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 . !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! They also won't allow certain geometries the old game's head nifs would allow. 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"). Log in to view your list of favourite games. Select all plugins (Ctrl+A). Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. I sure can't tell. I appreciate the attempt. Could it somehow be related to her being a vampire? - 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. Uses xEdit script. 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. Cheers. This worked fine, but I have 1 problem. High Poly Head should also take effect if you distribute it with the xEdit script. Has something to do with it changing the shaders file. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 4. 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 specific character had the "BretonRaceVampire" (or BretonVampireRace?) E.g. 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. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Copyright 2023 Black Tree Gaming Ltd. 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. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. 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. now will not add same npc to console command batch file again and again. This means it will work for mods such as VHR - Vanilla Hair Replacer. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Edited by Belegost, 13 November 2020 - 11:24 am. Right click. What file exactly did you use to regenerate the facegen data? 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. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. I've run into this problem too. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Updates your NPC faces to match body in a quick and efficient way. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Load your current load order. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. fixed an issue. Repeat Steps 4-6 for any other mods with broken . 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 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. facegen data is definitely being output to the data directory. Race. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. Complementary tool for all mods that allow character races to have bodies unique to them. That step is sometimes overlooked by mod authors - which also explains some black 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. 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. There appears to be nothing at all wrong with Padma's records. - The black head seems to happen no matter what. (Select multiple NPCs by holding down Shift or Ctrl .) All rights reserved. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Skip the Patching section if you are only wanting to create new FaceGen Data. I also opened the face mesh in NifSkope, and it looks fine there. Fixed! 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 can't seem to get the facegen data to export. I hope all that helps (took me a while to figure all that out lol). First, you need to export face gen data for each NPC. This covers that up. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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 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. Launch TES5Edit/SSEdit. It SHOULD read sth. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. 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. Valve Corporation. The mods in question are found here and here. Thank Bethesda for the shiesty BS, Soft. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The powerful open-source mod manager from Nexus Mods. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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%. She is Breton, and BretonRace has no alterations of any kind to it's face data. It did not. It's a flaw in Nifmerge. This means it will work for mods such as VHR - Vanilla Hair Replacer. Install hundreds of mods with the click of a button. If using MO2 you need to run this and SSEEdit through MO2. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Create a bashed patch. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. 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. Check the last texture entry but one. 3. This mod is opted-in to receive Donation Points. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Any way of fixing this or it is just something we have to learn to live with? I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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 . like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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. 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 rights reserved. So what am I missing? 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. Any ideas on how I could fix it? Copyright 2023 Robin Scott. 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? I don't know why people still advice regenerating 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Possible solution if you get dark face. Please re-enable javascript to access full functionality. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Fixed delphi/pascal stupid 'else' handling. First, pick one mod that alters NPC faces and use just that one. Could be worth a try. 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. 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) That site also lets you input the NPC's name and will then give you their code. I was talking only about naming and location of files.
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