If you find a character without a head, then he does not have a facegen, generate a face. (check changelog)
If the hair sticks out over the head, or the beard does not move, there are spaces in the EditID hairline or hair, you need to remove spaces from EditID this incorrect. After that, generation is required again.
It incompatible with other memory manager replacement mods. Everything has been replaced with its own memory manager, read more.
The thread replacement patch replaces not only the priority, but also removes problems with spinlock's. It incompatible with other threads replacement mods.
FAQ: Transparent NPC - an erroneous facegen, which is not the latest version to change him or his race. Memory allocation failed - if something larger than 2 GB is requested, it is definitely a leak and there is a high probability that you are using LLTF, read description this mod. Headless NPC - use Vault-Tec Enhanced FaceGen System (VEFS) or Creation Kit, and Creation Kit Platform Extended, select NPCs (no templates) and Ctrl+F4.(check changelog) Errors in the Buffout log - X-Cell has already passed all necessary tests, and it cannot fall by itself unexpectedly, look further down the list. Hair stretching using facegen - Most of the mods are made horribly and disgustingly, like amateurs. Problem is that there are no facebones in the hair or they are fictitious, hair is plastic at runtime, and when using facegen .nif may be poorly generated. Need 3D designer with exp. in blender, and permission of authors.
Facegen SDK - Improved base textures facegen for modmakers (no users). SDK is used only for generation in CK to avoid errors. Do not use in the game. This is not a full body mod. If you decide to play, the sizes of all textures should match 1K, 2K or 4K, where _d.dds (BC3u), _n.dds (BC5u), _s.dds (BC5u), for FaceTints (BC4u). WARNING: FaceTints uses BC4 (This is incompatible with other makeup mods, but textures are better). Look at changelog, thank very much DoubleYouC for help.
Finally! Smooth like butter! For anybody interested about FaceGenfeature > This is pre-generated data for characters that contains a head model and a face texture. Previously, for any mod added characters, the game couldn't load any FaceGen data. This issue has never been solved before! For example, for a female character with makeup, the game would load a bunch of textures into VRAM, including separate textures for eyebrows, lipstick, wrinkles, bruises, eye shadow, etc. Now, with working FaceGen data, your VRAM loads just a pre-made combined texture instead of a large stack of separated textures. This is helpful if you have mods with a bunch of new characters added with quests, or just as a pack of character appearances. Also, this comes in handy if you want to play with mods that add 2K face textures! Typically, the game would stutter a lot. Now, with pre-generated FaceGen data for any new characters, you will no longer experience freezes at the locations or spawn points of these characters. By the way, even if you don't have mods adding new characters, the perchik71's mod can still be helpful because of its FaceGen fix feauture. For instance, if you're using mods that include character fixes, such as the popular UFO4P (Unofficial Fallout 4 Patch), the game previously didn't load FaceGen for any characters affected by changes like that. As a result, the game did not run smoothly. However, with the perchik71's mod, everything should run smoothly now, without any freezes.
What I described applies to any versions of the game, even pre Next Gen. Users mistakenly believed that any pre-generated FaceGen data for their modifications worked. After simple and effective testing by replacing textures in the pre-generated FaceGen data, we found out that any pre-generated FaceGen data is not loaded for any characters that the game reads from non-original Bethesda plugins. Thus, FaceGen data was read only for characters specified in all original game plugins including DLCs and Creation Club. At the same time, if you used any modification plugin, which, for example, simply references one of the companions, without even changing any information in his record, the FaceGen data of this character ceased to be used. Thus, even popular fixes that had references to original game characters forced these characters to no longer use the pre-generated FaceGen data and inefficiently generate them in real time in game. The difference between pre Next Gen and Next Gen is that the Next Gen just has significantly more different stutters not only because of FaceGen. In the pre Next Gen version of the game, stuttering might occur in the same way due to the generation of faces in real time, especially if users played with 2k textures for faces. Ultimately - on the pre Next Gen version, FaceGen data has the same behavior as the Next Gen version. When using modification plugins containing any character records, FaceGen data for these characters is simply not used. In order to fix this, use X-Cell.
This mod was removed from The Midnight Ride due to instability issues with the mod. Why does X-Cell have instability issues? When will the instability issues with X-Cell be fixed?
