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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. All rights reserved. Updates your NPC faces to match body in a quick and efficient way. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. I've got a few different mods which add npcs to the world which end up with blackened heads. NifMerge can't even open head nifs made with the new CK. Not needed but suggested heavily. - 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. Problems appear when you use more than one mod that modifies the same NPC face. Thank Bethesda for the shiesty BS, Soft. Repeat Steps 4-6 for any other mods with broken . Load your current load order. The mods in question are found here and here. This only happens for vanilla NPCs. now definitely will not add same npc to console command batch file again and again. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. This means it will work for mods such as VHR - Vanilla Hair Replacer. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Cheers. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Sorry No worries.
Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Launch TES5Edit/SSEdit.
NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods 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. Any ideas why? 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 . 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). - The black head seems to happen no matter what. Reinstall the conflicting mods. Put the one you want to win the conflict last. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. 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. 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. Several mods making changes to one and the same NPC can result in a black face. The powerful open-source mod manager from Nexus Mods. I think nothing has changed regarding facegen. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Log in to view your list of favourite games. 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. Press question mark to learn the rest of the keyboard shortcuts. Edited by Belegost, 19 November 2020 - 03:58 pm. Blackjack_Davy 2 yr. ago. This tool doesn't do anything by itself. Check the box again and the old merges work perfect. So what am I missing? Copyright 2023 Black Tree Gaming Ltd. All rights reserved. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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. Open the Creation Kit and click File > Data. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. 5. Install hundreds of mods with the click of a button. 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. Unfortunately I'm kinda out of my wits here. :), Press J to jump to the feed. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Remove the DDS files from these directories . 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. 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'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. Select which races you want to patch. That site also lets you input the NPC's name and will then give you their code. But in SSE things are not so easy. That may have been their intention. Use caution. No glitches or bugs at all. Multiple mods that do the same thing will cause issues. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. So then, patch making time. Any ideas on how I could fix it? 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
". You don't need to include ".txt". but if it's having any effect on the game when I load a save. Is there a way to export facegen data without the creation kit? Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. All rights reserved. I haven't figured it out yet, but I've been working on it for the past few days. 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. Could be worth a try. Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods I opened up my entire current load order at once in SSEEdit to figure out which plugin was the last file to modify that record (note: the Race record, not the Actor record), which in my case was the USSEP plugin. 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. * 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! In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Check the last texture entry but one. Bijin, Better Bards). Once you got your load order sorted, run Wrye Bash and create a "bashed patch". Fixed! 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? I hope all that helps (took me a while to figure all that out lol). 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. Install hundreds of mods with the click of a button. This worked fine, but I have 1 problem. So what am I missing? Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. 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. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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 . The powerful open-source mod manager from Nexus Mods. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). What file exactly did you use to regenerate the facegen data? 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? In most cases your problem is solved. 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)). First, you need to export face gen data for each NPC. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Unfortunately, it's not a case of multiple mods modifying a single npc. I can't seem to get the facegen data to export. It did not. Are these NPCs supposed to be normal Khajiits? 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. Any way of fixing this or it is just something we have to learn to live with? Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Put Mrissi after anything that changes Khajiits. 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. - 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. 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 . 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.