skyrim se regenerate facegen data

skyrim se regenerate facegen data

NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. That step is sometimes overlooked by mod authors - which also explains some black faces. It should have been the mod from which the NPC comes. This only happens for vanilla NPCs. Copyright 2023 Robin Scott. 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. 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. 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. 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%. It's a flaw in Nifmerge. All rights reserved. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. No glitches or bugs at all. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Create an account to follow your favorite communities and start taking part in conversations. They also won't allow certain geometries the old game's head nifs would allow. Thanks for pointing that out. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). It did not. 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 have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. So to get the corresponding facegen files, you need to change the first two numbers to 0. Cheers. Most black face issues are simple mod conflicts. now definitely will not add same npc to console command batch file again and again. Reinstall the conflicting mods. Select which races you want to patch. Put Mrissi after anything that changes Khajiits. I haven't figured it out yet, but I've been working on it for the past few days. 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 . It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". 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 also opened the face mesh in NifSkope, and it looks fine there. Her face is not discolored in my game, but if she is in yours, use this. 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). Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Right click. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. And does "fluffy Khajiits" change all Khajiits to something else? 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. 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. If it is not there, 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. The gray face bug will now be gone for you. Should fix the void face bug, if you get it, Prevent a crash on startup when using broken mods with bad race (RNAM) data; an error will be printed to the SKSE log instead. Run only for selected files or records' from main menu. Log in to view your list of favourite games. 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. A popup will show containing your mod list. ! Check the last texture entry but one. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Race. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! facegen data is definitely being output to the data directory. This will tell you their FormID and the last plugin in your load order that referenced them. Well, that depends on what's causing the blackface bug in your case. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). - 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. 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"). There appears to be nothing at all wrong with Padma's records. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. In most cases your problem is solved. Remove the DDS files from these directories . 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". If you want all the NPCs in your load order to use the individualized face textures for each race. Not needed but suggested heavily. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. All rights reserved. All trademarks are property of their respective owners in the US and other countries. And that's what happens most of the time when people encounter black faces in their game. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. This mod is opted-in to receive Donation Points. However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Any ideas on how I could fix it? Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This tool doesn't do anything by itself. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. Black face bug dont effect the way the game works. 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. 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. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. This means it will work for mods such as VHR - Vanilla Hair Replacer. 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. 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 ". First, pick one mod that alters NPC faces and use just that one. 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. Click Yes to all to dismiss warnings by category again. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). High Poly Head should also take effect if you distribute it with the xEdit script. I've got a few different mods which add npcs to the world which end up with blackened heads. Some assets in this file belong to other authors. I appreciate the attempt. 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. Your first sentence may be true, but the second sentence is definitely not. I can't seem to get the facegen data to export. In this case, all the effected NPCs are those added by mods they don't exist in the base game. Unfortunately I'm kinda out of my wits here. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. - 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. Valve Corporation. Multiple mods that do the same thing will cause issues. So then, patch making time. 2. Log in to view your list of favourite games. 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. 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. Basically you want to check which tintmask texture is attached to the head mesh. First, Identify what mod you want to turn into an esl check to see if it has facegen data it will be located under "meshes\actors\character\FaceGenData\FaceGeom{Whatever the plugin name is}" as loose files or using . a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Most likely a missing (or unreadable) tint mask. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. but if it's having any effect on the game when I load a save. That didn't work either, even after regenerating face data again with the patch: You did a lot of work to provide us with information. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Log in to view your list of favourite games. The powerful open-source mod manager from Nexus Mods. 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. 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 ". This worked fine, but I have 1 problem. Some of the affected mods add a LOT of new NPCs. now will not add same npc to console command batch file again and again. Are these NPCs supposed to be normal Khajiits? This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. NifMerge can't even open head nifs made with the new CK. The third-party CommonLibSSE library is licensed under the MIT license. 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. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Just made my first weapon in Blender and want to know how to port over to Skyrim. 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. 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? Search Reddit posts and comments - see average sentiment, top terms, activity per day and more I think nothing has changed regarding facegen. 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 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. This mod is needed to extract all unique heads to allow you customize their textures. First, you need to export face gen data for each NPC. 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 hope all that helps (took me a while to figure all that out lol). 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) Copyright 2023 Robin Scott. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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. Launch TES5Edit/SSEdit. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. That may have been their intention. New comments cannot be posted and votes cannot be cast. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. I've run into this problem too. Artigun The Custom Voiced Half-Dovah Follower, Bikini Dremora - Conjuration Followers SE, Fangs and Eyes Fix for A Vampire Appearance Mod, Lorien - A High Poly Head Standalone Follower, LOTR Epic battles Armies Mod (Lord of The Rings) WIP Special Edition Port, M'rissi's Tails of Troubles - KS Hairdo Patch, Needed Just In Case of Facegen Data Issues. 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. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). 5. Forget about the ones under the Mod.esp folder! 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. 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. Several functions may not work. E.g. So what am I missing? Sorry No worries. I also opened the face mesh in NifSkope, and it looks fine there. In the right pane, find and select the NPC (s) with broken faces. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Use caution. Which is a pita. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. You currently have javascript disabled. Create a bashed patch. For example: Looking at tint layers, it seems pretty clear what the issue is. Select all plugins (Ctrl+A). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Yours is unfortunately a totally different issue. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. 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. Possible solution if you get dark face. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. These "missing facegen data" issues are rather rare and very special cases. * 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! Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. It SHOULD read sth. now can check records which is not in master file, by selecting them then choose '2. Several mods making changes to one and the same NPC can result in a black face. Could be worth a try. This may be an issue having to do with quads verses triangles, but I'm not sure yet. 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. 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 . Load your current load order. (Select multiple NPCs by holding down Shift or Ctrl .) Repeat Steps 4-6 for any other mods with broken . Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Press question mark to learn the rest of the keyboard shortcuts. Multiple mods that do the same thing will cause issues. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. 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. 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.

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