skyrim se regenerate facegen data

2023-04-11 08:34 阅读 1 次

Multiple mods that do the same thing will cause issues. Unfortunately, it's not a case of multiple mods modifying a single npc. So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. The powerful open-source mod manager from Nexus Mods. This worked fine, but I have 1 problem. 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. 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 only happens for vanilla NPCs. Can I do this in xEdit or will I need to use the Creation Kit? When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Install hundreds of mods with the click of a button. Sometimes you can open the plugin in CK, and select them Press Ctrl+F4 for generating Facegen data to fix them. The Elder Scrolls V: Skyrim Special Edition. Example: "C:\Steam\steamapps\common\Skyrim Special Edition\Data" Usage. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. 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 don't know the mods you mentioned, so I'm struggling to understand the nature of the mod conflict. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. SSE facegen head nifs are a different structure and are made to work with the new shader and lighting system. And does "fluffy Khajiits" change all Khajiits to something else? Once you got your load order sorted, run Wrye Bash and create a "bashed patch". By default for non-beast races there is only one texture used by males and one by females (Argonians and Khajit have unique textures). 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. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). 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. Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. You currently have javascript disabled. All rights reserved. if you got two mods making changes to Delphine and you want Bijin Delphine, put the Bijin esp after the other NPC replacer. 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. Are these NPCs supposed to be normal Khajiits? Looking at the screenshot, I'd say it's still a problem of MISSING facegen data. Let me know if you run into any problems. Any ideas on how I could fix it? What file exactly did you use to regenerate the facegen data? - The new CK auto-saves facegeom data in a folder named after your plugin when you save the plugin. New comments cannot be posted and votes cannot be cast. This mod is needed to extract all unique heads to allow you customize their textures. I appreciate the attempt. Maybe you could still try the "Load order adjustments + bashed patch" method I mentioned above. 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. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. 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. Thanks for the tip. This is really useful for spawning multiple NPCs to test. If using MO2 you need to run this and SSEEdit through MO2. - The black head seems to happen no matter what. With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. There are already mods that create a framework for this: The powerful open-source mod manager from Nexus Mods. Some of the affected mods add a LOT of new NPCs. Edited by Belegost, 13 November 2020 - 11:24 am. So then, patch making time. - 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. First, pick one mod that alters NPC faces and use just that one. In the right pane, find and select the NPC (s) with broken faces. First, you need to export face gen data for each NPC. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. 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. As you might imagine, generating FaceGen is slower than loading preprocessed FaceGen. So what am I missing? If it is not there, Most black face issues are simple mod conflicts. 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. Blackjack_Davy 2 yr. ago. Log in to view your list of favourite games. Launch TES5Edit/SSEdit. The powerful open-source mod manager from Nexus Mods. 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. All rights reserved. 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. 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. Put the one you want to win the conflict last. A popup will show containing your mod list. Select which races you want to patch. 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%. It dawned on me that if there was a mod that ran a script every 6 seconds there might be a universal resolution. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). It SHOULD read sth. 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 sure can't tell. (Select multiple NPCs by holding down Shift or Ctrl .) This specific character had the "BretonRaceVampire" (or BretonVampireRace?) Copyright 2023 Black Tree Gaming Ltd. All rights reserved. - It's possible a bug in the new CK is involved regarding saving of the facegeom data. E.g. Other than that currently no idea, sorry Can confirm, totally messed up the NPCs that WERE working. 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 . Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 5. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. 2. Reinstall the conflicting mods. Install hundreds of mods with the click of a button. * 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! 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). 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/#/ This will tell you their FormID and the last plugin in your load order that referenced them. Fixed delphi/pascal stupid 'else' handling. Problems appear when you use more than one mod that modifies the same NPC face. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. but if it's having any effect on the game when I load a save. 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. Skyrim Special Edition Creation Kit and Modders. Copyright 2023 Robin Scott. Klick on the small arrow to expand it, then choose "BSLightingShaderProperty", after that "BSShaderTextureSet". 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 what am I missing? If you're talking about the beta skyrim se patch, I have just had problems with that blacking out the entire ck render window. - 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. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Maybe that was already common knowledge, but I didn't know it. - 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. That step is sometimes overlooked by mod authors - which also explains some black faces. All rights reserved. Multiple mods that do the same thing will cause issues. Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. I can't seem to get the facegen data to export. Any ideas why? 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. Yours is unfortunately a totally different issue. 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. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. 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 ". 