It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Edited by Belegost, 13 November 2020 - 11:24 am. 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. 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". NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. That may have been their intention. 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)). 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. It should have been the mod from which the NPC comes. This covers that up. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. The mods in question are found here and here. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Sorry No worries. Updates your NPC faces to match body in a quick and efficient way. - 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. Copyright 2023 Robin Scott. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. This seems to have worked better, since now her face looks fine in-game. If it is not there, The Elder Scrolls V: Skyrim Special Edition. Put the one you want to win the conflict last. 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. facegen data is definitely being output to the data directory. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I also opened the face mesh in NifSkope, and it looks fine there. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Right click. Complementary tool for all mods that allow character races to have bodies unique to them. 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 . Copyright 2023 Robin Scott. Install hundreds of mods with the click of a button. And does "fluffy Khajiits" change all Khajiits to something else? 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. All rights reserved. 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) The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Fixed! By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! This mod is opted-in to receive Donation Points. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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. Install hundreds of mods with the click of a button. This tool doesn't do anything by itself. Is there a way to export facegen data without the creation kit? Fixed delphi/pascal stupid 'else' handling. Skyrim Special Edition Creation Kit and Modders. Click Yes to all to dismiss warnings by category again. Other than that we can only hope that someone more expreienced than me has a clue. 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. Run only for selected files or records' from main menu. The third-party CommonLibSSE library is licensed under the MIT license. (Select multiple NPCs by holding down Shift or Ctrl .) For example: Looking at tint layers, it seems pretty clear what the issue is. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. She still has the black face bug in my game. 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. Thanks for pointing that out. Log in to view your list of favourite games. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. I think nothing has changed regarding facegen. 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 your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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 . She is Breton, and BretonRace has no alterations of any kind to it's face data. High Poly Head should also take effect if you distribute it with the xEdit script. * 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! - You'll get the black head no matter which way you do it, or if you do both. New comments cannot be posted and votes cannot be cast. Possible solution if you get dark face. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. fixed an issue. Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube Just made my first weapon in Blender and want to know how to port over to Skyrim. Skip the Patching section if you are only wanting to create new FaceGen Data. First, you need to export face gen data for each NPC. Source code on GitHubThis work is licensed under the MIT License. While they're highlighted, press Ctrl + F4. All trademarks are property of their respective owners in the US and other countries. NifMerge can't even open head nifs made with the new CK. Black faces. Tried regenerating faces. Apparently, I'm not doing it 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. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Reinstall the conflicting 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. I hope all that helps (took me a while to figure all that out lol). Uses xEdit script. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Forget about the ones under the Mod.esp folder! Problems appear when you use more than one mod that modifies the same NPC face. facegen - Reddit post and comment search - SocialGrep Well, that depends on what's causing the blackface bug in your case. 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. But in SSE things are not so easy. What file exactly did you use to regenerate the facegen data? 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. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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. The powerful open-source mod manager from Nexus Mods. That step is sometimes overlooked by mod authors - which also explains some black faces.
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