Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs 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). 5. 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. Blackjack_Davy 2 yr. ago. Her face is not discolored in my game, but if she is in yours, use this. The powerful open-source mod manager from Nexus Mods. First, you need to export face gen data for each NPC. Thanks for the tip. This seems to have worked better, since now her face looks fine in-game. Find the entries for the head mesh itself. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. While they're highlighted, press Ctrl + F4. Launch TES5Edit/SSEdit. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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. In the right pane, find and select the NPC (s) with broken faces. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. You don't need to include ".txt". I've run into this problem too. It's a flaw in Nifmerge. First, pick one mod that alters NPC faces and use just that one. Install hundreds of mods with the click of a button. facegen data is definitely being output to the data directory. I hope all that helps (took me a while to figure all that out lol). now can check records which is not in master file, by selecting them then choose '2. Valve Corporation. 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. No glitches or bugs at all. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). This covers that up. Forget about the ones under the Mod.esp folder! 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. 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. New comments cannot be posted and votes cannot be cast. So what am I missing? The powerful open-source mod manager from Nexus Mods. Export NPC Face Textures - GECK Complementary tool for all mods that allow character races to have bodies unique to them. Cheers. 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. Skyrim Special Edition Creation Kit and Modders. Edited by Belegost, 13 November 2020 - 11:24 am. 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. easymod/faq.md at master focustense/easymod GitHub I don't know why people still advice regenerating facegen data. They also won't allow certain geometries the old game's head nifs would allow. Any way of fixing this or it is just something we have to learn to live with? So what am I missing? Edited by Belegost, 19 November 2020 - 03:58 pm. Sorry No worries. Check the box again and the old merges work perfect. Which is a pita. It SHOULD read sth. Several functions may not work. 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. 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. Skip the Patching section if you are only wanting to create new 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. Check the last texture entry but one. This mod is opted-in to receive Donation Points. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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/#/ - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. I can't seem to get the facegen data to export. 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. fixed an issue. All rights reserved. Right click. Use caution. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more I was talking only about naming and location of files. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Please re-enable javascript to access full functionality. 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. Install hundreds of mods with the click of a button. Most likely a missing (or unreadable) tint mask. I sure can't tell. 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. The gray face bug will now be gone for you. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Uses xEdit script. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. :), Press J to jump to the feed. 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 . 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)). 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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. Guide: Creating FaceGen Data - Articles - The Nexus Forums How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Open the Creation Kit and click File > Data. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. She is Breton, and BretonRace has no alterations of any kind to it's face data. Where does CreationKit export facegen data? : r/skyrimmods That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. All rights reserved. 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. - The black head seems to happen no matter what. And that's what happens most of the time when people encounter black faces in their game. Not needed but suggested heavily. If using MO2 you need to run this and SSEEdit through MO2. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This mod is needed to extract all unique heads to allow you customize their textures. Some assets in this file belong to other authors. 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. Any ideas why? Select all plugins (Ctrl+A). As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. These "missing facegen data" issues are rather rare and very special cases. Race. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". I've got a few different mods which add npcs to the world which end up with blackened heads. 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). 4. Source code on GitHubThis work is licensed under the MIT License. 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 . Yours is unfortunately a totally different issue. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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". So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Press question mark to learn the rest of the keyboard shortcuts. So then, patch making time. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. - You'll get the black head no matter which way you do it, or if you do both. It did not. 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 ". 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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 this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. She still has the black face bug in my game. And does "fluffy Khajiits" change all Khajiits to something else? 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. Could it somehow be related to her being a vampire? By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Create a bashed patch. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Put Mrissi after anything that changes Khajiits. 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 . Can I do this in xEdit or will I need to use the Creation Kit? All rights reserved. Run only for selected files or records' from main menu. Copyright 2023 Robin Scott. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Remove the DDS files from these directories . Load your current load order. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. Problems appear when you use more than one mod that modifies the same NPC face. 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 nothing had changed regarding facegen, then we could use NifMerge to simply convert the old game's head nifs into head nifs for the new game, but we can't. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Black faces. Tried regenerating faces. Apparently, I'm not doing it This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. The third-party CommonLibSSE library is licensed under the MIT license. but if it's having any effect on the game when I load a save. Bijin, Better Bards). Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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 ". Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special The mods in question are found here and here. 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 really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. - 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Most black face issues are simple mod conflicts. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Create an account to follow your favorite communities and start taking part in conversations. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Just made my first weapon in Blender and want to know how to port over to Skyrim. For example: Looking at tint layers, it seems pretty clear what the issue is. 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). * 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! 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Could be worth a try. Repeat Steps 4-6 for any other mods with broken . 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. Any ideas on how I could fix it? I haven't figured it out yet, but I've been working on it for the past few days. Possible solution if you get dark face. 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. This will tell you their FormID and the last plugin in your load order that referenced them. Thank Bethesda for the shiesty BS, Soft. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. This only happens for vanilla NPCs. 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. 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. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Has something to do with it changing the shaders file. If you want all the NPCs in your load order to use the individualized face textures for each race. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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"). NifMerge can't even open head nifs made with the new CK. ! 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. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Unfortunately I'm kinda out of my wits here.