Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. That site also lets you input the NPC's name and will then give you their code. Problems appear when you use more than one mod that modifies the same NPC face. Guide: Creating FaceGen Data - Articles - The Nexus Forums Copyright 2023 Robin Scott. I also can't see anything obviously wrong regarding poor Padma. This may be an issue having to do with quads verses triangles, but I'm not sure yet. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. First, pick one mod that alters NPC faces and use just that one. New comments cannot be posted and votes cannot be cast. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. All rights reserved. This means it will work for mods such as VHR - Vanilla Hair Replacer. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. The mods in question are found here and here. All rights reserved. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. So then, patch making time. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. facegen - Reddit post and comment search - SocialGrep New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 4. Black face bug dont effect the way the game works. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. All trademarks are property of their respective owners in the US and other countries. I also opened the face mesh in NifSkope, and it looks fine there. All rights reserved. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Create an account to follow your favorite communities and start taking part in conversations. Check the last texture entry but one. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Let me know if you run into any problems. Copyright 2023 Robin Scott. Find the entries for the head mesh itself. Black faces. Tried regenerating faces. Apparently, I'm not doing it Sorry No worries. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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"). No glitches or bugs at all. Repeat Steps 4-6 for any other mods with broken . fixed an issue. now definitely will not add same npc to console command batch file again and again. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. easymod/faq.md at master focustense/easymod GitHub 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". Put Mrissi after anything that changes 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. In most cases your problem is solved. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit 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 appreciate the attempt. High Poly Head should also take effect if you distribute it with the xEdit script. 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 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. - You'll get the black head no matter which way you do it, or if you do both. Are these NPCs supposed to be normal Khajiits? What file exactly did you use to regenerate the facegen data? It did not. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I think nothing has changed regarding facegen. Other than that we can only hope that someone more expreienced than me has a clue. This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. I 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. now can check records which is not in master file, by selecting them then choose '2. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. but if it's having any effect on the game when I load a save. - The black head seems to happen no matter what. 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 . This worked fine, but I have 1 problem. Skyrim Special Edition Creation Kit and Modders. 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. This is really useful for spawning multiple NPCs to test. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition 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. Install hundreds of mods with the click of a button. If it is not there, Thank Bethesda for the shiesty BS, Soft. Updates your NPC faces to match body in a quick and efficient way. Some assets in this file belong to other authors. Most black face issues are simple mod conflicts. This will tell you their FormID and the last plugin in your load order that referenced them. In the right pane, find and select the NPC (s) with broken faces. 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. Her face is not discolored in my game, but if she is in yours, use this. I can't seem to get the facegen data to export. I've got a few different mods which add npcs to the world which end up with blackened heads. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. I sure can't tell. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim 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. These "missing facegen data" issues are rather rare and very special cases. Create a bashed patch. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube Launch TES5Edit/SSEdit. 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. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Possible solution if you get dark face. NifMerge can't even open head nifs made with the new CK. First, pick one mod that alters NPC faces and use just that one. 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/#/ With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Any way of fixing this or it is just something we have to learn to live with? Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Select which races you want to patch. You currently have javascript disabled. 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. 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Unfortunately I'm kinda out of my wits here. 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. 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 on how I could fix it? 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. Fixed delphi/pascal stupid 'else' handling. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special 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. Several mods making changes to one and the same NPC can result in a black face. Several functions may not work. 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. (Select multiple NPCs by holding down Shift or Ctrl .) This only happens for vanilla NPCs. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! This mod is needed to extract all unique heads to allow you customize their textures. 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. Unfortunately, it's not a case of multiple mods modifying a single npc. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. I haven't figured it out yet, but I've been working on it for the past few days. First, you need to export face gen data for each NPC. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. The powerful open-source mod manager from Nexus Mods. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. While they're highlighted, press Ctrl + F4. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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? 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. New comments cannot be posted and votes cannot be cast. If using MO2 you need to run this and SSEEdit through MO2. 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.