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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. Just made my first weapon in Blender and want to know how to port over to Skyrim. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Updates your NPC faces to match body in a quick and efficient way. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Which is a pita. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Your first sentence may be true, but the second sentence is definitely not. Let me know if you run into any problems. fixed an issue. 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
". Copyright 2023 Robin Scott. Log in to view your list of favourite games. Several mods making changes to one and the same NPC can result in a black face. 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. Valve Corporation. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Several functions may not work. 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) The Elder Scrolls V: Skyrim Special Edition. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Black face bug dont effect the way the game works. - The black head seems to happen no matter what. Forget about the ones under the Mod.esp folder! Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. But in SSE things are not so easy. Thank Bethesda for the shiesty BS, Soft. Put Mrissi after anything that changes Khajiits. The mods in question are found here and here. 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 . In most cases your problem is solved. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. I was talking only about naming and location of files. Load your current load order. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. So to get the corresponding facegen files, you need to change the first two numbers to 0. Maybe that was already common knowledge, but I didn't know it. If using MO2 you need to run this and SSEEdit through MO2. 2. This worked fine, but I have 1 problem. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. All rights reserved. I haven't figured it out yet, but I've been working on it for the past few days. 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. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. All rights reserved. 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. Install hundreds of mods with the click of a button. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Possible solution if you get dark face. I also opened the face mesh in NifSkope, and it looks fine there. And that's what happens most of the time when people encounter black faces in their game. So then, patch making time. 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. 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 . If you want all the NPCs in your load order to use the individualized face textures for each race. 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. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Well, that depends on what's causing the blackface bug in your case. Please re-enable javascript to access full functionality. It's a flaw in Nifmerge. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. Open the Creation Kit and click File > Data. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. 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. Multiple mods that do the same thing will cause issues. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Has something to do with it changing the shaders file. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. I also opened the face mesh in NifSkope, and it looks fine there. Fixed! I sure can't tell. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. facegen data is definitely being output to the data directory. 3. 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Copyright 2023 Robin Scott. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. First, pick one mod that alters NPC faces and use just that one. Click Yes to all to dismiss warnings by category again. This is really useful for spawning multiple NPCs to test. Not Required. 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)). They also won't allow certain geometries the old game's head nifs would allow. 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. The gray face bug will now be gone for you. Uses xEdit script. 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 ". First, you need to export face gen data for each NPC. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. I also can't see anything obviously wrong regarding poor Padma. 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? These "missing facegen data" issues are rather rare and very special cases. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 5. This tool doesn't do anything by itself. That site also lets you input the NPC's name and will then give you their code. Remove the DDS files from these directories . It should have been the mod from which the NPC comes. 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%. Most black face issues are simple mod conflicts. Race. 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. You don't need to include ".txt". Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. New comments cannot be posted and votes cannot be cast. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Any way of fixing this or it is just something we have to learn to live with? Install hundreds of mods with the click of a button. Launch TES5Edit/SSEdit. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! She still has the black face bug in my game. TBH, I'm not sure what exactly happens here. 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. 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. I appreciate the attempt. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Repeat Steps 4-6 for any other mods with broken . Run only for selected files or records' from main menu. Basically you want to check which tintmask texture is attached to the head mesh. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Right click. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. 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 . Multiple mods that do the same thing will cause issues. This covers that up. Log in to view your list of favourite games. No glitches or bugs at all. Copyright 2023 Robin Scott. ! Put the one you want to win the conflict last. 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. Unfortunately, it's not a case of multiple mods modifying a single 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. * 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Could it somehow be related to her being a vampire? Could be worth a try. All rights reserved. This only happens for vanilla NPCs. Edited by Belegost, 19 November 2020 - 03:58 pm. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. - 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). (Select multiple NPCs by holding down Shift or Ctrl .) Not needed but suggested heavily. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Some assets in this file belong to other authors. All rights reserved. This means it will work for mods such as VHR - Vanilla Hair Replacer. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The powerful open-source mod manager from Nexus Mods. So what am I missing? Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 4. 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. 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. The third-party CommonLibSSE library is licensed under the MIT license. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. A popup will show containing your mod list. 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. That may have been their intention. That step is sometimes overlooked by mod authors - which also explains some black 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. The powerful open-source mod manager from Nexus Mods. Create an account to follow your favorite communities and start taking part in conversations. 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). a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Complementary tool for all mods that allow character races to have bodies unique to them. now definitely will not add same npc to console command batch file again and again. 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). Nnnnnope. Problems appear when you use more than one mod that modifies the same NPC face. All trademarks are property of their respective owners in the US and other countries. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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. While they're highlighted, press Ctrl + F4. Find the entries for the head mesh itself. There appears to be nothing at all wrong with Padma's records. 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. Cheers. E.g. 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. Unfortunately I'm kinda out of my wits here. I think nothing has changed regarding facegen. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Select which races you want to patch. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Edited by Belegost, 13 November 2020 - 11:24 am. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. I've got a few different mods which add npcs to the world which end up with blackened heads. This mod is needed to extract all unique heads to allow you customize their textures. Fixed delphi/pascal stupid 'else' handling. This will tell you their FormID and the last plugin in your load order that referenced them. 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. 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. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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". Log in to view your list of favourite games. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Some of the affected mods add a LOT of new NPCs. Source code on GitHubThis work is licensed under the MIT License. Skip the Patching section if you are only wanting to create new FaceGen Data. Are these NPCs supposed to be normal Khajiits? I've run into this problem too. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Create a bashed patch. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. In the right pane, find and select the NPC (s) with broken faces. I hope all that helps (took me a while to figure all that out lol). 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. And does "fluffy Khajiits" change all Khajiits to something else? Thanks for the tip. 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 don't know why people still advice regenerating facegen data. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Blackjack_Davy 2 yr. ago. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Can I do this in xEdit or will I need to use the Creation Kit? 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. First, pick one mod that alters NPC faces and use just that one. 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. Most likely a missing (or unreadable) tint mask. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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). So what am I missing? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. now can check records which is not in master file, by selecting them then choose '2. - You'll get the black head no matter which way you do it, or if you do both. 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. Skyrim Special Edition Creation Kit and Modders. Check the last texture entry but one. You currently have javascript disabled. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. 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. It SHOULD read sth. What file exactly did you use to regenerate the facegen data? Other than that we can only hope that someone more expreienced than me has a clue. I can't seem to get the facegen data to export. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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.