Sorry No worries. Log in to view your list of favourite games. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. No glitches or bugs at all. 5. now definitely will not add same npc to console command batch file again and again. The Elder Scrolls V: Skyrim Special Edition. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Check the last texture entry but one. 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. The mods in question are found here and here. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. 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 ". This specific character had the "BretonRaceVampire" (or BretonVampireRace?) TBH, I'm not sure what exactly happens here. 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. 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%. 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Skip the Patching section if you are only wanting to create new FaceGen Data. Could be worth a try. Unfortunately I'm kinda out of my wits here. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! So if there if a way to export FaceGen Data with xEdit I would be glad to know it. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. First, pick one mod that alters NPC faces and use just that one. Right click. Multiple mods that do the same thing will cause issues. 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. You want to leave out the first 3 digits, because if the NPC is from a DLC, those first 3 will be "020", "030", or "040" in the FormID, but the .nif and .dds files will still start with "000". This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. Several mods making changes to one and the same NPC can result in a black face. 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. There appears to be nothing at all wrong with Padma's records. Maybe that was already common knowledge, but I didn't know it. Click Yes to all to dismiss warnings by category again. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. New comments cannot be posted and votes cannot be cast. 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. Put Mrissi after anything that changes Khajiits. Some of the affected mods add a LOT of new NPCs. Repeat Steps 4-6 for any other mods with broken . Her face is not discolored in my game, but if she is in yours, use this. Log in to view your list of favourite games. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Bijin, Better Bards). After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Press question mark to learn the rest of the keyboard shortcuts. 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. Edited by Belegost, 13 November 2020 - 11:24 am. This tool doesn't do anything by itself. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. Nnnnnope. Updates your NPC faces to match body in a quick and efficient way. - The black head seems to happen no matter what. It's a flaw in Nifmerge. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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 . Can I do this in xEdit or will I need to use the Creation Kit? I haven't figured it out yet, but I've been working on it for the past few days. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. So what am I missing? I didnt stop to think that it includes load order like literally everything else does, I guess I should have. That may have been their intention. I sure can't tell. Copyright 2023 Robin Scott. 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 hope all that helps (took me a while to figure all that out lol). Skyrim Special Edition Creation Kit and Modders. Most likely a missing (or unreadable) tint mask. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Let me know if you run into any problems. - 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. 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Install hundreds of mods with the click of a button. She still has the black face bug in my game. 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. Well, that depends on what's causing the blackface bug in your case. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. This will tell you their FormID and the last plugin in your load order that referenced them. Are these NPCs supposed to be normal Khajiits? Check the box again and the old merges work perfect. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. but if it's having any effect on the game when I load a save. Some assets in this file belong to other authors. New comments cannot be posted and votes cannot be cast. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. All rights reserved. Install hundreds of mods with the click of a button. - 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. This is really useful for spawning multiple NPCs to test. I've got a few different mods which add npcs to the world which end up with blackened heads. Start from selected file' from the main menu, now you can choose which files or records you want to check, just select them, 'Apply Script' then click button '2. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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? When it comes to black face issues, you should take a close look at NPC Replacers (e.g.