Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. 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. 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. I've got a few different mods which add npcs to the world which end up with blackened heads. All rights reserved. 3. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. Copyright 2023 Robin Scott. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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. I can't seem to get the facegen data to export. * 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! Right click. Problems appear when you use more than one mod that modifies the same NPC face. All rights reserved. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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. 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. 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 sure can't tell. (Select multiple NPCs by holding down Shift or Ctrl .) Possible solution if you get dark face. 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". Thanks for the tip. If it is not there, First, pick one mod that alters NPC faces and use just that one. Select which races you want to patch. 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. 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? Let me know if you run into any problems. 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 . Once you got your load order sorted, run Wrye Bash and create a "bashed patch". I think nothing has changed regarding facegen. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. I appreciate the attempt. 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. Check the last texture entry but one. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) You don't need to include ".txt". There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. This seems to have worked better, since now her face looks fine in-game. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Sorry No worries. In most cases your problem is solved. Uses xEdit script. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. New comments cannot be posted and votes cannot be cast. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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/#/ Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. She is Breton, and BretonRace has no alterations of any kind to it's face data. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Updates your NPC faces to match body in a quick and efficient way. 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. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. The Elder Scrolls V: Skyrim Special Edition. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. This means it will work for mods such as VHR - Vanilla Hair Replacer. I haven't figured it out yet, but I've been working on it for the past few days. 2. So what am I missing? Source code on GitHubThis work is licensed under the MIT License. 4. Load your current load order. If you want all the NPCs in your load order to use the individualized face textures for each race. now will not add same npc to console command batch file again and again. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. ! Valve Corporation. - You'll get the black head no matter which way you do it, or if you do both. Some assets in this file belong to other authors. Cheers. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Run only for selected files or records' from main menu. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Create a bashed patch. Skip the Patching section if you are only wanting to create new FaceGen Data. New comments cannot be posted and votes cannot be cast. 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. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Complementary tool for all mods that allow character races to have bodies unique to them. So what am I missing? Log in to view your list of favourite games. I also opened the face mesh in NifSkope, and it looks fine there. fixed an issue. Most likely a missing (or unreadable) tint mask. High Poly Head should also take effect if you distribute it with the xEdit script. 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). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Multiple mods that do the same thing will cause issues. 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. Any ideas on how I could fix it? Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Remove the DDS files from these directories . Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. They also won't allow certain geometries the old game's head nifs would allow. 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 tool doesn't do anything by 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). The powerful open-source mod manager from Nexus Mods. E.g. So to get the corresponding facegen files, you need to change the first two numbers to 0. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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)). The gray face bug will now be gone for you. 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. 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. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Any ideas why? - The black head seems to happen no matter what. The powerful open-source mod manager from Nexus Mods. 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. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Select all plugins (Ctrl+A). Repeat Steps 4-6 for any other mods with broken . I don't know why people still advice regenerating facegen data. Create an account to follow your favorite communities and start taking part in conversations. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. And that's what happens most of the time when people encounter black faces in their game. This only happens for vanilla NPCs. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). I've run into this problem too. 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. 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. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. facegen data is definitely being output to the data directory. 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. Several mods making changes to one and the same NPC can result in a black face. 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. What file exactly did you use to regenerate the facegen data? While they're highlighted, press Ctrl + F4. However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. It's a flaw in Nifmerge. 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. 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). Race. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. I also can't see anything obviously wrong regarding poor Padma. 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. 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. - 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. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. This mod is needed to extract all unique heads to allow you customize their textures. Well, that depends on what's causing the blackface bug in your case. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Please re-enable javascript to access full functionality. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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"). Other than that we can only hope that someone more expreienced than me has a clue. 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). His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? The mods in question are found here and here. This mod is opted-in to receive Donation Points. 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. Maybe that was already common knowledge, but I didn't know it. - 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Install hundreds of mods with the click of a button. Any way of fixing this or it is just something we have to learn to live with? like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Multiple mods that do the same thing will cause issues. Some of the affected mods add a LOT of new NPCs. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Copyright 2023 Robin Scott. Open the Creation Kit and click File > Data. Reinstall the conflicting mods. Blackjack_Davy 2 yr. ago. No glitches or bugs at all. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Yours is unfortunately a totally different issue. All rights reserved. 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. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Fixed delphi/pascal stupid 'else' handling. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. 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. Log in to view your list of favourite games. 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. Find the entries for the head mesh itself. Basically you want to check which tintmask texture is attached to the head mesh. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Bijin, Better Bards). So then, patch making time. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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. These "missing facegen data" issues are rather rare and very special cases. 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. Put the one you want to win the conflict last. This will tell you their FormID and the last plugin in your load order that referenced them. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race.