Sorry No worries. They also won't allow certain geometries the old game's head nifs would allow. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. Could be worth a try. now can check records which is not in master file, by selecting them then choose '2. Any ideas why? 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. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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. 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. That may have been their intention. Has something to do with it changing the shaders file. NPC appearance overhauls that use custom sculpts and custom textures are safe to use with this mod installed, but if you have a conflict in your load order that breaks those mods, this mod will. All rights reserved. Reinstall the conflicting mods. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This worked fine, but I have 1 problem. If using MO2 you need to run this and SSEEdit through MO2. 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. 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. I also opened the face mesh in NifSkope, and it looks fine there. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. This covers that up. Copyright 2023 Robin Scott. Use caution. Edited by Belegost, 19 November 2020 - 03:58 pm. Check the last texture entry but one. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. So what am I missing? Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. That site also lets you input the NPC's name and will then give you their code. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition It should have been the mod from which the NPC comes. I haven't figured it out yet, but I've been working on it for the past few days. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly 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) This will tell you their FormID and the last plugin in your load order that referenced them. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Just made my first weapon in Blender and want to know how to port over to Skyrim. It's a flaw in Nifmerge. 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. 5. I can't seem to get the facegen data to export. 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. EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . Copyright 2023 Robin Scott. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. - You'll get the black head no matter which way you do it, or if you do both. I've run into this problem too. Which is a pita. NifMerge can't even open head nifs made with the new CK. Check the box again and the old merges work perfect. Thanks for pointing that out. now definitely will not add same npc to console command batch file again and again. She is Breton, and BretonRace has no alterations of any kind to it's face data. Launch TES5Edit/SSEdit. Select which races you want to patch. Is there a way to export facegen data without the creation kit? 3. 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%. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. In most cases your problem is solved. 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 don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Well, that depends on what's causing the blackface bug in your case. Can I do this in xEdit or will I need to use the Creation Kit? Most black face issues are simple mod conflicts. Install hundreds of mods with the click of a button. That step is sometimes overlooked by mod authors - which also explains some black faces. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. Possible solution if you get dark face. Unfortunately I'm kinda out of my wits here. Some of the affected mods add a LOT of new NPCs. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Several functions may not work. I sure can't tell. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). She still has the black face bug in my game. 4. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Open the Creation Kit and click File > Data. I was talking only about naming and location of files. Are these NPCs supposed to be normal Khajiits? Multiple mods that do the same thing will cause issues. And that's what happens most of the time when people encounter black faces in their game. 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. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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). :), Press J to jump to the feed. TBH, I'm not sure what exactly happens here. This seems to have worked better, since now her face looks fine in-game. The gray face bug will now be gone for you. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. The mods in question are found here and here. Find the entries for the head mesh itself. - 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. I appreciate the attempt. 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. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify New comments cannot be posted and votes cannot be cast. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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). New comments cannot be posted and votes cannot be cast. 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 . Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Multiple mods that do the same thing will cause issues. Install hundreds of mods with the click of a button. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. If it is not there, Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Yours is unfortunately a totally different issue. but if it's having any effect on the game when I load a save. Most likely a missing (or unreadable) tint mask. Skyrim Special Edition Creation Kit and Modders. 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. fixed an issue. 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. 2. All rights reserved. Race. 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). What file exactly did you use to regenerate the facegen data? 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 ". 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. 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. 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. You currently have javascript disabled. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Select all plugins (Ctrl+A). I sure can't tell. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. now will not add same npc to console command batch file again and again. 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. 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. I don't know why people still advice regenerating facegen data. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Skip the Patching section if you are only wanting to create new FaceGen Data. 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.