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Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Some assets in this file belong to other authors. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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"). Well, that depends on what's causing the blackface bug in your case. Load your current load order. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. That step is sometimes overlooked by mod authors - which also explains some black faces. Please re-enable javascript to access full functionality. 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. 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. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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 ". 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. Thank Bethesda for the shiesty BS, Soft. In most cases your problem is solved. Blackjack_Davy 2 yr. ago. 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. 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 . First, you need to export face gen data for each NPC. - 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. 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? Unfortunately, it's not a case of multiple mods modifying a single npc. This seems to have worked better, since now her face looks fine in-game. 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). Thanks for the tip. - The black head seems to happen no matter what. Updates your NPC faces to match body in a quick and efficient way. I also can't see anything obviously wrong regarding poor Padma. Create a bashed patch. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Use caution. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This means it will work for mods such as VHR - Vanilla Hair Replacer. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Sorry No worries. 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. :), Press J to jump to the feed. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This worked fine, but I have 1 problem. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. You currently have javascript disabled. Not needed but suggested heavily. 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. Her face is not discolored in my game, but if she is in yours, use this. Nnnnnope. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Most likely a missing (or unreadable) tint mask. That site also lets you input the NPC's name and will then give you their code. 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. Which is a pita. 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. And that's what happens most of the time when people encounter black faces in their game. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Edited by Belegost, 13 November 2020 - 11:24 am. 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. Multiple mods that do the same thing will cause issues. 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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/#/ Skyrim Special Edition Creation Kit and Modders. I don't know why people still advice regenerating facegen data. First, pick one mod that alters NPC faces and use just that one. - 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. 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). now can check records which is not in master file, by selecting them then choose '2. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Check the box again and the old merges work perfect. It's a flaw in Nifmerge. Cheers. Uses xEdit script. 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. 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. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Install hundreds of mods with the click of a button. 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. I haven't figured it out yet, but I've been working on it for the past few days. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. facegen data is definitely being output to the data directory. It SHOULD read sth. Copyright 2023 Robin Scott. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Press question mark to learn the rest of the keyboard shortcuts. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I hope all that helps (took me a while to figure all that out lol). This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Remove the DDS files from these directories . As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. You don't need to include ".txt". The gray face bug will now be gone for you. This mod is opted-in to receive Donation Points. While they're highlighted, press Ctrl + F4. Right click. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Maybe that was already common knowledge, but I didn't know it. Open the Creation Kit and click File > Data. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. This means it will work for mods such as VHR - Vanilla Hair Replacer. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Any way of fixing this or it is just something we have to learn to live with? If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. First, pick one mod that alters NPC faces and use just that one. I can't seem to get the facegen data to export. 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. 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. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Repeat Steps 4-6 for any other mods with broken . 3. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. New comments cannot be posted and votes cannot be cast. The Elder Scrolls V: Skyrim Special Edition. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Could be worth a try. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Run only for selected files or records' from main menu. 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. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. She still has the black face bug in my game. 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". Most black face issues are simple mod conflicts. 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. They also won't allow certain geometries the old game's head nifs would allow. 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. Reinstall the conflicting mods. Race. Some of the affected mods add a LOT of new NPCs. Problems appear when you use more than one mod that modifies the same NPC face. Can I do this in xEdit or will I need to use the Creation Kit? His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Log in to view your list of favourite games. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. The powerful open-source mod manager from Nexus Mods. Valve Corporation. 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 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. I also opened the face mesh in NifSkope, and it looks fine there. 5. So then, patch making time. 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. 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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)). So what am I missing? For example: Looking at tint layers, it seems pretty clear what the issue is. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). This covers that up. Check the last texture entry but one. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. If using MO2 you need to run this and SSEEdit through MO2. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Has something to do with it changing the shaders file. 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. Several functions may not work. All trademarks are property of their respective owners in the US and other countries. 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. 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. New comments cannot be posted and votes cannot be cast. No glitches or bugs at all. That may have been their intention. Any ideas why? 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. I think nothing has changed regarding facegen. Unfortunately I'm kinda out of my wits here. Black face bug dont effect the way the game works. Other than that we can only hope that someone more expreienced than me has a clue. 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. 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). Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. If it is not there, 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. And does "fluffy Khajiits" change all Khajiits to something else? That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Find the entries for the head mesh itself. 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. This mod is needed to extract all unique heads to allow you customize their textures. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. In the right pane, find and select the NPC (s) with broken faces. 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. now will not add same npc to console command batch file again and again. Fixed! 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Complementary tool for all mods that allow character races to have bodies unique to them. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The mods in question are found here and here. 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"). 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 ". * 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! There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Basically you want to check which tintmask texture is attached to the head mesh. Click Yes to all to dismiss warnings by category again. TBH, I'm not sure what exactly happens here. 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).