skyrim se regenerate facegen data

I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. It SHOULD read sth. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. All rights reserved. easymod/faq.md at master focustense/easymod GitHub 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. but if it's having any effect on the game when I load a save. 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. This may be an issue having to do with quads verses triangles, but I'm not sure yet. High Poly Head should also take effect if you distribute it with the xEdit script. This mod is opted-in to receive Donation Points. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. These "missing facegen data" issues are rather rare and very special cases. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. Any ideas why? 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. Uses xEdit script. now can check records which is not in master file, by selecting them then choose '2. Log in to view your list of favourite games. 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. 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. I also opened the face mesh in NifSkope, and it looks fine there. Run only for selected files or records' from main menu. Create a bashed patch. Press question mark to learn the rest of the keyboard shortcuts. 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. So what am I missing? 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. Sorry No worries. The mods in question are found here and here. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. First, pick one mod that alters NPC faces and use just that one. Bijin, Better Bards). 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. 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. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. New comments cannot be posted and votes cannot be cast. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition ! Not needed but suggested heavily. They also won't allow certain geometries the old game's head nifs would allow. Use caution. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I hope all that helps (took me a while to figure all that out lol). In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". I can't seem to get the facegen data to export. Forget about the ones under the Mod.esp folder! now definitely will not add same npc to console command batch file again and again. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. A popup will show containing your mod list. :), Press J to jump to the feed. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. facegen - Reddit post and comment search - SocialGrep Thanks for pointing that out. Several mods making changes to one and the same NPC can result in a black face. 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 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. E.g. Which is a pita. While they're highlighted, press Ctrl + F4. 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. Can I do this in xEdit or will I need to use the Creation Kit? Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. I've run into this problem too. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 4. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Is there a way to export facegen data without the creation kit? Edited by Belegost, 19 November 2020 - 03:58 pm. 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Black face bug dont effect the way the game works. It did not. 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). SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Most likely a missing (or unreadable) tint mask. now will not add same npc to console command batch file again and again. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Basically you want to check which tintmask texture is attached to the head mesh. Any way of fixing this or it is just something we have to learn to live with? - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. - The black head seems to happen no matter what. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Open the Creation Kit and click File > Data. New way of handling facegen data for NPCs in SSE - The Nexus Forums This worked fine, but I have 1 problem. This tool doesn't do anything by itself. Looking at the screenshot, I'd say it's still a problem of MISSING 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. Black faces. Tried regenerating faces. Apparently, I'm not doing it All rights reserved. 5. Nnnnnope. Some assets in this file belong to other authors. - 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. NifMerge can't even open head nifs made with the new CK. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Several functions may not work. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. Launch TES5Edit/SSEdit. It's a flaw in Nifmerge. No glitches or bugs at all. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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? How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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%. The gray face bug will now be gone for you. This will tell you their FormID and the last plugin in your load order that referenced them. I also opened the face mesh in NifSkope, and it looks fine there. Any ideas on how I could fix it? Install hundreds of mods with the click of a button. This mod is needed to extract all unique heads to allow you customize their textures. 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). This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Select which races you want to patch. 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. This only happens for vanilla NPCs. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. I was talking only about naming and location of files. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Select all plugins (Ctrl+A). New comments cannot be posted and votes cannot be cast. Could be worth a try. 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 the right pane, find and select the NPC (s) with broken faces. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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, 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. And does "fluffy Khajiits" change all Khajiits to something else? All trademarks are property of their respective owners in the US and other countries. I haven't figured it out yet, but I've been working on it for the past few days. That may have been their intention. For example: Looking at tint layers, it seems pretty clear what the issue is. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Possible solution if you get dark face. I sure can't tell. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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). First, you need to export face gen data for each NPC. I think nothing has changed regarding facegen. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. (Select multiple NPCs by holding down Shift or Ctrl .) TBH, I'm not sure what exactly happens here. I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix it. 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. 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. * 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! Well, that depends on what's causing the blackface bug in your case. Put Mrissi after anything that changes Khajiits. Check the last texture entry but one. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. 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)). Please re-enable javascript to access full functionality. Other than that we can only hope that someone more expreienced than me has a clue. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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 want all the NPCs in your load order to use the individualized face textures for each race. Edited by Belegost, 13 November 2020 - 11:24 am. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Click Yes to all to dismiss warnings by category again. fixed an issue. What file exactly did you use to regenerate the facegen data? It should have been the mod from which the NPC comes. Complementary tool for all mods that allow character races to have bodies unique to them. 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. 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. 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. 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Log in to view your list of favourite games. - 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. 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 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. The powerful open-source mod manager from Nexus Mods. Race. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. The third-party CommonLibSSE library is licensed under the MIT license. Copyright 2023 Robin Scott. This seems to have worked better, since now her face looks fine in-game. First, pick one mod that alters NPC faces and use just that one. 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. Multiple mods that do the same thing will cause issues. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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) Install hundreds of mods with the click of a button. - You'll get the black head no matter which way you do it, or if you do both. Some of the affected mods add a LOT of new NPCs. 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. Load your current load order. 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". This means it will work for mods such as VHR - Vanilla Hair Replacer. 3. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods So to get the corresponding facegen files, you need to change the first two numbers to 0. Remove the DDS files from these directories . Reinstall the conflicting mods. Unfortunately I'm kinda out of my wits here. 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 . Unfortunately, it's not a case of multiple mods modifying a single npc. Check the box again and the old merges work perfect. Repeat Steps 4-6 for any other mods with broken . She is Breton, and BretonRace has no alterations of any kind to it's face data. Install hundreds of mods with the click of a button. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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.