Which City Has A Doughnut Variety Named For It?,
Ireland Baldwin Measurements,
Thomas Holton Obituary,
Andy Hirschfeld Apple Net Worth,
Did Chipotle Repent Or Defend,
Articles S
I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". :), Press J to jump to the feed. That site also lets you input the NPC's name and will then give you their code. First, pick one mod that alters NPC faces and use just that one. And does "fluffy Khajiits" change all Khajiits to something else? This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. 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"). This mod is opted-in to receive Donation Points. 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? 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"). 4. 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). Right click. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! fixed an issue. 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). 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Launch TES5Edit/SSEdit. 5. Nnnnnope. Fixed delphi/pascal stupid 'else' handling. Open the Creation Kit and click File > Data. For example: Looking at tint layers, it seems pretty clear what the issue is. I don't know why people still advice regenerating facegen data. 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. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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. 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. The third-party CommonLibSSE library is licensed under the MIT license. 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. 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. I sure can't tell. Several functions may not work. Unfortunately I'm kinda out of my wits here. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Skip the Patching section if you are only wanting to create new FaceGen Data. Race. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Well, that depends on what's causing the blackface bug in your case. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. These "missing facegen data" issues are rather rare and very special cases. But in SSE things are not so easy. Bijin, Better Bards). 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
". High Poly Head should also take effect if you distribute it with the xEdit script. I also opened the face mesh in NifSkope, and it looks fine there. I also can't see anything obviously wrong regarding poor Padma. 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. This seems to have worked better, since now her face looks fine in-game. 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. So then, patch making time. 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. 2. Put Mrissi after anything that changes Khajiits. Not Required. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. In this case, all the effected NPCs are those added by mods they don't exist in the base game. And that's what happens most of the time when people encounter black faces in their game. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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 . This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. 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 you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Run only for selected files or records' from main menu. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Let me know if you run into any problems. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Forget about the ones under the Mod.esp folder! The powerful open-source mod manager from Nexus Mods. Complementary tool for all mods that allow character races to have bodies unique to them. I sure can't tell. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. Log in to view your list of favourite games. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. It's a flaw in Nifmerge. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. That may have been their intention. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). - 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. 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. Her face is not discolored in my game, but if she is in yours, use this. Your first sentence may be true, but the second sentence is definitely not. Multiple mods that do the same thing will cause issues. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". In most cases your problem is solved. 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). The gray face bug will now be gone for you. 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/#/ 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. This mod is needed to extract all unique heads to allow you customize their textures. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Thanks for the tip. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. New comments cannot be posted and votes cannot be cast. TBH, I'm not sure what exactly happens here. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Possible solution if you get dark face. Black face bug dont effect the way the game works. I haven't figured it out yet, but I've been working on it for the past few days. 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 ". That step is sometimes overlooked by mod authors - which also explains some black faces. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. If using MO2 you need to run this and SSEEdit through MO2. Reinstall the conflicting mods. I can't seem to get the facegen data to export. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. * 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! They also won't allow certain geometries the old game's head nifs would allow. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Some assets in this file belong to other authors. 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. ! I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Select which races you want to patch. 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. A popup will show containing your mod list. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Not needed but suggested heavily. now can check records which is not in master file, by selecting them then choose '2. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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. 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? I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. All trademarks are property of their respective owners in the US and other countries. Other than that we can only hope that someone more expreienced than me has a clue. 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. NifMerge can't even open head nifs made with the new CK. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. In the right pane, find and select the NPC (s) with broken faces. This will tell you their FormID and the last plugin in your load order that referenced them. There appears to be nothing at all wrong with Padma's records. This only happens for vanilla NPCs. I was talking only about naming and location of files. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Check the last texture entry but one. Some of the affected mods add a LOT of new NPCs. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Multiple mods that do the same thing will cause issues. All rights reserved. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. New comments cannot be posted and votes cannot be cast. (Select multiple NPCs by holding down Shift or Ctrl .) 3. facegen data is definitely being output to the data directory. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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) Could it somehow be related to her being a vampire? Install hundreds of mods with the click of a button. She still has the black face bug in my game. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Sorry No worries. All rights reserved. Thank Bethesda for the shiesty BS, Soft. 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. 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. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Skyrim Special Edition Creation Kit and Modders. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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 . She is Breton, and BretonRace has no alterations of any kind to it's face data. Any ideas on how I could fix it? Valve Corporation. Click Yes to all to dismiss warnings by category again. 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). We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. I think nothing has changed regarding facegen. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Most likely a missing (or unreadable) tint mask. All rights reserved. Copyright 2023 Robin Scott. 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 . Blackjack_Davy 2 yr. ago. It SHOULD read sth. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Any ideas why? By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Could be worth a try. 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. 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.