skyrim se regenerate facegen data

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 . In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Put Mrissi after anything that changes Khajiits. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I hope all that helps (took me a while to figure all that out lol). now definitely will not add same npc to console command batch file again and again. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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"). It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). This means it will work for mods such as VHR - Vanilla Hair Replacer. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. I appreciate the attempt. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. This worked fine, but I have 1 problem. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Unfortunately I'm kinda out of my wits here. 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. (Select multiple NPCs by holding down Shift or Ctrl .) E.g. Well, that depends on what's causing the blackface bug in your case. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. - The black head seems to happen no matter what. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Problems appear when you use more than one mod that modifies the same NPC face. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. So to get the corresponding facegen files, you need to change the first two numbers to 0. 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. It should have been the mod from which the NPC comes. Bijin, Better Bards). Check the box again and the old merges work perfect. Thank Bethesda for the shiesty BS, Soft. Repeat Steps 4-6 for any other mods with broken . Any way of fixing this or it is just something we have to learn to live with? 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. Several functions may not work. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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) Sorry No worries. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. It SHOULD read sth. 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. 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. High Poly Head should also take effect if you distribute it with the xEdit script. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. You don't need to include ".txt". facegen data is definitely being output to the data directory. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Press question mark to learn the rest of the keyboard shortcuts. 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. Let me know if you run into any problems. Check the last texture entry but one. 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. 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. 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 ". What file exactly did you use to regenerate the facegen data? Skip the Patching section if you are only wanting to create new FaceGen Data. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. I was talking only about naming and location of files. This may be an issue having to do with quads verses triangles, but I'm not sure yet. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. The third-party CommonLibSSE library is licensed under the MIT license. First, pick one mod that alters NPC faces and use just that one. Which is a pita. 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! It did not. now will not add same npc to console command batch file again and again. All rights reserved. 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. The powerful open-source mod manager from Nexus Mods. * 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! I don't know why people still advice regenerating facegen data. Nnnnnope. Remove the DDS files from these directories . So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. In most cases your problem is solved. 4. So what am I missing? :), Press J to jump to the feed. All trademarks are property of their respective owners in the US and other countries. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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/#/ Log in to view your list of favourite games. Are these NPCs supposed to be normal Khajiits? This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. Create a bashed patch. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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 delphi/pascal stupid 'else' handling. Most black face issues are simple mod conflicts. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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. Select which races you want to patch. 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. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. This only happens for vanilla NPCs. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. If it is not there, These "missing facegen data" issues are rather rare and very special cases. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. I think nothing has changed regarding facegen. 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. Valve Corporation. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Could be worth a try. I also opened the face mesh in NifSkope, and it looks fine there. Reinstall the conflicting mods. 5. That site also lets you input the NPC's name and will then give you their code. 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. Has something to do with it changing the shaders file. 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%. If using MO2 you need to run this and SSEEdit through MO2. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Any ideas why? 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. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. So then, patch making time. You currently have javascript disabled. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Black face bug dont effect the way the game works. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Basically you want to check which tintmask texture is attached to the head mesh. 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 . if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. No glitches or bugs at all. All rights reserved. Run only for selected files or records' from main menu. - 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 sure can't tell. - 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.

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skyrim se regenerate facegen data