Put the one you want to win the conflict last. 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. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Skyrim: Creation Kit Tutorial - Export FaceGen Data - YouTube If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. You can do this by selecting the entry for the NPC in the Creation Kit, and pressing Ctrl + F4. Valve Corporation. 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. New comments cannot be posted and votes cannot be cast. TBH, I'm not sure what exactly happens here. - You'll get the black head no matter which way you do it, or if you do both. It should have been the mod from which the NPC comes. 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. Could it somehow be related to her being a vampire? Put Mrissi after anything that changes Khajiits. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. facegen - Reddit post and comment search - SocialGrep Some of the affected mods add a LOT of new NPCs. Right click. Press question mark to learn the rest of the keyboard shortcuts. Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. I sure can't tell. Blackjack_Davy 2 yr. ago. 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. This tool doesn't do anything by itself. 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. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Log in to view your list of favourite games. 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. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. And that's what happens most of the time when people encounter black faces in their game. Select all plugins (Ctrl+A). This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. There appears to be nothing at all wrong with Padma's records. This means it will work for mods such as VHR - Vanilla Hair Replacer. Export NPC Face Textures - GECK That site also lets you input the NPC's name and will then give you their code. 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. E.g. This worked fine, but I have 1 problem. Remove the DDS files from these directories . It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). I also can't see anything obviously wrong regarding poor Padma. Fixed! Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. I appreciate the attempt. Copyright 2023 Robin Scott. * 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! So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. Race. Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Thanks for the tip. Maybe that was already common knowledge, but I didn't know it. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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 are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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. Launch TES5Edit/SSEdit. 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. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more 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). Install hundreds of mods with the click of a button. 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. 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. Problems appear when you use more than one mod that modifies the same NPC face. 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. Basically you want to check which tintmask texture is attached to the head mesh. Her face is not discolored in my game, but if she is in yours, use this. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. Log in to view your list of favourite games. 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. No glitches or bugs at all. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Guide: Creating FaceGen Data - Articles - The Nexus Forums I've run into this problem too. 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. Several functions may not work. If it is not there, His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. 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. Has something to do with it changing the shaders file. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. All trademarks are property of their respective owners in the US and other countries. So what am I missing? You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Unfortunately, it's not a case of multiple mods modifying a single npc. 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. All rights reserved. Skip the Patching section if you are only wanting to create new FaceGen Data. 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%.
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