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. 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. Fixed delphi/pascal stupid 'else' handling. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. 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. 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"). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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. The mods in question are found here and here. First, you need to export face gen data for each NPC. This seems to have worked better, since now her face looks fine in-game. No glitches or bugs at all. 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). 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. All trademarks are property of their respective owners in the US and other countries. 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. 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. Click Yes to all to dismiss warnings by category again. 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 . I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. * 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! Create an account to follow your favorite communities and start taking part in conversations. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Unfortunately, it's not a case of multiple mods modifying a single npc. This mod is needed to extract all unique heads to allow you customize their textures. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Source code on GitHubThis work is licensed under the MIT License. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. It should have been the mod from which the NPC comes. Is there a way to export facegen data without the creation kit? 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. Where does CreationKit export facegen data? : r/skyrimmods Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Nnnnnope. Not Required. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Yours is unfortunately a totally different issue. 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. New comments cannot be posted and votes cannot be cast. - The black head seems to happen no matter what. I sure can't tell. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Edited by Belegost, 19 November 2020 - 03:58 pm. But in SSE things are not so easy. 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. I don't know why people still advice regenerating facegen data. Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit What file exactly did you use to regenerate the facegen data? Load your current load order. Repeat Steps 4-6 for any other mods with broken . 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. Log in to view your list of favourite games. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Uses xEdit script. 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. 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. facegen data is definitely being output to the data directory. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. So to get the corresponding facegen files, you need to change the first two numbers to 0. Install hundreds of mods with the click of a button. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Black faces. Tried regenerating faces. Apparently, I'm not doing it - 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. This mod is opted-in to receive Donation Points. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. In this case, all the effected NPCs are those added by mods they don't exist in the base game. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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. Remove the DDS files from these directories . I sure can't tell. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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. Blackjack_Davy 2 yr. ago. I was talking only about naming and location of files. :), Press J to jump to the feed. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. First, pick one mod that alters NPC faces and use just that one. Find the entries for the head mesh itself. 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). Any ideas why? Sorry No worries. Black face bug dont effect the way the game works. There appears to be nothing at all wrong with Padma's records. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. The gray face bug will now be gone for you. Basically you want to check which tintmask texture is attached to the head mesh. I haven't figured it out yet, but I've been working on it for the past few days. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods All rights reserved. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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 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. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition That step is sometimes overlooked by mod authors - which also explains some black faces. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Copyright 2023 Robin Scott. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Guide: Creating FaceGen Data - Articles - The Nexus Forums 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". Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. ! Put Mrissi after anything that changes Khajiits. TBH, I'm not sure what exactly happens here. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Most likely a missing (or unreadable) tint mask. Again: Regenerating facegen data won't help most of the time - on the contrary: You will most likely screw up your beautiful NPCs UGH misinformation is the worst. Race. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). easymod/faq.md at master focustense/easymod GitHub 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.
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