Thanks for pointing that out. E.g. Reinstall the conflicting mods. This seems to have worked better, since now her face looks fine in-game. Copyright 2023 Robin Scott. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. I hope all that helps (took me a while to figure all that out lol). Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. The Elder Scrolls V: Skyrim Special Edition. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Check the box again and the old merges work perfect. I can't seem to get the facegen data to export. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I sure can't tell. 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. If you want all the NPCs in your load order to use the individualized face textures for each race. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. 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. * 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! now definitely will not add same npc to console command batch file again and again. Source code on GitHubThis work is licensed under the MIT License. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Forget about the ones under the Mod.esp folder! So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. So then, patch making time. Select which races you want to patch. Repeat Steps 4-6 for any other mods with broken . SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. It SHOULD read sth. The powerful open-source mod manager from Nexus Mods. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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 . 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 . Which is a pita. What file exactly did you use to regenerate the facegen data? Copyright 2023 Robin Scott. 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)). It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). NifMerge can't even open head nifs made with the new CK. This mod is needed to extract all unique heads to allow you customize their textures. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Thanks for the tip. Any ideas on how I could fix it? High Poly Head should also take effect if you distribute it with the xEdit script. That site also lets you input the NPC's name and will then give you their code. fixed an issue. First, pick one mod that alters NPC faces and use just that one. 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. All rights reserved. All rights reserved. I also can't see anything obviously wrong regarding poor Padma. This means it will work for mods such as VHR - Vanilla Hair Replacer. This will tell you their FormID and the last plugin in your load order that referenced them. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). (Select multiple NPCs by holding down Shift or Ctrl .) Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Fixed delphi/pascal stupid 'else' handling. 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. Other than that we can only hope that someone more expreienced than me has a clue. Nnnnnope. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Copyright 2023 Robin Scott. 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. Press question mark to learn the rest of the keyboard shortcuts. Just made my first weapon in Blender and want to know how to port over to Skyrim. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. 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. I've got a few different mods which add npcs to the world which end up with blackened heads. 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. Several mods making changes to one and the same NPC can result in a black face. I also opened the face mesh in NifSkope, and it looks fine there. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Bijin, Better Bards). 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. Right click. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Edited by Belegost, 19 November 2020 - 03:58 pm. I never before have ran/installed so many mods as I did now (my current build), that's why I have (now) some NPCs with black faces bug. First, pick one mod that alters NPC faces and use just that one. The powerful open-source mod manager from Nexus Mods. 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 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. 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 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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. Unfortunately I'm kinda out of my wits here. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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 ". Not Required. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I also opened the face mesh in NifSkope, and it looks fine there. Uses xEdit script. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Create a bashed patch. 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 . His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. And does "fluffy Khajiits" change all Khajiits to something else? - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. They also won't allow certain geometries the old game's head nifs would allow. facegen data is definitely being output to the data directory. TBH, I'm not sure what exactly happens here. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Multiple mods that do the same thing will cause issues. Sorry No worries. 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. Basically you want to check which tintmask texture is attached to the head mesh. Log in to view your list of favourite games. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm" 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. I can think of 2 way to solve this, first is I keep the FaceGen files of the ladies and delete the ones of the men. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Select all plugins (Ctrl+A). I've run into this problem too. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Could it somehow be related to her being a vampire? She still has the black face bug in my game. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. No glitches or bugs at all. I think nothing has changed regarding facegen. Install hundreds of mods with the click of a button. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. That step is sometimes overlooked by mod authors - which also explains some black faces. It's a flaw in Nifmerge. Put the one you want to win the conflict last. 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. Skip the Patching section if you are only wanting to create new FaceGen Data. 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. ! 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. 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. Use caution. Install hundreds of mods with the click of a button. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Run only for selected files or records' from main menu. 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. This mod is opted-in to receive Donation Points. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. It should have been the mod from which the NPC comes. 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. 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. 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. This only happens for vanilla NPCs. The gray face bug will now be gone for you.
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