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). 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.
Easy Permanent Solution To Dark Face Facegen Bug - Skyrim Special This means it will work for mods such as VHR - Vanilla Hair Replacer. Several functions may not work.
Is there a way to export facegen data without the creation kit? 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head).
Where does CreationKit export facegen data? : r/skyrimmods 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 seems to have worked better, since now her face looks fine in-game. 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. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. Just made my first weapon in Blender and want to know how to port over to Skyrim. First, pick one mod that alters NPC faces and use just that one. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Most likely a missing (or unreadable) tint mask. 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". Unfortunately I'm kinda out of my wits here. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. If you want all the NPCs in your load order to use the individualized face textures for each race. I also can't see anything obviously wrong regarding poor Padma. New comments cannot be posted and votes cannot be cast. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! 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. 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. I appreciate the attempt.
Fixing the Gray Face: Skyrim Modding Tutorial - Weebly Most black face issues are simple mod conflicts. Right click. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. If it is not there,
Any ideas why?
Face Discoloration Fix at Skyrim Special Edition Nexus - Nexus Mods Skip the Patching section if you are only wanting to create new FaceGen Data. I can't seem to get the facegen data to export. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more All rights reserved. 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.
This only happens for vanilla NPCs. First, you need to export face gen data for each NPC. 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. 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) Multiple mods that do the same thing will cause issues. High Poly Head should also take effect if you distribute it with the xEdit script. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. So what am I missing? Could it somehow be related to her being a vampire? 3. Install hundreds of mods with the click of a button. TBH, I'm not sure what exactly happens here. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. 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. This tool doesn't do anything by itself. Thanks for the tip. 4. 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.
New way of handling facegen data for NPCs in SSE - The Nexus Forums What file exactly did you use to regenerate the facegen data? Reinstall the conflicting mods. 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. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. - The black head seems to happen no matter what. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. 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. All rights reserved.
Thank Bethesda for the shiesty BS, Soft.
Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist - 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. Bijin, Better Bards).
Export NPC Face Textures - GECK That step is sometimes overlooked by mod authors - which also explains some black faces. Several mods making changes to one and the same NPC can result in a black face. Are these NPCs supposed to be normal Khajiits? Let me know if you run into any problems. Complementary tool for all mods that allow character races to have bodies unique to them. Valve Corporation. - place the script 'Skyrim - NPC Facegen Patcher.pas' in the 'Edit Scripts' folder of xEdit How to use: 1.
Can I do this in xEdit or will I need to use the Creation Kit? Find the entries for the head mesh itself. Put the one you want to win the conflict last. * 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! 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. - 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Log in to view your list of favourite games. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. E.g. And does "fluffy Khajiits" change all Khajiits to something else? Has something to do with it changing the shaders file.
Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition - 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. It's a flaw in Nifmerge. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). 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. 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. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. Not needed but suggested heavily. now will not add same npc to console command batch file again and again. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. - You'll get the black head no matter which way you do it, or if you do both. 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"). If it really isn't, you may have to create a conflict reoslution patch manually in SSEEdit. Could be worth a try. FaceGenEslify/README.md at main Michael-wigontherun/FaceGenEslify Remove the DDS files from these directories . Some assets in this file belong to other authors. This covers that up. So then, patch making time. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. If using MO2 you need to run this and SSEEdit through MO2. She is Breton, and BretonRace has no alterations of any kind to it's face data. 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 . facegen data is definitely being output to the data directory. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). The gray face bug will now be gone for you. 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 . Once you got your load order sorted, run Wrye Bash and create a "bashed patch". 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 .