This page does not contain instructions. It is merely documentation for how I did facegen for me to refer back to because I’m forgetful (and maybe it’s also a nice resource for users). You don’t have to do any of this, freshly generated facegen for TPF is provided for you in the main guide / Wabbajack installer.
Until TPF 4.6, generating facegen was part of the main guide. However, because the generation of facegen became progressively more complicated, I chose to remove this step from the guide and simply provide premade facegen for everyone.
Among the most common “bugs” in Skyrim is the dreaded “black face” which is simply mismatched facegen. NPC heads - specifically tintmasks like dirt, warpaints, makeup - are defined in their records (in the official master files and sometimes other mods that change them) but there must be matching textures and meshes present as well. The “black face” occurs when the facegen files (aforementioned textures and meshes) do not match the NPC record. The facegen files are generated by the Creation Kit.
TPF is using a number of mods to improve NPC appearance. However, by default many of these mods will only affect the player character and facegen must be regenerated with those mods so that they can apply to NPCs as well. This is why I have to regenerate facegen not only for all vanilla NPCs but also for NPCs added by mods for consistent and high quality facegen across the board.
The process of creating facegen was significantly simplified by Nuukem’s Creation Kit Fixes and VictorF’s zEdit script.
By default the Creation Kit will generate facetint textures with a 512x512 resolution. Thanks to CK Fixes I can easily increase the resolution for higher quality output.
TintMaskResolution=1024
.Regenerating facegen is easiest with a plugin containing all NPC records which I generated in zEdit using VictorF’s NPCsWithFaces script. I have split up the plugin into the following “modules”:
SimpleVampFixesSSE.esp (from Skyrim Ruhmastered Eyemeshes) and NaturalHairColors.esp were added as additional masters to all facegen plugins so they are loaded automatically by the CK and their changes are applied to the new facegen.
Thanks to the premade plugins, regenerating facegen is a breeze.
The option to filter for active forms is added by CK Fixes and it’s ingenious. Checking it will make it so only records touched by the current active plugin are displayed which means we only see NPC records filtered out earlier in zEdit into the NPCsWithFaces plugin.
Once all meshes and textures have been generated and consolidated in one folder, run Cathedral Assets Optimizer with the Optimise Facegen profile on all files. This will pack all assets into a BSA with a matching plugin to save space.