now definitely will not add same npc to console command batch file again and again. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! In most cases your problem is solved. 5. This mod is needed to extract all unique heads to allow you customize their textures. In this case, all the effected NPCs are those added by mods they don't exist in the base game. New comments cannot be posted and votes cannot be cast. I was talking only about naming and location of files. This only happens for vanilla NPCs. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. It did not. Log in to view your list of favourite games. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. Run only for selected files or records' from main menu. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Install hundreds of mods with the click of a button. 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. 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? 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Multiple mods that do the same thing will cause issues. Let me know if you run into any problems. Launch TES5Edit/SSEdit. Load your current load order. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. That step is sometimes overlooked by mod authors - which also explains some black faces. First, you need to export face gen data for each NPC. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Use caution. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Fixed delphi/pascal stupid 'else' handling. It SHOULD read sth. (Select multiple NPCs by holding down Shift or Ctrl .) 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"). This mod is opted-in to receive Donation Points. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. but if it's having any effect on the game when I load a save. Remove the DDS files from these directories . 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. Thanks for the tip. Skyrim Special Edition Creation Kit and Modders. This seems to have worked better, since now her face looks fine in-game. 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. This covers that up. Thank Bethesda for the shiesty BS, Soft. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. 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)). 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. Log in to view your list of favourite games. The gray face bug will now be gone for you. They also won't allow certain geometries the old game's head nifs would allow. - You'll get the black head no matter which way you do it, or if you do both. Not needed but suggested heavily. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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) Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. And does "fluffy Khajiits" change all Khajiits to something else? Skip the Patching section if you are only wanting to create new FaceGen Data. I hope all that helps (took me a while to figure all that out lol). 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. Black face bug dont effect the way the game works. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. ! You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Several functions may not work. Fixed! Copyright 2023 Robin Scott. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Any ideas on how I could fix it? There appears to be nothing at all wrong with Padma's records. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. So what am I missing? Repeat Steps 4-6 for any other mods with broken . Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Maybe that was already common knowledge, but I didn't know it. All rights reserved. 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. 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 ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Has something to do with it changing the shaders file. Not Required. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. I also can't see anything obviously wrong regarding poor Padma. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. facegen data is definitely being output to the data directory. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Check the last texture entry but one. Sorry No worries. First, pick one mod that alters NPC faces and use just that one. I haven't figured it out yet, but I've been working on it for the past few days. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Multiple mods that do the same thing will cause issues. Any way of fixing this or it is just something we have to learn to live with? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Possible solution if you get dark face. now will not add same npc to console command batch file again and again. 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. E.g. I appreciate the attempt. Some assets in this file belong to other authors. 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/#/ 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. These "missing facegen data" issues are rather rare and very special cases. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. If you want all the NPCs in your load order to use the individualized face textures for each race. 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". I can't seem to get the facegen data to export. Any ideas why? High Poly Head should also take effect if you distribute it with the xEdit script. Please re-enable javascript to access full functionality. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Bijin, Better Bards). The Elder Scrolls V: Skyrim Special Edition. All trademarks are property of their respective owners in the US and other countries. 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. Log in to view your list of favourite games. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. NifMerge can't even open head nifs made with the new CK. While they're highlighted, press Ctrl + F4. This worked fine, but I have 1 problem. So then, patch making time. Basically you want to check which tintmask texture is attached to the head mesh. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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. First, pick one mod that alters NPC faces and use just that one. Source code on GitHubThis work is licensed under the MIT License. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Put the one you want to win the conflict last. No glitches or bugs at all. 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. 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). Copyright 2023 Robin Scott. Other than that we can only hope that someone more expreienced than me has a clue. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. 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. 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. 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. For example: Looking at tint layers, it seems pretty clear what the issue is. Create a bashed patch. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. All rights reserved. It should have been the mod from which the NPC comes. That site also lets you input the NPC's name and will then give you their code. The mods in question are found here and here. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Click Yes to all to dismiss warnings by category again. Select all plugins (Ctrl+A). - The black head seems to happen no matter what. 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). 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). New comments cannot be posted and votes cannot be cast. Install hundreds of mods with the click of a button. This is really useful for spawning multiple NPCs to test. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. But in SSE things are not so easy. Which is a pita. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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 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. The powerful open-source mod manager from Nexus Mods. now can check records which is not in master file, by selecting them then choose '2. All rights reserved. - 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 the right pane, find and select the NPC (s) with broken faces. Select which races you want to patch. Can I do this in xEdit or will I need to use the Creation Kit? Well, that depends on what's causing the blackface bug in your case. I've run into this problem too. Put Mrissi after anything that changes Khajiits. 2. She still has the black face bug in my game. - 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. All rights reserved. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Some of the affected mods add a LOT of new NPCs. 3. Complementary tool for all mods that allow character races to have bodies unique to them. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. You currently have javascript disabled. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Install hundreds of mods with the click of a button. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Press question mark to learn the rest of the keyboard shortcuts. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Your first sentence may be true, but the second sentence is definitely not. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Find the entries for the head mesh itself. 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%. 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 ". I don't know why people still advice regenerating facegen data. 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 think nothing has changed regarding facegen. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. The powerful open-source mod manager from Nexus Mods. Could it somehow be related to her being a vampire? Unfortunately I'm kinda out of my wits here. 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 . Most likely a missing (or unreadable) tint mask. :), Press J to jump to the feed. Edited by Belegost, 19 November 2020 - 03:58 pm. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Forget about the ones under the Mod.esp folder! The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. Blackjack_Davy 2 yr. ago. 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 ". 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. If it is not there, I also opened the face mesh in NifSkope, and it looks fine there. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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. Her face is not discolored in my game, but if she is in yours, use this. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. 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.
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