if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. This is really useful for spawning multiple NPCs to test. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. This means it will work for mods such as VHR - Vanilla Hair Replacer. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Most black face issues are simple mod conflicts. 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. These "missing facegen data" issues are rather rare and very special cases. Log in to view your list of favourite games. You don't need to include ".txt". 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Let me know if you run into any problems. Race. Not needed but suggested heavily. All rights reserved. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. For example: Looking at tint layers, it seems pretty clear what the issue is. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. 3. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Put Mrissi after anything that changes Khajiits. Yours is unfortunately a totally different issue. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. New comments cannot be posted and votes cannot be cast. - 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. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Put the one you want to win the conflict last. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. In Skyrim, if two mods changed the face of the same NPC the only problem of incompatibility between those mods was that you would only see in game the changes done by the last mod loading in your load order, as the files in the Skyrim.esm folder of the second mod overwrote the ones of the first mod. This may be an issue having to do with quads verses triangles, but I'm not sure yet. If you want all the NPCs in your load order to use the individualized face textures for each race. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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 Robin Scott. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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 . It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Any way of fixing this or it is just something we have to learn to live with? 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. It should have been the mod from which the NPC comes. E.g. Bijin, Better Bards). You currently have javascript disabled. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Multiple mods that do the same thing will cause issues. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. 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. 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. 2. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. I think nothing has changed regarding facegen. 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. 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. Edited by Belegost, 19 November 2020 - 03:58 pm. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Thanks for the tip. All rights reserved. Create a bashed patch. 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). Press question mark to learn the rest of the keyboard shortcuts. Any ideas why? It's a flaw in Nifmerge. 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 ". In the right pane, find and select the NPC (s) with broken faces. Check the last texture entry but one. 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. I appreciate the attempt. So to get the corresponding facegen files, you need to change the first two numbers to 0. fixed an issue. Click Yes to all to dismiss warnings by category again. 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. - 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. The powerful open-source mod manager from Nexus Mods. Select all plugins (Ctrl+A). I've got a few different mods which add npcs to the world which end up with blackened heads. Possible solution if you get dark face. Copyright 2023 Robin Scott. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. 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 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. Please re-enable javascript to access full functionality. Black face bug dont effect the way the game works. 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). now definitely will not add same npc to console command batch file again and again. Install hundreds of mods with the click of a button. First, pick one mod that alters NPC faces and use just that one. 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. :), Press J to jump to the feed. This covers that up. When the FaceGen files are there yet the faces don't match in game, every male NPC affected by the mod has a dark face, and unless I found a way to figure out which FaceGen file belongs to who and delete them then I'd be stuck with dark faces. I also can't see anything obviously wrong regarding poor Padma. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 4. Create an account to follow your favorite communities and start taking part in conversations. 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%. The third-party CommonLibSSE library is licensed under the MIT license. I hope all that helps (took me a while to figure all that out lol). a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 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. Select which races you want to patch. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue.

All Saints Catholic Cemetery Des Plaines Illinois, Charlie Watts Cause Of Death Wiki, Clone Hero Xbox One, Is It Illegal To Kill Snakes In Virginia, Articles S