Well, that depends on what's causing the blackface bug in your case. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Sorry No worries. 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. 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. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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/#/ It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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) Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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 also opened the face mesh in NifSkope, and it looks fine there. 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. There appears to be nothing at all wrong with Padma's records. I was talking only about naming and location of files. Uses xEdit script. 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 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. Put the one you want to win the conflict last. I sure can't tell. Unfortunately I'm kinda out of my wits here. 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. Click Yes to all to dismiss warnings by category again. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Create a bashed patch. Unfortunately, it's not a case of multiple mods modifying a single npc. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Right click. The powerful open-source mod manager from Nexus Mods. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I think nothing has changed regarding facegen. 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). fixed an issue. now will not add same npc to console command batch file again and again. Any ideas why? - 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. Thanks for pointing that out. Run only for selected files or records' from main menu. Skip the Patching section if you are only wanting to create new FaceGen Data. Race. Not Required. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. Edited by Belegost, 13 November 2020 - 11:24 am. All rights reserved. now definitely will not add same npc to console command batch file again and again. A popup will show containing your mod list. - You'll get the black head no matter which way you do it, or if you do both. Fixed delphi/pascal stupid 'else' handling. Other than that we can only hope that someone more expreienced than me has a clue. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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. All rights reserved. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. It SHOULD read sth. 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. Repeat Steps 4-6 for any other mods with broken . 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Check the box again and the old merges work perfect. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. She still has the black face bug in my game. Her face is not discolored in my game, but if she is in yours, use this. Several functions may not work. 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. Complementary tool for all mods that allow character races to have bodies unique to them. Yours is unfortunately a totally different issue. 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. Which is a pita. So what am I missing? 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"). We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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
". 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. She is Breton, and BretonRace has no alterations of any kind to it's face data. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Log in to view your list of favourite games. This will tell you their FormID and the last plugin in your load order that referenced them. Log in to view your list of favourite games. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. If you want all the NPCs in your load order to use the individualized face textures for each race. I don't know why people still advice regenerating facegen data. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I've got a few different mods which add npcs to the world which end up with blackened heads. 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. 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. Most black face issues are simple mod conflicts. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 4. 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. This is really useful for spawning multiple NPCs to test. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Could it somehow be related to her being a vampire? I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Can I do this in xEdit or will I need to use the Creation Kit? Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. You don't need to include ".txt". Bijin, Better Bards). 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Thank Bethesda for the shiesty BS, Soft. 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. TBH, I'm not sure what exactly happens here. For example: Looking at tint layers, it seems pretty clear what the issue is. This seems to have worked better, since now her face looks fine in-game. Nnnnnope. 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. :), Press J to jump to the feed. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. 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. Basically you want to check which tintmask texture is attached to the head mesh. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Several mods making changes to one and the same NPC can result in a black face. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. 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. That step is sometimes overlooked by mod authors - which also explains some black faces. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. It's a flaw in Nifmerge. ! This may be an issue having to do with quads verses triangles, but I'm not sure yet. Use caution. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Select all plugins (Ctrl+A). 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? 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. 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. All rights reserved. now can check records which is not in master file, by selecting them then choose '2. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". facegen data is definitely being output to the data directory. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This only happens for vanilla NPCs. 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. 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). In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". And that's what happens most of the time when people encounter black faces in their game. This worked fine, but I have 1 problem. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. It would make sense for them to change it so facegeom data was saved in a folder named after your own plugin, because then you could get rid of the old grey face bug by simply adjusting your load order. 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 then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Fixed! Create an account to follow your favorite communities and start taking part in conversations. Launch TES5Edit/SSEdit. Copyright 2023 Robin Scott. I also opened the face mesh in NifSkope, and it looks fine there. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. First, pick one mod that alters NPC faces and use just that one. And does "fluffy Khajiits" change all Khajiits to something else? 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". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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.
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