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Remove the DDS files from these directories . 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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. Any way of fixing this or it is just something we have to learn to live with? This specific character had the "BretonRaceVampire" (or BretonVampireRace?) New comments cannot be posted and votes cannot be cast. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Which is a pita. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. This seems to have worked better, since now her face looks fine in-game. The third-party CommonLibSSE library is licensed under the MIT license. 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) 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. That step is sometimes overlooked by mod authors - which also explains some black faces. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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". In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. And does "fluffy Khajiits" change all Khajiits to something else? Multiple mods that do the same thing will cause issues. 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). - 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. 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 ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. All trademarks are property of their respective owners in the US and other countries. Well, that depends on what's causing the blackface bug in your case. Launch TES5Edit/SSEdit. - The black head seems to happen no matter what. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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). Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Check the box again and the old merges work perfect. Repeat Steps 4-6 for any other mods with broken . Are these NPCs supposed to be normal Khajiits? The powerful open-source mod manager from Nexus Mods. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. Most black face issues are simple mod conflicts. Open the Creation Kit and click File > Data. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". She still has the black face bug in my game. Thank Bethesda for the shiesty BS, Soft. Not Required. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Press question mark to learn the rest of the keyboard shortcuts. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. Your first sentence may be true, but the second sentence is definitely not. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Copyright 2023 Robin Scott. I've got a few different mods which add npcs to the world which end up with blackened heads. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. It did not. Artigun The Custom Voiced Half-Dovah Follower, Bikini Dremora - Conjuration Followers SE, Fangs and Eyes Fix for A Vampire Appearance Mod, Lorien - A High Poly Head Standalone Follower, LOTR Epic battles Armies Mod (Lord of The Rings) WIP Special Edition Port, M'rissi's Tails of Troubles - KS Hairdo Patch, Needed Just In Case of Facegen Data Issues. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Thanks for pointing that out. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). I appreciate the attempt. 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). Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. You currently have javascript disabled. fixed an issue. Thanks for the tip. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Skip the Patching section if you are only wanting to create new FaceGen Data. I also opened the face mesh in NifSkope, and it looks fine there. All rights reserved. facegen data is definitely being output to the data directory. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Basically you want to check which tintmask texture is attached to the head mesh. Let me know if you run into any problems. 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. * 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! A popup will show containing your mod list. 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. 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 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. 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 also can't see anything obviously wrong regarding poor Padma. Log in to view your list of favourite games. Edited by Belegost, 19 November 2020 - 03:58 pm. 3. And that's what happens most of the time when people encounter black faces in their game. NifMerge can't even open head nifs made with the new CK. I don't know why people still advice regenerating facegen data. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Other than that we can only hope that someone more expreienced than me has a clue. Some assets in this file belong to other authors. 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? This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. TBH, I'm not sure what exactly happens here. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Just made my first weapon in Blender and want to know how to port over to Skyrim. All rights reserved. So what am I missing? No glitches or bugs at all. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. ! I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. If it is not there, 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 . So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. So to get the corresponding facegen files, you need to change the first two numbers to 0. Right click. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Click Yes to all to dismiss warnings by category again. Multiple mods that do the same thing will cause issues. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. You don't need to include ".txt". - You'll get the black head no matter which way you do it, or if you do both. These "missing facegen data" issues are rather rare and very special cases. 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"). Sorry No worries. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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"). 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. Uses xEdit script. This covers that up. Then, I opened up that plugin together with the Interesting NPCs plugin in Creation Kit, and used Ctrl+F4 again to generate facegen data for that specific 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. This will tell you their FormID and the last plugin in your load order that referenced them. I sure can't tell. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. 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. Edited by Belegost, 13 November 2020 - 11:24 am. :), Press J to jump to the feed. Skyrim Special Edition Creation Kit and Modders. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. now can check records which is not in master file, by selecting them then choose '2. Could it somehow be related to her being a vampire? Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Most likely a missing (or unreadable) tint mask. They also won't allow certain geometries the old game's head nifs would allow. 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. I sure can't tell. The Elder Scrolls V: Skyrim Special Edition. 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 then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. The powerful open-source mod manager from Nexus Mods. Valve Corporation. 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. Any ideas on how I could fix it? Use caution. I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder, * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder, * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder. In 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. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. Log in to view your list of favourite games. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. She is Breton, and BretonRace has no alterations of any kind to it's face data. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. E.g. Fixed delphi/pascal stupid 'else' handling. I think nothing has changed regarding facegen. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Can I do this in xEdit or will I need to use the Creation Kit? Select which races you want to patch. Possible solution if you get dark face. now will not add same npc to console command batch file again and again. For example: Looking at tint layers, it seems pretty clear what the issue is. All rights reserved. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Nnnnnope. Log in to view your list of favourite games. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Cheers. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. This is really useful for spawning multiple NPCs to test. 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. Complementary tool for all mods that allow character races to have bodies unique to them. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. That site also lets you input the NPC's name and will then give you their code. New comments cannot be posted and votes cannot be cast. Copyright 2023 Robin Scott. The mods in question are found here and here. but if it's having any effect on the game when I load a save. (Select multiple NPCs by holding down Shift or Ctrl .) 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 only happens for vanilla NPCs. Her face is not discolored in my game, but if she is in yours, use this. 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 xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Run only for selected files or records' from main menu. Put the one you want to win the conflict last. Unfortunately, it's not a case of multiple mods modifying a single npc. 4. Fixed! I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Not needed but suggested heavily. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. Maybe that was already common knowledge, but I didn't know it. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Could be worth a try. 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)). Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. I was talking only about naming and location of files. Several functions may not work. Copyright 2023 Robin Scott. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". All rights reserved. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Find the entries for the head mesh itself. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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? So then, patch making time. While they're highlighted, press Ctrl + F4. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. Bijin, Better Bards). This worked fine, but I have 1 problem. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. High Poly Head should also take effect if you distribute it with the xEdit script. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. But in SSE things are not so easy. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. I hope all that helps (took me a while to figure all that out lol). Install hundreds of mods with the click of a button. 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. 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. Load your current load order. 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. Any ideas why? Select all plugins (Ctrl+A). 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. 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.