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  1. StackEmHigh
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    I am very pleased to see the response that this tutorial has generated. I truly appreciate all of your endorsements - I am nearing the 500 mark! :-)

    I have noticed some new comments here. To be entirely honest, I have been away for some time from Skyrim. My knowledge base has somewhat eroded to the point that I would have to study my own notes and to re-learn the content before being able to properly address the questions below. Unfortunately, at this time, I do not have Skyrim installed on my computer. I may decide on re-installation, but at this point, I have been involved in my virtual cinematographic work regarding Fallout 4. I have launched a new YouTube channel. Here it is (keeping in mind, it is not for everyone):

    The Chronicles of Louie

    In the meantime, if anyone could please help the individuals below to answer any questions, I would greatly appreciate their assistance in this regard. Thank you.

    I hope to see you in the Settled Systems. Take care, and for God's sake, be careful out there.
  2. RadacTheDwemer
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    Thank you for providing this tutorial, however I have a question in regards to something not addressed in the tutorial. How would I be able to remove the extra headparts added to my custom race? I'm looking to have only custom eyes, beards, hair, etc, but the scripts add those from the vanilla races. Any help would be greatly appreciated!
    1. StackEmHigh
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      Hi Radec,

      Thank you for your interest in this tutorial.

      I wish I could answer your question.  I've been away from modding Skyrim for so long now that I'd have to follow my own tutorial to brush up!

      Just guessing, at my end, but I wonder if the script were modified to suit your needs that it would work?  Maybe if the section(s) of script that added the head parts that you don't desire were removed, then it would still work?  Have you tried this?

      I'm currently working in a different universe, and my time is spent almost entirely on Kreet in the Settled Systems...dealing with a stubborn old man named Louie.  Here is some documentation of that experience - enjoy:

      The Chronicles of Louie

      Hopefully someone here can help you.  If you solve your problem, please share your solution with us, and thanks!
    2. RadacTheDwemer
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      Thank you for your reply, I appreciate it, and I totally get that, seeing as I'd stepped away from modding Skyrim for years myself. I've managed to find some success in tinkering with the script, and now at the very least I've disabled the vanilla eyes from the proxy race, however that doesn't fix the fact that the hair remains, so I'll figure that one out eventually. Aside from that, thank you again for the tutorials, it's been a huge help in remaking something I'd done years ago, as I'd largely forgotten how to do so in the Creation Kit.

      When I figure out a solution to the second portion, and thoroughly test it to make sure it doesn't break anything, I will be sure to provide it as well.
    3. StackEmHigh
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      Great news, Radec, and I appreciate your words.  I hope that you manage to find a working solution, and I look forward to learning what it is!  :-)

      Chat any time.
    4. RadacTheDwemer
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      So I do believe I figured it out, for the first part, in lines 86 - 96, where it sets up the basic FormLists for the new races, you change the new value to none, an example would be "HeadPartsList[3] = none" instead of "HeadPartsList[3] = HeadPartsHighElf"

      This removes the vanilla eyes from your custom race.

      As for the second part, in lines 272 - 354, it defines which race is what, whether that be Elf, Argonian, Nord, etc, and adds HeadParts according to that definition, so an example of this would be

      Bool Function isElf(int index)
      if(index == 2)
      return true
      elseif(index == 3)
      return true
      elseif(index == 9)
      return true
      else
      return false
      endif
      return false
      EndFunction


      Removing this section, if your race uses HighElf (defined as 3) as a proxy, will remove the vanilla hair options, as well as eyebrows, from the list of selectable parts,
      the selection to cut from the script is as follows below;

      elseif(index == 3)
      return true


      This in short, should be a working solution to my initial question, and I've painstakingly tested it out (haven't found any bugs as of yet), and vampirism still functions as intended. It basically turns custom races into blank slates to add all new hair, beard, brow, and eye options, as these changes make all the vanilla options unavailable.

      Feel free to reach out if you have any further questions of me either through DM, or a reply here, and if you would like to include this in some further iteration of the tutorial, by all means please do so.
  3. ThanksNex1
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    Hi! One question for you - When creating a new script for the controller, I get errors. Writes that this function is already available. Just how and where does it already exist for the new mod race? I still didn't understand. When compiling the script, writes "already has a get function defined".  By the way I use the SE version. I get it even on pure skyrim without mods. Or does this method only work on the LE version?
    1. StackEmHigh
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      Hi ThanksNex1,

      I'm pleased that you're interested in this tutorial.

