Difference between revisions of "Actor/Dark Face Bug"

From the Fallout4 CreationKit Wiki
Jump to navigation Jump to search
imported>Qazaaq
(added link request)
imported>Qazaaq
(changed page)
Line 1: Line 1:
The '''dark face bug''', '''gray face bug''' or '''black face bug''' is a bug that happens to actors when their appearance is edited by the Creation Kit. If a new NPC is created or the face of an existing one is edited, then the bug is introduced into the mod. The actor with the new face will have a darker or grayer skin color on the face and head than on the rest of the body. There will be a sharp neck seam line between the two colors of skin.
The '''dark face bug''', '''gray face bug''' or '''black face bug''' is a bug that happens to [[Actor]]s when their appearance is edited by the [[Creation Kit]].
If a new NPC is created or the face of an existing one is edited, then the bug is introduced into the mod.
The actor with the new face will have a darker or grayer skin color on the face and head than on the rest of the body.
There will be a sharp neck seam line between the two colors of skin.


==Additional Causes==
== Additional Causes ==
*'''Texture format mismatch'''
There may be additional causes to this texture bug.
Example: *.dds vs. *.DDS. Fallout 4 requires the uppercase formatting.


*'''Texture Size mismatch'''
=== Texture format mismatch ===
For example: <code>*.dds</code> vs. <code>*.DDS</code>, Fallout 4 requires the uppercase formatting.
 
=== Texture Size mismatch ===
Common bug among those using the HD-DLC content and also Mod based face textures.
Common bug among those using the HD-DLC content and also Mod based face textures.
**Standard Fallout 4 the specular texture must be BC5 512x512.
**Standard Fallout 4 the specular texture must be BC5 512x512.
**HD-DLC Fallout 4 the specular texture must be BC5 1024x1024
**HD-DLC Fallout 4 the specular texture must be BC5 1024x1024


*'''Texture Format mismatch'''
=== Texture Format mismatch ===
Fallout 4 requires the following formats.
Fallout 4 requires the following formats.
**Diffuse      (*d.DDS) to be BC1 without Transparency, and with Mipmaps.
**Diffuse      (*d.DDS) to be BC1 without Transparency, and with Mipmaps.
Line 16: Line 21:
**Specular Map (*s.DDS) to be BC5 with Mipmaps.
**Specular Map (*s.DDS) to be BC5 with Mipmaps.


==Workaround==
== Workaround ==
This procedure can be used to solve the problem ('''tested on Creation Kit 1.9.32.0'''):
This procedure can be used to solve the problem ('''tested on Creation Kit 1.9.32.0'''):


* Select all the actors added by the mod or that have faces edited by the mod, in the Object Window under ''Actors'' -> ''Actor'' (see [[{{PAGENAME}}#Notes|note]], below).
#Select all the [[Actor]]s added by the mod or that have faces edited by the mod, in the [[Object Window]] under ''Actors'' -> ''Actor'' (see [[{{PAGENAME}}#Notes|note]], below).
 
#Press CTRL + F4; you will be prompted to export the face gen data. This process may take some time depending on the number of actors you have selected.  
* Press CTRL + F4; you will be prompted to export the face gen data. This process may take some time depending on the number of actors you have selected. When it is finished, it will display a dialog window stating "Done."
#When it is finished, it will display a dialog window stating "Done."


The mod will now have meshes (.nif files) and textures (.dds files) associated with it that will need to be packaged and uploaded along with the .esp file. Failure to do so will mean that all players who download the mod will have the dark face bug when they use it, even though the problem no longer occurs on the computer the mod was built on.   
The mod will now have [[Model File]]s (.nif files) and [[Texture File]]s (.dds files) associated with it that will need to be packaged and uploaded along with the .esp file.
Failure to do so will mean that all players who download the mod will have the dark face bug when they use it, even though the problem no longer occurs on the computer the mod was built on.   


The mesh and texture files will be in your Data folder:
The mesh and texture files will be in your Data folder:
Line 35: Line 41:
**...\Fallout 4\Data\Meshes\actors\character\FaceGenData\FaceGeom\Fallout4.esm\000918e2.nif
**...\Fallout 4\Data\Meshes\actors\character\FaceGenData\FaceGeom\Fallout4.esm\000918e2.nif


Some .tga texture files are also generated. Apparently, these aren't needed by the game and don't need to be uploaded with the .dds files.
Some .tga texture files are also generated.
 
Apparently, these aren't needed by the game and don't need to be uploaded with the .dds files.
==Notes==


When selecting actors in the Object Window, make sure you navigate and highlight them via the Actors -> Actor sub tree, because the CTRL+F4 key binding will not work if the actors are selected through the *All category.
== Notes ==
When selecting actors in the [[Object Window]], make sure you navigate and highlight them via the Actors -> Actor subtree, because the <code>CTRL</code> + <code>F4</code> key binding will not work if the actors are selected through the *All category.


