Mausava Posted June 9, 2018 Share Posted June 9, 2018 (edited) Hi, at some point I'm not sure how or way, a handful of NPCs across different mods got black-faced, every now and then I find one, I'm not sure how this could have happened, any info on that would be appreciated. I learned that by going to CK and regenerating the facegen data it gets fixed, I've been doing that and so far and it works perfectly, however, I just ran across one guy who as I just learned is dynamically generated since his ref-id starts with ff, I've identified the mod it comes from but I don't know how to find him in the actors list in CK, I don't know how dynamically generated actors work but any info on how to fix this particular guy will be appreciated. Thanks in advance! p.s. I tried regenerating the facegen data of all the actors from the mod with the same name as the subject but didn't work, I also tried doing it for some that did not have an in-game name, I thought maybe those were the dynamically generated ones, but it didn't work. Edit: I'm not completely sure I tested all actors added by the mod since I don't know how to reliably identify on the list which actors are added by the mod and which ones are vanilla. Edited June 9, 2018 by Mausava Link to comment Share on other sites More sharing options...
TheMalazan Posted June 9, 2018 Share Posted June 9, 2018 You might try this, although I'm not sure it will work. In the console, click on the actor and get his refid and write it down. Then (still in console) enter: save funclist 1 Depending on how many mods you have it may take a bit to generate that list. Once it opens (.txt file) you can search for the refid you noted. If it works, then you can match the refid with the base id. Link to comment Share on other sites More sharing options...
Deleted3897072User Posted June 9, 2018 Share Posted June 9, 2018 If the NPC has a name, you can do a console help on the name and it will give you the BaseId. Doesn't work for levelled-list actors, though, because they don't have unique names. Link to comment Share on other sites More sharing options...
Mausava Posted June 11, 2018 Author Share Posted June 11, 2018 You might try this, although I'm not sure it will work. In the console, click on the actor and get his refid and write it down. Then (still in console) enter: save funclist 1 Depending on how many mods you have it may take a bit to generate that list. Once it opens (.txt file) you can search for the refid you noted. If it works, then you can match the refid with the base id. Hi thanks for the help, I did as you said and noted what I'm guessing was the base id, it was a number on the same line as the ref id, but unfortunately couldn't find it in CK, also I just now noticed that the CK number it's actually a form id, which is neither one of the others, I also noticed that all of the form ids on CK start with 0 while the number I noted, the one I think is the base id started with 9a, which is weird since that it's not the load index of that mod, so I still don't know how to find him, any more help would be appreciated! Link to comment Share on other sites More sharing options...
Deleted3897072User Posted June 11, 2018 Share Posted June 11, 2018 When you click on an object in the console, it display the FormId, not the BaseId. If it starts with FF that means it was generated in-game and not placed in a cell in the CK. Otherwise, the first two hex digits match the position in your current load order of the mod that defines the base object. That won't be the same as what you see in the CK because the load order in the CK is different. Link to comment Share on other sites More sharing options...
Mausava Posted June 11, 2018 Author Share Posted June 11, 2018 (edited) When you click on an object in the console, it display the FormId, not the BaseId. If it starts with FF that means it was generated in-game and not placed in a cell in the CK. Otherwise, the first two hex digits match the position in your current load order of the mod that defines the base object. That won't be the same as what you see in the CK because the load order in the CK is different.I think you are not reading my posts, I already knew all of that, in fact, I'm pretty sure you're wrong, what the console displays in the game when you click on something is the ref -id, not the base-id nor the form-id, this are all different things I think, I know it was generated in game, I know the first digits match the load order and I know it's not the same as in CK, if you had read my posts you would had noticed that I know these things, what I don't know and what I want know is how do I find whatever base actor is generating this guy in game so I can fix his face in CK. Edited June 11, 2018 by Mausava Link to comment Share on other sites More sharing options...
TheMalazan Posted June 11, 2018 Share Posted June 11, 2018 The only other thing I know to try is using xEdit to chase down the problem. Otherwise, I'm as lost as a ball in high weeds. I will say this, however, OMB has years of modding experience and help many dozens of folks. He would know far more about this than I..even though he makes himself out to be older than he is. :) Then again, just about everyone is younger than me..... Regardless, I hope you get it worked out. Link to comment Share on other sites More sharing options...
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