For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. It should have been the mod from which the NPC comes. 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 . First, pick one mod that alters NPC faces and use just that one. Any way of fixing this or it is just something we have to learn to live with? 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. All rights reserved. Her face is not discolored in my game, but if she is in yours, use this. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Sorry No worries. Find the entries for the head mesh itself. In the right pane, find and select the NPC (s) with broken faces. Has something to do with it changing the shaders file. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. - 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. 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. Possible solution if you get dark face. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. This is really useful for spawning multiple NPCs to test. 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. If you want all the NPCs in your load order to use the individualized face textures for each race. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. (Select multiple NPCs by holding down Shift or Ctrl .) Not needed but suggested heavily. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Put the one you want to win the conflict last. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Basically you want to check which tintmask texture is attached to the head mesh. Skip the Patching section if you are only wanting to create new FaceGen Data. fixed an issue. 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. First, you need to export face gen data for each NPC. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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? 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. New comments cannot be posted and votes cannot be cast. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Copyright 2023 Robin Scott. So what am I missing? Create a bashed patch. This means it will work for mods such as VHR - Vanilla Hair Replacer. Log in to view your list of favourite games. 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. Skyrim Special Edition Creation Kit and Modders. This seems to have worked better, since now her face looks fine in-game. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! This mod is needed to extract all unique heads to allow you customize their textures. 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. Open the Creation Kit and click File > Data. No glitches or bugs at all. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. High Poly Head should also take effect if you distribute it with the xEdit script. 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. Maybe that was already common knowledge, but I didn't know it. Click Yes to all to dismiss warnings by category again. 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. 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. Updates your NPC faces to match body in a quick and efficient way. Unfortunately I'm kinda out of my wits here. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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 then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. While they're highlighted, press Ctrl + F4. I appreciate the attempt. All trademarks are property of their respective owners in the US and other countries. 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. Could it somehow be related to her being a vampire? 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. 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) By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Are these NPCs supposed to be normal Khajiits? The Elder Scrolls V: Skyrim Special Edition. This only happens for vanilla NPCs. Several mods making changes to one and the same NPC can result in a black face. Multiple mods that do the same thing will cause issues. Put Mrissi after anything that changes Khajiits. That may have been their intention. I can't seem to get the facegen data to export. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". She still has the black face bug in my game. For example: Looking at tint layers, it seems pretty clear what the issue is. And that's what happens most of the time when people encounter black faces in their game. I've got a few different mods which add npcs to the world which end up with blackened heads. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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". 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 . First, pick one mod that alters NPC faces and use just that one. Nnnnnope. Check the last texture entry but one. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Select which races you want to patch. 2. 5. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Most likely a missing (or unreadable) tint mask. TBH, I'm not sure what exactly happens here. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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 ". Press question mark to learn the rest of the keyboard shortcuts. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. The third-party CommonLibSSE library is licensed under the MIT license. This tool doesn't do anything by itself. ! Remove the DDS files from these directories . Several functions may not work. In most cases your problem is solved. Forget about the ones under the Mod.esp folder! Launch TES5Edit/SSEdit. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. * 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! Load your current load order. Problems appear when you use more than one mod that modifies the same NPC face. Cheers. That site also lets you input the NPC's name and will then give you their code. I was talking only about naming and location of files. 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. Most black face issues are simple mod conflicts. There appears to be nothing at all wrong with Padma's records. Use caution. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. It's a flaw in Nifmerge. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Install hundreds of mods with the click of a button. 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. Thanks for pointing that out. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Some of the affected mods add a LOT of new NPCs. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Select all plugins (Ctrl+A). 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I don't know why people still advice regenerating facegen data. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. This worked fine, but I have 1 problem. Edited by Belegost, 19 November 2020 - 03:58 pm. Let me know if you run into any problems. 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. 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. These "missing facegen data" issues are rather rare and very special cases. I also opened the face mesh in NifSkope, and it looks fine there. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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). There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Thank Bethesda for the shiesty BS, Soft. 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). 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. Not Required. This may be an issue having to do with quads verses triangles, but I'm not sure yet. New comments cannot be posted and votes cannot be cast. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data.