This mod is needed to extract all unique heads to allow you customize their textures. 2. Right click. 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. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Edited by Belegost, 13 November 2020 - 11:24 am. 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. Could be worth a try. 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. New comments cannot be posted and votes cannot be cast. This means it will work for mods such as VHR - Vanilla Hair Replacer. Can I do this in xEdit or will I need to use the Creation Kit? 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. She is Breton, and BretonRace has no alterations of any kind to it's face data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. - You'll get the black head no matter which way you do it, or if you do both. 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 appreciate the attempt. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. Which is a pita. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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) 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. 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 ". 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 ". Log in to view your list of favourite games. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. And that's what happens most of the time when people encounter black faces in their game. These "missing facegen data" issues are rather rare and very special cases. TBH, I'm not sure what exactly happens here. Copyright 2023 Robin Scott. It should have been the mod from which the NPC comes. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Select all plugins (Ctrl+A). Copyright 2023 Robin Scott. 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Copyright 2023 Robin Scott. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. In most cases your problem is solved. 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 . I hope all that helps (took me a while to figure all that out lol). 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. Create an account to follow your favorite communities and start taking part in conversations. facegen data is definitely being output to the data directory. Some of the affected mods add a LOT of new NPCs. Reinstall the conflicting mods. Could it somehow be related to her being a vampire? It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. - 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. 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? Skyrim Special Edition Creation Kit and Modders. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. I also opened the face mesh in NifSkope, and it looks fine there. While they're highlighted, press Ctrl + F4. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Your first sentence may be true, but the second sentence is definitely not. NifMerge can't even open head nifs made with the new CK. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I think nothing has changed regarding facegen. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Create a bashed patch. 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I've run into this problem too. 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 . All rights reserved. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. The third-party CommonLibSSE library is licensed under the MIT license. 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. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". It did not. Any way of fixing this or it is just something we have to learn to live with? The powerful open-source mod manager from Nexus 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. They also won't allow certain geometries the old game's head nifs would allow. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. First, pick one mod that alters NPC faces and use just that one. I sure can't tell. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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 only happens for vanilla NPCs. now will not add same npc to console command batch file again and again. That site also lets you input the NPC's name and will then give you their code. 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. Load your current load order. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Some assets in this file belong to other authors. This means it will work for mods such as VHR - Vanilla Hair Replacer. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Blackjack_Davy 2 yr. ago. This mod is opted-in to receive Donation Points. Forget about the ones under the Mod.esp folder! Thanks for pointing that out. Most likely a missing (or unreadable) tint mask. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. So what am I missing? 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. 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 my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. 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. You don't need to include ".txt". Unfortunately I'm kinda out of my wits here. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Repeat Steps 4-6 for any other mods with broken . The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). It's a flaw in Nifmerge. 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Run only for selected files or records' from main menu. 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. This covers that up. I also opened the face mesh in NifSkope, and it looks fine there. Select which races you want to patch. There appears to be nothing at all wrong with Padma's records. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Remove the DDS files from these directories . 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 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. Fixed delphi/pascal stupid 'else' handling. Well, that depends on what's causing the blackface bug in your case.