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Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Install hundreds of mods with the click of a button. 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. She still has the black face bug in my game. 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. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. So then, patch making time. This mod is needed to extract all unique heads to allow you customize their textures. Multiple mods that do the same thing will cause issues. 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) Copyright 2023 Robin Scott. This tool doesn't do anything by itself. This may be an issue having to do with quads verses triangles, but I'm not sure yet. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). I haven't figured it out yet, but I've been working on it for the past few days. All rights reserved. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I've got a few different mods which add npcs to the world which end up with blackened heads. 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've run into this problem too. The Elder Scrolls V: Skyrim Special Edition. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Has something to do with it changing the shaders file. 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 ". 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. fixed an issue. Install hundreds of mods with the click of a button. * 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! You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. 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? Which is a pita. Other than that we can only hope that someone more expreienced than me has a clue. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. 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/#/ 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've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. Any ideas on how I could fix it? All trademarks are property of their respective owners in the US and other countries. Create an account to follow your favorite communities and start taking part in conversations. 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. Use caution. Updates your NPC faces to match body in a quick and efficient way. Well, that depends on what's causing the blackface bug in your case. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Bijin, Better Bards). - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. Copyright 2023 Robin Scott. Skip the Patching section if you are only wanting to create new FaceGen Data. - You'll get the black head no matter which way you do it, or if you do both. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. If you want all the NPCs in your load order to use the individualized face textures for each race. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Press question mark to learn the rest of the keyboard shortcuts. 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 . The powerful open-source mod manager from Nexus Mods. The third-party CommonLibSSE library is licensed under the MIT license. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Yours is unfortunately a totally different issue. 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. If it is not there, It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Edited by Belegost, 13 November 2020 - 11:24 am. 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. Most likely a missing (or unreadable) tint mask. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. - Head nifs from the old game will work in the new game due to a degree of backwards compatibility and they will not exhibit the black head problem. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Any way of fixing this or it is just something we have to learn to live with? 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. The mods in question are found here and here. 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. 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. Maybe that was already common knowledge, but I didn't know it. She is Breton, and BretonRace has no alterations of any kind to it's face data. Race. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Source code on GitHubThis work is licensed under the MIT License. It SHOULD read sth. Possible solution if you get dark face. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Fixed! NifMerge can't even open head nifs made with the new CK. Create a bashed patch. Reinstall the conflicting mods. 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. Multiple mods that do the same thing will cause issues. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). now definitely will not add same npc to console command batch file again and again. 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). If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. 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. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. I also opened the face mesh in NifSkope, and it looks fine there. Blackjack_Davy 2 yr. ago. 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. 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. Several mods making changes to one and the same NPC can result in a black face. You don't need to include ".txt". It did not. Let me know if you run into any problems. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Can I do this in xEdit or will I need to use the Creation Kit? 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 ". The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. In the right pane, find and select the NPC (s) with broken faces. All rights reserved. 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 . 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. TBH, I'm not sure what exactly happens here. Fixed delphi/pascal stupid 'else' handling. 3. facegen data is definitely being output to the data directory. Your first sentence may be true, but the second sentence is definitely not. - The black head seems to happen no matter what. Forget about the ones under the Mod.esp folder! You currently have javascript disabled. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 5. In most cases your problem is solved. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. For example: Looking at tint layers, it seems pretty clear what the issue is. 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. Repeat Steps 4-6 for any other mods with broken . In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Click Yes to all to dismiss warnings by category again. I also can't see anything obviously wrong regarding poor Padma. 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). 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I was talking only about naming and location of files. Find the entries for the head mesh itself. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. In this case, all the effected NPCs are those added by mods they don't exist in the base game. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. I sure can't tell. Sorry No worries. 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. Install hundreds of mods with the click of a button. Skyrim Special Edition Creation Kit and Modders. High Poly Head should also take effect if you distribute it with the xEdit script. This seems to have worked better, since now her face looks fine in-game. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Several functions may not work. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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). That site also lets you input the NPC's name and will then give you their code. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. And does "fluffy Khajiits" change all Khajiits to something else? Could it somehow be related to her being a vampire? 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)). Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. This only happens for vanilla NPCs. Her face is not discolored in my game, but if she is in yours, use this. Any ideas why? I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. That may have been their intention. :), Press J to jump to the feed. Please re-enable javascript to access full functionality. Select which races you want to patch. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Thank Bethesda for the shiesty BS, Soft. 2. 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.