TBH, I'm not sure what exactly happens here. Where does CreationKit export facegen data? : r/skyrimmods Guide: Creating FaceGen Data - Articles - The Nexus Forums Most likely a missing (or unreadable) tint mask. Open the Creation Kit and click File > Data. 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 . All trademarks are property of their respective owners in the US and other countries. 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. Nnnnnope. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. I've run into this problem too. She is Breton, and BretonRace has no alterations of any kind to it's face data. What file exactly did you use to regenerate the facegen data? For example: Looking at tint layers, it seems pretty clear what the issue is. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Thanks for pointing that out. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. facegen data is definitely being output to the data directory. fixed an issue. 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. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. - The black head seems to happen no matter what. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I hope all that helps (took me a while to figure all that out lol). NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods If you want all the NPCs in your load order to use the individualized face textures for each race. * 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! This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Put Mrissi after anything that changes Khajiits. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. Which is a pita. 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. facegen - Reddit post and comment search - SocialGrep I sure can't tell. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. This will tell you their FormID and the last plugin in your load order that referenced them. New comments cannot be posted and votes cannot be cast. I also opened the face mesh in NifSkope, and it looks fine there. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. This only happens for vanilla NPCs. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Your first sentence may be true, but the second sentence is definitely not. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. That may have been their intention. Install hundreds of mods with the click of a button. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Unfortunately I'm kinda out of my wits here. The gray face bug will now be gone for you. Check the box again and the old merges work perfect. 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 delphi/pascal stupid 'else' handling. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 3. And that's what happens most of the time when people encounter black faces in their game. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube 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. now will not add same npc to console command batch file again and again. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". easymod/faq.md at master focustense/easymod GitHub Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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)). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. You currently have javascript disabled. Log in to view your list of favourite games. New way of handling facegen data for NPCs in SSE - The Nexus Forums The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). So what am I missing? This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Not needed but suggested heavily. Press question mark to learn the rest of the keyboard shortcuts. NifMerge can't even open head nifs made with the new CK. 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. 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"). 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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 guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. They also won't allow certain geometries the old game's head nifs would allow. 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"). With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. 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. 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 . First, pick one mod that alters NPC faces and use just that one. Any ideas why? It should have been the mod from which the NPC comes. 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? His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Possible solution if you get dark face. Could it somehow be related to her being a vampire? Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. Basically you want to check which tintmask texture is attached to the head mesh. Install hundreds of mods with the click of a button. The powerful open-source mod manager from Nexus Mods. Right click. Valve Corporation. First, pick one mod that alters NPC faces and use just that one. I don't know why people still advice regenerating facegen data. 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. Log in to view your list of favourite games. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. I sure can't tell. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". I can't seem to get the facegen data to export. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. All rights reserved. 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). Log in to view your list of favourite games. I was talking only about naming and location of files. 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". 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. 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). This mod is needed to extract all unique heads to allow you customize their textures. So what am I missing? All rights reserved. Check the last texture entry but one. If using MO2 you need to run this and SSEEdit through MO2. Reinstall the conflicting mods. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific.