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Posted

Quick question here.  I have an ongoing gray face bug issue with my mod despite always exporting the facegen data.  At this point, I'm fiarly certain this is some sort of bug with Steam, not anything I'm doing but I want to cover all my bases

 

I've tried to keep my mod simple and I only load Skyrim, Update, Dawnguard and SkyUI (because of it's MCM Menu).  I *do* have various face & body mods installed for when I'm playing, but I shouldn't need to worry about them if I'm only loading the above, right?    Do I need to be looking out for possible changed textures due to non-.esp mods also?  I figured if that factored at all, the old ctrl f4 facegen took care of that.

 

At any rate, any ideas what I may be missing that would be giving folks this bug still?  I'm bundling up all the facegen data in a new BSA & BSL each time I update (only on Steam for the moment).

Posted

Quick question here.  I have an ongoing gray face bug issue with my mod despite always exporting the facegen data.  At this point, I'm fiarly certain this is some sort of bug with Steam, not anything I'm doing but I want to cover all my bases

 

I've tried to keep my mod simple and I only load Skyrim, Update, Dawnguard and SkyUI (because of it's MCM Menu).  I *do* have various face & body mods installed for when I'm playing, but I shouldn't need to worry about them if I'm only loading the above, right?    Do I need to be looking out for possible changed textures due to non-.esp mods also?  I figured if that factored at all, the old ctrl f4 facegen took care of that.

 

At any rate, any ideas what I may be missing that would be giving folks this bug still?  I'm bundling up all the facegen data in a new BSA & BSL each time I update (only on Steam for the moment).

 

Well since you do not specify anything like load order, your mod modify existing NPCs?? or add newones with the gray face bug??

 

I'll just tell you something that happened to me, I always liked diversity and most variety in bodies and faces on my NPCs, so I always get mods to get that, I installed a mod that overhaul Vanilla NPCs with more beautyful ones, and also found a mod that can give npcs diferent muscle tones dependin on is weight!....  http://www.nexusmods.com/skyrim/mods/19608/?

 

Then walking on Witherun I found some Vanilla npcs with G facebugs, I parctically break my head, modifiying load orders and everything... and at the end... I discovered that "NPC Overhaul Mod" and "Diverse muscle custom" modified some npcs at the same time, but it didnt matter if any of these mods were after or before the other, they made the bug anyway, so I removed "NPC Overhaul Mod" no more G face bug on those npcs! yay!....

 

The I keept playing normally and then found other G face bug NPCs!! , I almost became crazy finding the mod that was modifiying the same NPCs as "Diverse muscle custom", and found that it was an "Weapon Mod", yeah, a mod that adds new weapons to the game, but it also modified some NPCs record to give certain unique weapons to specific NPcs....I removed thar records from that  "Weapon Mod" esp  with TES5Edit, and everything fine again...

 

so What I learned is that everything that modify the same NPC, if some of these mods changed NPCS look, will cause gray face bug, doesn't matter if the other mod just adds diferent weapons to that NPC, for some reason overwriting NPC records seems not to be friendly in game... I not totally sure about this, but since reomving records from other mods altering same NPC fixed the bug, I supose that is the matter...  so I think if you use MODOrganizer you can just create a clean profile to test without problems.... Well this was a mess but... I hope it is useful in some way :) .... cheers...

Posted

Every time I try to keep from rambling on a post I leave out information  *headdesk*  lol

 

 Ok, so just to clarify, the gray face isn't hitting me.  It's hitting a few (apparently) users of my mod on Steam (Dawnguard Sentries).  Also it's the mod's new NPCs that are sometimes getting affected.  For the sake of compatibility, I've been careful to avoid tampering with anything in the "vanilla" game.

 

Given what Aensland_src had to say, it may very well be something on the user's end.  As I said in my initial post, I've repeatedly packed my BSA manually (archive.exe) per Darkfox127's tutorial on Youtube.  I'd use BSAopt if I was already uploading it to the Nexus or here.

