Unfortunately, it's not a case of multiple mods modifying a single npc. Blackjack_Davy 2 yr. ago. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. Most black face issues are simple mod conflicts. 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. 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. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. All trademarks are property of their respective owners in the US and other countries. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. but if it's having any effect on the game when I load a save. 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 ". Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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)). In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Basically you want to check which tintmask texture is attached to the head mesh. This covers that up. - 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. Cheers. It should have been the mod from which the NPC comes. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Check the last texture entry but one. 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. There appears to be nothing at all wrong with Padma's records. - The black head seems to happen no matter what. Updates your NPC faces to match body in a quick and efficient way. First, you need to export face gen data for each NPC. I also can't see anything obviously wrong regarding poor Padma. This mod is needed to extract all unique heads to allow you customize their textures. 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. So what am I missing? There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Find the entries for the head mesh itself. Fixed! Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Well, that depends on what's causing the blackface bug in your case. 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. Edited by Belegost, 19 November 2020 - 03:58 pm. Which is a pita. Launch TES5Edit/SSEdit. E.g. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Could it somehow be related to her being a vampire? 5. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". First, pick one mod that alters NPC faces and use just that one. For example: Looking at tint layers, it seems pretty clear what the issue is. Load your current load order. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 2. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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). 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Thank Bethesda for the shiesty BS, Soft. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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. 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. 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). Her face is not discolored in my game, but if she is in yours, use this. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Use caution. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Please re-enable javascript to access full functionality. 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. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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. They also won't allow certain geometries the old game's head nifs would allow. This will tell you their FormID and the last plugin in your load order that referenced them. Put Mrissi after anything that changes Khajiits. Copyright 2023 Robin Scott. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Source code on GitHubThis work is licensed under the MIT License. Press question mark to learn the rest of the keyboard shortcuts. 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. Just made my first weapon in Blender and want to know how to port over to Skyrim. now can check records which is not in master file, by selecting them then choose '2. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". You currently have javascript disabled. This means it will work for mods such as VHR - Vanilla Hair Replacer. You don't need to include ".txt". SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Possible solution if you get dark face. That may have been their intention. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. First, pick one mod that alters NPC faces and use just that one. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. So what am I missing? Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. :), Press J to jump to the feed. She still has the black face bug in my game. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Create a bashed patch. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. 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. That step is sometimes overlooked by mod authors - which also explains some black faces. The third-party CommonLibSSE library is licensed under the MIT license. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. I haven't figured it out yet, but I've been working on it for the past few days. 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). It SHOULD read sth. This seems to have worked better, since now her face looks fine in-game. 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've got a few different mods which add npcs to the world which end up with blackened heads. Open the Creation Kit and click File > Data. 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. I also opened the face mesh in NifSkope, and it looks fine there. Multiple mods that do the same thing will cause issues. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Skyrim Special Edition Creation Kit and Modders. Select which races you want to patch. Sorry No worries. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). If using MO2 you need to run this and SSEEdit through MO2. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. A popup will show containing your mod list. Some of the affected mods add a LOT of new NPCs. Put the one you want to win the conflict last. 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 ". Check the box again and the old merges work perfect. 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"). This tool doesn't do anything by itself. No glitches or bugs at all. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Yours is unfortunately a totally different issue. Problems appear when you use more than one mod that modifies the same NPC face. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Multiple mods that do the same thing will cause issues. 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've run into this problem too. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Thanks for pointing that out. Forget about the ones under the Mod.esp folder! 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. 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). Several mods making changes to one and the same NPC can result in a black face. now definitely will not add same npc to console command batch file again and again. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Log in to view your list of favourite games. If you want all the NPCs in your load order to use the individualized face textures for each race. Other than that we can only hope that someone more expreienced than me has a clue. Let me know if you run into any problems. 3. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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 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. 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. Copyright 2023 Robin Scott. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. now will not add same npc to console command batch file again and again. 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 to get the corresponding facegen files, you need to change the first two numbers to 0. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. All rights reserved. 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. * 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! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I also opened the face mesh in NifSkope, and it looks fine there. 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 sure can't tell. 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. Create an account to follow your favorite communities and start taking part in conversations. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Select all plugins (Ctrl+A). If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Can I do this in xEdit or will I need to use the Creation Kit? And does "fluffy Khajiits" change all Khajiits to something else? The powerful open-source mod manager from Nexus Mods. While they're highlighted, press Ctrl + F4. 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) Bijin, Better Bards). Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). The powerful open-source mod manager from Nexus Mods. Has something to do with it changing the shaders file. It's a flaw in Nifmerge. Remove the DDS files from these directories . 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 . 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. This worked fine, but I have 1 problem. 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. In most cases your problem is solved. 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. 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. Any ideas why? Complementary tool for all mods that allow character races to have bodies unique to them.