NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods It's a flaw in Nifmerge. 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). 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. While they're highlighted, press Ctrl + F4. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. New comments cannot be posted and votes cannot be cast. 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. 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 for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). This seems to have worked better, since now her face looks fine in-game. Let me know if you run into any problems. Select which races you want to patch. First, pick one mod that alters NPC faces and use just that one. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. So what am I missing? facegen data is definitely being output to the data directory. Open the Creation Kit and click File > Data. Run only for selected files or records' from main menu. 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. I haven't figured it out yet, but I've been working on it for the past few days. - You'll get the black head no matter which way you do it, or if you do both. 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. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. now will not add same npc to console command batch file again and again. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. This mod is opted-in to receive Donation Points. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Please re-enable javascript to access full functionality. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. First, you need to export face gen data for each NPC. 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Log in to view your list of favourite games. Fixing the Gray Face: Skyrim Modding Tutorial - Weebly The gray face bug will now be gone for you. I sure can't tell. 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 . This may be an issue having to do with quads verses triangles, but I'm not sure yet. That step is sometimes overlooked by mod authors - which also explains some black faces. 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 ". For example: Looking at tint layers, it seems pretty clear what the issue is. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Updates your NPC faces to match body in a quick and efficient way. 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%. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). In the right pane, find and select the NPC (s) with broken faces. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. That site also lets you input the NPC's name and will then give you their code. Reinstall the conflicting mods. Well, that depends on what's causing the blackface bug in your case. 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). 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. Copyright 2023 Robin Scott. Use caution. Which is a pita. All rights reserved. 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 . 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. easymod/faq.md at master focustense/easymod GitHub Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). But in SSE things are not so easy. Launch TES5Edit/SSEdit. They also won't allow certain geometries the old game's head nifs would allow. 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. 4. 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)). 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. I sure can't tell. Complementary tool for all mods that allow character races to have bodies unique to them. Source code on GitHubThis work is licensed under the MIT License. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. This means it will work for mods such as VHR - Vanilla Hair Replacer. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. :), Press J to jump to the feed. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Black face bug dont effect the way the game works. 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. The powerful open-source mod manager from Nexus Mods. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Right click. Find the entries for the head mesh itself. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. 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. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit I can't seem to get the facegen data to export. If it is not there, Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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. 5. First, pick one mod that alters NPC faces and use just that one. now can check records which is not in master file, by selecting them then choose '2. No glitches or bugs at all. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Problems appear when you use more than one mod that modifies the same NPC face. 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. 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. 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 be worth a try. ! Possible solution if you get dark face. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Not needed but suggested heavily. 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"). This mod is needed to extract all unique heads to allow you customize their textures. Yours is unfortunately a totally different issue. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Put Mrissi after anything that changes Khajiits. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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. Nnnnnope. All rights reserved. And does "fluffy Khajiits" change all Khajiits to something else? So to get the corresponding facegen files, you need to change the first two numbers to 0. Bijin, Better Bards). Blackjack_Davy 2 yr. ago. 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. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Some assets in this file belong to other authors. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This covers that up. How to solve the black faces bug? :: The Elder Scrolls V: Skyrim Your first sentence may be true, but the second sentence is definitely not. If it is not there, 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'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. Not Required. 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). 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. Uses xEdit script. 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict.
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