There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. 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. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more So if there if a way to export FaceGen Data with xEdit I would be glad to know it. If using MO2 you need to run this and SSEEdit through MO2. I appreciate the attempt. A popup will show containing your mod list. - 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. Blackjack_Davy 2 yr. ago. I've got a few different mods which add npcs to the world which end up with blackened heads. Any ideas why? but if it's having any effect on the game when I load a save. Several functions may not work. Skyrim: Creation Kit Tutorial - Export FaceGen Data Zylice Liddell 1.93K subscribers Subscribe 331 Share 32K views 7 years ago In my first ever Creation Kit tutorial, I will show you how to. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Install hundreds of mods with the click of a button. Thank Bethesda for the shiesty BS, Soft. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. ! Check the last texture entry but one. 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? I've run into this problem too. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Open the Creation Kit and click File > Data. 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. 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. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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. 2. Complementary tool for all mods that allow character races to have bodies unique to them. 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)). I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder, * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder, * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. That step is sometimes overlooked by mod authors - which also explains some black faces. 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. I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix it. facegen data is definitely being output to the data directory. First, pick one mod that alters NPC faces and use just that one. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. Install hundreds of mods with the click of a button. Well, that depends on what's causing the blackface bug in your case. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. First, you need to export face gen data for each NPC. The mods in question are found here and here. This tool doesn't do anything by itself. This specific character had the "BretonRaceVampire" (or BretonVampireRace?) now definitely will not add same npc to console command batch file again and again. - 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. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Sorry No worries. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. That may have been their intention. Run only for selected files or records' from main menu. Create an account to follow your favorite communities and start taking part in conversations. Edited by Belegost, 19 November 2020 - 03:58 pm. 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. Put Mrissi after anything that changes Khajiits. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. 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. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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. E.g. The gray face bug will now be gone for you. 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. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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 black head seems to happen no matter what. Select which races you want to patch. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. Right click. Thanks for pointing that out. Copyright 2023 Robin Scott. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. The Elder Scrolls V: Skyrim Special Edition. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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". 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.