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. 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. First, pick one mod that alters NPC faces and use just that one. Skyrim Special Edition Creation Kit and Modders. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Any ideas on how I could 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. That may have been their intention. I sure can't tell. If you want all the NPCs in your load order to use the individualized face textures for each race. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Fixed! This mod is opted-in to receive Donation Points. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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. 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. And that's what happens most of the time when people encounter black faces in their game. NifMerge can't even open head nifs made with the new CK. Edited by Belegost, 19 November 2020 - 03:58 pm. Click Yes to all to dismiss warnings by category again. Uses xEdit script. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Open the Creation Kit and click File > Data. 2. Multiple mods that do the same thing will cause issues. 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 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. Thanks for pointing that out. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. For example: Looking at tint layers, it seems pretty clear what the issue is. This mod is needed to extract all unique heads to allow you customize their textures. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Launch TES5Edit/SSEdit. This is really useful for spawning multiple NPCs to test. Other than that we can only hope that someone more expreienced than me has a clue. This will tell you their FormID and the last plugin in your load order that referenced them. TBH, I'm not sure what exactly happens here. The gray face bug will now be gone for you. now can check records which is not in master file, by selecting them then choose '2. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. ! Could it somehow be related to her being a vampire? Source code on GitHubThis work is licensed under the MIT License. Updates your NPC faces to match body in a quick and efficient way. The powerful open-source mod manager from Nexus Mods. 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's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. I haven't figured it out yet, but I've been working on it for the past few days. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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? I tried to see if those numbers showed up under the NPC in xEdit and couldn't find anything, I found which FaceGen file was Storn's due to the .dds preview but the number isn't with him in xEdit, if you know what I'm saying. 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). Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Not needed but suggested heavily. Copyright 2023 Robin Scott. They also won't allow certain geometries the old game's head nifs would allow. 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. Install hundreds of mods with the click of a button. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Most likely a missing (or unreadable) tint mask. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Some of the affected mods add a LOT of new NPCs. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Log in to view your list of favourite games. Use caution. 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. Possible solution if you get dark face. A popup will show containing your mod list. 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. 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. fixed an issue. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Several mods making changes to one and the same NPC can result in a black face. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. Not Required. Multiple mods that do the same thing will cause issues. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Right click. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. There appears to be nothing at all wrong with Padma's records. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. New comments cannot be posted and votes cannot be cast. but if it's having any effect on the game when I load a save. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Just made my first weapon in Blender and want to know how to port over to Skyrim. Unfortunately, it's not a case of multiple mods modifying a single npc. Select all plugins (Ctrl+A). 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. This seems to have worked better, since now her face looks fine in-game. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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). New comments cannot be posted and votes cannot be cast. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Her face is not discolored in my game, but if she is in yours, use this. 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)). I can't seem to get the facegen data to export. Yours is unfortunately a totally different issue. I've got a few different mods which add npcs to the world which end up with blackened heads. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Forget about the ones under the Mod.esp folder! 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. But in SSE things are not so easy. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Thanks for the tip. 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. Blackjack_Davy 2 yr. ago. 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
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