Gets rid of green/yellow tinted face color and neck seams.
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Author notes
22nd October 2018 Additional note about using assets contained in my files in your own files:
Just give me a proper credit and no need to ask for my permission, if you make: standalone follower mod new race mod standalone NPC replacer mod In these cases above, you can earn Donation Points of Nexus site, of course.
Do not include my whole file and re-upload under any circumstances: Mod-pack Repacking my whole file for existing vanilla races as a part of your mod and call it "Bug fixes"
My mod is not a bug fixes, because green-tint issue on Vanilla races is not a bug. It is designed so with DXT compression maybe for file size limitation. However, I made the files as non compression dds, so VRAM consuming will increase in particular cases. Only "blankdetailmap.dds" is smaller size than vanilla skyrim(LE), and the other files are 6 times larger approximately. So, it is NOT a bug fixes, but a mod that should be used by user's preference.
In other cases, if you feel uncertain about your mod including my files, just ask me. Or, you can make your own complexion dds, I wrote detailed explanation of how-to in my description.
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Unmasked Faces v1.3 by AltheaR
This mod gets rid of green tint from detailmaps. Detailmap is a kind of skin texture which is used for rendering freckles, roughness, aging, and clearness. If you are annoyed by neck color seam or head color difference from torso despite using the same color/tone textures(diffuse map, normal map, and specular map), try this.
Even in vanilla Skyrim, we have this issue. I think it is caused by the system of dds compression/decompression, especially in DXT1 method. So, do not compress the files of this mod. Update: I wrote an article about this on my Tumblr, for more information and understanding.(in English and Japanese) http://althear.tumblr.com/post/146741194815/
How to fix the green tint: As Vanilla detailmaps, transparent color seems to be R:G:B = 63:64:63. Change the cursed green grey to pure grey 64:64:64 (or 63:63:63). And then save it as an uncompressed dds without alpha channel.
Permission: Credit me, and free to use. But DO NOT convert this mod for using other games than Skyrim, these textures are Bethesda Softworks' property. Additional note, please read:
Spoiler:
Show
22nd October 2018 Additional note about using assets contained in my files in your own files:
Just give me a proper credit and no need to ask for my permission, if you make: standalone follower mod new race mod standalone NPC replacer mod In these cases above, you can earn Donation Points of Nexus site, of course.
Do not include my whole file and re-upload under any circumstances: Mod-pack Repacking my whole file for existing vanilla races as a part of your mod and call it "Bug fixes"
My mod is not a bug fixes, because green-tint issue on Vanilla races is not a bug. It is designed so with DXT compression maybe for file size limitation. However, I made the files as non compression dds, so VRAM consuming will increase in particular cases. Only "blankdetailmap.dds" is smaller size than vanilla skyrim(LE), and the other files are 6 times larger approximately. So, it is NOT a bug fixes, but a mod that should be used by user's preference.
In other cases, if you feel uncertain about your mod including my files, just ask me. Or, you can make your own complexion dds, I wrote detailed explanation of how-to in my description.
changelog:
Spoiler:
Show
25 June 2016 - initial release 27 June 2016 - v1.1 optimized blankdetailmap.dds from 64x64 to 2x2. added mipmaps to the other detailmaps. added readme.txt in Japanese. 9 March 2018 - v1.2 Transparent color is RGB=62:64:62 with my new machine, so I removed it and added 63:63:63 grey as masking color. Blankdetailmap.dds is now 4x4 pixels to avoid being rendered incorrectly by nifskope2.0 dev7. I merged files of beast races, and made older method files as optional. You can choose the one you prefer, but there is no big difference. Older one(grey64) is rather a bit brighter. 27th October 2021 - v1.3 Minor update. Using ESRGAN, I reduced DXT compression artifacts, known as "blocky noise" from the colormap. Added 1k upscaled version. I'm not going to make 64:64:64 grey version anymore, it's no difference from 63:63:63 grey one. Reduced seam of the back of the head of male age50 map.
some more info: This workaround was found by narphous in 2013. "Some Freckles" http://www.nexusmods.com/skyrim/mods/29894/ textures/actors/character/female/femaleheaddetail_frekles.dds It's a clear and cute freckles texture, incompatible with my mod.
And "Fair Skin Complexion" has already adjusted its freckles and rough textures to avoid this green tint problem. http://www.nexusmods.com/skyrim/mods/51602/ textures/actors/character/female/femaleheaddetail_frekles.dds textures/actors/character/female/femaleheaddetail_rough.dds They are natural and high resolution freckles textures both, incompatible with mine. Edit: I've just noticed Fair Skin Complexion has a fixed BlankDetailmap.dds as optional file. It's the same color and uncompressed ARGB. It's the same effect, don't overwrite it with my file! Don't overwrite them with my mod!
tktk has added this green tint issue solving patch to their "Enhanced Character Edit (ECE) v1.4" http://www.nexusmods.com/skyrim/mods/12951/ Check it out, his blankdetailmap.dds is 2x2 size optimized. Smart! ECE's blankdetailmap.dds and the other mole textures are in an independent "Enhanced" folder, so there is no incompatibility with mine.
Madcat221's "Better Freckles v1.01" might be the first mod which the author notices DXT compression method of dds causing this coloring problem. http://www.nexusmods.com/skyrim/mods/4502/
It's really a long time we have fought with this face color issue...
additional info for modders: Is it OK to use compression as DXT3? DXT5? - No, please don't. Every DXT compression changes the texture color from R8G8B8 to R5G6B5. for reference: http://www.opengl.org/wiki/S3_Texture_Compression
RGB 63 63 63 or 64 64 64? - I don't think there is a great difference. Thinking about hue, 63 63 63 seems to be nearer to Vanilla(63 64 63). But in the case of luminance, 64 64 64 is much nearer. http://en.wikipedia.org/wiki/Relative_luminance