In the right pane, find and select the NPC (s) with broken faces. 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. Are these NPCs supposed to be normal Khajiits? Several functions may not work. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Possible solution if you get dark face. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Skyrim Special Edition Creation Kit and Modders. Other than that we can only hope that someone more expreienced than me has a clue. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs 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. Thank Bethesda for the shiesty BS, Soft. E.g. 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. 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. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Multiple mods that do the same thing will cause issues. It's a flaw in Nifmerge. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. The powerful open-source mod manager from Nexus Mods. Let me know if you run into any problems. 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. 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 also opened the face mesh in NifSkope, and it looks fine there. Install hundreds of mods with the click of a button. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. It SHOULD read sth. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube Thanks for the tip. (Select multiple NPCs by holding down Shift or Ctrl .) Source code on GitHubThis work is licensed under the MIT License. Not needed but suggested heavily. What file exactly did you use to regenerate the facegen data? 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. Open the Creation Kit and click File > Data. And does "fluffy Khajiits" change all Khajiits to something else? 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. Any ideas why? 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. All rights reserved. I sure can't tell. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Create an account to follow your favorite communities and start taking part in conversations. 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". 4. 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. Has something to do with it changing the shaders file. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. In this case, all the effected NPCs are those added by mods they don't exist in the base game. If using MO2 you need to run this and SSEEdit through MO2. 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). 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Well, that depends on what's causing the blackface bug in your case. All rights reserved. I appreciate the attempt. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Remove the DDS files from these directories . Any ideas on how I could fix it? Put Mrissi after anything that changes Khajiits. Nnnnnope. 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. Multiple mods that do the same thing will cause issues. I hope all that helps (took me a while to figure all that out lol). When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Blackjack_Davy 2 yr. ago. I think nothing has changed regarding facegen. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Could it somehow be related to her being a vampire? 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. The Elder Scrolls V: Skyrim Special Edition. If you want all the NPCs in your load order to use the individualized face textures for each race. 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) I didnt stop to think that it includes load order like literally everything else does, I guess I should have. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Some assets in this file belong to other authors. Can I do this in xEdit or will I need to use the Creation Kit? 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". I also opened the face mesh in NifSkope, and it looks fine there. This worked fine, but I have 1 problem. Edited by Belegost, 13 November 2020 - 11:24 am. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods 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 . 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. All rights reserved. The mods in question are found here and here. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify 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. 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. 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. 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. New comments cannot be posted and votes cannot be cast. 3. now can check records which is not in master file, by selecting them then choose '2. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Sorry No worries. Black face bug dont effect the way the game works. 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. Find the entries for the head mesh itself. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. This covers that up. Load your current load order. All rights reserved. Not Required. 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. Fixed delphi/pascal stupid 'else' handling. Problems appear when you use more than one mod that modifies the same NPC face. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition Select which races you want to patch. Click Yes to all to dismiss warnings by category again. 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've got a few different mods which add npcs to the world which end up with blackened heads. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. Cheers. Select all plugins (Ctrl+A). Is there a way to export facegen data without the creation kit? Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 5. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Put the one you want to win the conflict last. 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Black faces. Tried regenerating faces. Apparently, I'm not doing it All trademarks are property of their respective owners in the US and other countries. I sure can't tell. 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. Any way of fixing this or it is just something we have to learn to live with? Uses xEdit script. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. 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. 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 tool doesn't do anything by itself. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Export NPC Face Textures - GECK The powerful open-source mod manager from Nexus Mods. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. She still has the black face bug in my game. NifMerge can't even open head nifs made with the new CK. New way of handling facegen data for NPCs in SSE - The Nexus Forums 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? 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Basically you want to check which tintmask texture is attached to the head mesh. A popup will show containing your mod list. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. fixed an issue. 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Please re-enable javascript to access full functionality. There appears to be nothing at all wrong with Padma's records. Where does CreationKit export facegen data? : r/skyrimmods As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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 . Unfortunately, it's not a case of multiple mods modifying a single npc. Fixed! You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Log in to view your list of favourite games. Install hundreds of mods with the click of a button. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Several mods making changes to one and the same NPC can result in a black face. Log in to view your list of favourite games. Valve Corporation. - 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! First, you need to export face gen data for each NPC. Race. TBH, I'm not sure what exactly happens here. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Run only for selected files or records' from main menu. Use caution. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. This seems to have worked better, since now her face looks fine in-game. Yours is unfortunately a totally different issue. Edited by Belegost, 19 November 2020 - 03:58 pm. Your first sentence may be true, but the second sentence is definitely 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). In most cases your problem is solved. Most likely a missing (or unreadable) tint mask. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. * 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! I've run into this problem too. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Complementary tool for all mods that allow character races to have bodies unique to them. 2. This mod is opted-in to receive Donation Points. Launch TES5Edit/SSEdit. Reinstall the conflicting mods.