There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. 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. I also opened the face mesh in NifSkope, and it looks fine there. 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. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm".
If it is not there, Some assets in this file belong to other authors. 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. Copyright 2023 Robin Scott. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Most likely a missing (or unreadable) tint mask.
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. Thanks for pointing that out. Create a bashed patch. For example: Looking at tint layers, it seems pretty clear what the issue is. Well, that depends on what's causing the blackface bug in your case. - You'll get the black head no matter which way you do it, or if you do both. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. New comments cannot be posted and votes cannot be cast. Some of the affected mods add a LOT of new NPCs.
I think nothing has changed regarding facegen. 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. She still has the black face bug in my game.
Guide: Creating FaceGen Data - Articles - The Nexus Forums Check the last texture entry but one. 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. Cheers. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. now can check records which is not in master file, by selecting them then choose '2. This means it will work for mods such as VHR - Vanilla Hair Replacer. Not Required. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. While they're highlighted, press Ctrl + F4. Skyrim Special Edition Creation Kit and Modders. This mod is needed to extract all unique heads to allow you customize their textures. 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.
FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Just made my first weapon in Blender and want to know how to port over to Skyrim. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa.
New way of handling facegen data for NPCs in SSE - The Nexus Forums facegen data is definitely being output to the data directory. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Open the Creation Kit and click File > Data. fixed an issue.
Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. All rights reserved. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Could it somehow be related to her being a vampire? Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. 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. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Repeat Steps 4-6 for any other mods with broken . Problems appear when you use more than one mod that modifies the same NPC face. Maybe that was already common knowledge, but I didn't know it. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. I can't seem to get the facegen data to export. I appreciate the attempt. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Source code on GitHubThis work is licensed under the MIT License. Press question mark to learn the rest of the keyboard shortcuts. Install hundreds of mods with the click of a button.
How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Unfortunately, it's not a case of multiple mods modifying a single npc. 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. 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/#/ 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 . Uses xEdit script. Possible solution if you get dark face. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Forget about the ones under the Mod.esp folder! Several functions may not work. Could be worth a try. 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? Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Are these NPCs supposed to be normal Khajiits? Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod.
easymod/faq.md at master focustense/easymod GitHub 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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). It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder.
NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods I sure can't tell.
if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. now definitely will not add same npc to console command batch file again and again. Can I do this in xEdit or will I need to use the Creation Kit? 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. - 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. (Select multiple NPCs by holding down Shift or Ctrl .) Black faces. Tried regenerating faces. Apparently, I'm not doing it Nnnnnope. 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. That may have been their intention. TBH, I'm not sure what exactly happens here. 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. Remove the DDS files from these directories . I was talking only about naming and location of files. This covers that up. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. This may be an issue having to do with quads verses triangles, but I'm not sure yet. All rights reserved. In most cases your problem is solved. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Basically you want to check which tintmask texture is attached to the head mesh. 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). Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special A popup will show containing your mod list. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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. 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 . That site also lets you input the NPC's name and will then give you their code. This seems to have worked better, since now her face looks fine in-game. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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. What file exactly did you use to regenerate the facegen data? Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Select which races you want to patch. Race. They also won't allow certain geometries the old game's head nifs would allow. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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? The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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)). SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. You don't need to include ".txt". 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. 2. 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. 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. 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. Yours is unfortunately a totally different issue. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition Launch TES5Edit/SSEdit. 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 what am I missing? 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. 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. Copyright 2023 Robin Scott. This mod is opted-in to receive Donation Points. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). facegen - Reddit post and comment search - SocialGrep Not needed but suggested heavily. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Multiple mods that do the same thing will cause issues. Run only for selected files or records' from main menu. NifMerge can't even open head nifs made with the new CK. Edited by Belegost, 13 November 2020 - 11:24 am. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Put Mrissi after anything that changes Khajiits. Where does CreationKit export facegen data? : r/skyrimmods All rights reserved. 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). 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) Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. 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. High Poly Head should also take effect if you distribute it with the xEdit script. This will tell you their FormID and the last plugin in your load order that referenced them. 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. Sorry No worries. - The black head seems to happen no matter what. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 4. Let me know if you run into any problems. I've got a few different mods which add npcs to the world which end up with blackened heads. And does "fluffy Khajiits" change all Khajiits to something else? 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. Reinstall the conflicting mods. 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"). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube 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 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. Several mods making changes to one and the same NPC can result in a black face. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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". When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. 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. 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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. The gray face bug will now be gone for you. The mods in question are found here and here. 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. I sure can't tell. 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. Fixed! Search Reddit posts and comments - see average sentiment, top terms, activity per day and more I don't know why people still advice regenerating facegen data. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. Edited by Belegost, 19 November 2020 - 03:58 pm. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Her face is not discolored in my game, but if she is in yours, use this. It did not. Thank Bethesda for the shiesty BS, Soft. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Your first sentence may be true, but the second sentence is definitely not. So then, patch making time. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). So what am I missing? Copyright 2023 Robin Scott. Updates your NPC faces to match body in a quick and efficient way.