In most cases your problem is solved. 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 SHOULD read sth. 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)). It's a flaw in Nifmerge. I've got a few different mods which add npcs to the world which end up with blackened heads. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Not needed but suggested heavily. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. She is Breton, and BretonRace has no alterations of any kind to it's face data. This will tell you their FormID and the last plugin in your load order that referenced them. Several mods making changes to one and the same NPC can result in a black face. New comments cannot be posted and votes cannot be cast. I sure can't tell. 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. Not Required. Unfortunately, it's not a case of multiple mods modifying a single npc. I hope all that helps (took me a while to figure all that out lol). All rights reserved. There appears to be nothing at all wrong with Padma's records. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. now can check records which is not in master file, by selecting them then choose '2. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Thanks for the tip. Could be worth a try. 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. 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. The powerful open-source mod manager from Nexus Mods. Race. Problems appear when you use more than one mod that modifies the same NPC face. Skip the Patching section if you are only wanting to create new FaceGen Data. Multiple mods that do the same thing will cause issues. I can't seem to get the facegen data to export. No glitches or bugs at all. 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Just made my first weapon in Blender and want to know how to port over to Skyrim. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. TBH, I'm not sure what exactly happens here. 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. Valve Corporation. And does "fluffy Khajiits" change all Khajiits to something else? In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. I also can't see anything obviously wrong regarding poor Padma. 2. now will not add same npc to console command batch file again and 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). But in SSE things are not so easy. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Reinstall the conflicting mods. Some assets in this file belong to other authors. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Fixed! This seems to have worked better, since now her face looks fine in-game. So then, patch making time. Source code on GitHubThis work is licensed under the MIT License. Could it somehow be related to her being a vampire? Load your current load order. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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 gray face bug will now be gone for you. Use caution. 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 . 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. 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 was talking only about naming and location of files. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 3. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. So to get the corresponding facegen files, you need to change the first two numbers to 0. 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. While they're highlighted, press Ctrl + F4. 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/#/ ! 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. Copyright 2023 Robin Scott. 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. Are these NPCs supposed to be normal Khajiits? Press question mark to learn the rest of the keyboard shortcuts. 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 . Possible solution if you get dark face. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. Copyright 2023 Robin Scott. Run only for selected files or records' from main menu. 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 ". Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. - You'll get the black head no matter which way you do it, or if you do both. 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). Uses xEdit script. This worked fine, but I have 1 problem. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. It did not. So what am I missing? Put the one you want to win the conflict last. And that's what happens most of the time when people encounter black faces in their game. All rights reserved. They also won't allow certain geometries the old game's head nifs would allow. (Select multiple NPCs by holding down Shift or Ctrl .) - 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. 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). Select which races you want to patch. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Thank Bethesda for the shiesty BS, Soft. The powerful open-source mod manager from Nexus Mods. The Elder Scrolls V: Skyrim Special Edition. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Black face bug dont effect the way the game works. The third-party CommonLibSSE library is licensed under the MIT license. 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. High Poly Head should also take effect if you distribute it with the xEdit script. 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. So what am I missing? This only happens for vanilla NPCs. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Open the Creation Kit and click File > Data. Log in to view your list of favourite games. Copyright 2023 Robin Scott. Forget about the ones under the Mod.esp folder! I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Any ideas why? Create a bashed patch. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). This tool doesn't do anything by itself. Put Mrissi after anything that changes Khajiits. - 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. 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 only need to pack the facegen data files under the Skyrim.esm folder and it works fine! The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). * 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! Copyright 2023 Black Tree Gaming Ltd. 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). 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 default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Several functions may not work. 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. First, pick one mod that alters NPC faces and use just that one. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. NifMerge can't even open head nifs made with the new CK. Let me know if you run into any problems. Can I do this in xEdit or will I need to use the Creation Kit? Fixed delphi/pascal stupid 'else' handling. If you want all the NPCs in your load order to use the individualized face textures for each race. I think nothing has changed regarding facegen. Yours is unfortunately a totally different issue. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. 4. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. but if it's having any effect on the game when I load a save. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Updates your NPC faces to match body in a quick and efficient way. Install hundreds of mods with the click of a button. Any way of fixing this or it is just something we have to learn to live with? My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Most black face issues are simple mod conflicts. A popup will show containing your mod list. :), Press J to jump to the feed. Install hundreds of mods with the click of a button. 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. This mod is opted-in to receive Donation Points. 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. 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 you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. In the right pane, find and select the NPC (s) with broken faces. This covers that up. 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. 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. 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. Cheers. You currently have javascript disabled. Click Yes to all to dismiss warnings by category again. Log in to view your list of favourite games. This is really useful for spawning multiple NPCs to test. I don't know why people still advice regenerating facegen data. 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. Maybe that was already common knowledge, but I didn't know it. That step is sometimes overlooked by mod authors - which also explains some black faces. now definitely will not add same npc to console command batch file again and again. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!!