 

The real problem here is I'm going crazy trying to debug a problem that I'm never getting feedback from on the Mod's comment section or "Issues" thread on the steam forums.  I get the typical "It's not working, fix it" post and that's it.   I'm trying to turn out a quality, bug free mod though  so I want to eliminate anything I might be overlooking in terms of preventing that gray face bug.

Posted

Every time I try to keep from rambling on a post I leave out information  *headdesk*  lol

 

 Ok, so just to clarify, the gray face isn't hitting me.  It's hitting a few (apparently) users of my mod on Steam (Dawnguard Sentries).  Also it's the mod's new NPCs that are sometimes getting affected.  For the sake of compatibility, I've been careful to avoid tampering with anything in the "vanilla" game.

 

Given what Aensland_src had to say, it may very well be something on the user's end.  As I said in my initial post, I've repeatedly packed my BSA manually (archive.exe) per Darkfox127's tutorial on Youtube.  I'd use BSAopt if I was already uploading it to the Nexus or here.

 

The real problem here is I'm going crazy trying to debug a problem that I'm never getting feedback from on the Mod's comment section or "Issues" thread on the steam forums.  I get the typical "It's not working, fix it" post and that's it.   I'm trying to turn out a quality, bug free mod though  so I want to eliminate anything I might be overlooking in terms of preventing that gray face bug.

 

Then you don't have any obligation to fix anything, just put things clear on the mods description , "If you want support, I want feedback, all the details, load order, etc, if not, support will be not given" ...

 

The only way to test if your mod is working is to get an user or friend, to test it on a mod clean game, or MO profile.... sadly I don't have MO, hate Steam wrokshop mod installation, and also my game is a mess with 400+ mods.... LOL ...

 

I'm not an expert in moding I just made afew textures and Bodyslide conversions, but I been moding on games a lot, So I think...

 

It can be something related to these NEW NPCs IDs??  If your mod A, adds new NPCs, then these NPCs get IDs on the esp.

Supposing Mod B, also adds NEW NPCs, and for some reason these get the same IDs on its own esp, conflict, this can happen right?

 

Well I'm just guessing :v ...

Posted

Good advice again Aensland_src.

 

I have been too much of a nice guy on the support issue.   I need to start with being firm but fair on that regard.

 

Testing...  I've tried to do that myself even.  I was having game and CK issues so I wiped everything and reinstalled a basic loadout of mods.  I re-downloaded my own mod off of Steam to see what the users are seeing.  NOW, my MCM menu is there but blank.  Steam ate the controlling script and re-writing a new version didn't fix anything.  So yeah...  You're not the only one who despises Steam.  I won't even rant about the constant broken subscriptions and failed updates.  Suffice it to say while I may continue to use Steam to keep a few users happy, my next version is going up on the Nexus and probably here too. :)

 

Good coding instincts too, yes, two objects with the same Base ID will overwrite each other.  I had a few programming classes back in my 20s though, so I already foresaw that possibility.  Everything I've created for my mod has a long, unique ID that identifies it clearly.  For example; DawnSentryWhiterun1HGate is the Base ID for Adamas Vantus, the Sentry who watches the spawn point near the Whiterun main gate, and he's a 1 handed fighter.  Coding like that makes it easy to find your own work OR let others come behind you to make patches, etc...   :)

 

Posted

Does your mod include the necessary texture files for ALL of your modded NPC's? That is, a .tga and a .dds file for each modded NPC, located at ...\Skyrim\Data\Textures\actors\character\FacegenData\Facetint\[nameofyourmod].esp\ ? :huh:

 

Also, I would delete that weapon mod you mentioned from your game, since it sounds as though the author has not constructed it properly & given that there may be additional problems. It is better to "go without" than to cling to a faulty mod that is obviously causing problems in your game, and possibly conflicting with mods you yourself make & share with others.

