There appears to be nothing at all wrong with Padma's records. There is still one NPC (Felena) who has a black face (I have seen others who also ported the mod to SSE for themselves reporting the same). 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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 also opened the face mesh in NifSkope, and it looks fine there. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Some assets in this file belong to other authors. The gray face bug will now be gone for you. 2. 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. It should have been the mod from which the NPC comes. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. 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). For example: Looking at tint layers, it seems pretty clear what the issue is. 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)). 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. Most black face issues are simple mod conflicts. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Copyright 2023 Robin Scott. Your first sentence may be true, but the second sentence is definitely not. 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. 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. Source code on GitHubThis work is licensed under the MIT License. Right click. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. Put Mrissi after anything that changes Khajiits. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. I appreciate the attempt. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. facegen data is definitely being output to the data directory. 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. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. This tool doesn't do anything by itself. Please re-enable javascript to access full functionality. Forget about the ones under the Mod.esp folder! 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 ". This may be an issue having to do with quads verses triangles, but I'm not sure yet. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Thanks for pointing that out. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. TBH, I'm not sure what exactly happens here. Let me know if you run into any problems. In the right pane, find and select the NPC (s) with broken faces. Not needed but suggested heavily. 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). It's a flaw in Nifmerge. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. It SHOULD read sth. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Race. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Could it somehow be related to her being a vampire? In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Install hundreds of mods with the click of a button. Thanks for the tip. 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. - 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. Most likely a missing (or unreadable) tint mask. However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. * 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! Problems appear when you use more than one mod that modifies the same NPC face. Could be worth a try. That step is sometimes overlooked by mod authors - which also explains some black faces. This only happens for vanilla NPCs. Find the entries for the head mesh itself. Create an account to follow your favorite communities and start taking part in conversations. This is really useful for spawning multiple NPCs to test. Select all plugins (Ctrl+A). First, pick one mod that alters NPC faces and use just that one. Uses xEdit script. That site also lets you input the NPC's name and will then give you their code. 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". - You'll get the black head no matter which way you do it, or if you do both. While they're highlighted, press Ctrl + F4. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. 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. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ Other than that we can only hope that someone more expreienced than me has a clue. She still has the black face bug in my game. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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 Elder Scrolls V: Skyrim Special Edition. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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 ". 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. Copyright 2023 Robin Scott. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. I can't seem to get the facegen data to export. I've run into this problem too. All rights reserved. - 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.
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