This module covers how to use the Creation Kit to regenerate facegen for all NPCs.
Prerequisite(s): Creation Kit, Synthesis, Cathedral Assets Optimizer
Please check the Facegen article for more information about facegen.
You should regenerate facegen when:
I recommend regenerating facegen for all NPCs (vanilla and mod-added) as one of the final steps when building a setup. The process is detailed below.
If you only need to regenerate facegen for specific NPCs, please check the instructions at the bottom of this page.
Before you regenerate facegen please ensure that conflict resolution is completed at least for NPC records. The Synthesis patcher will pull data from the final overwriting record, so if NPC-modifying records are currently being overwritten and reverted to vanilla you would end up with mismatched facegen if you resolved the conflict later.
Any asset replacers for head parts and tint masks as well as any plugins modifying NPC appearance should be installed before regenerating facegen. All mods adding new NPCs should also be installed for perfect consistency across the board.
By default, the Creation Kit will generate facetint textures of 512x512 resolution which yields small file sizes but looks fairly blurry. The resolution can be increased using SSE Creation Kit Fixes.
[CreationKit_FaceGen]
TintMaskResolution=1024
You can further increase the resolution to 2048
if you intend to build a setup mostly for screenarchery and closeup pictures. Any resolution above 1024
is overkill for normal gameplay and will generate very large files.
Remember to save your change before closing the window.
*I also added Increased tint mask resolution to 1024.
to the Notes tab for the mod.*
To speed up the process of regenerating facegen for all NPCs that are present, we are going to use a very handy Synthesis patcher by Sr. Kaio made for this express purpose. It will copy all NPC records into a single output plugin which can then be loaded into the Creation Kit for exporting facegen.
https://github.com/caiobraz/Synth-NPCs-Face-Data
.Give Synthesis a moment to import the new patcher. Once it is Ready, run the patcher.
Generating the plugin should only take a few seconds, depending on how many plugins are present.
Close Synthesis when it is done.
Back in Mod Organizer 2, the newly generated plugin will have been caught by the Overwrite.
I recommend keeping an Outputs separator at the bottom of your mod order and placing the new plugin here.
With the helper plugin in place, we can now jump into the Creation Kit to export facegen.
Confirm and wait for the Creation Kit to load up the plugin. Proceed once it is done.
NPC records can be found under Actors » Actor in the Creation Kit where you can see a long list of NPCs that are currently part of the active plugin and any loaded masters.
Facegen can be exported by selecting one or several NPCs and pressing CTRL + F4. Now you can go through and select NPCs to export facegen one race at a time.*
**Going one race at a time is a completely arbitrary way of splitting up the sheer amount NPCs so you do not try to export all at once and risk crashing the Creation Kit. You can also go for roughly 50-100 at a time.*
You must skip NordRaceAstrid (between NordRace and NordRaceVampire). Selecting her will break all facegen.
For every batch of NPCs you will have to wait a moment for the Creation Kit to process all records.
Close the Creation Kit once you have exported facegen for all NPCs.
At least 16GB of facegen files will now sit in your Overwrite in Mod Organizer 2. To bring down the total file size, I recommend packing all files into BSAs.
Use the Create BSA profile in Cathedral Assets Optimizer to pack up the assets.
\Mod Organizer 2\mods\Facegen Output\
.Packing 16GB+ worth of assets will take a few minutes and I recommend stepping away in the meantime. You can check the tool’s progress in the log tab.
Once CAO has completed you can close it and return to Mod Organizer 2. Press F5 to refresh the UI.
The loose files will have been replaced with a set of plugins and archives. Make sure the plugins are active in the load order and that assets are overwriting correctly. If you have other BSA-packed facegen that you want to overwrite, place the plugins those BSAs are attached to below the Facegen Output plugins. Loose files will already overwrite.
Disable Facegen Helper. The patch is only necessary for exporting facegen.
Feel free to hop ingame and admire the results!
If you only need to export facegen for specific NPCs, you do not need to generate any Synthesis patches. Do be sure that the NPC’s record is not being unintentionally overwritten and modify the SSE Creation Kit Fixes INI as detailed above. Make sure all asset replacers for head parts and tint masks are active as well and delete existing facegen for that NPC.
Wait for the CK to process everything and close it when it is done.
In Mod Organizer 2, be sure to move the facegen assets out of the Overwrite. You can place them in the original mod’s folder or in a separate one (the latter is recommended because otherwise you have to repeat the process when the mod is updated).