skyrim se regenerate facegen data

Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. Bijin, Better Bards). I appreciate the attempt. Complementary tool for all mods that allow character races to have bodies unique to them. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. 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. Could it somehow be related to her being a vampire? 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). There appears to be nothing at all wrong with Padma's records. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Unfortunately I'm kinda out of my wits here. 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. Several mods making changes to one and the same NPC can result in a black face. 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. Any ideas why? Please re-enable javascript to access full functionality. 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. I also opened the face mesh in NifSkope, and it looks fine there. That step is sometimes overlooked by mod authors - which also explains some black faces. In most cases your problem is solved. Multiple mods that do the same thing will cause issues. High Poly Head should also take effect if you distribute it with the xEdit script. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Which is a pita. She is Breton, and BretonRace has no alterations of any kind to it's face data. All rights reserved. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition So what am I missing? While they're highlighted, press Ctrl + F4. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! I also can't see anything obviously wrong regarding poor Padma. The mods in question are found here and here. Has something to do with it changing the shaders file. Open the Creation Kit and click File > Data. * 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! 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. I haven't figured it out yet, but I've been working on it for the past few days. Are these NPCs supposed to be normal Khajiits? All rights reserved. 3. Forget about the ones under the Mod.esp folder! It's a flaw in Nifmerge. 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. All trademarks are property of their respective owners in the US and other countries. 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". 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). Run only for selected files or records' from main menu. Source code on GitHubThis work is licensed under the MIT License. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. This covers that up. Use caution. And that's what happens most of the time when people encounter black faces in their game. 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. The powerful open-source mod manager from Nexus Mods. Race. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. 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. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 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 ". - You'll get the black head no matter which way you do it, or if you do both. 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 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. Some assets in this file belong to other authors. Multiple mods that do the same thing will cause issues. I have converted Interesting NPCs (3DNPC) to SSE by running the meshes through the optimizer tool, re-saving the .esp in the new Creation Kit, and fixing any water-related data in SSEEdit. Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Put the one you want to win the conflict last. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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. 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) Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Edited by Belegost, 19 November 2020 - 03:58 pm. 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. This tool doesn't do anything by itself. Any ideas on how I could fix it? This seems to have worked better, since now her face looks fine in-game. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. Select which races you want to patch. Copyright 2023 Robin Scott. TBH, I'm not sure what exactly happens here. 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. Not Required. 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. I hope all that helps (took me a while to figure all that out lol). If you want all the NPCs in your load order to use the individualized face textures for each race. Fixed! This only happens for vanilla NPCs. 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. Can I do this in xEdit or will I need to use the Creation Kit? Other than that we can only hope that someone more expreienced than me has a clue. Valve Corporation. Log in to view your list of favourite games. 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. 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. Blackjack_Davy 2 yr. ago. Updates your NPC faces to match body in a quick and efficient way. 4. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. It SHOULD read sth. 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. All rights reserved. fixed an issue. I've run into this problem too. 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"). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist Thanks for pointing that out. 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. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. 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 .