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. Unfortunately, it's not a case of multiple mods modifying a single npc. Race. Several functions may not work. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. First, you need to export face gen data for each NPC. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Put the one you want to win the conflict last. 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). Copyright 2023 Robin Scott. 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. First, pick one mod that alters NPC faces and use just that one. Fixed delphi/pascal stupid 'else' handling. 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. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. First, pick one mod that alters NPC faces and use just that one. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. 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. If you want all the NPCs in your load order to use the individualized face textures for each race. Cheers. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. Updates your NPC faces to match body in a quick and efficient way. Press question mark to learn the rest of the keyboard shortcuts. - The black head seems to happen no matter what. Complementary tool for all mods that allow character races to have bodies unique to them. I think nothing has changed regarding facegen. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". All rights reserved. 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. Nnnnnope. Check the last texture entry but one. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. but if it's having any effect on the game when I load a save. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. New comments cannot be posted and votes cannot be cast. It SHOULD read sth. In this case, all the effected NPCs are those added by mods they don't exist in the base game. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. 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. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Any ideas on how I could fix it? I don't know why people still advice regenerating facegen data. 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. Thanks for pointing that out. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. That site also lets you input the NPC's name and will then give you their code. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. It should have been the mod from which the NPC comes. High Poly Head should also take effect if you distribute it with the xEdit script. Another trick for spawning multiple NPCs without having to do a bunch of typing, is create a text file in your Skyrim game's data folder with each line corresponding to an NPC in the format "player.placeatme ". It did not. I was talking only about naming and location of files. The third-party CommonLibSSE library is licensed under the MIT license. - 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. So what am I missing? 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). Check the box again and the old merges work perfect. 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 NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). now can check records which is not in master file, by selecting them then choose '2. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Fixed! Most black face issues are simple mod conflicts. They also won't allow certain geometries the old game's head nifs would allow. The gray face bug will now be gone for you. Edited by Belegost, 13 November 2020 - 11:24 am. While they're highlighted, press Ctrl + F4. :), Press J to jump to the feed. If it is not there, 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. All rights reserved. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Skip the Patching section if you are only wanting to create new FaceGen Data. 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)). Not needed but suggested heavily. I also opened the face mesh in NifSkope, and it looks fine there. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. 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%. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! You don't need to include ".txt". That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. All trademarks are property of their respective owners in the US and other countries. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. This mod is opted-in to receive Donation Points. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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). 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. 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. And does "fluffy Khajiits" change all Khajiits to something else? I sure can't tell. fixed an issue. Use caution. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. I also can't see anything obviously wrong regarding poor Padma. These "missing facegen data" issues are rather rare and very special cases. 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/#/ Are these NPCs supposed to be normal Khajiits? 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. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Let me know if you run into any problems. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. E.g. - 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. This worked fine, but I have 1 problem. 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. Yours is unfortunately a totally different issue. Select which races you want to patch. 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. Blackjack_Davy 2 yr. ago. - 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. Reinstall the conflicting mods. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I can't seem to get the facegen data to export. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Well, that depends on what's causing the blackface bug in your case. * 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! I also opened the face mesh in NifSkope, and it looks fine there. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Bijin, Better Bards). The Elder Scrolls V: Skyrim Special Edition. Right click. 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 . 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. The powerful open-source mod manager from Nexus Mods. Valve Corporation. This will tell you their FormID and the last plugin in your load order that referenced them. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. Copyright 2023 Robin Scott. Select all plugins (Ctrl+A). 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. 4. Create an account to follow your favorite communities and start taking part in conversations. 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. Some assets in this file belong to other authors. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. I appreciate the attempt. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Could it somehow be related to her being a vampire? 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. Could be worth a try. 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 attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. Multiple mods that do the same thing will cause issues. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Some of the affected mods add a LOT of new NPCs. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Her face is not discolored in my game, but if she is in yours, use this. Install hundreds of mods with the click of a button. 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 ". 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. Thank Bethesda for the shiesty BS, Soft. 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. 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.