skyrim se regenerate facegen data

skyrim se regenerate facegen data

I also can't see anything obviously wrong regarding poor Padma. Blackjack_Davy 2 yr. ago. 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. Any ideas why? In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. They also won't allow certain geometries the old game's head nifs would allow. fixed an issue. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Some assets in this file belong to other authors. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. New comments cannot be posted and votes cannot be cast. Not needed but suggested heavily. While they're highlighted, press Ctrl + F4. Are these NPCs supposed to be normal Khajiits? It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. The mods in question are found here and here. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. If using MO2 you need to run this and SSEEdit through MO2. 4. Edited by Belegost, 13 November 2020 - 11:24 am. 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 . But in SSE things are not so easy. 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. Repeat Steps 4-6 for any other mods with broken . I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. This tool doesn't do anything by itself. Any way of fixing this or it is just something we have to learn to live with? In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Skyrim Special Edition Creation Kit and Modders. 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. 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. Bijin, Better Bards). then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. First, you need to export face gen data for each NPC. Forget about the ones under the Mod.esp folder! If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Could it somehow be related to her being a vampire? So to get the corresponding facegen files, you need to change the first two numbers to 0. First, pick one mod that alters NPC faces and use just that one. A popup will show containing your mod list. 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. The powerful open-source mod manager from Nexus Mods. Some of the affected mods add a LOT of new NPCs. - The black head seems to happen no matter what. I also opened the face mesh in NifSkope, and it looks fine there. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Log in to view your list of favourite games. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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. 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. For example: Looking at tint layers, it seems pretty clear what the issue is. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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). Check the last texture entry but one. That may have been their intention. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! All rights reserved. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Maybe that was already common knowledge, but I didn't know it. Not Required. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Find the entries for the head mesh itself. Fixed! 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"). 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). Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. High Poly Head should also take effect if you distribute it with the xEdit script. 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. Edited by Belegost, 19 November 2020 - 03:58 pm. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. The powerful open-source mod manager from Nexus Mods. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". She still has the black face bug in my game. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. New comments cannot be posted and votes cannot be cast. This mod is needed to extract all unique heads to allow you customize their textures. Load your current load order. Possible solution if you get dark face. now definitely will not add same npc to console command batch file again and again. 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. Nnnnnope. Please re-enable javascript to access full functionality. This mod is opted-in to receive Donation Points. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. 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. Black face bug dont effect the way the game works. 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. 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)). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Several mods making changes to one and the same NPC can result in a black face. This worked fine, but I have 1 problem. 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 ". So if there if a way to export FaceGen Data with xEdit I would be glad to know it. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. facegen data is definitely being output to the data directory. 3. These "missing facegen data" issues are rather rare and very special cases. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. TBH, I'm not sure what exactly happens here. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. 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. 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. Press question mark to learn the rest of the keyboard shortcuts. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Thank Bethesda for the shiesty BS, Soft. Install hundreds of mods with the click of a button. NifMerge can't even open head nifs made with the new CK. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Uses xEdit script. - 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. 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. 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. Right click. - 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. Sorry No worries. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. I've run into this problem too. Thanks for pointing that out. 2. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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. Just made my first weapon in Blender and want to know how to port over to Skyrim. Skip the Patching section if you are only wanting to create new FaceGen Data. 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. 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). I've got a few different mods which add npcs to the world which end up with blackened heads. This seems to have worked better, since now her face looks fine in-game. I can't seem to get the facegen data to export. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. 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"). 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. 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). Most likely a missing (or unreadable) tint mask. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Open the Creation Kit and click File > Data. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Click Yes to all to dismiss warnings by category again. 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. 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Remove the DDS files from these directories . 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. In the right pane, find and select the NPC (s) with broken faces. Problems appear when you use more than one mod that modifies the same NPC face. That step is sometimes overlooked by mod authors - which also explains some black faces. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. Fixed delphi/pascal stupid 'else' handling. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Thanks for the tip. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Install hundreds of mods with the click of a button. So what am I missing? 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. Reinstall the conflicting mods. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. Create a bashed patch. In most cases your problem is solved. It SHOULD read sth. You currently have javascript disabled. I was talking only about naming and location of files. 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). What file exactly did you use to regenerate the facegen data? Most black face issues are simple mod conflicts. now will not add same npc to console command batch file again and again. 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. I also opened the face mesh in NifSkope, and it looks fine there. All trademarks are property of their respective owners in the US and other countries. I hope all that helps (took me a while to figure all that out lol). 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%. This is really useful for spawning multiple NPCs to test. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Valve Corporation. Multiple mods that do the same thing will cause issues. Your first sentence may be true, but the second sentence is definitely not. Which is a pita. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. So what am I missing? Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Complementary tool for all mods that allow character races to have bodies unique to them. It's a flaw in Nifmerge. 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? 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. now can check records which is not in master file, by selecting them then choose '2. First, pick one mod that alters NPC faces and use just that one. This may be an issue having to do with quads verses triangles, but I'm not sure yet. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. Basically you want to check which tintmask texture is attached to the head mesh. Has something to do with it changing the shaders file. 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Well, that depends on what's causing the blackface bug in your case. It did not. 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. 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. Run only for selected files or records' from main menu. E.g. Unfortunately, it's not a case of multiple mods modifying a single npc. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data.

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