the game and they've got the dreaded "dark face bug" (or you just want info on them) hit the ~ key to bring up the console, then click on the NPC. 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. I sure can't tell. Yours is unfortunately a totally different issue. now will not add same npc to console command batch file again and again. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). - 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. They also won't allow certain geometries the old game's head nifs would allow. 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. This only happens for vanilla NPCs. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Press question mark to learn the rest of the keyboard shortcuts. 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. Repeat Steps 4-6 for any other mods with broken . - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. The powerful open-source mod manager from Nexus Mods. Can I do this in xEdit or will I need to use the Creation Kit?