1401 comments

  1. Shiva182
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    How to export facegeom for mods, I can't do every request.

    Thanks to VirtuousCrusader for sending me so many FaceGen patches :D

    To get the Creation Kit to load more than one Master file you need to add under [General] bAllowMultipleMasterLoads=1 in your CreationKit.ini in your Skyrim Special Edition folder. Or download Creation Kit Multiple Masters Fix

    Export Facegen for other mods.
    1. To see what NPCs are added to the game by the mod in question, open SSEEdit, look under Non-Player Character (Actor).
    2. You might want to backup your FaceGen folders, if the mod has loose files. Yes, even FaceTints.
    3. Open the Creation Kit and load my hair replacer and the mod you want to add facegen for, have that mod as active (Unless it's a Master file). if you get any warnings click "Yes to all"
    4. Go to Actors - Actor - actor and mark the NPCs listed under each race and hit ctrl + F4, if you get any warnings click "Yes to all", you'll see a little star beside count, that means that that NPC is edited by the active mod. You don't need to select Argonians, Khajiit, Snow Elfs, Dremora or children.
    5. You'll find your exported facegen in Data\meshes\actors\character\FaceGenData\FaceGeom\nameofmod.esp

    Tip: Don't export too many facegen in one go, Creation Kit can crash.
    Tip 2: Use SSE Creation Kit Fixes

    A video showing how to export facegen. I also talk about load order and uninstallation process.
  2. Shiva182
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  3. darkmanx23
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    does this mod conflict with mods like the ordinary woman or the bijin mods ?
    1. Shiva182
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      Read Compatibility section in the description
  4. HugsForPenguin
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    Hi! I was wondering if a patch could be made for Dragon's Keep? It's this one here https://www.nexusmods.com/skyrimspecialedition/mods/271
    1. Browzy
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      Read the sticky. It literally starts with an anwser for your question
  5. ruddyowls
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    Hi Shiva, love this mod, the vanilla hair was driving me crazy because it looks so bad with all the other nice graphics mods xD

    I'm trying to make a facegeom patch for aurlyn dawnstone because she has the black face bug, and I followed all your steps, but for some reason nothing changes in the game. I did notice the ck threw up some errors that it couldn't find her facegentint/eye texture/etc, could that be the problem?

    Edit: nevermind, it was an issue with aurlyn herself. Installing her loose files instead fixed it
  6. ModBoiX
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    Hi, sorry again to ask more questions since I'm still a bit unsure about the whole process. I asked about exporting facegens for my own CBBE preset earlier which I understand now but what I don't understand is if I should export facegens for every npc in the Skyrim/Dawnguard/Hearthfire/Dragonborn. esm files. Would this not override the npcs from my other npc overhaul mods like Bijin and Pandorable? Or is it I basically have to isolate the facegens of npcs from other npc overhaul mods and export facegens from everything else?

    Also, kind of unsure on how to backup facegen files in case anything goes wrong as I'm using MO2 and can't really tell where all the facegen stuff is. Thank you again.
    1. Browzy
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      You will only need to export facegens for:
      Mods that are not listed in patch list and use vanilla haired NPCs
      NPCs that happen to have black face bug in your game

      most of the mods that edit NPCs have proper set of Head Part data and properly made facegens that refer to that head part data, and thus will work fine, one exeption is 2 NPCs in The Ordinary Women which use vanilla hair). So best way is to load the mods that edit NPCs in SSEEdit and see if NPCs use vanilla hairs in them, or not. If they use vanilla - you need to export the facegens
    2. ModBoiX
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      Okay thanks a ton for helping out like usual Browzy, clears things up alot. So basically export any npc that uses vanilla hair, thank you.
  7. TrihuggerTiggz
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    Shiva thank you so much for this. Finally the game actually has a different feel to it with the NPC's not looking all grimy and gross!

    I have a question with Serana. I use Seranaholic and I'm trying to avoid blackface. If I set that mod below yours in the load order do you think I'll have any problems? My (very) uneducated guess is that it should be all fine and dandy but I honestly don't know for sure. I don't have a save to test it on =(.
    1. Browzy
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      the hair replacer does not touch any NPCs in the esp so, as long as you don't overrite Seranaholic meshes and textures (facegen), you should be fine.
      if you're using Shiva's beautification though - make sure Seranaholic is loaded later and the meshes/textures are not replaced
    2. TrihuggerTiggz
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      Thank you sir! That makes sense. That was my initial thought as well but lord knows me and thinking is always dangerous!
  8. Sejuhasz
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    Does OBIS need a patch?