I don't care what they wrote in TMR. I found out about it right away, through Discord. But the postscript to this one made me laugh, which I reported in the same place. They don't know what they're talking about, which means they don't understand the subject. Answering your questionable question, I don't fix people, it's closer to medical discipline, I write code, it works as it should.
If I use Buffout 4 and X-Cell together, do I have to set INISettingCollection to false in the Buffout 4 settings? Buffout 4 and X-Cell replace, if I understood correctly, PrivateProfileRedirector, right? Another small note: I use Buffout 4 not Buffout 4 NG.
Many thanks for the response. So I just misunderstood that the function of Buffout is not the same that PPR and X-Cell pursue and I can safely leave INISettingCollection at true, as this should also increase the startup speed?
Same, it started happening with version 2.0. I also have an issue where when you decapitate someone's limb, the blood spurting texture is green. Do you have that one as well?
What does the X-Cell have to do with it? NG game ofc.
Is your problem with post-processing mods.
Spoiler:
Show
# X-CELL FALLOUT 4 PLUGIN SETTINGS
[Patches] bThreads=true# All threads have priority above idle, process above normal, for adequate latency, prohibition on changing processor cores. bMemory=true# Replaced memory manager and scrap heap, also functions for working with memory. bFacegen=true# Enables facegen support and removes freezes. bIO=true# Replacing file search functions with a newer one and use OS file cache for less disk access (Actual only HDD). bLibDeflate=true# Replace old zlib decompression code with optimized libdeflate https://github.com/ebiggers/libdeflate. bProfile=true# Replacing outdated functions WritePrivateProfileStringA, GetPrivateProfileStringA, GetPrivateProfileIntA. They read INI files. bLoadScreen=true# Black loading screen. bUpscaler=true# [Experimental] Increase FPS due to scaling, requires Win 8.1 and newer, without conflict ENB (no dlss, no fsr).
[NGFixes]# Only NG version game. Already present in Buffout 4, but are missing in Buffout 4 NG (at time 28.09.2024). bGreyMovies=true# Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background. bPackageAllocateLocation=true# Fixes a crash when allocating the location for a package. bWarningCreateTexture2D=false# Warns when a call to CreateTexture2D fails.
[Additional] uScaleformPageSize=256# The page size (in KB), vanilla size is 64. More, better, but the higher the memory consumption. Limit 2Mb (2048), number must be a multiple of 8 (Need bMemory patch). uScaleformHeapSize=512# The heap size (in MB), vanilla size is 128. This is all the available memory, out of memory = CTD. Limit 2Gb (2048), number must be a multiple of 8 (Need bMemory patch). bUseNewRedistributable=false# Replaces the old redistributable with a new one. If option is enabled, reports will include X-Cell in case of errors related to copying or comparing memory (Need bMemory patch). bOutputRTTI=false# Create file "<FALLOUT4_DIR>\\Data\\F4SE\\Plugins\\rtti-x-cell.txt" with rtti info. bUseIORandomAccess=true # Activate a prompt for the system that you need to use a cache with random access, otherwise it will be sequential (Need bIO patch).
[PostProccessing]# Need Upscaler patch fDisplayScale=0.85# Scaling in for the game screen, 1.0 means native dimensions. Range: [0.5, 1] bNoUseOriginalTAA=true# Do not use Bethesda mix post effects with TAA, which causes slight ripples, will be used FXAA by Bethesda and TAA by AMD.
same thing as in screenshot, not using any ENB or whatever.only noticed it when i had a gun holstered though, if i have my gun out in first person i cant see it, it goes outside of your fov. but does not really go away cuz i can see it if i switch to 3rd person(its a black seam in 3rd person and white in a 1st person for some reason :D). no idea why but it is indeed x-cell, there is no line/seam if i disable x-cell screenshots
btw, not sure what are those settings in "spoiler", but my game wont even launch with those, went back to default .toml file
edit: no idea what,why,or how x-cell affects flashlight, but i tried to instal this , and there is no seam with holstered weapon in 1st person, and nothing in 3rd person, though i never really use 3rd person.
Wonderful! So no more headless characters—if there's no FaceGen, it's now automatically generated! Where is this newly generated FaceGen stored? Is it saved in the game’s save file or in a separate folder? Also, does it persist across different player characters? If I uninstall the mod that the character belonged to, will the generated FaceGen still remain? Would it be a good idea to delete these FaceGen files occasionally, or are they small enough that they don’t take up significant disk space?
