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Racemenu Modders Package - how to install correctly?


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Posted

I want to create some war paints to use with Active Overlays, and I'm using this guide here.

 

I'm at the stage where I'm supposed to install Raceguide Modders package. On Nexus there are two files availble (1.0 and 1.1) but I'm not sure if they're for AE or what (I'm on SE 1.5.9.7). Nor am I 100% sure how to install  it - I've unpacked the files manually, and I've tried  to use my mod manager to install them like a regular archive.

 

The next step is to open CK, go to Gameplay / Compile Papyrus scripts and select RaceMenuBase to compile.

 

It does not compile, but just kind of pukes. Like this:

racemenubase.psc - not compiling.txt

 

The guide suggested to make sure I did a manual install of SKSE, which I did but it's made no difference.

 

Can anyone advise? What am I doing wrong? How do I get the racemenu Modders Package to work?

Posted

Looks like your skse source files aren't present, make sure they are in "data\Source\Scripts" and not "data\Scripts\Source". Bethesda changed the default location for source files in the SE ck.

Posted

Thank you!

 

Just to be clear - are the skse source files you mention the actual skse files from silverlock.org, or the files from the Modder's package that skse uses? Basically, am I checking my SKSE install or my Racemenu Modder's Package install?

Posted (edited)

Okay... so I'm looking at the .7z archive of skse64 and I'm pretty sure I didn't install it correctly (which is encouraging, because that means it may be easily resolvable :) )

 

In the skse64 .7z from silverlock.org there's a src folder, with two other folders in it (skse64 and common). Do I just copy those two folders into program files (x86)/steam/steamapps/common/skyrim special edition/data/source/scripts (which has the following folders: backup, dialogueviews, scripts, source, temp; as well as a whole bunch of .psc files)?

 

EDIT: Wait no... looking at the readme (which I have, more than once... but reading comprehension is hard...)

 

3. If you create mods, copy the .psc files in Data\Scripts\Source\ into the Data\Scripts\Source\ folder of your installation. The .psc files are only needed if you have the CreationKit installed and intend to create or compile Papyrus scripts. Make sure to add them to your include path.
 

So easy enough, copy the .psc files as described.

 

But do I do anything with the files in src? I think the answer is no...?

Edited by Anunya
Posted (edited)

Okay @Yinkle - the readme says to copy the .psc files to Data\Scripts\Source\ while you say copy them into data\Source\Scripts ... I guess that means the readme file from silverlock was written for LE and they didn't update it for their SE version.

 

If I copy them to both spots will that make sure I get it right, or will that fuck everything up guaranteed?

Edited by Anunya
Posted
1 hour ago, Anunya said:

Okay @Yinkle - the readme says to copy the .psc files to Data\Scripts\Source\ while you say copy them into data\Source\Scripts ... I guess that means the readme file from silverlock was written for LE and they didn't update it for their SE version.

 

If I copy them to both spots will that make sure I get it right, or will that fuck everything up guaranteed?

Yes, as I say the "default" source path was changed in the SE CK for some inexplicable reason. You can either put the skse .psc filles in /source/scripts/ or change the settings back to the LE source path but I'm not sure how this is done as I've never bothered. Having them in both locations won't do any harm other than confusing yourself! The files in the SKSE "src" folder are irrelevant, they are for .dll plugin developers.

Posted

Copied the files into data/source/scripts...

 

Went to Gameplay / Compile Papyrus Scripts / RacemenuBase ... and...

 

The pop-up came up. Instead of hanging around saying "failed" it just disappeared after like half a second. I think that means it compiled. Would've been nice if the window didn't close automatically, but oh well.

 

Thanks for your help @Yinkle :) 

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