While there aren't many mods incompatible with mine, you will still encounter blackface bugs on NPCs if using mods like VHR, Shiva's Vanilla Hair Replacer as well as the custom hair version of Humans Mer and Beastfolk. These mods will cause issues with mine, regardless of whether you decided to go with the vanilla or custom hair version of my mod.
Herowynne's KSHair For All Vanilla NPCs and KSHair for Interesting NPCs are already compatible, however some of my NPCs will continue to use their original vanilla hair. If you want more consistency you can use KSHair FaceGen Export Rig - Modder's Resource by the same author to regenerate FaceGen. You do not need the main KSHairs for NPCs mods to do this and the Export Rig can be disabled after generation.
To make the process of creating FaceGen easier to people even without CreationKit experience, I will illustrate the process by using VHR as an example. Please let me now if something remains unclear.
Preparation
- Set up a new profile in your mod manager with just Interesting NPCs, my mod and VHR (or your hair replacer of choice) installed.
- Install the FaceGen Kit from this mod page's Misc Files.
- Install the Creation Kit from the Bethesda Launcher into your Skyrim Special Edition directory.
- Install SSE Creation Kit Fixes and its requirements.
- Install Just Fangs From BVFE - Modder's Resource.
- (Optional) Install Realistic Haircolors.
We now have everything installed that we need to regenerate facegen. If using the custom hair version of my mod, you will need unpack the BSA file using tools like BAE or MO2's inbuilt BSA unpacker.
Creation Kit Fixes disables automatic FaceGen when saving a file, so we will need to tweak the ini file that comes with it. Head to your Skyrim Special Edition root folder - the one where the exe is - and open the skyrim64_test.ini. Set the following lines:
[CreationKit_FaceGen]
DisableAutoFaceGen=false
DisableExportDDS=true
DisableExportTGA=true
DisableExportNIF=false
The CreationKit by default does not allow to load a file with more than one master, so we will also need to add this line to the General section of the CreationKit.ini if it does not exist yet.
[General]
bAllowMultipleMasterLoads=1
Using the CreationKit
Now that we have everything set up, we can launch the CreationKit. If you are using MO2, you will need to launch it from inside the mod manager just like other tools. Click File>Data... on the upper left of the window. You will now see a popup, asking you which files to load. Tick both VHR and my mod, then set my mod as active file. Click okay and wait for everything to load.

All we need to do now is to save. This will take a while, as the CreationKit is automatically creating FaceGen for the active mod. Just wait until it is done and then quit.
Setting up the newly created meshes as a patch
- Create a new file structure like this preferably on your desktop: meshes\actors\character\FaceGenData\FaceGeom\3DNPC.esp\
- Open your data folder (or overwrite, in case of MO2 users)
- Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone.esp\
- Cut and paste all the meshes into the newly created folder on your desktop.
- Zip up the folder and install it as a mod with your mod manager. Make sure the patch is loaded after my mod.
- Disable the FaceGen Kit from this mod that you installed earlier.
- Head back to your regular mod manager profile and test your patch.
Bonus low-effort screenshot :)

10 comments
EDIT: Fixed, I was using the wrong ESP to generate headparts, I was using the ESP included in the FaceGen Kit when I should have been using the one in the vanilla hairs zip.
[edit] Oh, I see. Nevermind. You utilize the the .tri files to reference sculpt info for the heads. Unfortunately making it incompatible with high-poly head meshes. Oh well. Maybe someday we'll get an easy way to convert heads over. [/edit]