Not Required. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Maybe that was already common knowledge, but I didn't know it. 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. In the right pane, find and select the NPC (s) with broken faces. Some assets in this file belong to other authors. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I was talking only about naming and location of files. ! Create a bashed patch. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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"). The third-party CommonLibSSE library is licensed under the MIT license. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. So what am I missing? So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Updates your NPC faces to match body in a quick and efficient way. Fixed delphi/pascal stupid 'else' handling. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. It did not. 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)). Repeat Steps 4-6 for any other mods with broken . Bijin, Better Bards). Some of the affected mods add a LOT of new NPCs. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Right click. 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). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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 hope all that helps (took me a while to figure all that out lol). Are these NPCs supposed to be normal Khajiits? If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Install hundreds of mods with the click of a button. There appears to be nothing at all wrong with Padma's records. So then, patch making time. While they're highlighted, press Ctrl + F4. 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. 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. Yours is unfortunately a totally different issue. Multiple mods that do the same thing will cause issues. This covers that up. Skip the Patching section if you are only wanting to create new FaceGen Data. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Any ideas why? Problems appear when you use more than one mod that modifies the same NPC face. She is Breton, and BretonRace has no alterations of any kind to it's face data. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. 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. Install hundreds of mods with the click of a button. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Load your current load order. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Copyright 2023 Robin Scott. It SHOULD read sth. TBH, I'm not sure what exactly happens here. 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. Basically you want to check which tintmask texture is attached to the head mesh. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. E.g. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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. Could it somehow be related to her being a vampire? You currently have javascript disabled. 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. 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 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. I can't seem to get the facegen data to export. 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. The mods in question are found here and here. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Find the entries for the head mesh itself. Please re-enable javascript to access full functionality. 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. Sorry No worries. First, pick one mod that alters NPC faces and use just that one. That site also lets you input the NPC's name and will then give you their code. Unfortunately I'm kinda out of my wits here. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. The powerful open-source mod manager from Nexus Mods. Log in to view your list of favourite games. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. 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. fixed an issue. All rights reserved. That may have been their intention. 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. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. They also won't allow certain geometries the old game's head nifs would allow. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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) Check the last texture entry but one. Her face is not discolored in my game, but if she is in yours, use this. If using MO2 you need to run this and SSEEdit through MO2. Several mods making changes to one and the same NPC can result in a black face. Can I do this in xEdit or will I need to use the Creation Kit? This mod is needed to extract all unique heads to allow you customize their textures. Most black face issues are simple mod conflicts. Forget about the ones under the Mod.esp folder! - You'll get the black head no matter which way you do it, or if you do both. Thanks for pointing that out. Run only for selected files or records' from main menu. Uses xEdit script. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. High Poly Head should also take effect if you distribute it with the xEdit script. 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. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Copyright 2023 Robin Scott. Unfortunately, it's not a case of multiple mods modifying a single npc. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. This worked fine, but I have 1 problem. Reinstall the conflicting mods. 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 will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. The powerful open-source mod manager from Nexus Mods. 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). In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. No glitches or bugs at all. Black face bug dont effect the way the game works. New comments cannot be posted and votes cannot be cast. - 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 also can't see anything obviously wrong regarding poor Padma. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Possible solution if you get dark face. Thank Bethesda for the shiesty BS, Soft. Create an account to follow your favorite communities and start taking part in conversations. 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. This will tell you their FormID and the last plugin in your load order that referenced them. 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. NifMerge can't even open head nifs made with the new CK. The gray face bug will now be gone for you. (Select multiple NPCs by holding down Shift or Ctrl .) Open the Creation Kit and click File > Data. So to get the corresponding facegen files, you need to change the first two numbers to 0. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! You don't need to include ".txt". I also opened the face mesh in NifSkope, and it looks fine there. First, you need to export face gen data for each NPC. All trademarks are property of their respective owners in the US and other countries. I don't know why people still advice regenerating facegen data. - The black head seems to happen no matter what. 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 . Let me know if you run into any problems. I haven't figured it out yet, but I've been working on it for the past few days. I also opened the face mesh in NifSkope, and it looks fine there. 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. but if it's having any effect on the game when I load a save. 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. 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. I sure can't tell. I've got a few different mods which add npcs to the world which end up with blackened heads. 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. 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? This is really useful for spawning multiple NPCs to test. Select all plugins (Ctrl+A). This tool doesn't do anything by itself. Has something to do with it changing the shaders file. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. I think nothing has changed regarding facegen. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) * 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! Check the box again and the old merges work perfect. In most cases your problem is solved. 4. Remove the DDS files from these directories . And does "fluffy Khajiits" change all Khajiits to something else? These "missing facegen data" issues are rather rare and very special cases. First, pick one mod that alters NPC faces and use just that one. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. This means it will work for mods such as VHR - Vanilla Hair Replacer. Use caution. 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. In this case, all the effected NPCs are those added by mods they don't exist in the base game. The Elder Scrolls V: Skyrim Special Edition. All rights reserved. Put Mrissi after anything that changes Khajiits. 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). now can check records which is not in master file, by selecting them then choose '2. Copyright 2023 Robin Scott. 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%. Most likely a missing (or unreadable) tint mask. New comments cannot be posted and votes cannot be cast. Complementary tool for all mods that allow character races to have bodies unique to them. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. If it is not there, 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 ". In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. 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). Other than that we can only hope that someone more expreienced than me has a clue. Your first sentence may be true, but the second sentence is definitely not. 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. 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. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with 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). A popup will show containing your mod list. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I've run into this problem too. 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. 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. 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. - 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. Log in to view your list of favourite games. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. I sure can't tell. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files.