skyrim se regenerate facegen data

Repeat Steps 4-6 for any other mods with broken . 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 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. This mod is needed to extract all unique heads to allow you customize their textures. 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. If it is not there, In this case, all the effected NPCs are those added by mods they don't exist in the base game. Blackjack_Davy 2 yr. ago. - 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. Could be worth a try. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Remove the DDS files from these directories . Are these NPCs supposed to be normal Khajiits? Could it somehow be related to her being a vampire? First, pick one mod that alters NPC faces and use just that one. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Complementary tool for all mods that allow character races to have bodies unique to them. Has something to do with it changing the shaders file. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. now will not add same npc to console command batch file again and again. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Fixed delphi/pascal stupid 'else' handling. There appears to be nothing at all wrong with Padma's records. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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"). If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Use caution. The third-party CommonLibSSE library is licensed under the MIT license. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. So what am I missing? This worked fine, but I have 1 problem. Several functions may not work. facegen data is definitely being output to the data directory. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Log in to view your list of favourite games. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. In the right pane, find and select the NPC (s) with broken faces. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. TBH, I'm not sure what exactly happens here. But in SSE things are not so easy. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. Nnnnnope. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. So then, patch making time. 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). 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 ". 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I appreciate the attempt. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. The mods in question are found here and here. It should have been the mod from which the NPC comes. (Select multiple NPCs by holding down Shift or Ctrl .) 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. Can I do this in xEdit or will I need to use the Creation Kit? 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. - You'll get the black head no matter which way you do it, or if you do both. Run only for selected files or records' from main menu. Multiple mods that do the same thing will cause issues. This seems to have worked better, since now her face looks fine in-game. And does "fluffy Khajiits" change all Khajiits to something else? 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. Some assets in this file belong to other authors. Install hundreds of mods with the click of a button. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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. Well, that depends on what's causing the blackface bug in your case. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. 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". While they're highlighted, press Ctrl + F4. 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. This mod is opted-in to receive Donation Points. Which is a pita. Other than that we can only hope that someone more expreienced than me has a clue. Load your current load order. Thank Bethesda for the shiesty BS, Soft. 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 new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Her face is not discolored in my game, but if she is in yours, use this. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 3. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Install hundreds of mods with the click of a button. All trademarks are property of their respective owners in the US and other countries. 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. New comments cannot be posted and votes cannot be cast. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). These "missing facegen data" issues are rather rare and very special cases. All rights reserved. I don't know why people still advice regenerating facegen data. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. 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. - 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. 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). Please re-enable javascript to access full functionality. Select which races you want to patch. The gray face bug will now be gone for you. Any ideas on how I could fix it? 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. Race. I think nothing has changed regarding facegen. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. Fixed! Unfortunately I'm kinda out of my wits here. 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. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Several mods making changes to one and the same NPC can result in a black face. First, pick one mod that alters NPC faces and use just that one. And that's what happens most of the time when people encounter black faces in their game. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Put Mrissi after anything that changes Khajiits. 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. 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. Sorry No worries. but if it's having any effect on the game when I load a save. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. That site also lets you input the NPC's name and will then give you their code. 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? Cheers. Press question mark to learn the rest of the keyboard shortcuts. A popup will show containing your mod list. She still has the black face bug in my game. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. For example: Looking at tint layers, it seems pretty clear what the issue is. Open the Creation Kit and click File > Data. I also can't see anything obviously wrong regarding poor Padma. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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? then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. The powerful open-source mod manager from Nexus Mods. It SHOULD read sth. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. The powerful open-source mod manager from Nexus Mods. In most cases your problem is solved. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Find the entries for the head mesh itself. 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. All rights reserved. Copyright 2023 Robin Scott. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 5. Unfortunately, it's not a case of multiple mods modifying a single npc. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Click Yes to all to dismiss warnings by category again. 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) 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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). So what am I missing? All rights reserved. Thanks for the tip. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Most black face issues are simple mod conflicts. Skyrim Special Edition Creation Kit and Modders. 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. I sure can't tell. That may have been their intention. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Yours is unfortunately a totally different issue. You currently have javascript disabled. Launch TES5Edit/SSEdit. They also won't allow certain geometries the old game's head nifs would allow. Not needed but suggested heavily. now can check records which is not in master file, by selecting them then choose '2. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Let me know if you run into any problems. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Bijin, Better Bards). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Just made my first weapon in Blender and want to know how to port over to Skyrim. Uses xEdit script. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Not Required. Log in to view your list of favourite games. Select all plugins (Ctrl+A). Problems appear when you use more than one mod that modifies the same NPC face. 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. Most likely a missing (or unreadable) tint mask. 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. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. Check the last texture entry but one. Forget about the ones under the Mod.esp folder! This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. She is Breton, and BretonRace has no alterations of any kind to it's face data. Black face bug dont effect the way the game works. 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. 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Updates your NPC faces to match body in a quick and efficient way. Edited by Belegost, 13 November 2020 - 11:24 am. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. If using MO2 you need to run this and SSEEdit through MO2. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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. - The black head seems to happen no matter what. Put the one you want to win the conflict last. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. This will tell you their FormID and the last plugin in your load order that referenced them. 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 also opened the face mesh in NifSkope, and it looks fine there. 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 Elder Scrolls V: Skyrim Special Edition. 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. Install hundreds of mods with the click of a button. Some of the affected mods add a LOT of new NPCs. Basically you want to check which tintmask texture is attached to the head mesh. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. This tool doesn't do anything by itself. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. It did not. 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. 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. 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 hope all that helps (took me a while to figure all that out lol). fixed an 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. I've run into this problem too. Source code on GitHubThis work is licensed under the MIT License. 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 . Your first sentence may be true, but the second sentence is definitely not. Log in to view your list of favourite games. Right click. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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 ". Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". This covers that up. Copyright 2023 Robin Scott. Thanks for pointing that out. You don't need to include ".txt". Possible solution if you get dark face. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. now definitely will not add same npc to console command batch file again and again. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 4. 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. 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.

Are Juju Chang And Julie Chang Related, Articles S

skyrim se regenerate facegen data