20 Apr 2023

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 ". It's a flaw in Nifmerge. 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. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Basically you want to check which tintmask texture is attached to the head mesh. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. First, pick one mod that alters NPC faces and use just that one. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. The Elder Scrolls V: Skyrim Special Edition. Fixed! The mods in question are found here and here. Cheers. 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'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. Right click. I also opened the face mesh in NifSkope, and it looks fine there. 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. 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. A popup will show containing your mod list. 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. Your first sentence may be true, but the second sentence is definitely not. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. (Select multiple NPCs by holding down Shift or Ctrl .) 2. What file exactly did you use to regenerate the 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. 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). Unfortunately, it's not a case of multiple mods modifying a single npc. I hope all that helps (took me a while to figure all that out lol). There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. - The black head seems to happen no matter what. Fixed delphi/pascal stupid 'else' handling. 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. All rights reserved. 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. She still has the black face bug in my game. Possible solution if you get dark face. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. First, pick one mod that alters NPC faces and use just that one. Sorry No worries. 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 . I don't know why people still advice regenerating facegen data. 3. The gray face bug will now be gone for you. Edited by Belegost, 19 November 2020 - 03:58 pm. Valve Corporation. I sure can't tell. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. There appears to be nothing at all wrong with Padma's records. Race. fixed an issue. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. NifMerge can't even open head nifs made with the new CK. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Could be worth a try. 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%. While they're highlighted, press Ctrl + F4. Edited by Belegost, 13 November 2020 - 11:24 am. In the right pane, find and select the NPC (s) with broken faces. Put the one you want to win the conflict last. 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) Complementary tool for all mods that allow character races to have bodies unique to them. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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 then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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. That may have been their intention. Launch TES5Edit/SSEdit. 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. Install hundreds of mods with the click of a button. Create a bashed patch. This seems to have worked better, since now her face looks fine in-game. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. Reinstall the conflicting mods. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. but if it's having any effect on the game when I load a save. Thank Bethesda for the shiesty BS, Soft. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. 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. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) I also opened the face mesh in NifSkope, and it looks fine there. It did not. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Check the last texture entry but one. First, you need to export face gen data for each NPC. This worked fine, but I have 1 problem. 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. Some assets in this file belong to other authors. This means it will work for mods such as VHR - Vanilla Hair Replacer. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. :), Press J to jump to the feed. Nnnnnope. New comments cannot be posted and votes cannot be cast. So to get the corresponding facegen files, you need to change the first two numbers to 0. Some of the affected mods add a LOT of new NPCs. E.g. This is really useful for spawning multiple NPCs to test. 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. 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). 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. I've got a few different mods which add npcs to the world which end up with blackened heads. Remove the DDS files from these directories . 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Unfortunately I'm kinda out of my wits here. I also can't see anything obviously wrong regarding poor Padma. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 5. Click Yes to all to dismiss warnings by category again. They also won't allow certain geometries the old game's head nifs would allow. 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 . 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? Blackjack_Davy 2 yr. ago. Skip the Patching section if you are only wanting to create new FaceGen Data. Most likely a missing (or unreadable) tint mask. now definitely will not add same npc to console command batch file again and again. Several mods making changes to one and the same NPC can result in a black face. Problems appear when you use more than one mod that modifies the same NPC face. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). New comments cannot be posted and votes cannot be cast. I've run into this problem too. Open the Creation Kit and click File > Data. 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. - 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. All trademarks are property of their respective owners in the US and other countries. In most cases your problem is solved. It should have been the mod from which the NPC comes. 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. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. Select which races you want to patch. 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 appreciate the attempt. High Poly Head should also take effect if you distribute it with the xEdit script. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Not Required. So what am I missing? You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Are these NPCs supposed to be normal 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. For example: Looking at tint layers, it seems pretty clear what the issue is. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Source code on GitHubThis work is licensed under the MIT License. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Any way of fixing this or it is just something we have to learn to live with? 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! I haven't figured it out yet, but I've been working on it for the past few days. Install hundreds of mods with the click of a button. She is Breton, and BretonRace has no alterations of any kind to it's face data. So then, patch making time. Multiple mods that do the same thing will cause issues. But in SSE things are not so easy. 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"). 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. That site also lets you input the NPC's name and will then give you their code. 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 doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Not needed but suggested heavily. Forget about the ones under the Mod.esp folder! If it is not there, 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. 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, 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Well, that depends on what's causing the blackface bug in your case. 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". The third-party CommonLibSSE library is licensed under the MIT license. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Any ideas on how I could fix it? 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. Updates your NPC faces to match body in a quick and efficient way. Repeat Steps 4-6 for any other mods with broken . SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Black face bug dont effect the way the game works. All rights reserved. Can I do this in xEdit or will I need to use the Creation Kit? 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 ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. now will not add same npc to console command batch file again and again. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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. 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. 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. This mod is opted-in to receive Donation Points. 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. No glitches or bugs at all. facegen data is definitely being output to the data directory. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). ! 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. I think nothing has changed regarding facegen. And does "fluffy Khajiits" change all Khajiits to something else? I sure can't tell. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more If you want all the NPCs in your load order to use the individualized face textures for each race. Install hundreds of mods with the click of a button. Create an account to follow your favorite communities and start taking part in conversations. 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. Find the entries for the head mesh itself. 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. - 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. 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. Several functions may not work. 4. Select all plugins (Ctrl+A). Please re-enable javascript to access full functionality. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Her face is not discolored in my game, but if she is in yours, use this. 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/#/ This may be an issue having to do with quads verses triangles, but I'm not sure yet. Check the box again and the old merges work perfect. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Could it somehow be related to her being a vampire? Skyrim Special Edition Creation Kit and Modders. I can't seem to get the facegen data to export. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. TBH, I'm not sure what exactly happens here. - 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. 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. And that's what happens most of the time when people encounter black faces in their game. You currently have javascript disabled. Multiple mods that do the same thing will cause issues. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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.

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