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. For example: Looking at tint layers, it seems pretty clear what the issue is. 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. 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. 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%. So then, patch making time. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Edited by Belegost, 19 November 2020 - 03:58 pm. But in SSE things are not so easy. Could be worth a try. 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! So to get the corresponding facegen files, you need to change the first two numbers to 0. Any way of fixing this or it is just something we have to learn to live with? 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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"). 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. 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. If you want all the NPCs in your load order to use the individualized face textures for each race. (Select multiple NPCs by holding down Shift or Ctrl .) Complementary tool for all mods that allow character races to have bodies unique to them. Fixed! Source code on GitHubThis work is licensed under the MIT License. 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)). Cheers. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Unfortunately, it's not a case of multiple mods modifying a single npc. This is really useful for spawning multiple NPCs to test. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. Maybe that was already common knowledge, but I didn't know it. 4. Do you mean that, moving the facegen files generated under the Mod.esp folder to the Skyrim.esm and only packing then the ones under Skyrim.esm will solve the problem? 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. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Install hundreds of mods with the click of a button. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Run only for selected files or records' from main menu. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The powerful open-source mod manager from Nexus Mods. That may have been their intention. Thanks for the tip. Copyright 2023 Robin Scott. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more :), Press J to jump to the feed. High Poly Head should also take effect if you distribute it with the xEdit script. Let me know if you run into any problems. 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. This seems to have worked better, since now her face looks fine in-game. 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. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. 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 . Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. If using MO2 you need to run this and SSEEdit through MO2. All trademarks are property of their respective owners in the US and other countries. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Not Required. Edited by Belegost, 13 November 2020 - 11:24 am. 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. 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. New comments cannot be posted and votes cannot be cast. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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 ". Check the last texture entry but one. Unfortunately I'm kinda out of my wits here. In the right pane, find and select the NPC (s) with broken faces. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) New comments cannot be posted and votes cannot be cast. 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. 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. Remove the DDS files from these directories . No glitches or bugs at all. Skip the Patching section if you are only wanting to create new FaceGen Data. Yours is unfortunately a totally different issue. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Create an account to follow your favorite communities and start taking part in conversations. 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. I also opened the face mesh in NifSkope, and it looks fine there. While they're highlighted, press Ctrl + F4. This covers that up. And that's what happens most of the time when people encounter black faces in their game. This means it will work for mods such as VHR - Vanilla Hair Replacer. I don't know why people still advice regenerating facegen data. I also can't see anything obviously wrong regarding poor Padma. 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"). Use caution. Reinstall the conflicting mods. Put Mrissi after anything that changes Khajiits. 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. Bijin, Better Bards). 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. Launch TES5Edit/SSEdit. First, pick one mod that alters NPC faces and use just that one. Some assets in this file belong to other authors. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Problems appear when you use more than one mod that modifies the same NPC face. She still has the black face bug in my game. Valve Corporation. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. In most cases your problem is solved. NifMerge can't even open head nifs made with the new CK. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Create a bashed patch. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Select all plugins (Ctrl+A). Nnnnnope. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Any ideas why? 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. Find the entries for the head mesh itself. Log in to view your list of favourite games. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Multiple mods that do the same thing will cause issues. This mod is opted-in to receive Donation Points. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! That site also lets you input the NPC's name and will then give you their code. 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. In my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Multiple mods that do the same thing will cause issues. It's a flaw in Nifmerge. 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. So what am I missing? In this case, all the effected NPCs are those added by mods they don't exist in the base game. Her face is not discolored in my game, but if she is in yours, use this. All rights reserved. Copyright 2023 Robin Scott. You don't need to include ".txt". If it is not there, Right click. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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). 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. Your first sentence may be true, but the second sentence is definitely not. It SHOULD read sth. 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. Most likely a missing (or unreadable) tint mask. This may be an issue having to do with quads verses triangles, but I'm not sure yet.