Posted

Does your mod include the necessary texture files for ALL of your modded NPC's? That is, a .tga and a .dds file for each modded NPC, located at ...\Skyrim\Data\Textures\actors\character\FacegenData\Facetint\[nameofyourmod].esp\ ? :huh:

 

Also, I would delete that weapon mod you mentioned from your game, since it sounds as though the author has not constructed it properly & given that there may be additional problems. It is better to "go without" than to cling to a faulty mod that is obviously causing problems in your game, and possibly conflicting with mods you yourself make & share with others.

 

My favorite armor convertor.  I didn't know you were over here also (me=rms827 on nexus and steam). :)

 

To answer your question though, yes, I bundled up both the texture and mesh files, bundled it all up with archive.exe and made sure the bsa and bsl were there.  I've double checked DarkFox127's youtube tutorial a few times to make sure I didn't forget anything.

 

Ergo I have NO idea what *I* could be doing wrong.  I'm really thinking it's the Steam Updater screwing up or the user having another mod that's screwing up the textures.  Just wanted to make sure I covered all bases though.

 

 

Aensland, I'd be curious what weapon mod that was that gave you the issues also.  Almost sounds like Immersive Weapons, but that mod has never given me issues that I've noticed. 

Posted

 

Does your mod include the necessary texture files for ALL of your modded NPC's? That is, a .tga and a .dds file for each modded NPC, located at ...\Skyrim\Data\Textures\actors\character\FacegenData\Facetint\[nameofyourmod].esp\ ? :huh:

 

Also, I would delete that weapon mod you mentioned from your game, since it sounds as though the author has not constructed it properly & given that there may be additional problems. It is better to "go without" than to cling to a faulty mod that is obviously causing problems in your game, and possibly conflicting with mods you yourself make & share with others.

 

My favorite armor convertor.  I didn't know you were over here also (me=rms827 on nexus and steam). :)

 

To answer your question though, yes, I bundled up both the texture and mesh files, bundled it all up with archive.exe and made sure the bsa and bsl were there.  I've double checked DarkFox127's youtube tutorial a few times to make sure I didn't forget anything.

 

Ergo I have NO idea what *I* could be doing wrong.  I'm really thinking it's the Steam Updater screwing up or the user having another mod that's screwing up the textures.  Just wanted to make sure I covered all bases though.

 

 

Aensland, I'd be curious what weapon mod that was that gave you the issues also.  Almost sounds like Immersive Weapons, but that mod has never given me issues that I've noticed. 

 

 

Ah! Hey rms! ^_^

 

Well, if you've done it all & it's working fine at your end, then it's most likely the users' experiencing a conflict issue of some kind. HOWEVER - if you're having problems when you try to install your mod fresh from Steam there could be more to it (or more to it than simply Steam buggerising your mods).

 

Maybe you could try uploading the fully packaged mod somewhere else (even Mega or something, or here in this thread if it's small enough in size) & give it a try as though you were a user (download, right-click, open with NMM etc.). I found out that the game had been updated between updates of my own NPC mods, & that this suddenly broke them all even though I'd done nothing. It wasn't showing up at my end though, as I already had all the correct files in place (because I'd manually put them there while making the mod). I had to re-package & re-upload them all. Took me ages to work that one out.

 

As others have said above though, you can't be all things to all people. Some will demand compatibility with broken mods, or have a broken game & expect you to troubleshoot their entire load order. You can't, at least beyond at most a quick check where possible, and you shouldn't feel bad about that. If you can replicate the problem & fix it easily, great. If you can't, and both your game & the games of the majority of users are fine, then don't sweat it. Keep an eye on the Comments section, but don't let it burn you out. :)

Posted

 Ok, so just to clarify, the gray face isn't hitting me.  It's hitting a few (apparently) users of my mod on Steam (Dawnguard Sentries).  Also it's the mod's new NPCs that are sometimes getting affected.  For the sake of compatibility, I've been careful to avoid tampering with anything in the "vanilla" game.

