LinksSword Posted May 21, 2019 Posted May 21, 2019 Okay this one is very strange to me since it only recently started happening on one of my saves, And it doesn't occur on a new game at all.. I only recently noticed this sometime after i was using the skyrim npc editor to change the gender of an npc which i deleted that esp. I done a few things i removed the tintmask folder, i removed the skyrim.esm facegen folder, removing the tinkmask folder did sort of work but i got a dark face bug instead.
Grey Cloud Posted May 21, 2019 Posted May 21, 2019 Did you do the ctrl + F4 trick in the CK? (rename the tintmask folder first).
Blaze69 Posted May 21, 2019 Posted May 21, 2019 Assuming the problem comes from the FaceGen textures, sounds like you tried to generate FaceGen data while having a tintmask replacer installed. The game and the CK are hardcoded to only accept 256x256 character tintmasks, which obviously look like shit (you can thank consoles for that ). SKSE fixes up the game itself so it can use any size for those textures (usually set to 2k) and most skin mods or character asset replacers install 2k tints as well. Problem is, the CK has not been patched to accept non-256 tints, and probably never will. When the CK tries to load a non-compliant tintmask, the file gets borked and the tint ends up pasted as a weird colored band on the upper half of the texture file, which corresponds to the human head forehead ingame. The red band you see is the tint texture having been borked by the non-256 tintmask and having painted the band instead. Only way to fix it is to temporarily uninstall any tintmask replacer you may be using and generate FaceGen again with the vanilla 256x256 tints so the textures don't get borked.
LinksSword Posted May 21, 2019 Author Posted May 21, 2019 9 minutes ago, Grey Cloud said: Did you do the ctrl + F4 trick in the CK? (rename the tintmask folder first). ah thanks that seemed to have work!
LinksSword Posted May 21, 2019 Author Posted May 21, 2019 9 minutes ago, Blaze69 said: Assuming the problem comes from the FaceGen textures, sounds like you tried to generate FaceGen data while having a tintmask replacer installed. The game and the CK are hardcoded to only accept 256x256 character tintmasks, which obviously look like shit (you can thank consoles for that ). SKSE fixes up the game itself so it can use any size for those textures (usually set to 2k) and most skin mods or character asset replacers install 2k tints as well. Problem is, the CK has not been patched to accept non-256 tints, and probably never will. When the CK tries to load a non-compliant tintmask, the file gets borked and the tint ends up pasted as a weird colored band on the upper half of the texture file, which corresponds to the human head forehead ingame. The red band you see is the tint texture having been borked by the non-256 tintmask and having painted the band instead. Only way to fix it is to temporarily uninstall any tintmask replacer you may be using and generate FaceGen again with the vanilla 256x256 tints so the textures don't get borked. That explains what happened. i got it sorted now seems i will have to remove the tintmasks before using ck for now on.
LinksSword Posted May 21, 2019 Author Posted May 21, 2019 1 hour ago, Blaze69 said: Assuming the problem comes from the FaceGen textures, sounds like you tried to generate FaceGen data while having a tintmask replacer installed. The game and the CK are hardcoded to only accept 256x256 character tintmasks, which obviously look like shit (you can thank consoles for that ). SKSE fixes up the game itself so it can use any size for those textures (usually set to 2k) and most skin mods or character asset replacers install 2k tints as well. Problem is, the CK has not been patched to accept non-256 tints, and probably never will. When the CK tries to load a non-compliant tintmask, the file gets borked and the tint ends up pasted as a weird colored band on the upper half of the texture file, which corresponds to the human head forehead ingame. The red band you see is the tint texture having been borked by the non-256 tintmask and having painted the band instead. Only way to fix it is to temporarily uninstall any tintmask replacer you may be using and generate FaceGen again with the vanilla 256x256 tints so the textures don't get borked. this is the exactly what i am experiencing https://forums.nexusmods.com/index.php?/topic/6287441-npc-face-meshescolor-mismatchfacetint-problem/ its on nexus buts it exactly what is happening to me. just not the hair issue, which is weird because i can't think of a reason this would be happening. But why is this only happening on my save? and not when i start a new game its like its baked into my save file.
Blaze69 Posted May 21, 2019 Posted May 21, 2019 1 minute ago, LinksSword said: this is the exactly what i am experiencing https://forums.nexusmods.com/index.php?/topic/6287441-npc-face-meshescolor-mismatchfacetint-problem/ its on nexus buts it exactly what is happening to me. Well, I've never experienced a bug like that, but according to the last post in that thread, it's caused by Slavetats. You could look into that.
LinksSword Posted May 21, 2019 Author Posted May 21, 2019 7 minutes ago, Blaze69 said: Well, I've never experienced a bug like that, but according to the last post in that thread, it's caused by Slavetats. You could look into that. But why is this only happening on my save? and not when i start a new game its like its baked into my save file.
LinksSword Posted May 21, 2019 Author Posted May 21, 2019 52 minutes ago, Blaze69 said: Well, I've never experienced a bug like that, but according to the last post in that thread, it's caused by Slavetats. You could look into that. Yes downgrading slavetats seems to have fixed it, why it would suddenly start doing this is beyond me, but i'm not sure if downgrading will break anything either.
Grey Cloud Posted May 21, 2019 Posted May 21, 2019 Slavetats eh? I've been having a few problems myself lately so I'll see what happens if I remove Slavetats. I'm on v1.2.3.