I am so sorry.. I am thinking about back in Skyrim where you had darkface if you didn't go into creation kit, and did a F2 on the npc with darkface.. I think it was F2, might be wrong.. And it saved a file in the data folder, then made them not grayface. I was thinking it was perhaps something like that.
I rarely comment on mods, but I feel like I do have to say that you have my eternal gratitude as this mod completely eliminated every stutter and freezes i had with ENBs after struggling for years at this point. My game went from almost unplayable to having no prblems at all, except minor freezes in the city for like 2 seconds. Thank you!
Mods like X-cells are F4SE and script mods, they function in the sphere of how the program runs, not in the sphere of how the game plays, so they are almost always OK to update mid playthrough.
Easy way to check this for yourself is by checking what's in the file structure. If it's only files in the scripts and F4SE folders, it's almost always OK to update them at any time.
1195 comments
If you find a character without a head, then he does not have a facegen, generate a face. (check changelog)FAQ:
Transparent NPC - an erroneous facegen, which is not the latest version to change him or his race.
Memory allocation failed - if something larger than 2 GB is requested, it is definitely a leak and there is a high probability that you are using LLTF, read description this mod.
Headless NPC
- useVault-Tec Enhanced FaceGen System (VEFS)orCreation Kit, andCreation Kit Platform Extended, select NPCs (no templates) and Ctrl+F4.(check changelog)Errors in the Buffout log - X-Cell has already passed all necessary tests, and it cannot fall by itself unexpectedly, look further down the list.
Hair stretching using facegen - Most of the mods are made horribly and disgustingly, like amateurs. Problem is that there are no facebones in the hair or they are fictitious, hair is plastic at runtime, and when using facegen .nif may be poorly generated. Need 3D designer with exp. in blender, and permission of authors.
Facegen SDK - Improved base textures facegen for modmakers (no users). SDK is used only for generation in CK to avoid errors. Do not use in the game. This is not a full body mod. If you decide to play, the sizes of all textures should match 1K, 2K or 4K, where _d.dds (BC3u), _n.dds (BC5u), _s.dds (BC5u), for FaceTints (BC4u).
WARNING: FaceTints uses BC4 (This is incompatible with other makeup mods, but textures are better).
Look at changelog, thank very much DoubleYouC for help.
There is a list mods requiring X-Cell. Check it out, there's a lot of facegen for different mods.
This page Wasteland Wonderglue - FaceGen Edition contains facegen's for most mods, including Companion Ivy 😉
Automation is here!
DoubleYouC has released his highly-anticipated tool to automate creating FaceGen for your entire mod list!
It requires FO4Edit, the Creation Kit, and Creation Kit Platform Extended.
You can get it now at the Vault-Tec Enhanced FaceGen System (VEFS) page.
For anybody interested about FaceGen feature > This is pre-generated data for characters that contains a head model and a face texture. Previously, for any mod added characters, the game couldn't load any FaceGen data. This issue has never been solved before! For example, for a female character with makeup, the game would load a bunch of textures into VRAM, including separate textures for eyebrows, lipstick, wrinkles, bruises, eye shadow, etc. Now, with working FaceGen data, your VRAM loads just a pre-made combined texture instead of a large stack of separated textures. This is helpful if you have mods with a bunch of new characters added with quests, or just as a pack of character appearances. Also, this comes in handy if you want to play with mods that add 2K face textures! Typically, the game would stutter a lot. Now, with pre-generated FaceGen data for any new characters, you will no longer experience freezes at the locations or spawn points of these characters.
By the way, even if you don't have mods adding new characters, the perchik71's mod can still be helpful because of its FaceGen fix feauture. For instance, if you're using mods that include character fixes, such as the popular UFO4P (Unofficial Fallout 4 Patch), the game previously didn't load FaceGen for any characters affected by changes like that. As a result, the game did not run smoothly. However, with the perchik71's mod, everything should run smoothly now, without any freezes.
What I described applies to any versions of the game, even pre Next Gen. Users mistakenly believed that any pre-generated FaceGen data for their modifications worked. After simple and effective testing by replacing textures in the pre-generated FaceGen data, we found out that any pre-generated FaceGen data is not loaded for any characters that the game reads from non-original Bethesda plugins. Thus, FaceGen data was read only for characters specified in all original game plugins including DLCs and Creation Club. At the same time, if you used any modification plugin, which, for example, simply references one of the companions, without even changing any information in his record, the FaceGen data of this character ceased to be used. Thus, even popular fixes that had references to original game characters forced these characters to no longer use the pre-generated FaceGen data and inefficiently generate them in real time in game. The difference between pre Next Gen and Next Gen is that the Next Gen just has significantly more different stutters not only because of FaceGen. In the pre Next Gen version of the game, stuttering might occur in the same way due to the generation of faces in real time, especially if users played with 2k textures for faces.
