Version 0.4.19.14 added to new options which are on by default which have not been thoroughly tested:
bBodyMorphGPUCopy
bBodyMorphRebind
If you are experiencing instability with respect to BodyMorph feature try disabling these options in skee64.ini, or skee64_custom.ini Version 0.4.19.10 change regarding plugin registration:
Plugins requesting SKEE's interfaces should do so after all plugins load (PostPostLoad event) to ensure that SKEE was loaded first. The reason this change was made was to enforce this, but obviously ceases to work for plugins that violate this.
SKSE loads DLL plugins in sequence and discovers them via OS calls where their order is non-deterministic (coincidentally alphanumeric?), this is problematic when you want to retrieve information from a plugin that technically hasn't loaded yet.
Version 0.4.19.11 adds a new option to skee64.ini (or skee64_custom.ini) to effectively revert this change but is OFF by default: bEnableEarlyRegistration This should restore functionality to plugins that attempt to retrieve SKEE's interfaces too early and fail as a result.
Order of operations. Creating a new character, all is fine until CTD when choosing a body texture. Not the first time this has happened not worried. Reload Skyrim to try again but now the backlight and none of the color options are working also, irrelevant to my character because male, but CBBE 3BA Body Morph sliders are non-existent. Check and confirm that SKSE is up to date. Reinstall RaceMenu no change. Purge and redeploy with Vortex no change. Was scrolling through content from Community Overlay 3 when CTD happened not sure if relevant but information none the less.
I am at the end of my self diagnosis comfort zone and request some ideas on what problem is, most likely PEBKAC, and how to fix.
Guess I'll ask here , but I have a problem with overlays specifically body overlays clipping worse and worse through outfits the further away the camera zooms from the player, and I'm stumped. (F.Y.I I'm not talking about the flicker when an outfit has a transparent part)
for some reason the https part of the link was messed up this one should work https://mega.nz/file/TVlC0B5I#qjPOYh2d97n6yDoKnM-pm7B736bYlbe4UuJANrryNXI
Well I had the infamous "RaceMenu Error(s): SKSE script version mismatch detected (64) expected (72)" error and it can't be fixed. I checked too see if I had those extra .pex files. I don't. I check if I'm using the latest of both Racemenu and SKSE, "REQUIRES SKSE64 Anniversary Edition 2.2.6 or greater and Game Version 1.6.1170" I am, checked in game to see I'm 1.6.1170.0.8 running SKSE64 2.26 with no ill effect to any other mod. Reinstalled SKSE all the same because it's what everyone keeps repeating. No change. Checked to see if the "overwrite" folder in MO2 had something. It doesn't. Reinstalled Racemenu, no change. Reinstalled XPMS with both racemenu compatibility options checked. No change. Run the Racemenu alone to see if any mod could be overwriting it's scripts, no change.
Is there any way MO2 is not installing these correctly? I even tried installing it by hand and had no luck. I'm running this in Linux through it's sketchy means, but every other mod didn't complain, SKSE shows INGAME being installed and SKYUI has no problem showing itself so I think it must be something on Racemenu's end.
fixed it myself. In the name of throwing out as many things you can do into the fix list, I just installed the Data folder of SKSE64 as a mod. Somehow MO2 wasn't seeing or idk wtf, and I don't know if this is redundant as the Data folder was already installed, but this makes MO2 finally see the damn scripts.
i think i went to a problem just like this. i've installed Race Menu for my 1.6.1170.0 Skyrim via MO2, but somehow i got a notice, the dll could'nt load. It's a fatal error also mentioned in the notice. I removed the RaceMenu, then reinstalled it. but it didn't change anything. still got stuck with this race menu problem. Do you have a solution for this kind of problem?
is it possible to add additional functionality to the color window so that can observe the position of each slider, that is, new values that would be under the color code, for example:
Could someone please explain some questions about overlay and vanilla tattoo: 1. What is the differences between overlay introduced in RM and tattoos introduced in vanilla game? 2. How do I know if a npc beautification mod uses overlay? 3. How to properly set skee64.ini to disable npc's overlay? 4. Why there is no tattoo mod implemented in the vanilla tattoos' way? They often use overlay.
