skyrim se regenerate facegen data

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. She is Breton, and BretonRace has no alterations of any kind to it's face data. Run only for selected files or records' from main menu. I can't seem to get the facegen data to export. * 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! SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. Create a bashed patch. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Any way of fixing this or it is just something we have to learn to live with? Log in to view your list of favourite games. Reinstall the conflicting mods. 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? This may be an issue having to do with quads verses triangles, but I'm not sure yet. Her face is not discolored in my game, but if she is in yours, use this. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Skyrim Special Edition Creation Kit and Modders. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Black face bug dont effect the way the game works. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Unfortunately, it's not a case of multiple mods modifying a single npc. :), Press J to jump to the feed. - 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. I hope all that helps (took me a while to figure all that out lol). facegen data is definitely being output to the data directory. High Poly Head should also take effect if you distribute it with the xEdit script. 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. fixed an issue. If using MO2 you need to run this and SSEEdit through MO2. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. 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 ". The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Check the last texture entry but one. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. There appears to be nothing at all wrong with Padma's records. New comments cannot be posted and votes cannot be cast. It did not. Uses xEdit script. - You'll get the black head no matter which way you do it, or if you do both. 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. I appreciate the attempt. 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"). 4. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. You don't need to include ".txt". 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. 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. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Check the box again and the old merges work perfect. Thanks for the tip. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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) 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Bijin, Better Bards). I sure can't tell. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). I've got a few different mods which add npcs to the world which end up with blackened heads. It SHOULD read sth. 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%. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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. now definitely will not add same npc to console command batch file again and again. Can I do this in xEdit or will I need to use the Creation Kit? Thanks for pointing that out. Repeat Steps 4-6 for any other mods with broken . Thank Bethesda for the shiesty BS, Soft. This will tell you their FormID and the last plugin in your load order that referenced them. Click Yes to all to dismiss warnings by category again. Start from selected file' from the main menu, now you can choose which files or records you want to check, just select them, 'Apply Script' then click button '2. 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. That may have been their intention. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Your first sentence may be true, but the second sentence is definitely not. Load your current load order. Could it somehow be related to her being a vampire? Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. The third-party CommonLibSSE library is licensed under the MIT license. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). Fixed delphi/pascal stupid 'else' handling. First, pick one mod that alters NPC faces and use just that one. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. So to get the corresponding facegen files, you need to change the first two numbers to 0. 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. Possible solution if you get dark face. 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. While they're highlighted, press Ctrl + F4. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Basically you want to check which tintmask texture is attached to the head mesh. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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 . Install hundreds of mods with the click of a button. Install hundreds of mods with the click of a button. But in SSE things are not so easy. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. This seems to have worked better, since now her face looks fine in-game. Please re-enable javascript to access full functionality. This is really useful for spawning multiple NPCs to test. 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. All trademarks are property of their respective owners in the US and other countries. I think nothing has changed regarding facegen. 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. If it is not there, You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Updates your NPC faces to match body in a quick and efficient way. 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. 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. 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)). This covers that up. Sorry No worries. This worked fine, but I have 1 problem. 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. 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. 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. 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 . Not needed but suggested heavily. 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). So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. This tool doesn't do anything by itself. Fixed! My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. All rights reserved. Copyright 2023 Robin Scott. I also opened the face mesh in NifSkope, and it looks fine there. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Launch TES5Edit/SSEdit. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Most black face issues are simple mod conflicts. 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. In most cases your problem is solved. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. That site also lets you input the NPC's name and will then give you their code. It's a flaw in Nifmerge. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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 ". Valve Corporation. Maybe that was already common knowledge, but I didn't know it. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Edited by Belegost, 13 November 2020 - 11:24 am. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Just made my first weapon in Blender and want to know how to port over to Skyrim. NifMerge can't even open head nifs made with the new CK. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Are these NPCs supposed to be normal Khajiits? - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. Nnnnnope. 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. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. (Select multiple NPCs by holding down Shift or Ctrl .) All rights reserved. - 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. The powerful open-source mod manager from Nexus Mods. Install hundreds of mods with the click of a button. 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. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). fixes dark face bugs (optional but recommended), ONLY NECESSARY IF YOU GET THE BLACKFACE BUG WHILE PATCHES ARE INSTALLED, WON'T FIX EVERY INCOMPATIBILITY, if Lyall appears with his face black colored, Or you will probably get dark face issue :>, Because the CK wouldn't let me Save Facegen, This not a fix but if you have grey face bug or whatever it works. Has something to do with it changing the shaders file. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Copyright 2023 Robin Scott. Some of the affected mods add a LOT of new NPCs.