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I haven't figured it out yet, but I've been working on it for the past few days. Could it somehow be related to her being a vampire? Please re-enable javascript to access full functionality. Is there a way to export facegen data without the creation kit? 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 ". Fixed! Find the entries for the head mesh itself. Check the last texture entry but one. Most black face issues are simple mod conflicts. This worked fine, but I have 1 problem. Several mods making changes to one and the same NPC can result in a black face. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Log in to view your list of favourite games. All rights reserved. While they're highlighted, press Ctrl + F4. They also won't allow certain geometries the old game's head nifs would allow. 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? 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. Which is a pita. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Any ideas why? Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. This seems to have worked better, since now her face looks fine in-game. First, you need to export face gen data for each NPC. This means it will work for mods such as VHR - Vanilla Hair Replacer. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods Install hundreds of mods with the click of a button. 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. 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). This only happens for vanilla NPCs. Black face bug dont effect the way the game works. 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. I was talking only about naming and location of files. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. If using MO2 you need to run this and SSEEdit through MO2. A popup will show containing your mod list. This means it will work for mods such as VHR - Vanilla Hair Replacer. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. I also opened the face mesh in NifSkope, and it looks fine there. 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". now definitely will not add same npc to console command batch file again and again. 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. Well, that depends on what's causing the blackface bug in your case. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Thanks for pointing that out. Put Mrissi after anything that changes Khajiits. This is really useful for spawning multiple NPCs to test. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. All trademarks are property of their respective owners in the US and other countries. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". - 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. Right click. The only problem is that I cant figure out which file belongs to which NPC since they all have names like "000A151C.dds" and I cant do anything with that. - 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. Start from selected file' from the main menu, now you can choose which files or records you want to check, just select them, 'Apply Script' then click button '2. So to get the corresponding facegen files, you need to change the first two numbers to 0. - You'll get the black head no matter which way you do it, or if you do both. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Export NPC Face Textures - GECK facegen data is definitely being output to the data directory. 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. The powerful open-source mod manager from Nexus Mods. The gray face bug will now be gone for you. All rights reserved. Any ideas on how I could fix it? The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. Blackjack_Davy 2 yr. ago. - 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. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. New way of handling facegen data for NPCs in SSE - The Nexus Forums 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. 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. Use caution. Complementary tool for all mods that allow character races to have bodies unique to them. I also opened the face mesh in NifSkope, and it looks fine there. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Cheers. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. This covers that up. 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. That site also lets you input the NPC's name and will then give you their code. 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. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. now will not add same npc to console command batch file again and again. 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. 2. 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. First, pick one mod that alters NPC faces and use just that one. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! Skyrim Special Edition Creation Kit and Modders. 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. 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. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. 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. Edited by Belegost, 19 November 2020 - 03:58 pm. This mod is needed to extract all unique heads to allow you customize their textures. These "missing facegen data" issues are rather rare and very special cases. 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.