      To answer your question in short, yes, I believe that this document only supports the LE version of Skyrim.  I have not tested it on the SE version.  In addition, I've been away from modding Skyrim for some time now, but last time I did try to follow my own tutorials to brush up, I did notice some problems with the steps I outlined.  One thing that did help was to unzip the "Scripts.zip" file in the root directory and placing them manually in the "Scripts" folder.  I am no expert by any means, and don't know if or what problems might be caused by doing so, but I did notice it helped me to be able to complete the tutorial...or at least the first one - I never tested the second, and now that Starfield is out, I've been working around the clock on a project related to that title.

      Feel free to contact me again if you are having trouble, but in all honesty, this particular tutorial series was a series - a long series - of me bashing my head against brick walls as I performed diligent trial and error runs.  I did get it working and thought I'd document the steps I took, but...as someone great once said "It just works."  (or it did).  :-)

      Best of luck out there!
    2. ThanksNex1
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      Hello!

      Yes, it works, I remember two years ago I used your guidance. But when updating my PC, I lost a lot of my game files and mods. Then I already created a game race based on the manual that you wrote. Here again I decided to make another race for my mod, but unfortunately it happened) I've already figured it out, I haven't slept since yesterday to find out what's the matter. It turned out that the SE version, when trying to compile the script, for some reason I don't understand, can't find the path to the script folder. Why so I did not understand myself. But another solution helped me. I created the first manual on the LE version before compiling the script and then converted it to the SE version. Of course it worked too. Only there are still a lot of things to do to create your own body for this race. Which makes me very lazy. Since this is the most monotonous and boring part of modding. But a little more effort will end everything. The main thing is not to confuse folders) About the software of your method, too, I'll check, maybe it will work for me too.
      Starfield... God, there will be many more updates to this game that will just kill many breaking  mods. I think it will be easier later when the official tool for mods is released))

      I wish you good luck with your project for this game. I hope we will see him soon, I hope))
    3. StackEmHigh
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      Excellent, ThanksNex1!

      I'm glad that you are having success with learning how to keep this method working and are adapting to the many changes that have been made since I wrote the documents.  I am sincerely interested in hearing your findings and I hope that you continue to share with us how you are going about your project.  I may at some point try to update the tutorial if it's still possible to get it working both with LE and SE.

      Thanks for your reply and chat any time.
    4. ThanksNex1
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      Hello!
      I checked your method and I'll say it didn't work for me unfortunately. After unpacking, the editing functions were simply disabled in the scripts section of the tab. That I could not write your script from the textbook. Something blocked the "edit source" function. I reinstalled the game to check that it is not from an incorrect installation of the game. But no, he remained that way even in the new installation. Although the scripts are displayed, but there is no way to change anything. I couldn't figure out this reason ((( I didn't understand what it was connected with...   

      But the transfer from LE to SE still works. To do this, first you need to do everything as in the description of your manual. Only until the moment the body and texture are created. Repeat everything as described and create the script that you wrote in the manual. 
      After the necessary script "XRaceController" is created and what is attached to it, you need to save it all.
      After that, go to the Skyrim LE script folder and copy the created "Xscriptcontorller.pex and X script controller.psc" and go to the Skyrim SE script folder.
      After that, copy the created mod "XRace.esp" from Skyrim LE and go to the Skyrim SE Data folder and insert the esp file.
      After that, open the Crtation kit version for Skyrim SE and find the created XRace.esp and load it in the editor. After opening, we save it. Closing the Creation kit.
      After that, open XTranslator and translate it into the code language.  Save the esp file.
      Then check it again in the creation kit. that everything is fine.  This is my experiment in this that worked. To do this, I just created ordinary races with different characteristics to test and it worked. I want to ask if you will have the opportunity to check too. If it works for you, then it will be possible to create it in the SE itself. After all this, it will be possible to add all sorts of textures and weapons, magic, etc. I think this will save many from prenos a bunch of files for another version)) I don't pretend to be correct, but I want you to check. If it really works and helps others, I will be glad of it)) 



      And thank you for creating this guide!
    5. StackEmHigh
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      I tried to send you a PM to thank you, but this is the next best place to do so.