Ultimately - on the pre Next Gen version, FaceGen data has the same behavior as the Next Gen version. When using modification plugins containing any character records, FaceGen data for these characters is simply not used. In order to fix this, use X-Cell.
Perchik71 is my hero!
Thanks so much for implementing this, I've just tested it and my headless npcs now have heads!. Thanks again.
Edit: does this now mean we will no longer require the extra facegen packs from other mods?
Sometimes I get crash logs like this.
How should I understand this error referring to the E drive which does not exist on my PC?
I'm thinking of putting protection there, there may be defects in the picture.
Buffout 4 and X-Cell replace, if I understood correctly, PrivateProfileRedirector, right?
Another small note: I use Buffout 4 not Buffout 4 NG.
Thank you very much for your help!
Is your problem with post-processing mods.
[Patches]
bThreads=true# All threads have priority above idle, process above normal, for adequate latency, prohibition on changing processor cores.
bMemory=true# Replaced memory manager and scrap heap, also functions for working with memory.
bFacegen=true# Enables facegen support and removes freezes.
bIO=true# Replacing file search functions with a newer one and use OS file cache for less disk access (Actual only HDD).
bLibDeflate=true# Replace old zlib decompression code with optimized libdeflate https://github.com/ebiggers/libdeflate.
bProfile=true# Replacing outdated functions WritePrivateProfileStringA, GetPrivateProfileStringA, GetPrivateProfileIntA. They read INI files.
bLoadScreen=true# Black loading screen.
bUpscaler=true# [Experimental] Increase FPS due to scaling, requires Win 8.1 and newer, without conflict ENB (no dlss, no fsr).
[NGFixes]# Only NG version game. Already present in Buffout 4, but are missing in Buffout 4 NG (at time 28.09.2024).
bGreyMovies=true# Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background.
bPackageAllocateLocation=true# Fixes a crash when allocating the location for a package.
bWarningCreateTexture2D=false# Warns when a call to CreateTexture2D fails.
[Additional]
uScaleformPageSize=256# The page size (in KB), vanilla size is 64. More, better, but the higher the memory consumption. Limit 2Mb (2048), number must be a multiple of 8 (Need bMemory patch).
uScaleformHeapSize=512# The heap size (in MB), vanilla size is 128. This is all the available memory, out of memory = CTD. Limit 2Gb (2048), number must be a multiple of 8 (Need bMemory patch).
bUseNewRedistributable=false# Replaces the old redistributable with a new one. If option is enabled, reports will include X-Cell in case of errors related to copying or comparing memory (Need bMemory patch).
bOutputRTTI=false# Create file "<FALLOUT4_DIR>\\Data\\F4SE\\Plugins\\rtti-x-cell.txt" with rtti info.
bUseIORandomAccess=true # Activate a prompt for the system that you need to use a cache with random access, otherwise it will be sequential (Need bIO patch).
[PostProccessing]# Need Upscaler patch
fDisplayScale=0.85# Scaling in for the game screen, 1.0 means native dimensions. Range: [0.5, 1]
bNoUseOriginalTAA=true# Do not use Bethesda mix post effects with TAA, which causes slight ripples, will be used FXAA by Bethesda and TAA by AMD.
Does this occur if you use only X-Cell and no other mods?
screenshots
btw, not sure what are those settings in "spoiler", but my game wont even launch with those, went back to default .toml file
edit: no idea what,why,or how x-cell affects flashlight, but i tried to instal this , and there is no seam with holstered weapon in 1st person, and nothing in 3rd person, though i never really use 3rd person.
Where is this newly generated FaceGen stored? Is it saved in the game’s save file or in a separate folder? Also, does it persist across different player characters? If I uninstall the mod that the character belonged to, will the generated FaceGen still remain?
Would it be a good idea to delete these FaceGen files occasionally, or are they small enough that they don’t take up significant disk space?
Easy way to check this for yourself is by checking what's in the file structure. If it's only files in the scripts and F4SE folders, it's almost always OK to update them at any time.