This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Is there a way to export facegen data without the creation kit? Skyrim Special Edition Creation Kit and Modders. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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. - You'll get the black head no matter which way you do it, or if you do both. First, pick one mod that alters NPC faces and use just that one. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. She is Breton, and BretonRace has no alterations of any kind to it's face data. Log in to view your list of favourite games. 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)). Black faces. Tried regenerating faces. Apparently, I'm not doing it The powerful open-source mod manager from Nexus Mods. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. :), Press J to jump to the feed. It's a flaw in Nifmerge. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Fixed delphi/pascal stupid 'else' handling. 4. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Please re-enable javascript to access full functionality. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. - 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. New comments cannot be posted and votes cannot be cast. 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. So what am I missing? Click Yes to all to dismiss warnings by category again. 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. - The new CK will work like the old CK when you press , it will put the facegeom data in folders named after the original vanilla or DLC plugin. 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. I also can't see anything obviously wrong regarding poor Padma. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit 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"). After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist 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. For example: Looking at tint layers, it seems pretty clear what the issue is. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Edited by Belegost, 19 November 2020 - 03:58 pm. 3. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). but if it's having any effect on the game when I load a save. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. Just made my first weapon in Blender and want to know how to port over to Skyrim. Edited by Belegost, 13 November 2020 - 11:24 am. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Bijin, Better Bards). Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Copyright 2023 Robin Scott. And that's what happens most of the time when people encounter black faces in their game. 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. Press question mark to learn the rest of the keyboard shortcuts. Export NPC Face Textures - GECK If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Create an account to follow your favorite communities and start taking part in conversations. I haven't figured it out yet, but I've been working on it for the past few days. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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. 2. Her face is not discolored in my game, but if she is in yours, use this. This means it will work for mods such as VHR - Vanilla Hair Replacer. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Unfortunately I'm kinda out of my wits here. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. 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 . This mod is opted-in to receive Donation Points. If you want all the NPCs in your load order to use the individualized face textures for each race. But in SSE things are not so easy. Find the entries for the head mesh itself. This only happens for vanilla NPCs. 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. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Well, that depends on what's causing the blackface bug in your case. 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. I was talking only about naming and location of files. It SHOULD read sth. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Copyright 2023 Robin Scott. Complementary tool for all mods that allow character races to have bodies unique to them. You currently have javascript disabled. This worked fine, but I have 1 problem. 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? How to solve the black faces bug? :: The Elder Scrolls V: Skyrim That site also lets you input the NPC's name and will then give you their code. 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. 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. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. now definitely will not add same npc to console command batch file again and again. First, you need to export face gen data for each NPC. Any way of fixing this or it is just something we have to learn to live with? 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). There appears to be nothing at all wrong with Padma's records. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify 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. Not needed but suggested heavily. Updates your NPC faces to match body in a quick and efficient way. Race. New way of handling facegen data for NPCs in SSE - The Nexus Forums Where does CreationKit export facegen data? : r/skyrimmods 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. Some of the affected mods add a LOT of new NPCs.