      Kudos...and nice work!  I am in the second month of sleep deprived nights in between working hours getting a project together I'm really excited about.  I promise I will keep it in my mind to test your method myself, and am very happy that it's still possible to achieve the results I was originally so happy with.  I just can't promise when that will be,  but I look forward to following your steps.

      Thanks very much for your help, I was beginning to abandon this document, but perhaps I will play Skyrim again...again.  :-)
  4. StackEmHigh
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    I am working on a finalized edition of this tutorial as time permits.

    I have recently gone through the document on my own after being away from Skyrim for some time, and have found a couple of details that should be mentioned.

    Firstly, if you are following through the steps and get to the part where you have to create a "New Script", prior to doing so, I have found that you must unpack the "Scripts.rar" file in your Skyrim / Data directory, or it will not work.  I do not know if there are any errors that will arise from doing so while playing the game, but it did allow me to complete the tutorial.

    I will continue to update this thread as I am able.
  5. AyamePasse
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    To those who are familiar with scripts:

    When I'm making a custom race mostly for follower purposes (some are vampires, so they do need a working vampire version, which is why I'm using this specific tutorial), I want them to have access to my custom hair and eyes, but don't need the game to treat them as a certain race. Before creating my new script, I tested the race and the hair and eyes all worked, so can I skip creating a new script?? I'd hate to add another script to my saves for every follower I make.

    Edit: I guess nevermind. Like every race tutorial I've tried, creating new Formlists doesn't even let my race use their OWN headparts, let alone use anything ELSE, including vanilla, properly. I've set said parts to the Formlists I created for my race (I tried both the vampire and normal formlists), they're flagged playable and set for the right genders, but don't show up. And, as mentioned, other head parts don't work properly either: I can use a KS Hairdo, for example, but as soon as I exit racemenu, when I re-enter it, the character's hair changes to something seemingly random, and all other hair options (and probably other head parts) disappear from my slider, INCLUDING VANILLA. 

    I went ahead and set up the scripts and the issue persists. Why can't they use even headparts set up SPECIFICALLY for them? I don't understand it, and it's happened across multiple races and tutorials). This occurs in a fully modded game, AND in a game with nothing but my race, racemenu, racecompatibility, and skyui installed. So I guess my real question is, is there an alternative method to creating a race??? I've tried so many times with the same problem... Can I really be messing up the same way every time, despite studying each step in tutorials meticulously?

    I know the author isn't able to offer support anymore, but if ANYONE can help...? I've tried half a dozen custom races and they all have the same issues. :(
    1. Punkn
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      A playable race I created 3 or 4 years ago has suddenly developed an incompatibility with vampire transformations, as they prevent quest progression upon player becoming a Vampire Lord... I was hoping as I read your comment, that your knowledge of this problem (similarly) might aid me in fixing this or at least pointing me in the right direction to fix it.... I'm at a loss. It's entirely vanilla, so I'm confused as all get-out!
    2. AyamePasse
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      I'm not sure. If my race has any problems with vampirism, I wouldn't know, because I haven't gotten far enough to become a vampire. My issue is that all head parts (hair, eyes, brows, etc) disappear from RaceMenu for my custom races, so the race is unplayable unless I don't care what my character looks like. As a result, I've never played my custom race longer than a few minutes.
    3. Punkn
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      I'm sorry it took me so long to catch this reply and to get back to you myself... but, I can't help but wonder if it's something you've since fixed... or if it's an ongoing issue that you're still wanting to see fixed?  I ask because the team I work with has extensive experience with customized race creation (for mods) that are both vanilla-heavy or vanilla-empty in the assets that they use. Kratos being a great "empty" example... If anyone could help, I'm sure they could --- if not, at least figure out the right direction to point you to in order to start fixing it. I'll do my best to try 'n remember to check back at this comment/thread so I don't take so long replying again...
    4. AyamePasse
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      No, it's not an issue I've managed to fix. I gave up on creating a custom race for anything other than NPCs months ago. I'd still like to be able to do it, and I haven't tried since I began a transition to SSE... Maybe I'd have better luck in SSE, but I haven't had much motivation to try without any help with my issue. :/ If you CAN point me in the right direction, I'd be quite grateful.
    5. StackEmHigh
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      Hi Punkn,

      I read your post here and wanted to chime in.

      I am still interested in learning everything I can about creating custom races, and if you'd care to chat, I'd like to fix the errors in this particular tutorial.  It used to work perfectly, but due to what I suspect are changes with Skyrim and the Creation Kit, the steps no longer work (starting from Chapter 6 when creating the "newscript" script).  At the point of creating the script, a compiler window instantly pops up and there is no chance to follow the steps of that section properly.