    I know High Level Enemies does, but the idea of patching HUNDREDS of NPCs manually sounds annoying.
    1. TheMalazan
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      Yes, it needs to have the FaceGen updated. I did it and it didn't take too long. If you have the mod SSE Creation Kit fixes installed, the CK rarely crashes and I would do about 20 at a time.
    2. Shiva182
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      All patches are done manually, as there's no other way to patch it.

      I have done entire races at a time in CK with CK fixes so there's really no worry anymore :)
  9. disbetawork
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    This mod almost found a permanent home in my game, however the black face bug was too strong. Even after I uninstalled the mod, it persisted. So I had to start a new game :(
    1. TheMalazan
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      If it persisted after you uninstalled it, then....
    2. Shiva182
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      It's as swimple as making a FaceGeom patch for the mod that edits that NPC that has a black face. Also important with where you install your facegeom patches so they corresponds to the right ESPs in the load order.
  10. optimus0
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    o have a new problem
    i have installed Horse Armors SSE https://www.nexusmods.com/skyrimspecialedition/mods/4354
    and extracted the face geoms with CK but when i install them i get CTD... any ideas ???
    1. clgsora
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      Did you delete the corresponding texture files as per the sticky? If you did, then that's the problem.
    2. Shiva182
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      When you generate FacGen you get new FaceTints, so that shouldn't be a problem.

      Do you have BBP meshes of the hair installed? If so, you need to have XPMSSE installed.
    3. optimus0
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      yes i only activate the meshes (i have already export the facegen of several other mods)
      and i do have XPMSSE installed
      btw: the CTD occurs when i get to close to the npc (artanis in whiterun stables)
    4. Shiva182
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      Did you install the rigmap for physics or fake physics?
    5. optimus0
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      fake physics i think.... i just delete Horse Armors....
      also creation club content has black faces ... any tutorial to fix this ones??
    6. Shiva182
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      Same as a normal mod, look at the sticky
    7. optimus0
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      oh ok so i not really need to set as active? because all creation club are masters
    8. Shiva182
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      Yeah, exactly :) You'll be able to export FaceGen anyway, either look what the NPCs are called in SSEEdit or you can sort the FormIDs in CK to show the newest first and just export as normal.
    9. optimus0
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      thanks already done, :)
  11. VitalOrgans
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    So I got everything to work fine, except for one npc. The generic noble npcs have the black face bug, I do not know what is causing it, I have checked to see if they are from a different mod using mfg console, it says that the npc is from Skyrim.esm and apparently you cannot make master files active in the creation kit, so I do not know how to fix this issue
    1. optimus0
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      i recomend using More Informative Console https://www.nexusmods.com/skyrimspecialedition/mods/19250 (i dont know if mfg console will show it to)
      it will tell you the correct esp.
      example https://imgur.com/a/QFZk7Kx
    2. VitalOrgans
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      I switched to that, and it told me the esp that last edited the npc was Skyrim.esm. I also concluded that this only occurs to the female generic nobles and not the male generic nobles
    3. optimus0
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      strange, i am almost sure that is a mod the problem. what is the name of your npc? post a screenshot of the console
      shiva covers all npc as far as i know
    4. Shiva182
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      You could export FaceGen via Creation Kit for that NPC.
      Who knows, CK may have jumped over it when I exported FaceGen
    5. VitalOrgans
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      I cannot set Skyrim.esm as the active file though, how did you do it Shiva? Also the NPC that had this problem has the base id 00102D63, I can send a screenshot later as I am busy with family business at the moment
    6. optimus0
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      it seems that i have the same problem with the female noble :(
      (the male is ok 00102D62)

      edit: i solve this using the the geom in here Shiva's Vanilla Hair Replacer - FaceGeoms CBBE BBP just the file 00102D63 i am using cbbe btw
      just in case https://www.mediafire.com/file/9863ftgx09fn007/00102D63.rar/file
    7. VitalOrgans
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      Holy, that worked! Thanks for the fix, saved me the trouble of going through extensive modding videos LOL
    8. optimus0
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      glad to help :)
    9. Shiva182
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      You can't set ESMs as active, but if you load them you can export FaceGen for them. Setting an ESP as active just makes it easier to see what NPC is edited or not.
  12. clgsora
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    I notice that some random encounters from vanilla game especially the Aggressive Breton Adventurer has the black face bug (did 3 playthroughs ever since I downloaded this mod and they all had the bug). Any suggestions on how I can fix this? I am very well versed with generating facegeoms for mods because of the sticky but I have nothing regarding anything for the vanilla game especially for the random encounters as I don't know how to find their respective IDs.
    1. Shiva182
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      You probably have a mod that is editing that NPC, so that's why you need FaceGeom for it.
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