==Conversion==
== Conversion ==
'''FaceGeometry Exports:'''
'''FaceGeometry Exports:'''
[[Texture Files]] are exported uncompressed and must be processed via [[Elrich]] which can be found under the '''Tools''' folder in your Fallout 4 directory.
[[Texture File]]s are exported uncompressed and must be processed via [[Elrich]].
...\Fallout 4\Tools\Elrich.exe


Texture Format as follows
Texture Format as follows
Line 57: Line 62:
*s_dds - BC5 (512 for SD and 1024 for the HD-DLC)
*s_dds - BC5 (512 for SD and 1024 for the HD-DLC)


==More Information==
== See Also ==
[[Bethesda Tutorial Creating an Actor#Bugs/Issues|Bethesda Tutorial - Creating an Actor]].
*[[Actor]]
 
*[[Texture File]]
[http://forums.nexusmods.com/index.php?/topic/587550-creation-kit-npc-facial-textures-help Creation Kit NPC Facial Textures Help]
*[[Elrich]]
*[http://forums.nexusmods.com/index.php?/topic/587550-creation-kit-npc-facial-textures-help Creation Kit NPC Facial Textures Help]


{{Languages|Dark_Face_Bug}}
{{Languages|Dark_Face_Bug}}
[[Category:Actor]]
[[Category:Actor]]

Revision as of 05:08, 4 December 2018

The dark face bug, gray face bug or black face bug is a bug that happens to Actors when their appearance is edited by the Creation Kit. If a new NPC is created or the face of an existing one is edited, then the bug is introduced into the mod. The actor with the new face will have a darker or grayer skin color on the face and head than on the rest of the body. There will be a sharp neck seam line between the two colors of skin.

Additional Causes

There may be additional causes to this texture bug.

Texture format mismatch

For example: *.dds vs. *.DDS, Fallout 4 requires the uppercase formatting.

Texture Size mismatch

Common bug among those using the HD-DLC content and also Mod based face textures.

    • Standard Fallout 4 the specular texture must be BC5 512x512.
    • HD-DLC Fallout 4 the specular texture must be BC5 1024x1024

Texture Format mismatch

Fallout 4 requires the following formats.

    • Diffuse (*d.DDS) to be BC1 without Transparency, and with Mipmaps.
    • Normal Map (*n.DDS) to be BC5 with Mipmaps.
    • Specular Map (*s.DDS) to be BC5 with Mipmaps.

Workaround

This procedure can be used to solve the problem (tested on Creation Kit 1.9.32.0):

  1. Select all the Actors added by the mod or that have faces edited by the mod, in the Object Window under Actors -> Actor (see note, below).
  2. Press CTRL + F4; you will be prompted to export the face gen data. This process may take some time depending on the number of actors you have selected.
  3. When it is finished, it will display a dialog window stating "Done."

The mod will now have Model Files (.nif files) and Texture Files (.dds files) associated with it that will need to be packaged and uploaded along with the .esp file. Failure to do so will mean that all players who download the mod will have the dark face bug when they use it, even though the problem no longer occurs on the computer the mod was built on.

The mesh and texture files will be in your Data folder:

  • Example 1: new NPC, ID 000012c4, added by a mod (ExampleMod.esp):
    • ...\Fallout 4\Data\Textures\actors\character\FaceCustomization\ExampleMod.esp\000012C4.dds
    • ...\Fallout 4\Data\Meshes\actors\character\FaceGenData\FaceGeom\ExampleMod.esp\000012C4.nif
  • Example 2: Vanilla NPC, ID 000918e2 (Fallout4.esp), edited by a mod:
    • ...\Fallout 4\Data\Textures\actors\character\FaceCustomization\Fallout4.esm\000918e2.dds
    • ...\Fallout 4\Data\Meshes\actors\character\FaceGenData\FaceGeom\Fallout4.esm\000918e2.nif

Some .tga texture files are also generated. Apparently, these aren't needed by the game and don't need to be uploaded with the .dds files.

Notes

When selecting actors in the Object Window, make sure you navigate and highlight them via the Actors -> Actor subtree, because the CTRL + F4 key binding will not work if the actors are selected through the *All category.

Conversion

FaceGeometry Exports: Texture Files are exported uncompressed and must be processed via Elrich.

Texture Format as follows

  • d_dds - BC1 (1024 for both SD and HD-DLC)
  • n_dds - BC1 (1024 for both SD and HD-DLC; Yes, BC1 is the correct format)
  • s_dds - BC5 (512 for SD and 1024 for the HD-DLC)

Standard Face Textures: Texture Format as follows

  • d_dds - BC1 (1024 for both SD and HD-DLC)
  • n_dds - BC5 (1024 for both SD and HD-DLC; Yes, Different format than Export FaceGeometry Normal Map)
  • s_dds - BC5 (512 for SD and 1024 for the HD-DLC)

See Also


Language: English