I was talking only about naming and location of files. I can't seem to get the facegen data to export. She is Breton, and BretonRace has no alterations of any kind to it's face data. Copyright 2023 Robin Scott. 4. 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. Maybe that was already common knowledge, but I didn't know it. 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. The powerful open-source mod manager from Nexus Mods. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. That step is sometimes overlooked by mod authors - which also explains some black faces. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. This means it will work for mods such as VHR - Vanilla Hair Replacer. Put Mrissi after anything that changes Khajiits. fixed an issue. Black face bug dont effect the way the game works. Could it somehow be related to her being a vampire? His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Let me know if you run into any problems. While they're highlighted, press Ctrl + F4. The Elder Scrolls V: Skyrim Special Edition. 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. 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. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm".
It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. High Poly Head should also take effect if you distribute it with the xEdit script.
FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify These "missing facegen data" issues are rather rare and very special cases. And does "fluffy Khajiits" change all Khajiits to something else? if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Forget about the ones under the Mod.esp folder! First, Identify what mod you want to turn into an esl check to see if it has facegen data it will be located under "meshes\actors\character\FaceGenData\FaceGeom{Whatever the plugin name is}" as loose files or using . Right click. Copyright 2023 Black Tree Gaming Ltd. All rights reserved.
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. I haven't figured it out yet, but I've been working on it for the past few days. 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.
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. Possible solution if you get dark face. 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.
It did not. 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). - 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. So what am I missing? 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. They also won't allow certain geometries the old game's head nifs would allow. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. NifMerge can't even open head nifs made with the new CK. Click Yes to all to dismiss warnings by category again.
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)). Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. No glitches or bugs at all. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Log in to view your list of favourite games. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Use caution. This only happens for vanilla NPCs. This tool doesn't do anything by itself. If it is not there,
(Select multiple NPCs by holding down Shift or Ctrl .) - 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. Any ideas why? There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. This mod is needed to extract all unique heads to allow you customize their textures. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds".
As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Which is a pita.
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). 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. * 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! 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. Launch TES5Edit/SSEdit. 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. Uses xEdit script. - The black head seems to happen no matter what. All rights reserved. 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? 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"). New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! The powerful open-source mod manager from Nexus Mods. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more So to get the corresponding facegen files, you need to change the first two numbers to 0. Some assets in this file belong to other authors. It's a flaw in Nifmerge. She still has the black face bug in my game. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. facegen data is definitely being output to the data directory. Could be worth a try. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod.
Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Valve Corporation. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. I don't know why people still advice regenerating facegen data. 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"). 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. Log in to view your list of favourite games. This worked fine, but I have 1 problem. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Some of the affected mods add a LOT of new NPCs. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. That site also lets you input the NPC's name and will then give you their code. Any ideas on how I could fix it? If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Blackjack_Davy 2 yr. ago. 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. Can I do this in xEdit or will I need to use the Creation Kit? 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. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Nnnnnope. Install hundreds of mods with the click of a button. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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. Multiple mods that do the same thing will cause issues. 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
". For example: Looking at tint layers, it seems pretty clear what the issue is. Copyright 2023 Robin Scott. A popup will show containing your mod list. Where does CreationKit export facegen data? : r/skyrimmods Select all plugins (Ctrl+A). 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/#/ 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 sure can't tell. That may have been their intention. Race. I think nothing has changed regarding facegen. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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. 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. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. If you want all the NPCs in your load order to use the individualized face textures for each race. The third-party CommonLibSSE library is licensed under the MIT license. I sure can't tell. Put the one you want to win the conflict last. Skip the Patching section if you are only wanting to create new FaceGen Data. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. I also opened the face mesh in NifSkope, and it looks fine there. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Copyright 2023 Robin Scott. 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. Edited by Belegost, 13 November 2020 - 11:24 am. Thank Bethesda for the shiesty BS, Soft.