skyrim se regenerate facegen data

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skyrim se regenerate facegen data

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skyrim se regenerate facegen data

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. 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 . 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. Install hundreds of mods with the click of a button. It should have been the mod from which the NPC comes. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. E.g. Thank Bethesda for the shiesty BS, Soft. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. Press question mark to learn the rest of the keyboard shortcuts. In most cases your problem is solved. Launch TES5Edit/SSEdit. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. If it is not there, In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition If using MO2 you need to run this and SSEEdit through MO2. 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. 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"). 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. 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. 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. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Copyright 2023 Robin Scott. 3. 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. Multiple mods that do the same thing will cause issues. It did not. New comments cannot be posted and votes cannot be cast. If you want all the NPCs in your load order to use the individualized face textures for each race. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Select all plugins (Ctrl+A). Unfortunately, it's not a case of multiple mods modifying a single npc. 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. Has something to do with it changing the shaders file. Nnnnnope. That may have been their intention. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. So to get the corresponding facegen files, you need to change the first two numbers to 0. The third-party CommonLibSSE library is licensed under the MIT license. Please re-enable javascript to access full functionality. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. I've got a few different mods which add npcs to the world which end up with blackened heads. The gray face bug will now be gone for you. - 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. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. Most black face issues are simple mod conflicts. - 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. I don't know why people still advice regenerating facegen data. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. There appears to be nothing at all wrong with Padma's records. I tried to see if those numbers showed up under the NPC in xEdit and couldn't find anything, I found which FaceGen file was Storn's due to the .dds preview but the number isn't with him in xEdit, if you know what I'm saying. Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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"). It SHOULD read sth. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. TBH, I'm not sure what exactly happens here. I haven't figured it out yet, but I've been working on it for the past few days. Right click. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. All rights reserved. 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). Most likely a missing (or unreadable) tint mask. !These two mods are a fix for the Mannimarco black face bug that can happen in VR, or in general!! 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). 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. That site also lets you input the NPC's name and will then give you their code. Several mods making changes to one and the same NPC can result in a black face. Put the one you want to win the conflict last. It's a flaw in Nifmerge. Log in to view your list of favourite games. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 5. Click Yes to all to dismiss warnings by category again. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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? Copyright 2023 Robin Scott. 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. Bijin, Better Bards). This mod is opted-in to receive Donation Points. 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. Valve Corporation. Export NPC Face Textures - GECK Fixed! Could be worth a try. Remove the DDS files from these directories . Copyright 2023 Black Tree Gaming Ltd. All rights reserved. New way of handling facegen data for NPCs in SSE - The Nexus Forums Check the box again and the old merges work perfect. Cheers. 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". 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. Any ideas on how I could fix it? a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. Complementary tool for all mods that allow character races to have bodies unique to them. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. easymod/faq.md at master focustense/easymod GitHub - The black head seems to happen no matter what. This worked fine, but I have 1 problem. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? 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. This seems to have worked better, since now her face looks fine in-game. 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. facegen - Reddit post and comment search - SocialGrep 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. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. Uses xEdit script. Let me know if you run into any problems. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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 . but if it's having any effect on the game when I load a save. 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. 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. Multiple mods that do the same thing will cause issues. The mods in question are found here and here. - You'll get the black head no matter which way you do it, or if you do both. All rights reserved. Race. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. 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 ". There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Check the last texture entry but one. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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%. By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. 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 ". Guide: Creating FaceGen Data - Articles - The Nexus Forums You don't need to include ".txt". 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. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Your first sentence may be true, but the second sentence is definitely not. All rights reserved. Some assets in this file belong to other authors. High Poly Head should also take effect if you distribute it with the xEdit script. I also opened the face mesh in NifSkope, and it looks fine there. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. So what am I missing? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Create an account to follow your favorite communities and start taking part in conversations. First, pick one mod that alters NPC faces and use just that one. Well, that depends on what's causing the blackface bug in your case. 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. Create a bashed patch. 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. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Black faces. Tried regenerating faces. Apparently, I'm not doing it Problems appear when you use more than one mod that modifies the same NPC face. Not Required. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Some of the affected mods add a LOT of new NPCs. 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). I sure can't tell. Other than that we can only hope that someone more expreienced than me has a clue. That step is sometimes overlooked by mod authors - which also explains some black faces. Log in to view your list of favourite games. In this case, all the effected NPCs are those added by mods they don't exist in the base game. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. The powerful open-source mod manager from Nexus Mods. She still has the black face bug in my game. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. What file exactly did you use to regenerate the facegen data? 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)). We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. This tool doesn't do anything by itself. If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. I sure can't tell. So what am I missing? Is there a way to export facegen data without the creation kit? 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. Which is a pita. now definitely will not add same npc to console command batch file again and again. Copyright 2023 Robin Scott. I've run into this problem too. I also can't see anything obviously wrong regarding poor Padma. Install hundreds of mods with the click of a button. Black face bug dont effect the way the game works. 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. I think nothing has changed regarding facegen. 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. But in SSE things are not so easy. All trademarks are property of their respective owners in the US and other countries. First, pick one mod that alters NPC faces and use just that one. * 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! 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. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. This is really useful for spawning multiple NPCs to test. Thanks for the tip. now will not add same npc to console command batch file again and again. Her face is not discolored in my game, but if she is in yours, use this. 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. 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. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Fixing the Gray Face: Skyrim Modding Tutorial - Weebly I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Forget about the ones under the Mod.esp folder! SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. now can check records which is not in master file, by selecting them then choose '2. 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. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit Fixed delphi/pascal stupid 'else' handling. NifMerge can't even open head nifs made with the new CK. :), Press J to jump to the feed.

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