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I think nothing has changed regarding facegen. 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. New comments cannot be posted and votes cannot be cast. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. Load your current load order. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Blackjack_Davy 2 yr. ago. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". What file exactly did you use to regenerate the facegen data? Click Yes to all to dismiss warnings by category again. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. This tool doesn't do anything by itself. Her face is not discolored in my game, but if she is in yours, use this. 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. I can't seem to get the facegen data to export. Reinstall the conflicting mods. Complementary tool for all mods that allow character races to have bodies unique to them. The third-party CommonLibSSE library is licensed under the MIT license. 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. So what am I missing? Uses xEdit script. Maybe that was already common knowledge, but I didn't know it. Not Required. So then, patch making time. 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"). 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 ". If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. 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? 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 . Forget about the ones under the Mod.esp folder! First, you need to export face gen data for each NPC. First, pick one mod that alters NPC faces and use just that one. 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. The gray face bug will now be gone for you. Cheers. Could be worth a try. Copyright 2023 Robin Scott. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. I've run into this problem too. I also can't see anything obviously wrong regarding poor Padma. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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. First, pick one mod that alters NPC faces and use just that one. These "missing facegen data" issues are rather rare and very special cases. Some of the affected mods add a LOT of new NPCs. New comments cannot be posted and votes cannot be cast. I also opened the face mesh in NifSkope, and it looks fine there. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus 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. 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. Thanks for the tip. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. This is really useful for spawning multiple NPCs to test. Bijin, Better Bards). The powerful open-source mod manager from Nexus Mods. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Open the Creation Kit and click File > Data. Are these NPCs supposed to be normal Khajiits? Log in to view your list of favourite games. But in SSE things are not so easy. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Remove the DDS files from these directories . 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). now can check records which is not in master file, by selecting them then choose '2. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Any way of fixing this or it is just something we have to learn to live with? Log in to view your list of favourite games. While they're highlighted, press Ctrl + F4. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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". 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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. 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 only happens for vanilla NPCs. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. In most cases your problem is solved. 4. That may have been their intention. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Check the box again and the old merges work perfect. Copyright 2023 Black Tree Gaming Ltd. 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"). NifMerge can't even open head nifs made with the new CK. Unfortunately, it's not a case of multiple mods modifying a single npc. So to get the corresponding facegen files, you need to change the first two numbers to 0. Select which races you want to patch. All rights reserved. This mod is needed to extract all unique heads to allow you customize their textures. This means it will work for mods such as VHR - Vanilla Hair Replacer. Select all plugins (Ctrl+A). Most likely a missing (or unreadable) tint mask. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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. I haven't figured it out yet, but I've been working on it for the past few days. For example: Looking at tint layers, it seems pretty clear what the issue is. Basically you want to check which tintmask texture is attached to the head mesh. facegen data is definitely being output to the data directory. 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. This worked fine, but I have 1 problem. Launch TES5Edit/SSEdit. Skyrim Special Edition Creation Kit and Modders. 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. fixed an issue. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. Copyright 2023 Robin Scott. Thanks for pointing that out. That step is sometimes overlooked by mod authors - which also explains some black faces. You currently have javascript disabled. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". In the right pane, find and select the NPC (s) with broken faces. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. All rights reserved. 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. 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're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. I appreciate the attempt. Can I do this in xEdit or will I need to use the Creation Kit? The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Use caution. This seems to have worked better, since now her face looks fine in-game. 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/#/ 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. Some assets in this file belong to other authors. 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. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Repeat Steps 4-6 for any other mods with broken . Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Thank Bethesda for the shiesty BS, Soft. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Copyright 2023 Robin Scott. now will not add same npc to console command batch file again and again. Could it somehow be related to her being a vampire? Right click. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects 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. Press question mark to learn the rest of the keyboard shortcuts. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Which is a pita. I sure can't tell. It should have been the mod from which the NPC comes. 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 ". 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. I was talking only about naming and location of files. And that's what happens most of the time when people encounter black faces in their game. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Your first sentence may be true, but the second sentence is definitely not. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. This may be an issue having to do with quads verses triangles, but I'm not sure yet. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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. 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). * 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! 2. 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. I sure can't tell. Please re-enable javascript to access full functionality. This will tell you their FormID and the last plugin in your load order that referenced them. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. Put the one you want to win the conflict last. now definitely will not add same npc to console command batch file again and again. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Log in to view your list of favourite games. No glitches or bugs at all. Nnnnnope. Not needed but suggested heavily. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. This mod is opted-in to receive Donation Points. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. - 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. Install hundreds of mods with the click of a button. Edited by Belegost, 19 November 2020 - 03:58 pm. Several mods making changes to one and the same NPC can result in a black face. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I also opened the face mesh in NifSkope, and it looks fine there. 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. Yours is unfortunately a totally different issue. High Poly Head should also take effect if you distribute it with the xEdit script. - 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 new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. 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 hope all that helps (took me a while to figure all that out lol). Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Has something to do with it changing the shaders file. Create an account to follow your favorite communities and start taking part in conversations.