11625 comments

  1. expired6978
    expired6978
    • premium
    • 3,776 posts
    • 1,191 kudos
    Locked
    Sticky
    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
    expired6978
    • premium
    • 3,776 posts
    • 1,191 kudos
    Locked
    Sticky
    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
    expired6978
    • premium
    • 3,776 posts
    • 1,191 kudos
    Locked
    Sticky
    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
    expired6978
    • premium
    • 3,776 posts
    • 1,191 kudos
    Locked
    Sticky
    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. Yinkle
    Yinkle
    • member
    • 2 posts
    • 0 kudos
    Having read your notes about a full update for SSE I'm a bit saddened on the time frame. Fair enough though, loads of issues to address, most of which make my mind warp. Being a keen user of racemenu (and I know there are tonnes more out there) I'd love to know if you plan to do a full release at some point. Cheers
  6. KatanaDV20
    KatanaDV20
    • premium
    • 90 posts
    • 2 kudos
    This mod looks amazing but when I load it in NMM the game will not lauch. I have 114 mods and with 113 (RaceMenu disabled) SSE launches immediately.

    I have all the required supporting mods (FNIS, CBBE, XPMSSE etc). Anyone got any suggestions? Cheers
    1. zarantha
      zarantha
      • premium
      • 36 posts
      • 2 kudos
      Make sure you extracted the BSA from the original mod. SSE won't boot with LE BSAs.

      There's multiple guides on converting racemenu for sse. Here's one, there's also a reddit post a few comments down.
      https://www.youtube.com/watch?v=eYaToSdStE0
  7. MadHasAHatter
    MadHasAHatter
    • member
    • 46 posts
    • 0 kudos
    having a problem with my presets..... not showing up
  8. Haelzekien
    Haelzekien
    • member
    • 1 posts
    • 0 kudos
    I don't know if there's a post somewhere in these threads with further explanations on compatibilities/incompatibilities between that kind of characters creation mods, but just to be sure, what if i want to install ECE, then let Racemenu overwrite it, then add XCE ? In this order ? Will it work ? Should i avoid some ? Should i patch some ? What d'you think of it ? Thanks in advance !
  9. Loller99
    Loller99
    • premium
    • 653 posts
    • 2 kudos
    Hello! A couple questions: any ETA on SE version? And how to instal it, with your alpha files, to use it in SSE meanwhile? Thank you!
    1. ThatDirtyShisno
      ThatDirtyShisno
      • member
      • 1,580 posts
      • 20 kudos
      Here is a guide.
      Spoiler:  
      Show

  10. Illhoon
    Illhoon
    • member
    • 1 posts
    • 0 kudos
    Hey sry if this Question gets ask way to often but How do i actully open the Race Menu Ingame ? i heard it disables achivments ?
    1. IamAAMBoC
      IamAAMBoC
      • member
      • 17 posts
      • 1 kudos
      showracemenu

      "Note: Using this command to alter one's race will reset skills and health/magicka/stamina to default levels. This command can be safely used to alter a character's appearance without causing any unwanted side-effects as long as race is not changed. However, it should be noted that upon completing your changes and choosing a name for your character, all temporary active effects (such as Gift of Charity or shrine blessings) will be removed. Racial resistances will no longer be listed in Active Effects until the game is loaded from the main menu, at which time racial resistances will be automatically reapplied. Permanent active effects such as those from guardian stones or perks will not be lost. Active effects granted from enchanted items will not be listed until the items are re-equipped."

      http://www.uesp.net/wiki/Skyrim:Console
    2. R0NlN
      R0NlN
      • supporter
      • 547 posts
      • 8 kudos
      Note that to enter the command which IamAAMBoC mentioned (showracemenu) you have to first open the in-game Console.

      That's done with the ~ key, which is on the upper-left corner of the keyboard on American keyboards. Then type the command and hit "Enter". Press the ~ key again to exit the Console, and start using RaceMenu.
  11. DarksideTinkerbell
    DarksideTinkerbell
    • premium
    • 15 posts
    • 0 kudos
    Being fairly recent to this particular Mod, which is the one I obviously have chosen to use. I have a task I would like to do but after searching for quite a while don't seem to be able to find advice or guides as to the steps I have to take, let alone what file I have to adjust or if there is a Mod that does it already.

    At the moment I can only use think its 6 Body Overlays (Tattoos for specifics) most would think this is enough I guess. But, I also use Slaverun, and a couple others that add additional Tattoos, the problem with this I have noticed is simple, if I have 6 tattoos already active then while I technically get a slave tat I cannot actually see it (the overlays only allow for 6 visible tattoos).

    So does anyone know how I can increase the number of overlays allowed? If so please tell me or at least link me in the right direction. (Please note while I can be surprisingly capable I can also be very dumb when it comes to modifying a Mod or Ini, straight up down load and activate is well usually easy).
  12. jeynox
    jeynox
    • member
    • 2 posts
    • 0 kudos
    i fixed the sculpting crash problem by changing the hairstyle to vanilla, as it is far less detailed, so no crashes
  13. Urusaisenpai
    Urusaisenpai
    • member
    • 12 posts
    • 0 kudos
    i can't find the height slider anymore please help :(
  14. kardienlupus
    kardienlupus
    • member
    • 13 posts
    • 0 kudos
    Thanks for Great work!
REPORT BUG
Top