So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). facegen - Reddit post and comment search - SocialGrep Remove the DDS files from these directories . - You'll get the black head no matter which way you do it, or if you do both. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. The third-party CommonLibSSE library is licensed under the MIT license. 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. Load your current load order. I appreciate the attempt. Edited by Belegost, 19 November 2020 - 03:58 pm. Which is a pita. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. Valve Corporation. Complementary tool for all mods that allow character races to have bodies unique to them. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Are these NPCs supposed to be normal Khajiits? While they're highlighted, press Ctrl + F4. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. The powerful open-source mod manager from Nexus Mods. Race. 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. All rights reserved. So what am I missing? Can I do this in xEdit or will I need to use the Creation Kit? Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. It did not. 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. First, pick one mod that alters NPC faces and use just that one. easymod/faq.md at master focustense/easymod GitHub That site also lets you input the NPC's name and will then give you their code. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) This means it will work for mods such as VHR - Vanilla Hair Replacer. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Most black face issues are simple mod conflicts. 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. Where does CreationKit export facegen data? : r/skyrimmods So what am I missing? - 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. Some of the affected mods add a LOT of new NPCs. 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"). Fixed! As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. 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? After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Updates your NPC faces to match body in a quick and efficient way. 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. No glitches or bugs at all. In the right pane, find and select the NPC (s) with broken faces. 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. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Press question mark to learn the rest of the keyboard shortcuts. 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Skyrim Special Edition Creation Kit and Modders. 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. 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). 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). All trademarks are property of their respective owners in the US and other countries. now definitely will not add same npc to console command batch file again and again. Let me know if you run into any problems. Your first sentence may be true, but the second sentence is definitely not. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. All rights reserved. Create an account to follow your favorite communities and start taking part in conversations. Is there a way to export facegen data without the creation kit? Problems appear when you use more than one mod that modifies the same NPC face. 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. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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. High Poly Head should also take effect if you distribute it with the xEdit script. It should have been the mod from which the NPC comes. Cheers. Open the Creation Kit and click File > Data. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit 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. Sorry No worries. Forget about the ones under the Mod.esp folder! Several functions may not work. Right click. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition 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 gray face bug will now be gone for you. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). How to solve the black faces bug? :: The Elder Scrolls V: Skyrim 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. Blackjack_Davy 2 yr. ago. Not Required. 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 ". 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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. Yours is unfortunately a totally different issue. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Fixed delphi/pascal stupid 'else' handling. Well, that depends on what's causing the blackface bug in your case. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). - 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. Put Mrissi after anything that changes Khajiits. I sure can't tell. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. This is really useful for spawning multiple NPCs to test. 2. 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"). Her face is not discolored in my game, but if she is in yours, use this. It's a flaw in Nifmerge. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. This worked fine, but I have 1 problem. 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. Reinstall the conflicting mods. Skip the Patching section if you are only wanting to create new FaceGen Data. She still has the black face bug in my game. Copyright 2023 Robin Scott. 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 means it will work for mods such as VHR - Vanilla Hair Replacer. 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. NifMerge can't even open head nifs made with the new CK. 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. Nnnnnope. I sure can't tell. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. But in SSE things are not so easy. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Check the box again and the old merges work perfect. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Check the last texture entry but one. Thank Bethesda for the shiesty BS, Soft. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Bijin, Better Bards). Copyright 2023 Black Tree Gaming Ltd. All rights reserved.
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