Updates your NPC faces to match body in a quick and efficient way. 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. First, pick one mod that alters NPC faces and use just that one. 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 have multiple NPCs, you can hold down Ctrl and left click each entry so all. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Other than that we can only hope that someone more expreienced than me has a clue. Skip the Patching section if you are only wanting to create new FaceGen Data. All rights reserved. This is a completely new NPC, so there can be no other mods creating conflicts by editing her (no patch mods depending on the .esp). You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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. Your first sentence may be true, but the second sentence is definitely not. This seems to have worked better, since now her face looks fine in-game. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Which is a pita. It's a flaw in Nifmerge. Are these NPCs supposed to be normal Khajiits? :), Press J to jump to the feed. Uses xEdit script. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. A popup will show containing your mod list. Install hundreds of mods with the click of a button. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. They also won't allow certain geometries the old game's head nifs would allow. Multiple mods that do the same thing will cause issues. Skyrim Special Edition Creation Kit and Modders. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). now can check records which is not in master file, by selecting them then choose '2. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. now definitely will not add same npc to console command batch file again and again. 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 ". 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. Complementary tool for all mods that allow character races to have bodies unique to them. You currently have javascript disabled. fixed an issue. 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. Most black face issues are simple mod conflicts. (Select multiple NPCs by holding down Shift or Ctrl .) Could be worth a try. Thanks for the tip. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. This worked fine, but I have 1 problem. This means it will work for mods such as VHR - Vanilla Hair Replacer. I can't seem to get the facegen data to export. And that's what happens most of the time when people encounter black faces in their game. Copyright 2023 Robin Scott. 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. - 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. Most likely a missing (or unreadable) tint mask. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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. This mod is needed to extract all unique heads to allow you customize their textures. 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. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). All rights reserved. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Has something to do with it changing the shaders file. Find the entries for the head mesh itself. Create an account to follow your favorite communities and start taking part in conversations. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 5. Well, that depends on what's causing the blackface bug in your case. The gray face bug will now be gone for you. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I also opened the face mesh in NifSkope, and it looks fine there. 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. Several mods making changes to one and the same NPC can result in a black face. 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. Edited by Belegost, 13 November 2020 - 11:24 am. Log in to view your list of favourite games. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). All rights reserved. This tool doesn't do anything by itself. Can I do this in xEdit or will I need to use the Creation Kit? * 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! I also can't see anything obviously wrong regarding poor Padma. 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. In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. Blackjack_Davy 2 yr. ago. But in SSE things are not so easy. 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. Bijin, Better Bards). 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. That site also lets you input the NPC's name and will then give you their code. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. but if it's having any effect on the game when I load a save. Thanks for pointing that out. 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. If it is not there, Check the box again and the old merges work perfect. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Not needed but suggested heavily. Please re-enable javascript to access full functionality. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Yours is unfortunately a totally different issue.