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.
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.
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)
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).
I am having a weird issue, some of the sliders are missing when they were there a few hours ago. Some are for the face head and eyes like the slider for Head Part is missing, is there any reason why this would be happening, Also a few like expressions are completely empty, I tried removing the loose base scripts and the ones are still missing and still empty. I even tried uninstalling and reinstalling the mod itself. I looked in the Data/Scripts folder there is also no CharGen.pex file present either, and there is no RaceMenu.pex or RaceMenuPlugin.pex either not sure why. Any help on the issue would be greatly appreciated.
Hello, the only problem i have is with the sliders of the shield. Everything else work fine. i can Modifie the appareance of my character, her heeight and modife all sliders of the weapons. Except the shield one, i cant make it bigger, moving foward, rotate etc, i cant do anything with the shield. Is there any way to fix this or is a coomo problem?
I’ve been getting the error “charged.dll: LE plug-in cannot be used with SE” and “nioverride.dll: LE plug-in cannot be used with SE” and it happened whenever I try to launch Skyrim can someone help me?
Is there anyway to change how the sliders..."jump?" So let's say I'm using a controller and I hit RB (or is it the trigger?) to do a quick jump increase. It goes from 0 to 0.33 right? Is there a way to have it go in increments of .10 or .15 etc? Anyway, love the mod. Keep up the good work!
When creating a new character in a new playthrough something weird happens. If the new character is male, everything seems to go correctly but if I create a female character, her body, but not her head, hands or feet, is a slightly shiny blue color.
12237 comments
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.
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.
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)
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).
Will RaceMenu prevent my character from breaking if i decide to make changes to his appearance while he is a Vampire?
I know it was not possible in the base game but i cannot find confirmation anywhere whether or not it is safe to do so with RaceMenu installed.
Is there any way to fix this or is a coomo problem?
Other 3 pages don't want to work.
Camera, Sculptor and Presets.
About presets - if i save them, they don't appear in folder.
So let's say I'm using a controller and I hit RB (or is it the trigger?) to do a quick jump increase. It goes from 0 to 0.33 right? Is there a way to have it go in increments of .10 or .15 etc?
Anyway, love the mod. Keep up the good work!