High Poly Head should also take effect if you distribute it with the xEdit script. Some of the affected mods add a LOT of new NPCs. 4. Install hundreds of mods with the click of a button. Use caution. 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. All rights reserved. Most black face issues are simple mod conflicts. Are these NPCs supposed to be normal Khajiits? 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Click Yes to all to dismiss warnings by category again. 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. Her face is not discolored in my game, but if she is in yours, use this. This seems to have worked better, since now her face looks fine in-game. Several mods making changes to one and the same NPC can result in a black face. Open the Creation Kit and click File > Data. 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). That may have been their intention. now can check records which is not in master file, by selecting them then choose '2. Not Required. but if it's having any effect on the game when I load a save. Copyright 2023 Robin Scott. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. (Select multiple NPCs by holding down Shift or Ctrl .) Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. * 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! All rights reserved. Several functions may not work. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Reinstall the conflicting mods. 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. Fixed! Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). This covers that up. 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 ". Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. So to get the corresponding facegen files, you need to change the first two numbers to 0. 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. 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. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Edited by Belegost, 19 November 2020 - 03:58 pm. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Uses xEdit script. 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. 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. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Put Mrissi after anything that changes Khajiits. 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. :), Press J to jump to the feed. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Copyright 2023 Robin Scott. Not needed but suggested heavily. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. I sure can't tell. Bijin, Better Bards). This is really useful for spawning multiple NPCs to test. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Source code on GitHubThis work is licensed under the MIT License. You don't need to include ".txt". 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. I've run into this problem too. 3. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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). fixed an issue. The Elder Scrolls V: Skyrim Special Edition. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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). Remove the DDS files from these directories . I hope all that helps (took me a while to figure all that out lol). 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? I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. Some assets in this file belong to other authors. I haven't figured it out yet, but I've been working on it for the past few days. 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. The gray face bug will now be gone for you. In most cases your problem is solved. 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Thanks for the tip. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. All rights reserved. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. NifMerge can't even open head nifs made with the new CK. 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"). Your first sentence may be true, but the second sentence is definitely not. While they're highlighted, press Ctrl + F4. Check the last texture entry but one. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Any ideas on how I could fix it? Unfortunately I'm kinda out of my wits here. 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. So what am I missing? 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. Repeat Steps 4-6 for any other mods with broken . Fixed delphi/pascal stupid 'else' handling. This will tell you their FormID and the last plugin in your load order that referenced them. Possible solution if you get dark 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. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. First, you need to export face gen data for each NPC. 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 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Blackjack_Davy 2 yr. ago. 2. I sure can't tell. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. Log in to view your list of favourite games. This mod is opted-in to receive Donation Points. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. - 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. There appears to be nothing at all wrong with Padma's records. 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. TBH, I'm not sure what exactly happens here. 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. Log in to view your list of favourite games. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. Maybe that was already common knowledge, but I didn't know it. Forget about the ones under the Mod.esp folder! This tool doesn't do anything by itself. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. The mods in question are found here and here. In the right pane, find and select the NPC (s) with broken faces. 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. New comments cannot be posted and votes cannot be cast. 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. The powerful open-source mod manager from Nexus Mods. Install hundreds of mods with the click of a button. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. A popup will show containing your mod list. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Multiple mods that do the same thing will cause issues. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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 didnt stop to think that it includes load order like literally everything else does, I guess I should have. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. I appreciate the attempt. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Race. 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"). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. New comments cannot be posted and votes cannot be cast. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. Run only for selected files or records' from main menu. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Install hundreds of mods with the click of a button. No glitches or bugs at all. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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). If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. - 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. Black face bug dont effect the way the game works. Updates your NPC faces to match body in a quick and efficient way. Other than that we can only hope that someone more expreienced than me has a clue. First, pick one mod that alters NPC faces and use just that one. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. Well, that depends on what's causing the blackface bug in your case. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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%. All trademarks are property of their respective owners in the US and other countries. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Multiple mods that do the same thing will cause issues. And that's what happens most of the time when people encounter black faces in their game. Problems appear when you use more than one mod that modifies the same NPC face. - You'll get the black head no matter which way you do it, or if you do both. - 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. I've got a few different mods which add npcs to the world which end up with blackened heads. 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. Check the box again and the old merges work perfect. I also opened the face mesh in NifSkope, and it looks fine there. Log in to view your list of favourite games. Yours is unfortunately a totally different issue. 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. Can I do this in xEdit or will I need to use the Creation Kit? now definitely will not add same npc to console command batch file again and again. So then, patch making time. - The black head seems to happen no matter what. 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 . 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. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Select which races you want to patch. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. For example: Looking at tint layers, it seems pretty clear what the issue is. Find the entries for the head mesh itself. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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 . Please re-enable javascript to access full functionality. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Right click. It's a flaw in Nifmerge. I was talking only about naming and location of files. 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. She is Breton, and BretonRace has no alterations of any kind to it's face data. Unfortunately, it's not a case of multiple mods modifying a single npc. Just made my first weapon in Blender and want to know how to port over to Skyrim. Skip the Patching section if you are only wanting to create new FaceGen Data. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Which is a pita. Thanks for pointing that out. But in SSE things are not so easy. This worked fine, but I have 1 problem. That site also lets you input the NPC's name and will then give you their code. Let me know if you run into any problems. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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/#/ Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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. 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". It should have been the mod from which the NPC comes. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Launch TES5Edit/SSEdit. She still has the black face bug in my game. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. Has something to do with it changing the shaders file. 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. 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, 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. It did not. I think nothing has changed regarding facegen. 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. 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. All rights reserved. Put the one you want to win the conflict last.