EXTREMELY late response but I saw no one answered you. 1. I assumed by "vanilla tattoo" you're referring to the face paints in vanilla game. I don't know the technical aspects but I know that overlays use NetImmersive Override (which is baked into RaceMenu). Vanilla face paints are generally race/gender locked and only apply to faces. Overlay doesn't have either of those issues. I believe the vanilla makeup is ostensibly the same as the face paint. 2. I don't know of many NPC mods that use overlay but generally if the modpage shows or mentions any "tattoos" on the NPCs' bodies, its probably an overlay. 3. I believe overlays are player only by default in skee64.ini 4. There are mods that change or improve the default face paints.
I do have the following problem: the sculpting tab is mirrored. I tried it without any other mod besides the requirements, so I guess it's racemenu itself. Does anyone know a solution?
14049 comments
- bBodyMorphGPUCopy
- bBodyMorphRebind
If you are experiencing instability with respect to BodyMorph feature try disabling these options in skee64.ini, or skee64_custom.iniVersion 0.4.19.10 change regarding plugin registration:
Plugins requesting SKEE's interfaces should do so after all plugins load (PostPostLoad event) to ensure that SKEE was loaded first. The reason this change was made was to enforce this, but obviously ceases to work for plugins that violate this.
SKSE loads DLL plugins in sequence and discovers them via OS calls where their order is non-deterministic (coincidentally alphanumeric?), this is problematic when you want to retrieve information from a plugin that technically hasn't loaded yet.
Version 0.4.19.11 adds a new option to skee64.ini (or skee64_custom.ini) to effectively revert this change but is OFF by default:
bEnableEarlyRegistration
This should restore functionality to plugins that attempt to retrieve SKEE's interfaces too early and fail as a result.
I am at the end of my self diagnosis comfort zone and request some ideas on what problem is, most likely PEBKAC, and how to fix.
Download this: UploadIO or MEGA
Replace the archive from -> [skyrim_installation_dir]/Data/SKSE/Plugins <- with the new one
Now it shall be working by now
And to Pludliam, too.
Thank you
nevermind another mod was overwriting it i believe strange mo2 does not say its being overwritten
I checked too see if I had those extra .pex files. I don't.
I check if I'm using the latest of both Racemenu and SKSE, "REQUIRES SKSE64 Anniversary Edition 2.2.6 or greater and Game Version 1.6.1170" I am, checked in game to see I'm 1.6.1170.0.8 running SKSE64 2.26 with no ill effect to any other mod.
Reinstalled SKSE all the same because it's what everyone keeps repeating. No change.
Checked to see if the "overwrite" folder in MO2 had something. It doesn't.
Reinstalled Racemenu, no change. Reinstalled XPMS with both racemenu compatibility options checked. No change.
Run the Racemenu alone to see if any mod could be overwriting it's scripts, no change.
Is there any way MO2 is not installing these correctly? I even tried installing it by hand and had no luck. I'm running this in Linux through it's sketchy means, but every other mod didn't complain, SKSE shows INGAME being installed and SKYUI has no problem showing itself so I think it must be something on Racemenu's end.
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00000000 (A:255 R:0 G:0 B:0)
1:127 2:0 3:0 4:255
just want to have more control over the color settings in order to set the color that need, checking the current position of each slider
1. What is the differences between overlay introduced in RM and tattoos introduced in vanilla game?
2. How do I know if a npc beautification mod uses overlay?
3. How to properly set skee64.ini to disable npc's overlay?
4. Why there is no tattoo mod implemented in the vanilla tattoos' way? They often use overlay.
1. I assumed by "vanilla tattoo" you're referring to the face paints in vanilla game. I don't know the technical aspects but I know that overlays use NetImmersive Override (which is baked into RaceMenu). Vanilla face paints are generally race/gender locked and only apply to faces. Overlay doesn't have either of those issues. I believe the vanilla makeup is ostensibly the same as the face paint.
2. I don't know of many NPC mods that use overlay but generally if the modpage shows or mentions any "tattoos" on the NPCs' bodies, its probably an overlay.
3. I believe overlays are player only by default in skee64.ini
4. There are mods that change or improve the default face paints.
cause i cant run this mod no matter how much i tried cause i dont have the proper version
I get wrong plugin version 42 not 43 on the dll file. [edit - recheck detail]