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. :), Press J to jump to the feed. New comments cannot be posted and votes cannot be cast, Welcome to /r/SkyrimMods! Been trying for hours to get Fangs and Eyes - A Vampire Appearance Mod to work again. She still has the black face bug in my game. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. There appears to be nothing at all wrong with Padma's records. Uses xEdit script. 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). 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 . Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. 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. 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. Run only for selected files or records' from main menu. 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. 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. 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". 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 . 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. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Check the box again and the old merges work perfect. Log in to view your list of favourite games. It's a flaw in Nifmerge. 4. Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. Has something to do with it changing the shaders file. 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. I have converted Interesting NPCs (3DNPC) to SSE by running the meshes through the optimizer tool, re-saving the .esp in the new Creation Kit, and fixing any water-related data in SSEEdit. Skip the Patching section if you are only wanting to create new FaceGen Data. 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. Your first sentence may be true, but the second sentence is definitely not. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Some assets in this file belong to other authors. Copyright 2023 Robin Scott. minor change: log filename change to DarkFaceIssueReporterXXXXXXXX.txt, now you can select which file you want to start from, just select the file, 'Apply Script' then click button '1. Put Mrissi after anything that changes Khajiits. Repeat Steps 4-6 for any other mods with broken . That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. 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. 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. Black face bug dont effect the way the game works. High Poly Head should also take effect if you distribute it with the xEdit script. That site also lets you input the NPC's name and will then give you their code. Updates your NPC faces to match body in a quick and efficient way. I was talking only about naming and location of files. If it is not there, then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. 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. These "missing facegen data" issues are rather rare and very special cases. All trademarks are property of their respective owners in the US and other countries. This mod is opted-in to receive Donation Points. Edited by Belegost, 19 November 2020 - 03:58 pm. Copyright 2023 Robin Scott. 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. Other than that we can only hope that someone more expreienced than me has a clue. 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. 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. I sure can't tell. Press question mark to learn the rest of the keyboard shortcuts. She is Breton, and BretonRace has no alterations of any kind to it's face data. Remove the DDS files from these directories . This covers that up. Race. For this you will need the full 8 digit code with the correct first 3 digits referencing the correct DLC. 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. Several mods making changes to one and the same NPC can result in a black face. 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. 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. 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 have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. 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. Not needed but suggested heavily. Looking into it the source seems to be that the creation kit is physically unable to load all the masters to the patch due to space limitations, so now I'm wondering if there is a way to export facegen data without the use of the creation kit. Bijin, Better Bards). 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. Could it somehow be related to her being a vampire? There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. But in SSE things are not so easy. Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Most likely a missing (or unreadable) tint mask. I also opened the face mesh in NifSkope, and it looks fine there. Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Check the last texture entry but one. now can check records which is not in master file, by selecting them then choose '2. They also won't allow certain geometries the old game's head nifs would allow. If you want all the NPCs in your load order to use the individualized face textures for each race. 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)). Not Required. then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Source code on GitHubThis work is licensed under the MIT License. All rights reserved. 3. Forget about the ones under the Mod.esp folder! I've run into this problem too. 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). My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. This tool was created to allow you to easily use different meshes/textures per race on Skyrim's playable races. now will not add same npc to console command batch file again and again. This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. The gray face bug will now be gone for you. Create a bashed patch. Well, that depends on what's causing the blackface bug in your case. Right click. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm". NifMerge can't even open head nifs made with the new CK. You don't need to include ".txt". Fixed! Click Yes to all to dismiss warnings by category again. I've got a few different mods which add npcs to the world which end up with blackened heads. Sorry No worries. So to get the corresponding facegen files, you need to change the first two numbers to 0. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". The third-party CommonLibSSE library is licensed under the MIT license. I think nothing has changed regarding facegen. That may have been their intention. Find the entries for the head mesh itself. So if there if a way to export FaceGen Data with xEdit I would be glad to know it. No glitches or bugs at all. Basically you want to check which tintmask texture is attached to the head mesh. 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. 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) facegen data is definitely being output to the data directory. Nnnnnope. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Choose 'Apply Script.' and run Skyrim - NPC Facegen Patcher. 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.

Cacoila Portuguese Marinated Pork, Berwick Football Score Today, Eunuch Vs Castrato, Articles S

分类:Uncategorized