      Anyway, have a great day and chat any time.
  6. StackEmHigh
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    Many moons have passed since I have visited this venue.  With the upcoming release of Starfield, the only thing to do was to reinstall Oldrim and mod the hell out of it on my old klunker.

    In doing so, I have realized that this tutorial is...broken?  It no longer works.  I have taken it upon myself to look into fixing the mistakes and releasing a final version.  I cannot promise anything, but I've already found the problem, just looking into how to remedy it.  I will document here my findings (and the problem) soon.

    I appreciate all of the response that I've gotten with this tutorial, and its counterpart "Creating a Playable Race - The Next Steps".

    Bye for now, and for God's sake, be careful out there.
  7. deleted161706833
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    nice tutorial ty
  8. Jensenci
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    .(
  9. Ella5
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    I figured out where my scripts issue was coming from...now I'm having an issue with the Paprus script. Anyone know how to fix this: Starting 1 compile threads for 1 files...
    Compiling "FawnRaceController"...
    I:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\FawnRaceController.psc(30,18): FawnRace is not a property on script genericracecontroller or one of its parents
    I:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\FawnRaceController.psc(30,15): type mismatch while assigning to a none (cast missing or types unrelated)
    I:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\FawnRaceController.psc(31,18): FawnRaceVampire is not a property on script genericracecontroller or one of its parents
    I:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\FawnRaceController.psc(31,15): type mismatch while assigning to a none (cast missing or types unrelated)
    No output generated for FawnRaceController, compilation failed.

    Batch compile of 1 files finished. 0 succeeded, 1 failed.
    Failed on FawnRaceController

    I copied and pasted the exact script from the tutorial...and yes, I changed the names in the blue script.
    1. StackEmHigh
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      Hello tracyring,

      I am glad that people are still active in the world of Skyrim. I wanted to inform you that I have been away for quite some time and that I stumbled onto your post here with no solution to your problem. I wish I could help, but I am, how shall I put it - a little rusty? :-)

      I will keep tabs, however, and hope that someone out there can help you to find an answer to your problem. Never give up, and thank you for your support.
    2. ssuamier
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      I'm relatively new to scripting, but the language is luckily quite easy to understand in comparison with other scripting languages.
      So I currently try to port a custom race to another one that expands on vanilla races with improved meshes (COTR).
      They plan to have some documentation how to do this in the future, so currently I'm on my own.
      Having said that I got exactly the same error message as you got.

      I have not checked racecontroller, but for me it looks like racecontroller does not know your race. Maybe it only knows vanilla races and o completely new races have to be added differently. For me it looks like that because the custom race I try to port does not use the racecontroller.

      Hope that this helps you with your script, though it's only a wild guess. Luckily there are quite a few custom races out there to have a look into.

      Update: You need to base your race on a vanilla race, often Nord is used. I suppose a different custom race may work too (but that would probably be not that easy as described in tutorial).
    3. Shiningstar112
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      So for some reason unzipping the folder from in Data myself manually did nothing to fix any of these issues, but reinstalling the Creation Kit and allowing it to unzip them through itself has solved the issue here which I was just having as well. No idea why unzipping it myself didn't work given they went to the same place but I guess that's just how it works.
    4. Punkn
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      It's not able to "see" where your output flag has been put. It's likely a small typo in the settings of your external editor --- if you have one. If not, I'm not familiar with how to fix this flag issue if it's the CK throwing out that error. 
  10. Ephemeral9000
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    Edit: I got it.
  11. Boomerange
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    Hello,

    When I try to compile the XRaceController script at step 7r), I keep getting the "unknown type genericracecontroller" and
    "genericracecontroller is not a known user-defined type"  types of errors.
    I have already tried the method of extracting the script.zip in data folder but it still doesn't work
    What am I missing? Any suggestion or help is welcomed. I am on SSE btw

    EDIT: nvm I figured it out
    1. Roastlawyer
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      I'm having the same error. Any chance you could tell me how you fixed it?

      Edit: I got the script to compile. I saved the noncompiling script (and my plugin), then I closed the creation kit. I made sure a copy of the .psc files from racecompatibility was in both the source/scripts and in scripts/source (the one my creation kit is set to use). After reopening the creation kit the script would compile.