Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. Valve Corporation. 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. It SHOULD read sth. The third-party CommonLibSSE library is licensed under the MIT license. 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. Blackjack_Davy 2 yr. ago. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. Use caution. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Find the entries for the head mesh itself. Repeat Steps 4-6 for any other mods with broken . 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. It should have been the mod from which the NPC comes. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. I hope all that helps (took me a while to figure all that out lol). All rights reserved. Skip the Patching section if you are only wanting to create new FaceGen Data. Check the box again and the old merges work perfect. 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. now will not add same npc to console command batch file again and again. All trademarks are property of their respective owners in the US and other countries. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly Maybe that was already common knowledge, but I didn't know it. But in SSE things are not so easy. 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. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". The Elder Scrolls V: Skyrim Special Edition. facegen - Reddit post and comment search - SocialGrep 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. This is really useful for spawning multiple NPCs to test. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). I sure can't tell. Please re-enable javascript to access full functionality. Can I do this in xEdit or will I need to use the Creation Kit? Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. TBH, I'm not sure what exactly happens here. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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? Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Possible solution if you get dark face. 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. Press question mark to learn the rest of the keyboard shortcuts. Source code on GitHubThis work is licensed under the MIT License. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". This seems to have worked better, since now her face looks fine in-game. Multiple mods that do the same thing will cause issues. Forget about the ones under the Mod.esp folder! 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. Bijin, Better Bards). Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special 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) Updates your NPC faces to match body in a quick and efficient way. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 3. 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. 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. ! NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition 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. No glitches or bugs at all. Some assets in this file belong to other authors. New comments cannot be posted and votes cannot be cast. 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. Basically you want to check which tintmask texture is attached to the head mesh. Right click. 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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 . Open the Creation Kit and click File > Data. Edited by Belegost, 19 November 2020 - 03:58 pm. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Several functions may not work. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify 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. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs 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. 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Other than that we can only hope that someone more expreienced than me has a clue. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Her face is not discolored in my game, but if she is in yours, use this. Skyrim Special Edition Creation Kit and Modders. Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. fixed an issue. 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. 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 ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. - 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. 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. 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 also can't see anything obviously wrong regarding poor Padma. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I think nothing has changed regarding facegen. 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. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Put Mrissi after anything that changes Khajiits. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Unfortunately I'm kinda out of my wits here. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. but if it's having any effect on the game when I load a save. easymod/faq.md at master focustense/easymod GitHub So what am I missing? Launch TES5Edit/SSEdit. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Several mods making changes to one and the same NPC can result in a black face. This will tell you their FormID and the last plugin in your load order that referenced them. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Has something to do with it changing the shaders file. There appears to be nothing at all wrong with Padma's records. It did not. Thanks for the tip. This means it will work for mods such as VHR - Vanilla Hair Replacer. Install hundreds of mods with the click of a button. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. E.g. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Thanks for pointing that out. This covers that up. Copyright 2023 Robin Scott. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. That site also lets you input the NPC's name and will then give you their code. 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. I also opened the face mesh in NifSkope, and it looks fine there. While they're highlighted, press Ctrl + F4. 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. 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. Create an account to follow your favorite communities and start taking part in conversations. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). This may be an issue having to do with quads verses triangles, but I'm not sure yet. Log in to view your list of favourite games. 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. Any ideas on how I could fix it? Your first sentence may be true, but the second sentence is definitely not. 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). Black faces. Tried regenerating faces. Apparently, I'm not doing it New comments cannot be posted and votes cannot be cast. 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. Put the one you want to win the conflict last. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 5. 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)). Let me know if you run into any problems. Check the last texture entry but one. Run only for selected files or records' from main menu. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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). 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). So then, patch making time. 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. If using MO2 you need to run this and SSEEdit through MO2. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). First, you need to export face gen data for each NPC. - 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist 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. Install hundreds of mods with the click of a button. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Most black face issues are simple mod conflicts. Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. NifMerge can't even open head nifs made with the new CK. 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I was talking only about naming and location of files. 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 ". As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Are these NPCs supposed to be normal Khajiits? If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. For example: Looking at tint layers, it seems pretty clear what the issue is. They also won't allow certain geometries the old game's head nifs would allow. It's a flaw in Nifmerge. Any way of fixing this or it is just something we have to learn to live with? Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. And that's what happens most of the time when people encounter black faces in their game. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. New way of handling facegen data for NPCs in SSE - The Nexus Forums The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Race. Load your current load order. Multiple mods that do the same thing will cause issues. Guide: Creating FaceGen Data - Articles - The Nexus Forums A popup will show containing your mod list. Export NPC Face Textures - GECK 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.