Any way of fixing this or it is just something we have to learn to live with? 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. Valve Corporation.
Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist In this case, all the effected NPCs are those added by mods they don't exist in the base game. Source code on GitHubThis work is licensed under the MIT License. Blackjack_Davy 2 yr. ago. - 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. Basically you want to check which tintmask texture is attached to the head mesh. I sure can't tell. Her face is not discolored in my game, but if she is in yours, use this. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. TBH, I'm not sure what exactly happens here. Where does CreationKit export facegen data? : r/skyrimmods Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Remove the DDS files from these directories . When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. It should have been the mod from which the NPC comes. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Most black face issues are simple mod conflicts. 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). facegen data is definitely being output to the data directory. Copyright 2023 Robin Scott. 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. Is there a way to export facegen data without the creation kit? Your first sentence may be true, but the second sentence is definitely not. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs :), Press J to jump to the feed. 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? If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Put Mrissi after anything that changes Khajiits. 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. This covers that up. Create an account to follow your favorite communities and start taking part in conversations. All rights reserved. - 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. So what am I missing? If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. New comments cannot be posted and votes cannot be cast. Fixed delphi/pascal stupid 'else' handling. Uses xEdit script. Run only for selected files or records' from main menu. - You'll get the black head no matter which way you do it, or if you do both. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. now definitely will not add same npc to console command batch file again and again. 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. 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. So what am I missing? 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. Cheers. Right click. 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. This mod is needed to extract all unique heads to allow you customize their textures. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. 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%. Skip the Patching section if you are only wanting to create new FaceGen Data. 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. 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. 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. Find the entries for the head mesh itself. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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 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. Check the last texture entry but one. The powerful open-source mod manager from Nexus Mods. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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. That step is sometimes overlooked by mod authors - which also explains some black faces. I've got a few different mods which add npcs to the world which end up with blackened heads. 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 ". The mods in question are found here and here. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. You don't need to include ".txt". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. First, you need to export face gen data for each NPC. 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". Nnnnnope. 3. 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. All rights reserved. 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 . The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). That site also lets you input the NPC's name and will then give you their code. I also opened the face mesh in NifSkope, and it looks fine there. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. This may be an issue having to do with quads verses triangles, but I'm not sure yet. While they're highlighted, press Ctrl + F4. 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. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube Not needed but suggested heavily. Possible solution if you get dark face. Which is a pita. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. 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. 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) If it is not there, This worked fine, but I have 1 problem. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". How to solve the black faces bug? :: The Elder Scrolls V: Skyrim