There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. All rights reserved. You currently have javascript disabled. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. New comments cannot be posted and votes cannot be cast. Unfortunately I'm kinda out of my wits here. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Let me know if you run into any problems. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. fixed an issue. 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. 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 ". Basically you want to check which tintmask texture is attached to the head mesh. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Create an account to follow your favorite communities and start taking part in conversations. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). They also won't allow certain geometries the old game's head nifs would allow. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. She still has the black face bug in my game. 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)). If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. First, you need to export face gen data for each NPC. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Any way of fixing this or it is just something we have to learn to live with? - It's possible a bug in the new CK is involved regarding saving of the facegeom data. :), Press J to jump to the feed. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. TBH, I'm not sure what exactly happens here. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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? 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). 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. 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. 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. And that's what happens most of the time when people encounter black faces in their game. Nnnnnope. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. So what am I missing? Use caution. 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. Right click. If you want all the NPCs in your load order to use the individualized face textures for each race. I haven't figured it out yet, but I've been working on it for the past few days. While they're highlighted, press Ctrl + F4. 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. If it is not there, I appreciate the attempt. Copyright 2023 Robin Scott. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. The gray face bug will now be gone for you. 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. You want to leave out the first 3 digits, because if the NPC is from a DLC, those first 3 will be "020", "030", or "040" in the FormID, but the .nif and .dds files will still start with "000". Race. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. Copyright 2023 Robin Scott. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Most black face issues are simple mod conflicts. 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. Install hundreds of mods with the click of a button. This mod is opted-in to receive Donation Points. Press question mark to learn the rest of the keyboard shortcuts. Unfortunately, it's not a case of multiple mods modifying a single npc. It should have been the mod from which the NPC comes. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. E.g. 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. It SHOULD read sth. Click Yes to all to dismiss warnings by category again. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Can I do this in xEdit or will I need to use the Creation Kit? Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Fixed delphi/pascal stupid 'else' handling. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". All rights reserved. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. These "missing facegen data" issues are rather rare and very special cases. It's a flaw in Nifmerge. 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 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. 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"). That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. - 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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 ". Reinstall the conflicting mods. This means it will work for mods such as VHR - Vanilla Hair Replacer. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). That site also lets you input the NPC's name and will then give you their code. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Forget about the ones under the Mod.esp folder! Could it somehow be related to her being a vampire? 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. Source code on GitHubThis work is licensed under the MIT License. So to get the corresponding facegen files, you need to change the first two numbers to 0. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. The Elder Scrolls V: Skyrim Special Edition. I can't seem to get the facegen data to export. First, pick one mod that alters NPC faces and use just that one. In the right pane, find and select the NPC (s) with broken faces. 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 also opened the face mesh in NifSkope, and it looks fine there. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them.