11536 comments

  1. expired6978
    expired6978
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    SSE Update
    Most features have already been ported successfully, the features still missing are Overlays, Bodygen, Sculpting, and Import/Export. However presets will still load with sculpt data and should technically function.

    The alpha has not been officially released because I have not gated any of the features that do not work and I don't want to be dealing with complaints regarding those features.

    However if you are still determined to try the alpha:
    https://github.com/expired6978/SKSE64Plugins/releases
    This alpha does not include the base mod, this only includes the SKSE64 plugin which drives most of the features.
  2. expired6978
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    How to fix all script related problems
    Uninstall NiOverride Standalone
    Uninstall CharGen Extension (You should not have the standalone version of this anymore)
    Uninstall RaceMenu

    Delete the following from Data/Scripts and Mod Organizer/overwrite/Scripts (If you have Mod Organizer)
    RaceMenuBase.pex
    RaceMenuPlugin.pex
    RaceMenuLoad.pex
    RaceMenu.pex
    CharGen.pex
    NiOverride.pex
    Now, install ONLY RaceMenu the latest version, if you have previously installed Loose Base Scripts, reinstall the lastest of that as well. This should be everything, if you've done this, please - DO NOT extract the BSA, you are creating future problems for yourself if you forget to do so again.
  3. expired6978
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    Updating to 3.4.0 from 3.0.0-3.3.0

    Install the new version
    Make sure you do not have any previous version of NiOverride.dll or CharGen.dll hanging around, this is critical as these plugins communicate with eachother
    Overwrite your Loose Base Scripts (If you've previously installed this)

    Version 3.3.0
    See page description for more details on
    BodyGen Randomize
    Equippable Transforms

    Version 3.2.2
    Settings
    CharGen.ini
    fPanSpeed - Changes the panning speed, negative reverses pan direction
    bAllowAllMorphs - Enables all morph flags for all races (Removes the glitched gaps in things like Eye Shape when loading a preset)
    NiOverride.ini
    uBodyMorphMemoryLimit - Controls the amount of memory to be used when caching BodyMorph files (default 256MB)
    bEnableFaceOverlays - This setting turns on or off the Face Paint hooks (This will fix player decapitation crashes which have not been fixed yet)
  4. expired6978
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    I'll be updating RM for SkyrimSE eventually but looking at some of the changes internally it isn't looking good for some of the current features.

    Some things that I know for sure will need to be rewritten partially or entirely are:
    Overlays
    Sculpting
    BodyGen

    Overlays simply because they've changed how meshes are loaded, they no longer have NiGeometryData, which is the entirety of how Overlays worked, I cloned the NiTriShape and referenced the existing NiGeometryData, it is now BSTriShape and the NiGeometryData is just discarded completely I don't know if it's even going to be possible to simply reference the existing instance of the geometry. I may need to go another route and use the tint mask system which will remove the glow feature.

    Sculpting will need to be rewritten in some areas as the layout for dynamic meshes has changed. The dynamic display of the mesh in the Sculpt tab will need to be mostly rewritten as it was previously using a custom mini engine I wrote to pull data from the game and render a wireframe of the face and all parts, this was all under the assumption of DirectX 9 with no intermediate wrappers, SkyrimSE is now on DX11.

    BodyGen is probably going to be broken for awhile, since they don't use the same mesh system it'll be hard to tell if I can cheat like I did with Fallout 4 and just tell the game to convert the mesh to a dynamic mesh and invoke an update after altering the data. The fact that face geometry is now loaded directly as a BSDynamicTriShape implies they don't have the handy conversion function, so this may be a nightmare to decouple the shared geometry, clone it, alter it, re-attach it, then tell the engine to re-render it (The re-rendering is going to be the hardest part).
  5. otakuwastelander
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    i've no idea what i did wrong.. i was trying to get rid of the racemenubase script error, but once i did that, all of my textures for freckles mania 2 and auriana warpaints just went to hell. they're blurry like the dirt textures now. I followed the instructions given to make them better quality again, but they remain the same since. What exactly did I break, because it didn't happen until now.
  6. afshin76
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    Hi. I am trying to use a follower's FaceGenData for my player character. I put nif file and dds file in SKSE\plugins\Chargen and before you ask yes they are the same name. When use the import button the mesh changes but it looks like that racemenu is not reading the dds. The facetint is not working. Anyone has any idea?
    Edit: I'm talking about oldrim of curse.
    1. R246
      R246
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      FaceTint is ignored by sculpt import. There's no way for RM to determine whether a red pixel in the cheek area is cheek blush, or a mole, or a frekkle, or a warpaint, or a scar, or even if there are no masks, paints or overlays at all, and it's pure skintone.
    2. afshin76
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      Thank you.
  7. RegamiKT
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    So I added the plugins and everything using the tutorial I'll link below, but I can't select presets or use the body sliders. Is this an error, or are they currently not functioning?

