I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Install hundreds of mods with the click of a button. That step is sometimes overlooked by mod authors - which also explains some black faces. It did not. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. It SHOULD read sth. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. NifMerge can't even open head nifs made with the new CK. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. This only happens for vanilla NPCs. 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. Updates your NPC faces to match body in a quick and efficient way. Copyright 2023 Robin Scott. 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 . My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. All rights reserved. but if it's having any effect on the game when I load a save. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. First, you need to export face gen data for each NPC. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Fixed! 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. 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Blackjack_Davy 2 yr. ago. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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"). Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Your first sentence may be true, but the second sentence is definitely not. Uses xEdit script. * 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! 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 . 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. 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. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. - 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. Well, that depends on what's causing the blackface bug in your case. I don't know why people still advice regenerating facegen data. Thanks for pointing that out. This means it will work for mods such as VHR - Vanilla Hair Replacer. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. High Poly Head should also take effect if you distribute it with the xEdit script. Right click. Could be worth a try. Press question mark to learn the rest of the keyboard shortcuts. Race. Most likely a missing (or unreadable) tint mask. The powerful open-source mod manager from Nexus Mods. That site also lets you input the NPC's name and will then give you their code. 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? Valve Corporation. And that's what happens most of the time when people encounter black faces in their game. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Not Required. Run only for selected files or records' from main menu. 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 can't seem to get the facegen data to export. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. Unfortunately, it's not a case of multiple mods modifying a single npc. 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 worked fine, but I have 1 problem. Install hundreds of mods with the click of a button. So what am I missing? There appears to be nothing at all wrong with Padma's records. Launch TES5Edit/SSEdit. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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"). What file exactly did you use to regenerate the 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. Repeat Steps 4-6 for any other mods with broken . So what am I missing? 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). 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. 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. Create a bashed patch. You don't need to include ".txt". ! The mods in question are found here and here. Edited by Belegost, 13 November 2020 - 11:24 am. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Edited by Belegost, 19 November 2020 - 03:58 pm. 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. 3. 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 ". A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Put the one you want to win the conflict last. All rights reserved. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. For example: Looking at tint layers, it seems pretty clear what the issue is. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). This specific character had the "BretonRaceVampire" (or BretonVampireRace?) I sure can't tell. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Sorry No worries. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Source code on GitHubThis work is licensed under the MIT License. And does "fluffy Khajiits" change all Khajiits to something else? Basically you want to check which tintmask texture is attached to the head mesh. 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 sure can't tell. 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. All trademarks are property of their respective owners in the US and other countries. New comments cannot be posted and votes cannot be cast. 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. Could it somehow be related to her being a vampire? It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Thank Bethesda for the shiesty BS, Soft. 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. 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 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. They also won't allow certain geometries the old game's head nifs would allow. 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. These "missing facegen data" issues are rather rare and very special cases. Can I do this in xEdit or will I need to use the Creation Kit? It should have been the mod from which the NPC comes. Reinstall the conflicting mods. 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. now will not add same npc to console command batch file again and again. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Some assets in this file belong to other authors. 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. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. 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. Any ideas on how I could fix it? - 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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. 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. Oh my I dont know how I didnt think of that, I took the formIDs and compared them to the list of FaceGen files but obviously they didnt match up 100%. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Skip the Patching section if you are only wanting to create new FaceGen Data. She is Breton, and BretonRace has no alterations of any kind to it's face data. - You'll get the black head no matter which way you do it, or if you do both. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. She still has the black face bug in my game. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Some of the affected mods add a LOT of new NPCs. Other than that we can only hope that someone more expreienced than me has a clue. Load your current load order. Select which races you want to patch. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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). While they're highlighted, press Ctrl + F4. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. fixed an issue. The gray face bug will now be gone for you. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Cheers. Has something to do with it changing the shaders file. Copyright 2023 Robin Scott. 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. If using MO2 you need to run this and SSEEdit through MO2. This tool doesn't do anything by itself. Log in to view your list of favourite games. But in SSE things are not so easy. 2. Use caution. Install hundreds of mods with the click of a button. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). In most cases your problem is solved. now definitely will not add same npc to console command batch file again and again. Not needed but suggested heavily. I haven't figured it out yet, but I've been working on it for the past few days. All rights reserved. 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. I've got a few different mods which add npcs to the world which end up with blackened heads. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. This may be an issue having to do with quads verses triangles, but I'm not sure yet. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Let me know if you run into any problems. 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 . Thanks for the tip. 4. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Log in to view your list of favourite games. I appreciate the attempt. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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? Possible solution if you get dark face. If it is not there, 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. First, pick one mod that alters NPC faces and use just that one. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I think nothing has changed regarding facegen. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Copyright 2023 Robin Scott. 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. Remove the DDS files from these directories . 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. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! A popup will show containing your mod list. You currently have javascript disabled. I hope all that helps (took me a while to figure all that out lol). 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 ". 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. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Her face is not discolored in my game, but if she is in yours, use this. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. This is really useful for spawning multiple NPCs to test. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Fixed delphi/pascal stupid 'else' handling. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Any ideas why? In this case, all the effected NPCs are those added by mods they don't exist in the base game. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. So to get the corresponding facegen files, you need to change the first two numbers to 0. Several functions may not work. Find the entries for the head mesh itself. Which is a pita. This mod is needed to extract all unique heads to allow you customize their textures. facegen data is definitely being output to the data directory. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. TBH, I'm not sure what exactly happens here. Create an account to follow your favorite communities and start taking part in conversations. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Open the Creation Kit and click File > Data. 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 seems to have worked better, since now her face looks fine in-game. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. All rights reserved. That may have been their intention. Unfortunately I'm kinda out of my wits here. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Forget about the ones under the Mod.esp folder! It's a flaw in Nifmerge. This means it will work for mods such as VHR - Vanilla Hair Replacer. The powerful open-source mod manager from Nexus Mods. Black face bug dont effect the way the game works. Yours is unfortunately a totally different issue. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. I also can't see anything obviously wrong regarding poor Padma. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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 covers that up. E.g. I've run into this problem too. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. Put Mrissi after anything that changes Khajiits. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. No glitches or bugs at all. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Most black face issues are simple mod conflicts. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I also opened the face mesh in NifSkope, and it looks fine there. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Several mods making changes to one and the same NPC can result in a black face. Problems appear when you use more than one mod that modifies the same NPC face. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Please re-enable javascript to access full functionality.