skyrim se regenerate facegen data

The gray face bug will now be gone for you. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Select which races you want to patch. Press question mark to learn the rest of the keyboard shortcuts. Repeat Steps 4-6 for any other mods with broken . TBH, I'm not sure what exactly happens here. now can check records which is not in master file, by selecting them then choose '2. (Select multiple NPCs by holding down Shift or Ctrl .) Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. 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. Copyright 2023 Robin Scott. 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 don't know why people still advice regenerating facegen data. All rights reserved. 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. 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). 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. Updates your NPC faces to match body in a quick and efficient way. Log in to view your list of favourite games. 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. 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. 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. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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 . Source code on GitHubThis work is licensed under the MIT License. Fixed delphi/pascal stupid 'else' handling. 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. 2. New comments cannot be posted and votes cannot be cast. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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%. Launch TES5Edit/SSEdit. I sure can't tell. Load your current load order. 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 ". Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. No glitches or bugs at all. 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. First, pick one mod that alters NPC faces and use just that one. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. - The black head seems to happen no matter what. 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. 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)). Several mods making changes to one and the same NPC can result in a black face. 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 doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. 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. 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 . Blackjack_Davy 2 yr. ago. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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 don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Multiple mods that do the same thing will cause issues. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This covers that up. Problems appear when you use more than one mod that modifies the same NPC face. Create a bashed patch. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Select all plugins (Ctrl+A). Which is a pita. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Skyrim Special Edition Creation Kit and Modders. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. All rights reserved. Other than that we can only hope that someone more expreienced than me has a clue. 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Any way of fixing this or it is just something we have to learn to live with? You don't need to include ".txt". 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. So what am I missing? 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Edited by Belegost, 13 November 2020 - 11:24 am. Complementary tool for all mods that allow character races to have bodies unique to them. Valve Corporation. Race. 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. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. * 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! Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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"). Edited by Belegost, 19 November 2020 - 03:58 pm. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Nnnnnope. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). I hope all that helps (took me a while to figure all that out lol). This is really useful for spawning multiple NPCs to test. 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) This only happens for vanilla NPCs. ! Most likely a missing (or unreadable) tint mask. 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). The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). When it comes to black face issues, you should take a close look at NPC Replacers (e.g. In the right pane, find and select the NPC (s) with broken 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. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Create an account to follow your favorite communities and start taking part in conversations. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. fixes dark face bugs (optional but recommended), ONLY NECESSARY IF YOU GET THE BLACKFACE BUG WHILE PATCHES ARE INSTALLED, WON'T FIX EVERY INCOMPATIBILITY, if Lyall appears with his face black colored, Or you will probably get dark face issue :>, Because the CK wouldn't let me Save Facegen, This not a fix but if you have grey face bug or whatever it works. All rights reserved. Yours is unfortunately a totally different issue. Not Required. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. :), Press J to jump to the feed. Uses xEdit script. 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 this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Could be worth a try. She still has the black face bug in my game. Some assets in this file belong to other authors. 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. 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"). a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. First, you need to export face gen data for each NPC. 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 sure can't tell. 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. Fixed! Unfortunately, it's not a case of multiple mods modifying a single npc. Click Yes to all to dismiss warnings by category again. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. 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. If it is not there, If you want all the NPCs in your load order to use the individualized face textures for each race. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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 seems to have worked better, since now her face looks fine in-game. This will tell you their FormID and the last plugin in your load order that referenced them. Copyright 2023 Robin Scott. That may have been their intention. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. This tool doesn't do anything by itself. The powerful open-source mod manager from Nexus Mods. Some of the affected mods add a LOT of new NPCs. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. fixed an issue. 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. I remembered someone had an in game solution that if you change the weight of an NPC in the console commands it would temporarily restore their facegen data and solve the bug until you left the cell. Log in to view your list of favourite games. 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/#/ Check the box again and the old merges work perfect. 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? The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. And that's what happens most of the time when people encounter black faces in their game. 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. Could it somehow be related to her being a vampire? It should have been the mod from which the NPC comes. If using MO2 you need to run this and SSEEdit through MO2. Run only for selected files or records' from main menu. 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. Install hundreds of mods with the click of a button. 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. Remove the DDS files from these directories . All rights reserved. Right click. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Can I do this in xEdit or will I need to use the Creation Kit? There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Not needed but suggested heavily. So what am I missing? If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Unfortunately I'm kinda out of my wits here. 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. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Open the Creation Kit and click File > 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. Well, that depends on what's causing the blackface bug in your case. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Let me know if you run into any problems. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Your first sentence may be true, but the second sentence is definitely not. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I was talking only about naming and location of files. 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 didnt stop to think that it includes load order like literally everything else does, I guess I should have. So then, patch making time. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Most black face issues are simple mod conflicts. Several functions may not work. The mods in question are found here and here. 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. 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 ". 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. 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 . 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). What file exactly did you use to regenerate the facegen data? If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. I've run into this problem too. Has something to do with it changing the shaders file. 5. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Basically you want to check which tintmask texture is attached to the head mesh. That site also lets you input the NPC's name and will then give you their code. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Log in to view your list of favourite games. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Maybe that was already common knowledge, but I didn't know it. I also opened the face mesh in NifSkope, and it looks fine there. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. It did not. 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? - You'll get the black head no matter which way you do it, or if you do both. 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. There appears to be nothing at all wrong with Padma's records. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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). Thanks for pointing that out. - 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. Her face is not discolored in my game, but if she is in yours, use this. 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. Multiple mods that do the same thing will cause issues. A popup will show containing your mod list. New comments cannot be posted and votes cannot be cast. Just made my first weapon in Blender and want to know how to port over to Skyrim. - 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. The third-party CommonLibSSE library is licensed under the MIT license. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. And does "fluffy Khajiits" change all Khajiits to something else? In most cases your problem is solved. Copyright 2023 Robin Scott. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. It SHOULD read sth. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. NifMerge can't even open head nifs made with the new CK. I think nothing has changed regarding facegen. facegen data is definitely being output to the data directory. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen.