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. Some of the affected mods add a LOT of new NPCs. 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.
Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special Export NPC Face Textures - GECK The Elder Scrolls V: Skyrim Special Edition. If you want all the NPCs in your load order to use the individualized face textures for each race. Cheers.
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. First, pick one mod that alters NPC faces and use just that one. 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. In most cases your problem is solved. 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. 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). A popup will show containing your mod list. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Log in to view your list of favourite games.
FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Copyright 2023 Robin Scott. - 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. It should have been the mod from which the NPC comes. Could be worth a try. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Edited by Belegost, 13 November 2020 - 11:24 am. Launch TES5Edit/SSEdit. Not needed but suggested heavily. Complementary tool for all mods that allow character races to have bodies unique to them.
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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Uses xEdit script. This only happens for vanilla NPCs. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. If using MO2 you need to run this and SSEEdit through MO2. now will not add same npc to console command batch file again and again. Has something to do with it changing the shaders file.
New way of handling facegen data for NPCs in SSE - The Nexus Forums Copyright 2023 Robin Scott. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. (Select multiple NPCs by holding down Shift or Ctrl .) 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. 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. 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. First, pick one mod that alters NPC faces and use just that one. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. Can I do this in xEdit or will I need to use the Creation Kit? It did not. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. I also opened the face mesh in NifSkope, and it looks fine there. Updates your NPC faces to match body in a quick and efficient way. 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. Source code on GitHubThis work is licensed under the MIT License. Possible solution if you get dark face. E.g. 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). This tool doesn't do anything by itself. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Your first sentence may be true, but the second sentence is definitely not. And does "fluffy Khajiits" change all Khajiits to something else? You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! New comments cannot be posted and votes cannot be cast. I think nothing has changed regarding facegen. Repeat Steps 4-6 for any other mods with broken . The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. - 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. 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. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). These "missing facegen data" issues are rather rare and very special cases. 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
". 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. 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 . 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. * 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! Not Required. Right click. The third-party CommonLibSSE library is licensed under the MIT license. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim 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. 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). Guide: Creating FaceGen Data - Articles - The Nexus Forums :), Press J to jump to the feed. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly Run only for selected files or records' from main menu. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Is there a way to export facegen data without the creation kit? If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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 . A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. The gray face bug will now be gone for you. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Black face bug dont effect the way the game works. Several mods making changes to one and the same NPC can result in a black face. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) facegen data is definitely being output to the data directory. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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 ". Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Create an account to follow your favorite communities and start taking part in conversations. Where does CreationKit export facegen data? : r/skyrimmods Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Select which races you want to patch. 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. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Sorry No worries. 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. 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). She is Breton, and BretonRace has no alterations of any kind to it's face data. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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.