skyrim se regenerate facegen data

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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) if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. but if it's having any effect on the game when I load a save. Create a bashed patch. facegen data is definitely being output to the data directory. 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. 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. This tool doesn't do anything by itself. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. No glitches or bugs at all. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Press question mark to learn the rest of the keyboard shortcuts. Select all plugins (Ctrl+A). So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This means it will work for mods such as VHR - Vanilla Hair Replacer. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". While they're highlighted, press Ctrl + F4. So what am I missing? Open the Creation Kit and click File > Data. Thanks for pointing that out. Blackjack_Davy 2 yr. ago. This worked fine, but I have 1 problem. 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. So then, patch making time. Launch TES5Edit/SSEdit. Black face bug dont effect the way the game works. Complementary tool for all mods that allow character races to have bodies unique to them. Please re-enable javascript to access full functionality. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. High Poly Head should also take effect if you distribute it with the xEdit script. Create an account to follow your favorite communities and start taking part in conversations. Some of the affected mods add a LOT of new NPCs. The Elder Scrolls V: Skyrim Special Edition. 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? This is really useful for spawning multiple NPCs to test. 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. 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. Most likely a missing (or unreadable) tint mask. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 5. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Any ideas why? Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. 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. If it is not there, 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 . Several mods making changes to one and the same NPC can result in a black face. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Copyright 2023 Robin Scott. She still has the black face bug in my game. Not Required. Repeat Steps 4-6 for any other mods with broken . This only happens for vanilla NPCs. This seems to have worked better, since now her face looks fine in-game. And that's what happens most of the time when people encounter black faces in their game. - 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've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. A popup will show containing your mod list. In most cases your problem is solved. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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? My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Use caution. I think nothing has changed regarding facegen. New comments cannot be posted and votes cannot be cast. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. All rights reserved. Basically you want to check which tintmask texture is attached to the head mesh. Put Mrissi after anything that changes Khajiits. - You'll get the black head no matter which way you do it, or if you do both. Install hundreds of mods with the click of a button. Any way of fixing this or it is just something we have to learn to live with? Let me know if you run into any problems. :), Press J to jump to the feed. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Cheers. Click Yes to all to dismiss warnings by category again. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Any ideas on how I could fix it? 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. I also opened the face mesh in NifSkope, and it looks fine there. Other than that we can only hope that someone more expreienced than me has a clue. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Put the one you want to win the conflict last. Skip the Patching section if you are only wanting to create new FaceGen Data. Reinstall the conflicting mods. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. That may have been their intention. 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. Log in to view your list of favourite games. Unfortunately I'm kinda out of my wits here. I can't seem to get the facegen data to export. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. It SHOULD read sth. 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. 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. All rights reserved. I've got a few different mods which add npcs to the world which end up with blackened heads. Run only for selected files or records' from main menu. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". now definitely will not add same npc to console command batch file again and again. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Could it somehow be related to her being a vampire? So what am I missing? If using MO2 you need to run this and SSEEdit through MO2. Log in to view your list of favourite games. What file exactly did you use to regenerate the facegen data? A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. 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. It's a flaw in Nifmerge. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! First, you need to export face gen data for each NPC. 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. 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 currently have javascript disabled. Maybe that was already common knowledge, but I didn't know it. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. I sure can't tell. 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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. 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. Problems appear when you use more than one mod that modifies the same NPC face. This means it will work for mods such as VHR - Vanilla Hair Replacer. NifMerge can't even open head nifs made with the new CK. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Uses xEdit script. 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 ". That site also lets you input the NPC's name and will then give you their code. 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. 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)). Right click. - 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. 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. 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. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Multiple mods that do the same thing will cause issues. 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). Just made my first weapon in Blender and want to know how to port over to Skyrim. Fixed delphi/pascal stupid 'else' handling. I haven't figured it out yet, but I've been working on it for the past few days. Unfortunately, it's not a case of multiple mods modifying a single npc. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. This will tell you their FormID and the last plugin in your load order that referenced them. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. The third-party CommonLibSSE library is licensed under the MIT license. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). I don't know why people still advice regenerating facegen data. Forget about the ones under the Mod.esp folder! 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. 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 ". This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. I sure can't tell. All rights reserved. Check the last texture entry but one. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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"). 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. In the right pane, find and select the NPC (s) with broken faces. Load your current load order. Install hundreds of mods with the click of a button. Well, that depends on what's causing the blackface bug in your case. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in 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). For example: Looking at tint layers, it seems pretty clear what the issue is. Source code on GitHubThis work is licensed under the MIT License. Not needed but suggested heavily. All trademarks are property of their respective owners in the US and other countries. now will not add same npc to console command batch file again and again. 3. 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). Find the entries for the head mesh itself. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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"). now can check records which is not in master file, by selecting them then choose '2. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. Multiple mods that do the same thing will cause issues. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 4. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. This mod is needed to extract all unique heads to allow you customize their textures. Several functions may not work. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. Yours is unfortunately a totally different issue. 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. 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. There appears to be nothing at all wrong with Padma's records. 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 Black Tree Gaming Ltd. All rights reserved. They also won't allow certain geometries the old game's head nifs would allow. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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 . fixed an issue. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. Race. 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. I also opened the face mesh in NifSkope, and it looks fine there. And does "fluffy Khajiits" change all Khajiits to something else? With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. Most black face issues are simple mod conflicts. - 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. Could be worth a try. - The black head seems to happen no matter what. Possible solution if you get dark face. 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 doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Log in to view your list of favourite games. 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. Copyright 2023 Robin Scott. Thank Bethesda for the shiesty BS, Soft. Bijin, Better Bards). Your first sentence may be true, but the second sentence is definitely not. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I appreciate the attempt. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Skyrim Special Edition Creation Kit and Modders. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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.

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