Grey Cloud Posted May 21, 2019 Posted May 21, 2019 2 hours ago, LinksSword said: That explains what happened. i got it sorted now seems i will have to remove the tintmasks before using ck for now on. You can just rename the folder, e.g. 'xtintmasks'
LinksSword Posted May 21, 2019 Author Posted May 21, 2019 4 minutes ago, Grey Cloud said: Slavetats eh? I've been having a few problems myself lately so I'll see what happens if I remove Slavetats. well people were saying 1.3.0 had "issues" and when upgrading to 1.3.0 v2 it apparently fixed those problems but in my case i was already using 1.3.0 v2 and for some reason the thing decided to mess all my npcs up. Downgraded to 1.2.3 and now the issue is solved for me atleast, i might try upgrading back again and see if the problem is back or not.
Grey Cloud Posted May 21, 2019 Posted May 21, 2019 6 minutes ago, LinksSword said: well people were saying 1.3.0 had "issues" and when upgrading to 1.3.0 v2 it apparently fixed those problems but in my case i was already using 1.3.0 v2 and for some reason the thing decided to mess all my npcs up. Downgraded to 1.2.3 and now the issue is solved for me atleast, i might try upgrading back again and see if the problem is back or not. You missed my edit. I'm on v1.2.3. I'll be looking at it tomorrow (too late here). Maybe it's not Slavetats itself but one of the tats mods which use it? The problem I'm having is the second image in the Nexus post.
yatol Posted May 22, 2019 Posted May 22, 2019 14 hours ago, Blaze69 said: Problem is, the CK has not been patched to accept non-256 tints, and probably never will. he made those tintmasks with 14 hours ago, LinksSword said: I only recently noticed this sometime after i was using the skyrim npc editor to change the gender of an npc which i deleted that esp. there was an esp for a reason you replace hair x with hair y, there is now hair y in new head nif, and an esp that replace hair x with hair y you load the game without that esp, game load npc with headpart x, don't find hair x in the nif, ignore the nif, and generate the head with femalehead.nif it's 15-40 time longer to generate the head nif than loading a head nif, if that's leave alone, you will get small freeze, or huge loading time to get to towns npc tintmask wasn't given to femalehead.nif, that head is brown (body skin is x, head skin is y), and have no lip tint, eye tint, warpaint, now you can see when the game have generate a head in the nexus link, he enter a building with lydia and x, and they get a head without tintmask that was fine before, he have x in load order and x in load order he have a mod that have replace x with y in his save my hair race effect do that, but all hairs are called "hair", game will always find a meshe named "hair" in the nif, you have to do that to use that stuff, or brown head and the red bar on that generated head that don't have a tintmask... he also have a mod that add stuff on that tintmask (that isn't there so problem) it's faster to load head nif, than generating the head nif from the headpart it's also faster to load tintmask dds, than generating the tintmask from the headparts that mod is a fail for performance, why not put that stuff in the head tintmask, and just load that, instead of adding headpart in game
LinksSword Posted May 22, 2019 Author Posted May 22, 2019 9 hours ago, yatol said: he made those tintmasks with there was an esp for a reason you replace hair x with hair y, there is now hair y in new head nif, and an esp that replace hair x with hair y you load the game without that esp, game load npc with headpart x, don't find hair x in the nif, ignore the nif, and generate the head with femalehead.nif it's 15-40 time longer to generate the head nif than loading a head nif, if that's leave alone, you will get small freeze, or huge loading time to get to towns npc tintmask wasn't given to femalehead.nif, that head is brown (body skin is x, head skin is y), and have no lip tint, eye tint, warpaint, now you can see when the game have generate a head in the nexus link, he enter a building with lydia and x, and they get a head without tintmask that was fine before, he have x in load order and x in load order he have a mod that have replace x with y in his save my hair race effect do that, but all hairs are called "hair", game will always find a meshe named "hair" in the nif, you have to do that to use that stuff, or brown head and the red bar on that generated head that don't have a tintmask... he also have a mod that add stuff on that tintmask (that isn't there so problem) it's faster to load head nif, than generating the head nif from the headpart it's also faster to load tintmask dds, than generating the tintmask from the headparts that mod is a fail for performance, why not put that stuff in the head tintmask, and just load that, instead of adding headpart in game No like i said earlier the issue was only present in a save of mine, And i take back my comment on npc editor it had nothing to do with it, i actually noticed that the face thing started after i had accidentally rag dolled into the void, Where the camera was stuck in the killcam state, after tripping via another mod and a sex animation playing at the same time. I managed to unstuck it and my pc's hdt physics were all stretched across the horizon, Now i don't know if it is just a big coincidence that this issues came about after that episode but it did and the fact i don't have the issue on any saves i made before that happened to me, Or in a entire new save. And for whatever reason downgrading slavetats has fixed the issue in my save, Idk how slavetats would relate with the physics messing up but it all sort of played into piece when i look back at it. Unfortunately even though i did sort of fix it, the foreheads do get messed up again if i alter anything in slavetats. But this issue is fixed upon a restart. i'm not re rolling back to a save from 20 hours before just because of a stupid red forehead bug.
Grey Cloud Posted May 22, 2019 Posted May 22, 2019 It turns out that I have already uninstalled Slavetats. I can't remember whether I did it before I started this game or after I had started.
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