1) (Recommended) Make a custom patch for your mod setup. You may refer to this guide from Northern Experience for detailed steps. Follow the steps under HOW TO FIX A BLACK FACE ISSUE. Tips: you only need to forward the "Head Parts" data in NPC records. Or if you prefer video tutorial, there is one made by Kartoffel.
2) Use the ESL version of plugin in optional file. You can put it at the very bottom of your load order and let HPENPC overwrites all the NPC reocrds. This potentially disable the intended changes from other mods. Use at your own risk.
3) Use Nordic Faces instead. Yes it doesn't use High Poly head, but it is good enough and you don't need to patch for any mods that changes NPCs. I personally use it alone as I have a heavy mod setup and I am too lazy to do the patching. :)
How to easily create a patch for conflicting mods (at least how I do it): 1. On the High Poly Head download page, download the SSEEdit scripts and place them in the SSEEdit Edit Scripts folder 2. Open SSEEdit and Select High Poly Expressive NPCs and the conflicting mod (High Poly Head and others will be auto-selected) 3. Open the Non-Player Character (Actor) branch of the conflicting mod 4. Select all records (ctrl-click) that overwrite High Poly Expressive NPCs records (they are shown with a red background, but check to see if it is actually overwriting High Poly Expressive NPCs and not only another mod like the Unofficial Patch) 5. Right Click on any of the selected records and select Apply Script 6. Select the Skyrim - KL Swap Headparts script and click OK 7. Leave the records (who are now updated) selected and right-click Copy as overwrite into 8. Select new file with ESL flag and click OK 9. Enter a name like HPENPC - TheOtherModName and click OK 10. Close SSEEdit and only save the changes to the HPENPC - TheOtherModName by only selecting this file which is the new patch *. For smaller mods it is faster to just manually drag and drop the new headparts.
Hey there, I have made about 17 patches for various mods that conflicted with this mod and created the Black Face glitch. All of these patches seem to be working flawlessly to me and should be almost flawless since I automated every part of the process possible. They are all ESL flagged ESP's, so do not contribute to load order limit but can be sorted by loot.
Here are all of the mods I made patches for: Battle Brothers, Better Followers, Better Vampires, BUVARP (Barely used vanilla actors recycle project), Convenient Carriages, cutting room floor - ai overhaul patch, Guards armor replacers, helgen reborn, Immersive Weapons, Legacy of the Dragonborn and LOTDB - immersive weapons patch, Master of Disguise, Organized Bandits in Skyrim, Sustained magic, and finally Weapons armor and Clothing.
If you want to you have permission to check these for errors and upload them, I have uploaded them here: https://drive.google.com/drive/folders/1lGvIz2popidvfIUr-z576dhozn8cIbpz
Incase my method is wished to be used, my method was to first find conflicting mods with a recently posted SSEedit script posted on the nexus to find black faces automatically (https://www.nexusmods.com/skyrimspecialedition/mods/42133), then used the above method by Xander to fix the errors in each mod seperately. Then I checked for additional errors manually in SSEedit, as the black face conflict finder didn't get every mod.
I did this all today while watching the Unus Annus finale stream :) I hope you appreciate these patches!!
Why do the noses of female NPCs in most high poly mods look nearly all equally thin? This alters their look quite a bit when compared to vanilla. Adriana doesn't look like what I'm used to at all and some other NPCs look even more different and younger instead of rough Nordic like it is in vanilla. I want higher quality but same visual style and overall face features. It's like all women in these mods are made younger.
It's because a lot of these mods, this included, use Expressive Face Gen Morphs. EFGM is often considered faithful to vanilla, but this is not really true... It's true for the male characters, whose features are relatively unchanged, but it "beautifies" a lot of the women, thinning out their noses and giving them really pouty lips. It makes them all look a lot more similar to each other and isn't very faithful to the vanilla designs.
It's not a typo as such. The link is correct for the original site but the owner went AWOL so someone kindly put up a mirror with a slightly different name.
I noticed while regenerating facegen with this mod as the basis that certain NPCs will export with their hair mesh pointing to the "hairlongsnowelf.dds" texture, leading to unintended hair brightness and mismatching beards. This seems to be the case with the base mod as well, with NPCs like Viarmo (000132AD) affected. I've considered just replacing the hairlongsnowelf texture with the basic hairlong.dds file, and then pointing the handful of Snow Elf NPCs that exist to a duplicate of the original file, but was wondering if you had any idea how to fix the issue in the first place.
I have this issue as well and I have no idea what is causing it either. Maybe its a bug with the Creation Kit, maybe some mod that we both have is somehow redirecting the textures in some way. Either way, I can't figure out why its happening so hopefully someone else has some info.
