Problems appear when you use more than one mod that modifies the same NPC face. 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. Other than that we can only hope that someone more expreienced than me has a clue. 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. Log in to view your list of favourite games. 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. New comments cannot be posted and votes cannot be cast. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. In most cases your problem is solved. Thanks for the tip. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. No glitches or bugs at all. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition 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%. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Sorry No worries. 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 . Click Yes to all to dismiss warnings by category again. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Some assets in this file belong to other authors. So what am I missing? 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. They also won't allow certain geometries the old game's head nifs would allow. And does "fluffy Khajiits" change all Khajiits to something else? There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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. Blackjack_Davy 2 yr. ago. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Copyright 2023 Robin Scott. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Launch TES5Edit/SSEdit. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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. This mod is opted-in to receive Donation Points. 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. This is really useful for spawning multiple NPCs to test. now will not add same npc to console command batch file again and again. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special now can check records which is not in master file, by selecting them then choose '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 ". Install hundreds of mods with the click of a button. Uses xEdit script. Load your current load order. Remove the DDS files from these directories . Is there a way to export facegen data without the creation kit? 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). All rights reserved. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Forget about the ones under the Mod.esp folder! The powerful open-source mod manager from Nexus Mods. 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. These "missing facegen data" issues are rather rare and very special cases. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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 it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. I've run into this problem too. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Copyright 2023 Robin Scott. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. This seems to have worked better, since now her face looks fine in-game. * 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! - 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. 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. All rights reserved. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. - The black head seems to happen no matter what. If it is not there, 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. All rights reserved. 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"). 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 . Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Skip the Patching section if you are only wanting to create new FaceGen Data. I appreciate the attempt. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. TBH, I'm not sure what exactly happens here. I sure can't tell. Unfortunately I'm kinda out of my wits here. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit Repeat Steps 4-6 for any other mods with broken . I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK 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. New way of handling facegen data for NPCs in SSE - The Nexus Forums NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods And that's what happens most of the time when people encounter black faces in their game. Install hundreds of mods with the click of a button. 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 site also lets you input the NPC's name and will then give you their code. For example: Looking at tint layers, it seems pretty clear what the issue is. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Where does CreationKit export facegen data? : r/skyrimmods If it is not there, That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. I think nothing has changed regarding facegen. 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. Fixed delphi/pascal stupid 'else' handling. Multiple mods that do the same thing will cause issues. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. The mods in question are found here and here. The gray face bug will now be gone for you. 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. I also can't see anything obviously wrong regarding poor Padma. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. 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 powerful open-source mod manager from Nexus Mods. Race. Has something to do with it changing the shaders file. This will tell you their FormID and the last plugin in your load order that referenced them. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". It SHOULD read sth. 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. New comments cannot be posted and votes cannot be cast. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. First, you need to export face gen data for each NPC. The third-party CommonLibSSE library is licensed under the MIT license. Several mods making changes to one and the same NPC can result in a black face. Possible solution if you get dark face. Most black face issues are simple mod conflicts. Not needed but suggested heavily. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. E.g. 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. A popup will show containing your mod list. - 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. fixed an issue. Copyright 2023 Robin Scott. Complementary tool for all mods that allow character races to have bodies unique to them. 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. 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). First, pick one mod that alters NPC faces and use just that one. 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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