Any ideas on how I could fix it? Uses xEdit script. 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. This will tell you their FormID and the last plugin in your load order that referenced them. Other than that we can only hope that someone more expreienced than me has a clue. Thank Bethesda for the shiesty BS, Soft. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! First, you need to export face gen data for each NPC. Right click. 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. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Complementary tool for all mods that allow character races to have bodies unique to them. 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. 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. 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. Well, that depends on what's causing the blackface bug in your case. New way of handling facegen data for NPCs in SSE - The Nexus Forums I sure can't tell. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. All rights reserved. This mod is needed to extract all unique heads to allow you customize their textures. Yours is unfortunately a totally different issue. 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. now will not add same npc to console command batch file again and again. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Possible solution if you get dark face. 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. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. This is really useful for spawning multiple NPCs to test. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. now can check records which is not in master file, by selecting them then choose '2. Maybe that was already common knowledge, but I didn't know it. ! Check the box again and the old merges work perfect. Export NPC Face Textures - GECK Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I was talking only about naming and location of files. 2. 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Click Yes to all to dismiss warnings by category again. 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. So what am I missing? Select which races you want to patch. 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? If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. But in SSE things are not so easy. 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. That may have been their intention. Edited by Belegost, 13 November 2020 - 11:24 am. Press question mark to learn the rest of the keyboard shortcuts. This mod is opted-in to receive Donation Points. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Source code on GitHubThis work is licensed under the MIT License. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Remove the DDS files from these directories . The mods in question are found here and 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. 4. All rights reserved. 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. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. Most black face issues are simple mod conflicts. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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 appreciate the attempt. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Install hundreds of mods with the click of a button. All trademarks are property of their respective owners in the US and other countries. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Valve Corporation. - The black head seems to happen no matter what. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly NifMerge can't even open head nifs made with the new CK. 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. Updates your NPC faces to match body in a quick and efficient way. If you want all the NPCs in your load order to use the individualized face textures for each race. Not Required. Are these NPCs supposed to be normal Khajiits? Run only for selected files or records' from main menu. Where does CreationKit export facegen data? : r/skyrimmods 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. No glitches or bugs at all. 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. Has something to do with it changing the shaders file. TBH, I'm not sure what exactly happens here. Any ideas why? if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. A popup will show containing your mod list. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Open the Creation Kit and click File > Data. I don't know why people still advice regenerating facegen data. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Put Mrissi after anything that changes Khajiits. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. First, pick one mod that alters NPC faces and use just that one. (Select multiple NPCs by holding down Shift or Ctrl .) Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Copyright 2023 Black Tree Gaming Ltd. All rights reserved. All rights reserved. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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. 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. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition You currently have javascript disabled. I also can't see anything obviously wrong regarding poor Padma. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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). She is Breton, and BretonRace has no alterations of any kind to it's face data. While they're highlighted, press Ctrl + F4. fixed an issue. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. What file exactly did you use to regenerate the facegen data? For example: Looking at tint layers, it seems pretty clear what the issue is. Copyright 2023 Robin Scott. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Reinstall the conflicting mods. That step is sometimes overlooked by mod authors - which also explains some black faces. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. The gray face bug will now be gone for you. I hope all that helps (took me a while to figure all that out lol). Sorry No worries. 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 ". 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. 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%. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. Put the one you want to win the conflict last. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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. 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. 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 . Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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) Multiple mods that do the same thing will cause issues. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Edited by Belegost, 19 November 2020 - 03:58 pm. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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.