Thank you for this post! I had the same issue and it helped me. The solution is to make sure that you generate facegeom for the snow elf race separate from all of the other NPCs. I generated facegeom for everyone except the snow elves, then did the snow elves after and the issue is gone. I think it's the Creation Kit's fault, not this mod.
I know this post was 2 years ago, but if anyone else has the same issue regenerating NPCs I hope this helps you as well.
Hi! I love this mod. I'd like to add the new Vanilla Hair Remake mod for the NPCs (the smp version), are they compatible on the get go or is there a need for patch? Thanks so much in advance, your mods have made me really happy over the years :)
I love this, but I am in great pain, because I don't use USSEP... is there a way to remove the dependency? I hate USSEP because it changes things which don't need fixing, and it sucks so hard that so many mods need it...
OPen the plugin in xedit, run a script called "Report Master" in order to identify which records from USSEP are used by this plugin, then remove them by hand (there's a list of these records in the message tab once the script has run), once you're done right click this plugin and "clean masters".
I ended up doing this aye. Unfortunately it didn't seem to work...? I clicked clean masters after but USSEP was still pointed to as a master in the menu list thing when you click on the mod's name... I might give it another try but for now I found a USSEP free version of this mod, the only thing it doesn't have is High Poly Head..!
curious could i use this as a base npc overhaul then. say use highpoly true to vanilla and other npc overhauls on top of this. I would just use zalroths highpoly vanilla npc but there is an incompatibility. with the recent rsv update so i need an alternative
242 comments
1) (Recommended) Make a custom patch for your mod setup. You may refer to this guide from Northern Experience for detailed steps. Follow the steps under HOW TO FIX A BLACK FACE ISSUE.
Tips: you only need to forward the "Head Parts" data in NPC records.
Or if you prefer video tutorial, there is one made by Kartoffel.
2) Use the ESL version of plugin in optional file. You can put it at the very bottom of your load order and let HPENPC overwrites all the NPC reocrds. This potentially disable the intended changes from other mods.
Use at your own risk.
3) Use Nordic Faces instead. Yes it doesn't use High Poly head, but it is good enough and you don't need to patch for any mods that changes NPCs. I personally use it alone as I have a heavy mod setup and I am too lazy to do the patching. :)
1. On the High Poly Head download page, download the SSEEdit scripts and place them in the SSEEdit Edit Scripts folder
2. Open SSEEdit and Select High Poly Expressive NPCs and the conflicting mod (High Poly Head and others will be auto-selected)
3. Open the Non-Player Character (Actor) branch of the conflicting mod
4. Select all records (ctrl-click) that overwrite High Poly Expressive NPCs records (they are shown with a red background, but check to see if it is actually overwriting High Poly Expressive NPCs and not only another mod like the Unofficial Patch)
5. Right Click on any of the selected records and select Apply Script
6. Select the Skyrim - KL Swap Headparts script and click OK
7. Leave the records (who are now updated) selected and right-click Copy as overwrite into
8. Select new file with ESL flag and click OK
9. Enter a name like HPENPC - TheOtherModName and click OK
10. Close SSEEdit and only save the changes to the HPENPC - TheOtherModName by only selecting this file which is the new patch
*. For smaller mods it is faster to just manually drag and drop the new headparts.
Here are all of the mods I made patches for:
Battle Brothers, Better Followers, Better Vampires, BUVARP (Barely used vanilla actors recycle project), Convenient Carriages, cutting room floor - ai overhaul patch, Guards armor replacers, helgen reborn, Immersive Weapons, Legacy of the Dragonborn and LOTDB - immersive weapons patch, Master of Disguise, Organized Bandits in Skyrim, Sustained magic, and finally Weapons armor and Clothing.
If you want to you have permission to check these for errors and upload them, I have uploaded them here: https://drive.google.com/drive/folders/1lGvIz2popidvfIUr-z576dhozn8cIbpz
Incase my method is wished to be used, my method was to first find conflicting mods with a recently posted SSEedit script posted on the nexus to find black faces automatically (https://www.nexusmods.com/skyrimspecialedition/mods/42133), then used the above method by Xander to fix the errors in each mod seperately. Then I checked for additional errors manually in SSEedit, as the black face conflict finder didn't get every mod.
I did this all today while watching the Unus Annus finale stream :) I hope you appreciate these patches!!
Patches provided by CorwinB123
It could be a typo on the host's part
this is the only way to download the mod
I know this post was 2 years ago, but if anyone else has the same issue regenerating NPCs I hope this helps you as well.