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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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. Run only for selected files or records' from main menu. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. Click Yes to all to dismiss warnings by category again. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. Thank Bethesda for the shiesty BS, Soft. This seems to have worked better, since now her face looks fine in-game. 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). Please re-enable javascript to access full functionality. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Any ideas why? 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. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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? In the right pane, find and select the NPC (s) with broken faces. Select all plugins (Ctrl+A). That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. All rights reserved. They also won't allow certain geometries the old game's head nifs would allow. 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. 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. 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. NifMerge can't even open head nifs made with the new CK. Bijin, Better Bards). After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. So then, patch making time. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Source code on GitHubThis work is licensed under the MIT License. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. That may have been their intention. 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. Remove the DDS files from these directories . Install hundreds of mods with the click of a button. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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? 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. I was talking only about naming and location of files. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. Install hundreds of mods with the click of a button. This covers that up. So what am I missing? 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. A popup will show containing your mod list. Yours is unfortunately a totally different issue. 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 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. Cheers. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. now can check records which is not in master file, by selecting them then choose '2. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. You currently have javascript disabled. Unfortunately I'm kinda out of my wits here. The mods in question are found here and here. 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. If it is not there, Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". Your first sentence may be true, but the second sentence is definitely not. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 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. The powerful open-source mod manager from Nexus Mods. Several functions may not work. 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. Edited by Belegost, 13 November 2020 - 11:24 am. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". Problems appear when you use more than one mod that modifies the same NPC face. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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 . I haven't figured it out yet, but I've been working on it for the past few days. 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. 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. I appreciate the attempt. Copyright 2023 Robin Scott. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). 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. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". Fixed delphi/pascal stupid 'else' handling. now will not add same npc to console command batch file again and again. 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. 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%. All rights reserved. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. If you want all the NPCs in your load order to use the individualized face textures for each race. Copyright 2023 Robin Scott. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. but if it's having any effect on the game when I load a save. - 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. Check the last texture entry but one. Put the one you want to win the conflict last. 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 have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. 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 ". The powerful open-source mod manager from Nexus Mods. 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. That site also lets you input the NPC's name and will then give you their code. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Possible solution if you get dark face. 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. Install hundreds of mods with the click of a button. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Create a bashed patch. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ Skip the Patching section if you are only wanting to create new FaceGen Data. 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 ". facegen data is definitely being output to the data directory. 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 . SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. 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. Are these NPCs supposed to be normal Khajiits? I also opened the face mesh in NifSkope, and it looks fine there. Thanks for pointing that out. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Most black face issues are simple mod conflicts. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. I don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. Other than that we can only hope that someone more expreienced than me has a clue. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. First, you need to export face gen data for each NPC. Could it somehow be related to her being a vampire? Create an account to follow your favorite communities and start taking part in conversations. Repeat Steps 4-6 for any other mods with broken . I think nothing has changed regarding facegen.