Reinstall the conflicting mods. Any ideas on how I could fix it? Most black face issues are simple mod conflicts. Any ideas why? You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". - 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. 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 my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. 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. - You'll get the black head no matter which way you do it, or if you do both. 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. Click Yes to all to dismiss warnings by category again. If using MO2 you need to run this and SSEEdit through MO2. And does "fluffy Khajiits" change all Khajiits to something else? 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. 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. 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. No glitches or bugs at all. Race. Select all plugins (Ctrl+A). I can't seem to get the facegen data to export. E.g. Some assets in this file belong to other authors. Create an account to follow your favorite communities and start taking part in conversations. :), Press J to jump to the feed. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Check the box again and the old merges work perfect. Launch TES5Edit/SSEdit. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. She still has the black face bug in my 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. I also opened the face mesh in NifSkope, and it looks fine there. 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. Not needed but suggested heavily. 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). All trademarks are property of their respective owners in the US and other countries. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). First, you need to export face gen data for each NPC. fixed an issue. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. There appears to be nothing at all wrong with Padma's records. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Are these NPCs supposed to be normal Khajiits? While they're highlighted, press Ctrl + F4. 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. Can I do this in xEdit or will I need to use the Creation Kit? Press question mark to learn the rest of the keyboard shortcuts. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. This covers that up. Could it somehow be related to her being a vampire? This specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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. now definitely will not add same npc to console command batch file again and again. Problems appear when you use more than one mod that modifies the same NPC face. Some of the affected mods add a LOT of new NPCs. 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. I sure can't tell. 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. Multiple mods that do the same thing will cause issues. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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). NifMerge can't even open head nifs made with the new CK. 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. 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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. The mods in question are found here and here. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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"). If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Multiple mods that do the same thing will cause issues. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. So what am I missing? - The black head seems to happen no matter what. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Check the last texture entry but one. A popup will show containing your mod list. 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. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Complementary tool for all mods that allow character races to have bodies unique to them. 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 ". Black face bug dont effect the way the game works. Updates your NPC faces to match body in a quick and efficient way. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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? Install hundreds of mods with the click of a button. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. If it is not there, 2. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Any way of fixing this or it is just something we have to learn to live with? if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Use caution. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. - 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. 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. 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 ". Thank Bethesda for the shiesty BS, Soft. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Could be worth a try. That may have been their intention. Please re-enable javascript to access full functionality. 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 . 5. 4. Which is a pita. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. All rights reserved. I appreciate the attempt. Valve Corporation. 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. Her face is not discolored in my game, but if she is in yours, use this. And that's what happens most of the time when people encounter black faces in their game. In this case, all the effected NPCs are those added by mods they don't exist in the base game. (Select multiple NPCs by holding down Shift or Ctrl .) The gray face bug will now be gone for you. 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. TBH, I'm not sure what exactly happens here. It SHOULD read sth. facegen data is definitely being output to the data directory. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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). Several mods making changes to one and the same NPC can result in a black face. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Copyright 2023 Robin Scott. 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. These "missing facegen data" issues are rather rare and very special cases. Copyright 2023 Robin Scott. Skip the Patching section if you are only wanting to create new FaceGen Data. Nnnnnope. New comments cannot be posted and votes cannot be cast. They also won't allow certain geometries the old game's head nifs would allow. This tool doesn't do anything by itself. 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 also opened the face mesh in NifSkope, and it looks fine there. Several functions may not work. Sorry No worries. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Put Mrissi after anything that changes Khajiits. 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. Well, that depends on what's causing the blackface bug in your case. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. but if it's having any effect on the game when I load a save. 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. 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 talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. 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. Repeat Steps 4-6 for any other mods with broken . 3. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Right click. * 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 hope all that helps (took me a while to figure all that out lol). She is Breton, and BretonRace has no alterations of any kind to it's face data. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Cheers. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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. The Elder Scrolls V: Skyrim Special Edition. Skyrim Special Edition Creation Kit and Modders. Yours is unfortunately a totally different issue. 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? Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Let me know if you run into any problems. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. I've run into this problem too. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Install hundreds of mods with the click of a button. 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. You currently have javascript disabled. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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). There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Create a bashed patch. Log in to view your list of favourite games. Most likely a missing (or unreadable) tint mask. High Poly Head should also take effect if you distribute it with the xEdit script. Unfortunately, it's not a case of multiple mods modifying a single npc. For example: Looking at tint layers, it seems pretty clear what the issue is. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. - 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. All rights reserved. You don't need to include ".txt". It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Select which races you want to patch. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Edited by Belegost, 13 November 2020 - 11:24 am. This means it will work for mods such as VHR - Vanilla Hair Replacer. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. This worked fine, but I have 1 problem. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Find the entries for the head mesh itself. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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. Your first sentence may be true, but the second sentence is definitely not. 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. 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"). 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. Remove the DDS files from these directories . Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I think nothing has changed regarding facegen. This is really useful for spawning multiple NPCs to test. 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". You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Log in to view your list of favourite games. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! All rights reserved. Uses xEdit script. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. Open the Creation Kit and click File > Data. That step is sometimes overlooked by mod authors - which also explains some black faces. 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 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. Other than that we can only hope that someone more expreienced than me has a clue. Forget about the ones under the Mod.esp folder! Copyright 2023 Robin Scott. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Blackjack_Davy 2 yr. ago. 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. 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. I sure can't tell. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. It should have been the mod from which the NPC comes. If you want all the NPCs in your load order to use the individualized face textures for each race. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. So then, patch making time. now can check records which is not in master file, by selecting them then choose '2. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. It did not. But in SSE things are not so easy. Source code on GitHubThis work is licensed under the MIT License. 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. What file exactly did you use to regenerate the facegen data? The powerful open-source mod manager from Nexus Mods. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). This mod is needed to extract all unique heads to allow you customize their textures. This only happens for vanilla NPCs. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds".