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About this mod

SKSE Plugin that dynamically inserts new FaceGen morphs into the RaceMenu (vanilla included).

Permissions and credits


This mod submission has been discontinued and is now completely included with RaceMenu 2.7 and above. For versions prior to 2.7 this standalone mod will still apply.


The Skyrim Script Extender (SKSE), Version 1.6.15 (or newer) is REQUIRED to run this extension.
See the latest forum thread if the newest version is not yet available on the silverlock domain.


Without CharGen Extension compatible TRI files (CharGen Morphs) you will only see an empty EXTRA category, this is normal until you install compatible TRI files. This can also mean that custom races with custom TRI files will not have options available unless they also have compatible TRI files. Currently Nuska's morph set only includes human females but I've been told a male version is in the works.

More morphs CAN be added, but I am not an artist, nor have much experience working with the TRI files themselves, I have merely provided an API for easily adding new morphs.


To extend the Facial Morphs available when designing your characters face and also act as a simple API for modders to easily add their own custom morphs. The new morphs are inserted dynamically into the RaceMenu via a new custom category (this includes the vanilla RaceMenu).


Version 2.1.4
  • Major internal code cleanup
  • Updated translations
  • Added internal code for some future RaceMenu features
  • Fixed missing new lines in morph downloads
  • No longer requires d3dx9_43 instead requires d3dx9_42 which should be included with Skyrim
Version 2.1.3
  • Fixes head part function for RaceMenu 2.1.3
  • Adds path changing and multi-slider referencing
Version 2.1.2
  • Adds Scaleform functions required for RaceMenu's showing mod names of HeadParts
  • Fixes crash when reading a HeadPart slider that has no available parts
Version 2.1.1
  • Fixes glitch with custom head parts
  • Changed morph precision to hundredths
  • Added translations to both morph sets
  • Categorized ECE morphs
Version 2.1.0
  • Fixes crash when changing back and forth between races with, and without extra sliders
  • Fixes glitch where changing race would cause the slider effects to be offset
  • Adds Custom HeadPart capabilities (Will provide examples soon)
  • Updated races list for Breton and Redguard
  • Loading an existing save is no longer required
Version 2.0.1
  • Fixes crash with Argonians
  • Fixes glitch with male beards
Version 2.0.0
  • Complete recode of internal and external API for using morphs
  • Morphs no longer need to conflict
  • Added preset capabilities
Version 1.2.2
  • Single bound morphs now supported (_0 or _1 alone)
  • Created a merged optional file of ECE morphs
  • Added Preset Saving to slots requires RaceMenu 2.0.6 or greater
Version 1.2.0
  • Patches internal morph limit from 176 to 255.
Version 1.2.0
  • Fixes aesthetic slider glitch when sliding extremities
  • Re-added the plugin along with appropriate translations
  • Export Head now exports the tint mask in RAW DDS
Version 1.1.2
  • Fixes re-application of morphs on game load when RaceMenu is not present
Version 1.1.1
  • Fixed Export Head function to export to Data/SKSE/Plugins/CharGen/
Version 1.1.0
  • Fixed problems with custom male morphs
  • Added ExportHead Scaleform function (will be used by RaceMenu in the future)
Version 1.0.1
  • Fixed directory structure of archive for easier install
Version 1.0
  • Initial version


The optional CharGen Morphs are not compatible with ECE or Better FaceGen.

INI Settings

Currently there is only one INI setting, it should be included and defaulted at one.
  • Locate your Data directory
  • Create SKSE folder if it is not already there
  • Create Plugins folder if it is not already there
  • Create chargen.ini if it is not already there
  • Add "[FaceGen]" category
  • Add "fSliderMultiplier=1.0"
The slider multiplier can be any value you wish but I recommend values visible by 5 and not much higher than 3.0 as serious clipping issues can occur.

Export Head

The export head feature is mainly used for copying custom head geometry onto a custom NPC. DO NOT USE DIRECTLY. You can use NifSkope to copy the TriShapeData from the exported head onto an NPC, this will allow you to apply the custom morphs to a custom NPC as the resulting head will be post morph. You will need to add a few definitions to your nif.xml to open the exported head:

<niobject name="BSFaceGenNiNode" abstract="0" inherit="NiNode">
Facegen node object for grouping.
<niobject name="BSFaceGenBaseMorphExtraData" abstract="0" inherit="NiExtraData">
Facegen extra data object.
<niobject name="BSFaceGenModelExtraData" abstract="0" inherit="NiExtraData">
Facegen extra data object.
<niobject name="BSTextureSet" abstract="0" inherit="NiObject">


Modding the TRI files has not gotten anymore complicated, only setting them up may look slightly intimidating.

All sliders are now modular and can be installed via a plugin.
Presets are now supported.
Re-using vanilla morphs is now supported. (You can re-use vanilla morphs to exceed standard ranges)
Alternate morph files can be loaded per existing file.

The custom head part API will be delayed until the next version, this took priority.

Installing additional TRI files is very similar to ECE, the difference is that there is no longer one global file, each mod can have its own additional TRI file:
DatameshesmorphsCharGen ECE Morphs.espmorphs.ini
DatameshesmorphsCharGen ECE Morphs.espsliders.ini
DatameshesmorphsCharGen ECE Morphs.espslidershuman.ini

Assuming your custom Race does not use custom TRI paths you can easily support your race for the currently installed morphs by adding it to the list of sliders.ini and you won't need anything else.

If your custom Race does use custom TRI paths, you would make a morphs.ini file that has the source path to your morphs as the first entry, and whichever morph files you wish to support after that.

Please note that when adding source TRI files to morphs.ini, the file path is CASE-SENSITIVE, I haven't fixed this yet but it should be fixed in the future.


The API offered by this mod requires knowledge of how to add morphs to the TRI files. Essentially the mod acts as a storage and processing level for new morphs. It essentially creates entirely new morph options, the options are not merged they are all kept separately.

To create a morph you need both a lower, and an upper option. The way this works is by having a naming convention:

In the TRI the morphs will look something like this:

The first number indicates the morph ID, this is relatively arbitrary as long as they are all numbered starting from zero and no two different morphs have the same number. The second number indicates whether it's the lower bounds (0), or the upper bounds (1). The name is what the slider is supposed to be called, when it's inserted into the RaceMenu it's translatable name will be "$CharGen_NAME".


Automatic Download with NMM
  • Click the Download with manager button on top of the file.
  • CharGen Core will appear in in NMM's Mods list once it's downloaded. Double-click the CharGen Core entry to Activate it.
  • (optional) Download CharGen Morphs and it will appear in in NMM's Mods list once it's downloaded. Double-click the CharGen Morphs and press No when prompt to upgrade.

Manual Download with NMM
  • Start NMM and click on Mods.
  • In the left icon bar, click on Add Mod From File and select the downloaded archive file.
  • CharGen Extension will now appear in the list. Double-click to Activate it.
  • (optional) Download CharGen Morphs and it will appear in in NMM's Mods list once it's downloaded. Double-click the CharGen Morphs and press No when prompt to upgrade.

Manual Installation
  • Locate the Data/ folder in your Skyrim installation directory. Typically it's found at Program Files/Steam/steamapps/common/skyrim/Data/.
  • Extract the contents of the downloaded archive file to your Data/ folder.


Credits go out to Nuska for making custom TRI files that work using this mod.
Credits to kapaer for the source code to ECE which helped in better understanding the internal workings of morphs.