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 for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Nnnnnope. Find the entries for the head mesh itself. You don't need to include ".txt". Race. Check the box again and the old merges work perfect. 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 don't know why people still advice regenerating facegen data. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Sorry No worries. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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
". It SHOULD read sth. I hope all that helps (took me a while to figure all that out lol). Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Thanks for the tip. 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. Thank Bethesda for the shiesty BS, Soft. Skyrim: Creation Kit Tutorial - Export FaceGen Data Zylice Liddell 1.93K subscribers Subscribe 331 Share 32K views 7 years ago In my first ever Creation Kit tutorial, I will show you how to. Cheers. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. facegen data is definitely being output to the data directory. Install hundreds of mods with the click of a button. While they're highlighted, press Ctrl + F4. This mod is needed to extract all unique heads to allow you customize their textures. 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. Right click. First, you need to export face gen data for each NPC. I appreciate the attempt. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I was able to delete all the changes made to the NPCs in the .esp, but in addition to the main .esp there are texture and mesh files in the main mod data directory and I cant figure out how I can get rid of these. I haven't figured it out yet, but I've been working on it for the past few days. Bijin, Better Bards). I also can't see anything obviously wrong regarding poor Padma. 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 powerful open-source mod manager from Nexus Mods. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Forget about the ones under the Mod.esp folder! Log in to view your list of favourite games. 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. Her face is not discolored in my game, but if she is in yours, use this. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Basically you want to check which tintmask texture is attached to the head mesh. Fixed delphi/pascal stupid 'else' handling. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Copyright 2023 Robin Scott. Run only for selected files or records' from main menu. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 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 ". 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. 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). Edited by Belegost, 13 November 2020 - 11:24 am. 4. - 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. * 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! After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Let me know if you run into any problems. New comments cannot be posted and votes cannot be cast. I've run into this problem too. Skip the Patching section if you are only wanting to create new FaceGen Data. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. 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. I think nothing has changed regarding facegen. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Install hundreds of mods with the click of a button. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. It's a flaw in Nifmerge. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! :), Press J to jump to the feed. All rights reserved. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Put Mrissi after anything that changes Khajiits. NifMerge can't even open head nifs made with the new CK. This worked fine, but I have 1 problem. 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. And that's what happens most of the time when people encounter black faces in their game. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Then, I opened up that plugin together with the Interesting NPCs plugin in Creation Kit, and used Ctrl+F4 again to generate facegen data for that specific NPC. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. - You'll get the black head no matter which way you do it, or if you do both. 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 only happens for vanilla NPCs. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If using MO2 you need to run this and SSEEdit through MO2. That may have been their intention. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. This tool doesn't do anything by itself. If you want all the NPCs in your load order to use the individualized face textures for each race. Complementary tool for all mods that allow character races to have bodies unique to them. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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) 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. Fixed! 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"). Edited by Belegost, 19 November 2020 - 03:58 pm. 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). And does "fluffy Khajiits" change all Khajiits to something else? That step is sometimes overlooked by mod authors - which also explains some black faces. now can check records which is not in master file, by selecting them then choose '2. If it is not there, Any ideas on how I could fix it? Can I do this in xEdit or will I need to use the Creation Kit? Valve Corporation. Most likely a missing (or unreadable) tint mask. 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. This will tell you their FormID and the last plugin in your load order that referenced them. They also won't allow certain geometries the old game's head nifs would allow. ! Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Just made my first weapon in Blender and want to know how to port over to Skyrim. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. 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. 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. Press question mark to learn the rest of the keyboard shortcuts. So what am I missing? Blackjack_Davy 2 yr. ago. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more This means it will work for mods such as VHR - Vanilla Hair Replacer. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. She still has the black face bug in my game. Multiple mods that do the same thing will cause issues. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Unfortunately, it's not a case of multiple mods modifying a single npc. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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. Any ideas why? Launch TES5Edit/SSEdit. You currently have javascript disabled. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. (Select multiple NPCs by holding down Shift or Ctrl .) So then, patch making time. Your first sentence may be true, but the second sentence is definitely not. Log in to view your list of favourite games. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Could it somehow be related to her being a vampire? The third-party CommonLibSSE library is licensed under the MIT license. Check the last texture entry but one. 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. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Most black face issues are simple mod conflicts. 5. So to get the corresponding facegen files, you need to change the first two numbers to 0. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Has something to do with it changing the shaders file. This covers that up. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! I sure can't tell. 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. 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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Source code on GitHubThis work is licensed under the MIT License. Skyrim Special Edition Creation Kit and Modders. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Load your current load order. 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. 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.