    https://www.youtube.com/watch?v=eYaToSdStE0
  8. AznMilkMan603
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    I installed Racemenu as you should. But when I load into the game and go to character creation. Its like zoomed in where I can see the top tabs like race etc. I am also using truby9 cuz I have a 3440x1440p monitor. Does the Racemenu support higher resolution? Any help would be greatly appreciated
  9. HHRonny
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    Hi,
    first a big thank you for this outstanding mod!

    Your last post is from Nov 2017. It looks to me like it would take a very long time until there is an SE version of you. Until then, we rely on the "self-assemble" to an alpha version.

    Well, my question is:
    I have such an alpha Version (with Alpha 4) that works perfect and I would like to distribute them together with my presets here. Am I violating your copyrights or is that just okay for you? Many users are overwhelmed with the compilation and these people I want to allow access to the supposed SE version.

    You can find my mod here:
    https://www.nexusmods.com/skyrimspecialedition/mods/16965?tab=description

    Please leave me a message if I am no longer allowed to distribute the alpha version.
    1. R246
      R246
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      Doesn't matter when he last posted. The permissions are available for all to see. They're not open to your interpretation. They're emphatic. And final.

      Author's instructions
      "You may not redistribute any files under any circumstances."

      What is so difficult to understand? You've been a member for 5 years and you can't spend 10 seconds reading author permissions?
    2. HHRonny
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      Why so unfriendly? I have only asked one question.
      Why are you spamming right now?
    3. yanuage
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      especially since what he says is meaningless ...
      Permission is for the children of nexus, only the copyright laws of your country are to be remembered.
    4. folgore62
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      Still no Racemenu for SE? Just what happened that got the modder so angry?
    5. Lokiman26
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      He is only asking you very rude person, there was no need for an unfriendly, sarcastic and condescending reply now was there? So cut the attitude.
  10. rfaid
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    racemenu shows ??? on the key tabs and says there is no char folder in skse when there is. any help?
  11. bizketxxx
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    Not meant as criticism but I'm surprised nobody who is running alpha 4/5 (not 6 as that seems to be borked) has compiled a package for people to drop and go with. Would certainly make a lot of sense to do so for many reasons not least because unless someone has a fairly in depth knowledge of Skyrim modding and/or spends quite a bit of time googling they are going to waste a lot of time getting the alpha running.
    1. EighmyLupin
      EighmyLupin
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      Because it's against Nexus (and every other good mod site out there) policy to reupload other peoples work without permission.
  12. galacon
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    the sliders for CBBE morphs are reversed negative values increases size while plus values shrinks to almost non existent, I dont know what im doing wrong
  13. BadPup
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    I'm doing a bird race and I want to add wings to it. I'm basing my wings on Anton's dragon wings (so that mod will be a prereq). 
     
    My problem is that I have a few wing variants and I'd like to select them via slider in RaceMenu. But Anton applies his wings with a potion and the wings are the visible effect of the potion--they are art objects, not armors.
     
    I have the slider implemented and it flips through my wings, and on the callback I ingest the potion. All that works. The problems:
     
    * Apparently the potion doesn't take affect while RM is running, dunno why. So I don't see the wings until I exit out of RM. Is there a way to force the magic effect to get applied instantly?
     
    * Only the first wing variant is applied. I put debug.trace calls in the callback so I can see the potions get ingested properly as the slider goes, but on exit out of RM it's always the first potion that's applied. If I could put off ingesting the potion until the user exits RM that might solve it, but there seems to be no callback for that. Is there a way I can find out the user has exited RM?
     
    * Since you can't see the wings it's hard to know which you've chosen. I'd like to show a message as the user flips the slider, ideally like you can see the filename when you choose a warpaint. Is there a way to access that function? Any other way to show a message? I tried debug.notification but that doesn't work.
     
    Unrelated to RM, if anyone knows how to apply a tint to a magic effect I'd love to hear it. I'm equipping the wings with potions because applying the spell/magic effect directly doesn't make them appear. Dunno why that either.
  14. dasmowenator
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    Would it be possible to add a slider for changing the nipple color? This mod provides so many options, but this seems like the one thing that's missing
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