skyrim se regenerate facegen data

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"). 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. 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. Open the Creation Kit and click File > Data. 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. Launch TES5Edit/SSEdit. New way of handling facegen data for NPCs in SSE - The Nexus Forums All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You can convert this file to work with other games as long as you credit me as the creator of the file, You must get permission from me before you are allowed to use any of the assets in this file, 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 not allowed to earn Donation Points for your mods if they use my assets. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. It should have been the mod from which the NPC comes. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. You currently have javascript disabled. Edited by Belegost, 19 November 2020 - 03:58 pm. 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. Some of the affected mods add a LOT of new NPCs. What file exactly did you use to regenerate the facegen data? Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. The mods in question are found here and here. All rights reserved. Which is a pita. now will not add same npc to console command batch file again and again. 3. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Most black face issues are simple mod conflicts. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. However, Fluff's Hybrid Khajiit appears to remove the racial face tint layers with indexes 4, 5, 6, 17, and 18 from KhajiitRace and replace them with new layers with indexes 24, 26, 36, 27, and 28 respectively. 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. Her face is not discolored in my game, but if she is in yours, use this. 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. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Edited by Belegost, 13 November 2020 - 11:24 am. 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. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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%. Could it somehow be related to her being a vampire? - 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. Reinstall the conflicting mods. 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"). Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. Is there a way to export facegen data without the creation kit? facegen - Reddit post and comment search - SocialGrep TBH, I'm not sure what exactly happens here. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). now definitely will not add same npc to console command batch file again and again. 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. If using MO2 you need to run this and SSEEdit through MO2. Blackjack_Davy 2 yr. ago. That step is sometimes overlooked by mod authors - which also explains some black faces. If you want all the NPCs in your load order to use the individualized face textures for each race. 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. I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. I don't know why people still advice regenerating facegen data. Please re-enable javascript to access full functionality. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. That may have been their intention. For example: Looking at tint layers, it seems pretty clear what the issue is. This covers that up. I also can't see anything obviously wrong regarding poor Padma. Copyright 2023 Robin Scott. She still has the black face bug in my game. The third-party CommonLibSSE library is licensed under the MIT license. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 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 ". Nnnnnope. Load your current load order. 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). Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. Well, that depends on what's causing the blackface bug in your case. Yours is unfortunately a totally different issue. 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. facegen data is definitely being output to the data directory. Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs The powerful open-source mod manager from Nexus Mods. 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. While they're highlighted, press Ctrl + F4. First, pick one mod that alters NPC faces and use just that one. I sure can't tell. ! All trademarks are property of their respective owners in the US and other countries. 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. Several mods making changes to one and the same NPC can result in a black face. Thanks for pointing that out. Most likely a missing (or unreadable) tint mask. 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. Valve Corporation. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. 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 . By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. This means it will work for mods such as VHR - Vanilla Hair Replacer. E.g. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. I haven't figured it out yet, but I've been working on it for the past few days. 4. This will tell you their FormID and the last plugin in your load order that referenced them. 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. 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. * 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! First, you need to export face gen data for each NPC. Any way of fixing this or it is just something we have to learn to live with? Skip the Patching section if you are only wanting to create new FaceGen Data. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. Uses xEdit script. This is really useful for spawning multiple NPCs to test. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Can I do this in xEdit or will I need to use the Creation Kit? 5. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. Your first sentence may be true, but the second sentence is definitely not. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. Check the box again and the old merges work perfect. High Poly Head should also take effect if you distribute it with the xEdit script. I can't seem to get the facegen data to export. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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 don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. In most cases your problem is solved. And that's what happens most of the time when people encounter black faces in their game. She is Breton, and BretonRace has no alterations of any kind to it's face data. Unfortunately I'm kinda out of my wits here. So what am I missing? This specific character had the "BretonRaceVampire" (or BretonVampireRace?) 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. So for example, if you wanted to spawn Storn you'd type in "player.placeatme 04017935" (without the quotes). 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 have multiple NPCs, you can hold down Ctrl and left click each entry so all. Create a bashed patch. Not needed but suggested heavily. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. 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) if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. Problems appear when you use more than one mod that modifies the same NPC face. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected.