I don't know why people still advice regenerating facegen data. NifMerge can't even open head nifs made with the new CK. The mods in question are found here and here. These "missing facegen data" issues are rather rare and very special cases. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This worked fine, but I have 1 problem. Put the one you want to win the conflict last. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Install hundreds of mods with the click of a button. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Source code on GitHubThis work is licensed under the MIT License. Click Yes to all to dismiss warnings by category again. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Launch TES5Edit/SSEdit. Log in to view your list of favourite games. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. 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). Complementary tool for all mods that allow character races to have bodies unique to them. (Select multiple NPCs by holding down Shift or Ctrl .) Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Edited by Belegost, 19 November 2020 - 03:58 pm. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Put Mrissi after anything that changes Khajiits. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Unfortunately I'm kinda out of my wits here. 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 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. Yours is unfortunately a totally different issue. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Several mods making changes to one and the same NPC can result in a black face. - 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 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. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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 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/#/ 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. While they're highlighted, press Ctrl + F4. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Log in to view your list of favourite games. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. It SHOULD read sth. Most likely a missing (or unreadable) tint mask. 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. Unfortunately, it's not a case of multiple mods modifying a single npc. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Some of the affected mods add a LOT of new NPCs. So then, patch making time. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Maybe that was already common knowledge, but I didn't know it. Problems appear when you use more than one mod that modifies the same NPC face. 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. Can I do this in xEdit or will I need to use the Creation Kit? In most cases your problem is solved. 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) now can check records which is not in master file, by selecting them then choose '2. Copyright 2023 Robin Scott. I also can't see anything obviously wrong regarding poor Padma. Nnnnnope. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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 ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. New comments cannot be posted and votes cannot be cast. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. 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. Has something to do with it changing the shaders file. 3. Log in to view your list of favourite games. 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. That step is sometimes overlooked by mod authors - which also explains some black faces. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Run only for selected files or records' from main menu. I sure can't tell. I also opened the face mesh in NifSkope, and it looks fine there. Some assets in this file belong to other authors. This means it will work for mods such as VHR - Vanilla Hair Replacer. If it is not there, I was talking only about naming and location of files. If using MO2 you need to run this and SSEEdit through MO2. Most black face issues are simple mod conflicts. 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. 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. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. 5. 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. now definitely will not add same npc to console command batch file again and 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Fixed delphi/pascal stupid 'else' handling. This only happens for vanilla NPCs. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. Could be worth a try. This tool doesn't do anything by itself. The powerful open-source mod manager from Nexus Mods. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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 Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Find the entries for the head mesh itself. 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. All trademarks are property of their respective owners in the US and other countries. 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. Any ideas why? This mod is opted-in to receive Donation Points. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. In the right pane, find and select the NPC (s) with broken faces. So what am I missing? 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. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. All rights reserved. They also won't allow certain geometries the old game's head nifs would allow. But in SSE things are not so easy. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. That may have been their intention. All rights reserved. Any way of fixing this or it is just something we have to learn to live with? All rights reserved. For example: Looking at tint layers, it seems pretty clear what the issue is. Copyright 2023 Robin Scott. I appreciate the attempt. :), Press J to jump to the feed. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! The Elder Scrolls V: Skyrim Special Edition. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. It's a flaw in Nifmerge. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Which is a pita. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Thanks for the tip. 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. What file exactly did you use to regenerate the facegen data? Search Reddit posts and comments - see average sentiment, top terms, activity per day and more By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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). Possible solution if you get dark face. She still has the black face bug in my game. 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. Load your current load order. 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? Bijin, Better Bards). Skip the Patching section if you are only wanting to create new FaceGen Data. Remove the DDS files from these directories . 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%. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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. I haven't figured it out yet, but I've been working on it for the past few days. 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. 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 NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Not Required. ! All rights reserved. Install hundreds of mods with the click of a button. Use caution. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Several functions may not work. Select which races you want to patch. First, pick one mod that alters NPC faces and use just that one. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 4. The gray face bug will now be gone for you. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). The third-party CommonLibSSE library is licensed under the MIT license. facegen data is definitely being output to the data directory. I hope all that helps (took me a while to figure all that out lol). Are these NPCs supposed to be normal Khajiits? So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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. E.g. Right click. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Blackjack_Davy 2 yr. ago. TBH, I'm not sure what exactly happens here. This covers that up. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Check the last texture entry but one. This is really useful for spawning multiple NPCs to test. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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
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