Cheers. ! You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! I can think of 2 way to solve this, first is I keep the FaceGen files of the ladies and delete the ones of the men. Several mods making changes to one and the same NPC can result in a black face. All rights reserved. So then, patch making time. Edited by Belegost, 19 November 2020 - 03:58 pm. I also opened the face mesh in NifSkope, and it looks fine there. Log in to view your list of favourite games. This is really useful for spawning multiple NPCs to test. All rights reserved. You currently have javascript disabled. 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. Well, that depends on what's causing the blackface bug in your case. Her face is not discolored in my game, but if she is in yours, use this. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Press question mark to learn the rest of the keyboard shortcuts. The powerful open-source mod manager from Nexus Mods. Black face bug dont effect the way the game works. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). Skip the Patching section if you are only wanting to create new FaceGen Data. If you want all the NPCs in your load order to use the individualized face textures for each race. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I've run into this problem too. I don't know why people still advice regenerating facegen data. 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. This covers that up. They also won't allow certain geometries the old game's head nifs would allow. 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". When the FaceGen files are there yet the faces don't match in game, every male NPC affected by the mod has a dark face, and unless I found a way to figure out which FaceGen file belongs to who and delete them then I'd be stuck with dark faces. Fixed! 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"). NifMerge can't even open head nifs made with the new CK. 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. If it is not there, Basically you want to check which tintmask texture is attached to the head mesh. I think nothing has changed regarding facegen. Use caution. The gray face bug will now be gone for you. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. So to get the corresponding facegen files, you need to change the first two numbers to 0. Are these NPCs supposed to be normal Khajiits? She still has the black face bug in my game. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Updates your NPC faces to match body in a quick and efficient way. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. Launch TES5Edit/SSEdit. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. 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'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. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. - The black head seems to happen no matter what. 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. Copyright 2023 Robin Scott. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. 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)). The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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. 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). 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. Maybe that was already common knowledge, but I didn't know it. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all. 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 sure can't tell. Blackjack_Davy 2 yr. ago. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue. 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. 5. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. There appears to be nothing at all wrong with Padma's records. Not needed but suggested heavily. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. I hope all that helps (took me a while to figure all that out lol). 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. 2. Your first sentence may be true, but the second sentence is definitely not. That step is sometimes overlooked by mod authors - which also explains some black faces. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 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? But in SSE things are not so easy. now can check records which is not in master file, by selecting them then choose '2. Create an account to follow your favorite communities and start taking part in conversations. This means it will work for mods such as VHR - Vanilla Hair Replacer. Not Required. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. TBH, I'm not sure what exactly happens here. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. 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). This mod is opted-in to receive Donation Points. 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. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. The mods in question are found here and here. If you are using 2 character appearance mods, such as HMB II and VHR, select the .esp files provided by them and click OK. Unfortunately, it's not a case of multiple mods modifying a single npc. 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. If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. 3. 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. 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. 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. It did not. 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. 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. Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. 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. Problem is that this tintmask entry has to be adjusted manually before finishing/releasing a mod. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. Log in to view your list of favourite games. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. I didnt stop to think that it includes load order like literally everything else does, I guess I should have. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. In this case, all the effected NPCs are those added by mods they don't exist in the base game.