The face of every NPC depends on data in the .esp, a mesh file and a texture file. The mesh and texture files are called FaceGen data. The FaceGen data must match the changes defined in the .esp, otherwise you get a black face bug.
NPC Overhauls define their changes in the .esp plugin and provide matching FaceGen data.
So if you have 3 NPC Overhauls A,B and C, all you have to do is match their load order and mod order.
If your load order is A->B->C, the mod order must also be A->B->C.
Now if C edits the same NPC as B, its changes will win in the esp plugin, because it is loaded after B. At the same time, its FaceGen data will be used, because it overwrites the FaceGen Data from B.
Some mods edit NPCs without providing FaceGen data. This is usually, because they do not change the appearance of the NPCs and will work with vanilla FaceGen Data.
For example Immersive Weapons edits NPCs in order to give them weapons from the mod. It does not provide FaceGen Data, because it doesn't change the appearance of the NPCs and will work with vanilla FaceGen.
If Immersive Weapons is loaded after NPC Overhaul A, it will overwrite the changes from A to NPCs that are also edited by Immersive Weapons. So the face data in the .esp will be vanilla for these characters, but their FaceGen data still comes from A, since A is the only mod that provides FaceGen data for these NPCs.
This means, the esp face data of these NPCs does not match their FaceGen data and they will get a black face.
So in order to avoid black face bugs, you should:
1. Match the load order and mod order for NPC Overhauls
2. Load NPC Overhauls after other mods. If the changes from these other mods are important to you, you should use available patches or create your own patch.
Some mods provide their FaceGen data in BSA archives. BSA archives are always loaded before loose files, so their FaceGen data will be overwritten by mods that provide the same FaceGen data in loose files.
An easy solution is to change the load order, such that the plugins from these mods are also loaded before plugins from mosd with loose FaceGen data.
To get more control, you can also extract the BSA archives, turning these mods into loose mods.
Hint: MO2 can detect conflicts between loose files and BSA files. This feature must be enabled in Workarounds, but is very useful.
Some mods replace vanilla assets. The most common examples are vanilla hair replacers. If you use a vanilla hair replacer, NPC Overhauls, that use vanilla hairs will also cause the black bug. Their FaceGen data was created with the original vanilla assets. But these assets are replaced, so the FaceGen no longer matches.
A solution is to manually regenerate FaceGen files in the CK.
This is a method to debug black face bugs and figure out, where the problem comes from.
Try the NPC Overhaul on a new mod profile. On this mod profile you will only have the NPC Overhaul enabled and all other overhauls disabled.
If the black face persists, even with only a single mod, there are two possibilities:
- You still have data from other mods remaining. You should consider reinstalling Skyrim to clean your data folder. Use a mod manager, that keeps your data folder clean. MO2 is a good one.
- There is an issue with the mod itself. However this is rather unlikely, especially if you get the black face bug on a lot of NPCs.
Usually you should no longer get a black face bug, because there are no mod conflicts anymore. If that is the case, you know the black faces were caused by some mod conflict.
Return to your normal mod profile.
Now you need to figure out, if FaceGen data and face changes in the .esp match. Install More Informative Console, open the console and select a NPC with the black face bug. More Informative Console tells you: "Base last changed by: ..."
This is the plugin, whose changes to the NPC are used. This should be your NPC Overhaul or a patch for it. If it isn't, you need to fix your load order.
Now you want to find out, where the FaceGen data for this NPC comes from. More Informative Console also tells you the FormID of the base: "Base Form: ..." and the plugin in which the base was defined: "Base defined in: ...".
Use your mod manager to find out, which mod provides the FaceGen data. The file paths are:
Meshes\Actors\Character\FaceGenData\FaceGeom\<Base>\<FormID>.nif
Textures\Actors\Character\FaceGenData\FaceTint\<Base>\<FormID>.dds
Here <Base> is the plugin from "Base defined in: ..." and <FormID> is the FormID from "Base Form: ...", with the first two numbers replaced by zeros.
For example for Elmus from the Dragonborn DLC:
Meshes\Actors\Character\FaceGenData\FaceGeom\Dragonborn.esm\0001A51A.nif
Textures\Actors\Character\FaceGenData\FaceTint\Dragonborn.esm\0001A51A.dds
These files need to be provided by your NPC Overhaul. If they are not, you need to fix your mod order.
Ideally, you can repeat these steps, until your mod and load order are correct.
24 comments
EDIT: I found a salution. i just needed to open the console, click in the face of the npc and use the command "setnpcweight 35". then hit enter.
that solved my problem. :)
for other people who has still problems you can check out this post: https://forums.nexusmods.com/index.php?/topic/5755942-the-dark-faces-bug-how-to-fix-it/
It works at the begining but then comes back once you leave the place -_-
Face discoloration Fix
Another very common issue is corruption of files. Sometimes files are corrupted. How and why is
unimportant, what is important, is knowing it can happen. Simply
reinstalling those files will generally fix the issue.
Race Records can be the cause of black face as well. Skyrim.esm established
race record face data organised in a particular order. Dawngaurd then
came along and rearranged that order in only some race records.
Further, they have only rearranged them for one particular sex of a
particular race in some cases. Be aware that vampires also have
separate race records. So if only female breton vampires have black
face, or any variant of sex/race/vampire, then it could be caused by
race records.
Assets in skyrim or any Bethesda game, can overwrite the same assets from other mods or the base game. Only the
last asset is used. Like assets, esp records also overwrite the same
records above them, and only the last record is used. This is what
allows the game to be modded. NPC records contain all the base
instructions for the use of that NPC by the game. Mods that alter NPC
behaviour often do so by editing NPC records and need a patch that
forwards both instructions into the game. Having multiple patches for
the same NPC is redundant as only the last patch will be used.
Therefore it is critical that all the patching is done in a single
patch. This is where Mator Smash comes in. (Google it) It is pretty
good at forwarding the correct data into a single patch. It isn't
perfect, but it is far better then ignoring the problem.
I recently tried to patch in a vanilla hair replacer with SSEEdit, which was so annoying because of all the non npc appearance changing mods that had these NPC Actor files.
Your guide really helped flesh things out and provide a complete overview. I can't thank you enough as it was driving me bonkers.
:)
These are the best instructions yet on fixing the dark face bug.
I read five before this one and they all assumed too much knowledge.
As an inexperienced modder good instruction articles are hard to find.
Please do more. You have a good talent for it.
Trying out your mods next. If this is how you think, I expect great things.