In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 5. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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. Use caution. The mods in question are found here and here. 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. This will tell you their FormID and the last plugin in your load order that referenced them. 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 strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Select which races you want to patch. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". If it is not there, Forget about the ones under the Mod.esp folder! Basically you want to check which tintmask texture is attached to the head mesh. And that's what happens most of the time when people encounter black faces in their game. Other than that we can only hope that someone more expreienced than me has a clue. Right click. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). * 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 the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Any ideas why? For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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) And does "fluffy Khajiits" change all Khajiits to something else? All rights reserved. Problems appear when you use more than one mod that modifies the same NPC face. Several functions may not work. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. now will not add same npc to console command batch file again and again. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more For example: Looking at tint layers, it seems pretty clear what the issue is. There appears to be nothing at all wrong with Padma's records. Multiple mods that do the same thing will cause issues. Copyright 2023 Robin Scott. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. She is Breton, and BretonRace has no alterations of any kind to it's face data. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Find the entries for the head mesh itself. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Thanks for pointing that out. This worked fine, but I have 1 problem. fixed an issue. 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. While they're highlighted, press Ctrl + F4. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Which is a pita. 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 . That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. but if it's having any effect on the game when I load a save. 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 powerful open-source mod manager from Nexus Mods. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Any ideas on how I could fix it? 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. Any way of fixing this or it is just something we have to learn to live with? Source code on GitHubThis work is licensed under the MIT License. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with 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. 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. ! A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. I hope all that helps (took me a while to figure all that out lol). 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. I also can't see anything obviously wrong regarding poor Padma. The powerful open-source mod manager from Nexus Mods. E.g. 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). 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. 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. 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 ". If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. Open the Creation Kit and click File > Data. This seems to have worked better, since now her face looks fine in-game. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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)). Some of the affected mods add a LOT of new NPCs. I haven't figured it out yet, but I've been working on it for the past few days. I also opened the face mesh in NifSkope, and it looks fine there. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Edited by Belegost, 13 November 2020 - 11:24 am. 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. High Poly Head should also take effect if you distribute it with the xEdit script. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Check the last texture entry but one. Run only for selected files or records' from main menu. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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"). In the right pane, find and select the NPC (s) with broken faces. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. All trademarks are property of their respective owners in the US and other countries. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. 4. Fixed! Log in to view your list of favourite games. So then, patch making time. 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 . Your first sentence may be true, but the second sentence is definitely not. I appreciate the attempt. 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. Put the one you want to win the conflict last. Let me know if you run into any problems. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Remove the DDS files from these directories . I can't seem to get the facegen data to export. Complementary tool for all mods that allow character races to have bodies unique to them. Create an account to follow your favorite communities and start taking part in conversations. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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. 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! So what am I missing? I think nothing has changed regarding facegen. 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 . You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Updates your NPC faces to match body in a quick and efficient way. This mod is opted-in to receive Donation Points. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Well, that depends on what's causing the blackface bug in your case. Put Mrissi after anything that changes Khajiits. Unfortunately, it's not a case of multiple mods modifying a single npc. First, you need to export face gen data for each NPC. 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. That step is sometimes overlooked by mod authors - which also explains some black faces. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). now can check records which is not in master file, by selecting them then choose '2. 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. Can I do this in xEdit or will I need to use the Creation Kit? 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. Please re-enable javascript to access full functionality. Install hundreds of mods with the click of a button. No glitches or bugs at all. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. 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. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. All rights reserved. A popup will show containing your mod list. 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". 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? That may have been their intention. Edited by Belegost, 19 November 2020 - 03:58 pm.
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