Gerheardt Posted September 26, 2015 Share Posted September 26, 2015 Hi there! Many people knows about the grey faces problem. I uploaded a mod with many npcs. I had the problem then exported the missing files with ctrl + F4. Everything works fine on my PC now.2 users of my mod are facing the grey faces bug. In fact, the first user just recorded videos of my mod and i saw it by myself. I checked my published file and realised some meshes were missing. I updated my published file and i assume everything's ok.Afterwards, another user of my mod mentionned the grey faces. I don't know if he used the updated file which contains the exported things. Here's what my published .zip file contains: Data\GerheardtPinemistEN.esp (My mod file in itself)Data\Meshes\actors\character\FaceGenData\FaceGeom\GerheardtPinemistEN.esp (Contains .nif files)Data\Textures\actors\character\FaceGenData\Facetint\GerheardtPinemistEN.esp (Contains .dds and .tga files)Do i need to include something else to get the grey faces problem solved for users? I think they just installed it wrong or the NMM did but i want to be sure. Thank you! Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 26, 2015 Share Posted September 26, 2015 You can pack the FaceGenData in a bsa. This way the user or mod manager can't get it wrong. (unless the user starts merging mods maybe, but that's the user problem not yours) The TGA files can be removed as they are not used. Link to comment Share on other sites More sharing options...
Gerheardt Posted September 26, 2015 Author Share Posted September 26, 2015 (edited) Ok so i can remove the .tga files since they're not used and nothing's missing otherwise? I don't know how to get my .esp file in .bsa. I will search for a tutorial somewhere. As i understand, i can improve my publishing by removing the .tga and creating a .bsa file but it's already supposed to work as it is...isn't it? Edited September 26, 2015 by Gerheardt Link to comment Share on other sites More sharing options...
KunoMochi Posted September 26, 2015 Share Posted September 26, 2015 (edited) CK itself has the option of creating a BSA file for you, but I found that it would leave out the FaceGenData folders. I usually pack them up manually using another BSA archiver, like BSA Opt. It might be a bit difficult to learn to use, though. Otherwise, you should be able to just pack them up in the same Data folder file structure in a zip file and call it a day. I recommend that you test it out in a mod manager or something to make sure that it is working correctly. Edited September 26, 2015 by KunoMochi Link to comment Share on other sites More sharing options...
Gerheardt Posted September 27, 2015 Author Share Posted September 27, 2015 Thank you for your answers. I'll try my mod on another computer with nmm just to be sure. Link to comment Share on other sites More sharing options...
Aragorn58 Posted September 27, 2015 Share Posted September 27, 2015 (edited) Thank you for your answers. I'll try my mod on another computer with nmm just to be sure. This Tutorial will help you to pack a bsa correctly using Archive.exe located in your C:\Program Files (x86)\Steam\SteamApps\common\Skyrim folder. Edited September 27, 2015 by Aragorn58 Link to comment Share on other sites More sharing options...
Recommended Posts