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. The third-party CommonLibSSE library is licensed under the MIT license. All rights reserved. I also can't see anything obviously wrong regarding poor Padma. Select all plugins (Ctrl+A). Log in to view your list of favourite games. 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. Use caution. Could it somehow be related to her being a vampire? This mod is needed to extract all unique heads to allow you customize their textures. 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. 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. Other than that we can only hope that someone more expreienced than me has a clue. These "missing facegen data" issues are rather rare and very special cases.
New way of handling facegen data for NPCs in SSE - The Nexus Forums I haven't figured it out yet, but I've been working on it for the past few days. E.g. Some assets in this file belong to other authors. 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"). 5. Possible solution if you get dark face. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Nnnnnope. 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.
Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition - 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. Updates your NPC faces to match body in a quick and efficient way. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. 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. Thanks for the tip. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods There appears to be nothing at all wrong with Padma's records. 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. Complementary tool for all mods that allow character races to have bodies unique to them. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. TBH, I'm not sure what exactly happens here. 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. It did not. I appreciate the attempt. 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. So what am I missing? The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Could be worth a try. I think nothing has changed regarding facegen. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. So then, patch making time. 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. Most black face issues are simple mod conflicts. Put Mrissi after anything that changes Khajiits. NifMerge can't even open head nifs made with the new CK. 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. 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. This will tell you their FormID and the last plugin in your load order that referenced them. Find the entries for the head mesh itself. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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 . We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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. What file exactly did you use to regenerate the facegen data? Fixing the Gray Face: Skyrim Modding Tutorial - Weebly 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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). Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. She still has the black face bug in my game. Sorry No worries. Put the one you want to win the conflict last. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. facegen data is definitely being output to the data directory. Reinstall the conflicting mods. but if it's having any effect on the game when I load a save. And does "fluffy Khajiits" change all Khajiits to something else? I've run into this problem too. 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. Thanks for pointing that out. This means it will work for mods such as VHR - Vanilla Hair Replacer. They also won't allow certain geometries the old game's head nifs would allow. 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. And that's what happens most of the time when people encounter black faces in their game. 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 . You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Uses xEdit script. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Skyrim Special Edition Creation Kit and Modders. Are these NPCs supposed to be normal Khajiits? Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. 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. This covers that up. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Check the last texture entry but one. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Problems appear when you use more than one mod that modifies the same NPC face. facegen - Reddit post and comment search - SocialGrep ! 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. 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. 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. easymod/faq.md at master focustense/easymod GitHub Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Export NPC Face Textures - GECK Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. But in SSE things are not so easy. 2. 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. I also opened the face mesh in NifSkope, and it looks fine there. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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 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. Right click. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special Remove the DDS files from these directories . Fixed! You don't need to include ".txt". Thank Bethesda for the shiesty BS, Soft. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Well, that depends on what's causing the blackface bug in your case. A popup will show containing your mod list. New comments cannot be posted and votes cannot be cast. Source code on GitHubThis work is licensed under the MIT License. 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! 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. 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/#/ Open the Creation Kit and click File > Data. In most cases your problem is solved. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. The powerful open-source mod manager from Nexus Mods. Any way of fixing this or it is just something we have to learn to live with? 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. It's a flaw in Nifmerge. Copyright 2023 Robin Scott. Install hundreds of mods with the click of a button. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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. Edited by Belegost, 13 November 2020 - 11:24 am. The mods in question are found here and here. This worked fine, but I have 1 problem. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 3. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) :), Press J to jump to the feed. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Repeat Steps 4-6 for any other mods with broken . - The black head seems to happen no matter what. Create an account to follow your favorite communities and start taking part in conversations. While they're highlighted, press Ctrl + F4. Guide: Creating FaceGen Data - Articles - The Nexus Forums Basically you want to check which tintmask texture is attached to the head mesh. 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"). Select which races you want to patch. All trademarks are property of their respective owners in the US and other countries. 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. I sure can't tell. Run only for selected files or records' from main menu. I sure can't tell. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. I was talking only about naming and location of files. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. This only happens for vanilla NPCs. All rights reserved. No glitches or bugs at all. Check the box again and the old merges work perfect. Copyright 2023 Robin Scott. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Copyright 2023 Robin Scott. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Unfortunately, it's not a case of multiple mods modifying a single npc. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. You currently have javascript disabled. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. Is there a way to export facegen data without the creation kit? 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. Edited by Belegost, 19 November 2020 - 03:58 pm. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify