Install hundreds of mods with the click of a button. 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. Bijin, Better Bards). Put the one you want to win the conflict last. The gray face bug will now be gone for you. 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. A popup will show containing your mod list. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Sorry No worries. 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. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Cheers. 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)). 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. 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. First, pick one mod that alters NPC faces and use just that one. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. NifMerge can't even open head nifs made with the new CK. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Nnnnnope. I also opened the face mesh in NifSkope, and it looks fine there. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. So what am I missing? So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). - 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Select all plugins (Ctrl+A). My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. The powerful open-source mod manager from Nexus Mods. (Select multiple NPCs by holding down Shift or Ctrl .) Check the last texture entry but one. High Poly Head should also take effect if you distribute it with the xEdit script. Log in to view your list of favourite games. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Skip the Patching section if you are only wanting to create new FaceGen Data. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Skyrim Special Edition Creation Kit and Modders. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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. 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 means it will work for mods such as VHR - Vanilla Hair Replacer. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Check the box again and the old merges work perfect. I hope all that helps (took me a while to figure all that out lol). Basically you want to check which tintmask texture is attached to the head mesh. 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 new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. Could it somehow be related to her being a vampire? Copyright 2023 Robin Scott. Thank Bethesda for the shiesty BS, Soft. Maybe that was already common knowledge, but I didn't know it. 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. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). They also won't allow certain geometries the old game's head nifs would allow. Edited by Belegost, 13 November 2020 - 11:24 am. And that's what happens most of the time when people encounter black faces in their game. This mod is needed to extract all unique heads to allow you customize their textures. Just made my first weapon in Blender and want to know how to port over to Skyrim. I've run into this problem too. 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. This worked fine, but I have 1 problem. It SHOULD read sth. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 2. Yours is unfortunately a totally different issue. 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. It should have been the mod from which the NPC comes. 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) 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Her face is not discolored in my game, but if she is in yours, use this. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. 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. Use caution. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. No glitches or bugs at all. 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". Several mods making changes to one and the same NPC can result in a black face. 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. 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. 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. 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. Click Yes to all to dismiss warnings by category again. 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. Most likely a missing (or unreadable) tint mask. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I've got a few different mods which add npcs to the world which end up with blackened heads. All trademarks are property of their respective owners in the US and other countries. Thanks for the tip. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. - You'll get the black head no matter which way you do it, or if you do both. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) All rights reserved. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. Run only for selected files or records' from main menu. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". I also opened the face mesh in NifSkope, and it looks fine there. Multiple mods that do the same thing will cause issues. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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. - 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. This is really useful for spawning multiple NPCs to test. Any ideas on how I could fix it? 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. For example: Looking at tint layers, it seems pretty clear what the issue is. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Multiple mods that do the same thing will cause issues. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. Well, that depends on what's causing the blackface bug in your case. The Elder Scrolls V: Skyrim Special Edition. All rights reserved. Fixed! Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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. New: Added some code to detect broken facegen NIF file, New: Can ignore NPC's EDID (suggested by DarthAncalagon), Change: Separate IgnoreLists to another INI file, named DarkFaceIssueReporterIgnore.ini, fixed an issue: can not turn off creating console command batch file, minor changes: removed some unnecessary logs from log file (suggested by Gaznevada), minor changes: added version info to log file (suggested by Gaznevada), Added ui for 'CreateDebugLogFile','CreateConsoleCommandBatchFile','DarkFaceCollectorFilename' options, Added some races(should be ignored) to INI file, minor changes: some logs changed or fixed, added a log to print out headparts in NIF for helping to fix issues, fixed an issue: when close the main menu with 'create DarkFaceCollector option' checked, will still create collector file. Problems appear when you use more than one mod that modifies the same NPC face. I sure can't tell. Please re-enable javascript to access full functionality. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Any way of fixing this or it is just something we have to learn to live with? Press question mark to learn the rest of the keyboard shortcuts.
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