The gray face bug will now be gone for you. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Some assets in this file belong to other authors. Uses xEdit script. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. There appears to be nothing at all wrong with Padma's records. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Most likely a missing (or unreadable) tint mask. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. 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. Let me know if you run into any problems. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. Log in to view your list of favourite games. 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. 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. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Check the last texture entry but one. 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. 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 . Not Required. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Use caution. 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. Fixed! The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). First, you need to export face gen data for each NPC. Click Yes to all to dismiss warnings by category again. It should have been the mod from which the NPC comes. Create a bashed patch. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. The powerful open-source mod manager from Nexus Mods. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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 ". I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). That step is sometimes overlooked by mod authors - which also explains some black faces. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. She still has the black face bug in my game. 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. 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? Put Mrissi after anything that changes Khajiits. 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. Maybe that was already common knowledge, but I didn't know it. 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. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Yours is unfortunately a totally different issue. - 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Has something to do with it changing the shaders file. 4. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Log in to view your list of favourite games. I think nothing has changed regarding facegen. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Black face bug dont effect the way the game works. Problems appear when you use more than one mod that modifies the same NPC face. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. For example: Looking at tint layers, it seems pretty clear what the issue is. 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. The mods in question are found here and here. The third-party CommonLibSSE library is licensed under the MIT license. Not needed but suggested heavily. 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? 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 haven't figured it out yet, but I've been working on it for the past few days. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. And does "fluffy Khajiits" change all Khajiits to something else? Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. No glitches or bugs at all. While they're highlighted, press Ctrl + F4. If you want all the NPCs in your load order to use the individualized face textures for each race. All rights reserved. This only happens for vanilla NPCs. This seems to have worked better, since now her face looks fine in-game. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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). Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. So what am I missing? 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. Open the Creation Kit and click File > Data. A popup will show containing your mod list. 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). Race. fixed an issue. :), Press J to jump to the feed. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Skyrim Special Edition Creation Kit and Modders. In most cases your problem is solved. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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. You currently have javascript disabled. I also opened the face mesh in NifSkope, and it looks fine there. Any ideas why? Remove the DDS files from these directories . His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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've got a few different mods which add npcs to the world which end up with blackened heads. I sure can't tell. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". E.g. I've run into this problem too. 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 ". Fixed delphi/pascal stupid 'else' handling. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. - You'll get the black head no matter which way you do it, or if you do both. NifMerge can't even open head nifs made with the new CK. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I can't seem to get the facegen data to export. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. now will not add same npc to console command batch file again and again. Several functions may not work. Repeat Steps 4-6 for any other mods with broken . EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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. 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 you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Some of the affected mods add a LOT of new NPCs. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Multiple mods that do the same thing will cause issues. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Any way of fixing this or it is just something we have to learn to live with? This worked fine, but I have 1 problem. In this case, all the effected NPCs are those added by mods they don't exist in the base game. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Thank Bethesda for the shiesty BS, Soft. Install hundreds of mods with the click of a button. If it is not there, Most black face issues are simple mod conflicts. Any ideas on how I could fix it? like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". All rights reserved. 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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. 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. 2. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). I also opened the face mesh in NifSkope, and it looks fine there. It's a flaw in Nifmerge. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Thanks for pointing that out. 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". 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. Copyright 2023 Robin Scott. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. Select which races you want to patch. ! Load your current load order. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. What file exactly did you use to regenerate the facegen data? So then, patch making time. 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. First, pick one mod that alters NPC faces and use just that one. Cheers. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. You don't need to include ".txt". First, pick one mod that alters NPC faces and use just that one. 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. New comments cannot be posted and votes cannot be cast. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Sorry No worries. 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. Reinstall the conflicting mods.
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