 

that's because they use ece

Posted

OK, interesting update here...   The author of the original bare bones version of my mod who let me take it over, is telling me on Steam that the issue is I'm not packing my BSA from the original game location folders, and because of that, steam doesn't know where to unpack the face textures (and apparently my MCM Menu scripts) to.

 

I don't have a "working" folder as he suggested, BUT I have been following Darkfox127s tutorial on this:

 

 

and putting everything into a mod folder that has a data folder and then a fully recreated file tree / path inside that data folder.  Again, mainly because I'm using Archive.exe since per DF127, it's a bit more reliable than the CK's built in options.

Posted

Does your mod include the necessary texture files for ALL of your modded NPC's? That is, a .tga and a .dds file for each modded NPC, located at ...\Skyrim\Data\Textures\actors\character\FacegenData\Facetint\[nameofyourmod].esp\ ? :huh:

 

Also, I would delete that weapon mod you mentioned from your game, since it sounds as though the author has not constructed it properly & given that there may be additional problems. It is better to "go without" than to cling to a faulty mod that is obviously causing problems in your game, and possibly conflicting with mods you yourself make & share with others.

 

Like... you got it al wrong?? ... I'm no te person with the problem.....

 

Shadowhawk827 is the one having issues with his mod..... not me....

 

I just exposed a problem I had with gray face bug, to try to help or give any useful clue...

 

I don't even remember wich weapon mod was the one doing that, but I don't think is the mod fault, I search for problems on TES5Eedit, nothing wrong on it, the only thing the mod did to cause the gray facebug is to add custom weapons to vanilla npcs, I removed all those records, and no more gray faces... so not big deal or magical malicious bad made mod...lol... I think it is more bethesda fault...

Posted

I think Fastest was trying to help both of us, or it was an honest mistake.  I know him from the Nexus and he's good people. :)

 

As for the weapon mod, it's an issue I'll add to my diagnostic bag of tricks.  You're rght also, sometimes it's not the mod itself.  Mod A & mod B may be perfect, they just don't run together.  I wouldn't have thought to check a weapons mod for a face issue until you said something though. :)

Posted

I think Fastest was trying to help both of us, or it was an honest mistake.  I know him from the Nexus and he's good people. :)

 

As for the weapon mod, it's an issue I'll add to my diagnostic bag of tricks.  You're rght also, sometimes it's not the mod itself.  Mod A & mod B may be perfect, they just don't run together.  I wouldn't have thought to check a weapons mod for a face issue until you said something though. :)

 

Sure ... XD... I'm not mad or anything, I'm just that way, I tend to write the way I talk, but maybe in my own language... lol, by the way he wrote, I think he misunderstood, but I'm not sure, I still have the mod, because its awesome, I just don't remember wich one it was, because later I merged all my weapon mods.... I think it was "Wapons of Skyrim", but as I said this weapon mod modified NPC base items, I just forgot exactly how this work, but as I rember, there are 3 ways to add items to NPCs:

 

-Leveled Lists

 

-Outfit List

 

-NPC base items?(don't know how its called)

 

But if I'm not wrong to add an specific Sword, for Ysolda for example, you have to go to her NPC records and add the item... because there are not outfit lists for specific NPCs if I remember well...there are only for NPC groups , like bandit, farmer, mage, etc...

 

So no matter if you change theyr Base Items, Base Health, Lvl, Look, in separated mods, NPC records will be overwriten.... and the last will always win... or not? D:

 

and if one of these mods changed her look fo example....

 

Load order:

 

 

NPC Overhaul  (this one changed the facegen data for new one)

Weapon Mod  (this records will overwrite NPC record with its own, using Vanilla records for the look )

 

Vanilla and New facegen data will not match .= gray face

 

This is what I understand, I may be wrong....

Posted

As said, it's definitely something I'll be on the lookout for in the future when I'm chasing bugs.  :)    It sounds rare, but I'm the one who always runs into the "that never happens though" issues...  in just about everything I do, lol

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