skyrim se regenerate facegen data

Which is a pita. Unfortunately, it's not a case of multiple mods modifying a single npc. Source code on GitHubThis work is licensed under the MIT License. All rights reserved. I also opened the face mesh in NifSkope, and it looks fine there. Has something to do with it changing the shaders file. 2. I also opened the face mesh in NifSkope, and it looks fine there. Thanks for pointing that out. Blackjack_Davy 2 yr. ago. 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. New comments cannot be posted and votes cannot be cast. 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 . Any ideas why? Sorry No worries. fixed an issue. I sure can't tell. In the right pane, find and select the NPC (s) with broken faces. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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 didn't work either, even after regenerating face data again with the patch: You did a lot of work to provide us with information. Put the one you want to win the conflict last. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! now can check records which is not in master file, by selecting them then choose '2. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Multiple mods that do the same thing will cause issues. Cheers. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Complementary tool for all mods that allow character races to have bodies unique to them. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. She still has the black face bug in my game. You currently have javascript disabled. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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)). 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) Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). This only happens for vanilla NPCs. But in SSE things are not so easy. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Once you got your load order sorted, run Wrye Bash and create a "bashed patch". There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Most black face issues are simple mod conflicts. In most cases your problem is solved. Check the box again and the old merges work perfect. Create an account to follow your favorite communities and start taking part in conversations. I don't know why people still advice regenerating facegen data. All trademarks are property of their respective owners in the US and other countries. If using MO2 you need to run this and SSEEdit through MO2. 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. now will not add same npc to console command batch file again and again. I appreciate the attempt. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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). 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. 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. Press question mark to learn the rest of the keyboard shortcuts. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Install hundreds of mods with the click of a button. Remove the DDS files from these directories . if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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". I've got a few different mods which add npcs to the world which end up with blackened heads. If you want all the NPCs in your load order to use the individualized face textures for each race. You don't need to include ".txt". Not Required. Use caution. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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%. 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 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. now definitely will not add same npc to console command batch file again and again. Black face bug dont effect the way the game works. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. This seems to have worked better, since now her face looks fine in-game. It SHOULD read sth. This mod is needed to extract all unique heads to allow you customize their textures. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. but if it's having any effect on the game when I load a save. 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 mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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). Repeat Steps 4-6 for any other mods with broken . a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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 ". Multiple mods that do the same thing will cause issues. Edited by Belegost, 13 November 2020 - 11:24 am. 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. Load your current load order. 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. Copyright 2023 Robin Scott. And does "fluffy Khajiits" change all Khajiits to something else? Any ideas on how I could fix it? This mod is opted-in to receive Donation Points. Could be worth a try. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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 ". Nnnnnope. First, pick one mod that alters NPC faces and use just that one. Install hundreds of mods with the click of a button. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Edited by Belegost, 19 November 2020 - 03:58 pm. First, you need to export face gen data for each NPC. So what am I missing? 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. All rights reserved. This covers that up. Most likely a missing (or unreadable) tint mask. A popup will show containing your mod list. I haven't figured it out yet, but I've been working on it for the past few days. Select which races you want to patch. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Some assets in this file belong to other authors. I also can't see anything obviously wrong regarding poor Padma. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. This tool doesn't do anything by itself. Basically you want to check which tintmask texture is attached to the head mesh. - 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. I hope all that helps (took me a while to figure all that out lol). Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Fixed! I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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/#/ 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 . Log in to view your list of favourite games. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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. Your first sentence may be true, but the second sentence is definitely not. I've run into this problem too. Put Mrissi after anything that changes Khajiits. They also won't allow certain geometries the old game's head nifs would allow. It did not. Run only for selected files or records' from main menu. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. Copyright 2023 Robin Scott. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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. These "missing facegen data" issues are rather rare and very special cases. 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. The gray face bug will now be gone for you. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. That may have been their intention. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Log in to view your list of favourite games. 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 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). - Head nifs from the old game will work in the new game due to a degree of backwards compatibility and they will not exhibit the black head problem. 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. Launch TES5Edit/SSEdit. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder 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. Open the Creation Kit and click File > Data. Fixed delphi/pascal stupid 'else' handling. Click Yes to all to dismiss warnings by category again. No glitches or bugs at all. 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. 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 . Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. - 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. All rights reserved. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Thanks for the tip. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. Are these NPCs supposed to be normal Khajiits? Can I do this in xEdit or will I need to use the Creation Kit? If it is not there, Please re-enable javascript to access full functionality. Problems appear when you use more than one mod that modifies the same NPC face. Could it somehow be related to her being a vampire? Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Valve Corporation. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The powerful open-source mod manager from Nexus Mods. The third-party CommonLibSSE library is licensed under the MIT license. Just made my first weapon in Blender and want to know how to port over to Skyrim. * 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! Skyrim Special Edition Creation Kit and Modders. While they're highlighted, press Ctrl + F4. There appears to be nothing at all wrong with Padma's records. 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. :), Press J to jump to the feed. Reinstall the conflicting mods. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 5. This means it will work for mods such as VHR - Vanilla Hair Replacer. Possible solution if you get dark face. 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. 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. 4. I was talking only about naming and location of files. 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. It should have been the mod from which the NPC comes. Other than that we can only hope that someone more expreienced than me has a clue. Any way of fixing this or it is just something we have to learn to live with? New comments cannot be posted and votes cannot be cast. And that's what happens most of the time when people encounter black faces in their game. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder, * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder, * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. 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). 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're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. ! 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. 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. Log in to view your list of favourite games. 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. Several mods making changes to one and the same NPC can result in a black face. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. This will tell you their FormID and the last plugin in your load order that referenced them. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Not needed but suggested heavily. I can't seem to get the facegen data to export. Select all plugins (Ctrl+A). E.g. 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skyrim se regenerate facegen data