Forget about the ones under the Mod.esp folder! 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. - The black head seems to happen no matter what. 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 mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Run only for selected files or records' from main menu. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Edited by Belegost, 13 November 2020 - 11:24 am. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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). Not Required. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. High Poly Head should also take effect if you distribute it with the xEdit script. Source code on GitHubThis work is licensed under the MIT License. Log in to view your list of favourite games. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Several functions may not work. 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 . Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Select which races you want to patch. I sure can't tell. 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Race. This mod is opted-in to receive Donation Points. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. So what am I missing? Other than that we can only hope that someone more expreienced than me has a clue. Black face bug dont effect the way the game works. That step is sometimes overlooked by mod authors - which also explains some black faces. Use caution. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. 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. NifMerge can't even open head nifs made with the new CK. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". First, pick one mod that alters NPC faces and use just that one. So to get the corresponding facegen files, you need to change the first two numbers to 0. The mods in question are found here and here. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. - 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. While they're highlighted, press Ctrl + F4. Which is a pita. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Several mods making changes to one and the same NPC can result in a black face. And that's what happens most of the time when people encounter black faces in their game. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Yours is unfortunately a totally different issue. If using MO2 you need to run this and SSEEdit through MO2. Multiple mods that do the same thing will cause issues. 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 have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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. The Elder Scrolls V: Skyrim Special Edition. Has something to do with it changing the shaders file. I also opened the face mesh in NifSkope, and it looks fine there. The powerful open-source mod manager from Nexus Mods. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. All rights reserved. This means it will work for mods such as VHR - Vanilla Hair Replacer. Remove the DDS files from these directories . The third-party CommonLibSSE library is licensed under the MIT license. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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. Log in to view your list of favourite games. New comments cannot be posted and votes cannot be cast. TBH, I'm not sure what exactly happens here. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist It should have been the mod from which the NPC comes. For example: Looking at tint layers, it seems pretty clear what the issue is. fixed an issue. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Click Yes to all to dismiss warnings by category again. The gray face bug will now be gone for you. I don't know why people still advice regenerating facegen data. Put the one you want to win the conflict last. 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. Please re-enable javascript to access full functionality. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Install hundreds of mods with the click of a button. 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. Copyright 2023 Robin Scott. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Create an account to follow your favorite communities and start taking part in conversations. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. I sure can't tell. 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. A popup will show containing your mod list. 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 may be an issue having to do with quads verses triangles, but I'm not sure yet. Unfortunately I'm kinda out of my wits here. I also can't see anything obviously wrong regarding poor Padma. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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"). I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. This worked fine, but I have 1 problem. I haven't figured it out yet, but I've been working on it for the past few days. 4. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. And does "fluffy Khajiits" change all Khajiits to something else? (Select multiple NPCs by holding down Shift or Ctrl .) 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. 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. So what am I missing? You currently have javascript disabled. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Press question mark to learn the rest of the keyboard shortcuts. In the right pane, find and select the NPC (s) with broken faces. Well, that depends on what's causing the blackface bug in your case. 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. No glitches or bugs at all. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. 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 ". 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. 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. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit 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. Problems appear when you use more than one mod that modifies the same NPC face. I've run into this problem too. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). E.g. Unfortunately, it's not a case of multiple mods modifying a single npc. Multiple mods that do the same thing will cause issues. This will tell you their FormID and the last plugin in your load order that referenced them. 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. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Uses xEdit script. 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%. Guide: Creating FaceGen Data - Articles - The Nexus Forums Right click. ! 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. 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. 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). Black faces. Tried regenerating faces. Apparently, I'm not doing it Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Reinstall the conflicting mods. Could be worth a try. Possible solution if you get dark face. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. 5. Where does CreationKit export facegen data? : r/skyrimmods 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 3. easymod/faq.md at master focustense/easymod GitHub Any ideas on how I could fix it? There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. :), Press J to jump to the feed. So then, patch making time. The powerful open-source mod manager from Nexus Mods. Some of the affected mods add a LOT of new NPCs. First, you need to export face gen data for each NPC. This means it will work for mods such as VHR - Vanilla Hair Replacer. In most cases your problem is solved. There appears to be nothing at all wrong with Padma's records. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. Select all plugins (Ctrl+A). Could it somehow be related to her being a vampire? Edited by Belegost, 19 November 2020 - 03:58 pm. Valve Corporation. In this case, all the effected NPCs are those added by mods they don't exist in the base game. now definitely will not add same npc to console command batch file again and again. She still has the black face bug in my game. That site also lets you input the NPC's name and will then give you their code. I can't seem to get the facegen data to export. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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. This tool doesn't do anything by itself. Copyright 2023 Robin Scott. 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/#/ 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. now can check records which is not in master file, by selecting them then choose '2. 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've got a few different mods which add npcs to the world which end up with blackened heads. This covers that up. 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. They also won't allow certain geometries the old game's head nifs would allow. 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 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. Are these NPCs supposed to be normal Khajiits? I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. I was able to delete all the changes made to the NPCs in the .esp, but in addition to the main .esp there are texture and mesh files in the main mod data directory and I cant figure out how I can get rid of these. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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". 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. Put Mrissi after anything that changes Khajiits. 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). 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. Thank Bethesda for the shiesty BS, Soft. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Repeat Steps 4-6 for any other mods with broken . now will not add same npc to console command batch file again and again. 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. Most likely a missing (or unreadable) tint mask. 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 ". It's a flaw in Nifmerge. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify 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) 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. I hope all that helps (took me a while to figure all that out lol). Cheers. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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. Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit Copyright 2023 Robin Scott. 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. facegen data is definitely being output to the data directory. This is really useful for spawning multiple NPCs to test. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Not needed but suggested heavily. 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 . Launch TES5Edit/SSEdit. It did not. 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). When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. You don't need to include ".txt". Skyrim Special Edition Creation Kit and Modders. 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. 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.