All rights reserved. Valve Corporation. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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. Cheers. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. NifMerge can't even open head nifs made with the new CK. 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. Updates your NPC faces to match body in a quick and efficient way. She still has the black face bug in my game. Several functions may not work. But in SSE things are not so easy. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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)). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Some assets in this file belong to other authors. Multiple mods that do the same thing will cause issues. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. * 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! 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). Bijin, Better Bards). 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. Export NPC Face Textures - GECK So to get the corresponding facegen files, you need to change the first two numbers to 0. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? Possible solution if you get dark face. 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 . A popup will show containing your mod list. - The new CK will work like the old CK when you press , it will put the facegeom data in folders named after the original vanilla or DLC plugin. but if it's having any effect on the game when I load a save. Fixed! Log in to view your list of favourite games. 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. easymod/faq.md at master focustense/easymod GitHub 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. Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. I think nothing has changed regarding facegen. Check the last texture entry but one. I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder, * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder, * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder. That site also lets you input the NPC's name and will then give you their code. The powerful open-source mod manager from Nexus Mods. These "missing facegen data" issues are rather rare and very special cases. Any ideas why? Not needed but suggested heavily. As you might imagine, generating FaceGen is slower than loading preprocessed 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. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Basically you want to check which tintmask texture is attached to the head mesh. Her face is not discolored in my game, but if she is in yours, use this. Install hundreds of mods with the click of a button. 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. So then, patch making time. There appears to be nothing at all wrong with Padma's records. Put Mrissi after anything that changes Khajiits. It did not. This only happens for vanilla NPCs. 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. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. The gray face bug will now be gone for you. Open the Creation Kit and click File > Data. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. Fixed delphi/pascal stupid 'else' handling. Uses xEdit script. Problems appear when you use more than one mod that modifies the same NPC face. 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/#/ 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. Remove the DDS files from these directories . Forget about the ones under the Mod.esp folder! Reinstall the conflicting mods. 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. fixed an issue. I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix it. 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. Select which races you want to patch. It SHOULD read sth. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. You don't need to include ".txt". Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. I've run into this problem too. 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. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Complementary tool for all mods that allow character races to have bodies unique to them. 2. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. 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. In the right pane, find and select the NPC (s) with broken faces. Black faces. Tried regenerating faces. Apparently, I'm not doing it 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) Log in to view your list of favourite games. now can check records which is not in master file, by selecting them then choose '2. 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? A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Select all plugins (Ctrl+A). Copyright 2023 Robin Scott. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. 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. Are these NPCs supposed to be normal Khajiits? Can I do this in xEdit or will I need to use the Creation Kit? 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. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Create a bashed patch. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special Thank Bethesda for the shiesty BS, Soft. By noe, packing the facegen data under both the Skyrim.esm and the Mod.esp folders doesn't generate any problems provided that you are only using one mod that modifyes the vanilla NPCs faces. 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. Put the one you want to win the conflict last. Is there a way to export facegen data without the creation kit? Please re-enable javascript to access full functionality. This is really useful for spawning multiple NPCs to test. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". I sure can't tell. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Where does CreationKit export facegen data? : r/skyrimmods Unfortunately, it's not a case of multiple mods modifying a single npc. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Click Yes to all to dismiss warnings by category again. New comments cannot be posted and votes cannot be cast. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). New comments cannot be posted and votes cannot be cast. facegen data is definitely being output to the data directory. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Which is a pita. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. No glitches or bugs at all. 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). Not Required. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. I appreciate the attempt. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds".