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RaceMenu or ECE ?


dje34

  

2,300 members have voted

  1. 1. Which Character Creation Mod do you prefer ?

    • RaceMenu
      1312
    • ECE
      899
    • Other (please, tell us)
      89


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none, for many of these mods you need more mods I just do not want to use!

long as there is no independent mod, I will clearly come only with the console command "showracemenu".

 

What do you mean by 'need more mods' ?

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none, for many of these mods you need more mods I just do not want to use!

long as there is no independent mod, I will clearly come only with the console command "showracemenu".

"Showracemenu" is all you have to do to use RM or ECE. No other mods are necessary for either one of those, they just replace the vanilla character creation menu. ECE even looks and acts a lot like the vanilla menu.

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"Lother" yes you say it yourself, you need "SKSE" and this "SKSE" I'm going to use "never times"!

I use very old mods that I want to "not" do without, because most major older versions I like better. by many old mods there are no updats.

I have my entire game wrecked by SKSE and it was a great work to restore it.

 

german

"Lother" ja du sagst es doch selbst , man benötigt " SKSE " und dieses " SKSE" werde ich "nie mals" verwenden ! ich verwende sehr alte mods auf die ich "nicht" verzichten möchte , denn die meißten älteren versionen gefallen mir einfach besser . auch von vielen alten mods gibt es keine updats . ich habe mein gesamtes spiel durch SKSE geschrottet und es war eine große arbeit es wieder herzustellen .

 

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none, for many of these mods you need more mods I just do not want to use!

long as there is no independent mod, I will clearly come only with the console command "showracemenu".

"Showracemenu" is all you have to do to use RM or ECE. No other mods are necessary for either one of those, they just replace the vanilla character creation menu. ECE even looks and acts a lot like the vanilla menu.

 

 

it's nice that you are giving me this description, but I'm German and I have no knowledge of english! what should I do with this ECE, it is at all compatible with the German version, or it will "change" my entire game? instead of German scripture only English scripture!

edit: the entire description of this mods is written in English language, the google translate claps his hands.

edit2: Enhanced Character Edit by ECE team

http://www.nexusmods.com/skyrim/mods/12951/?

this is the text of this mods.

 

This mod adds some new sliders, head parts, one race, and more natural makeup colors.

 

===============================================================

ECE1.0 is quite different from older ones.

It is changed completely because of adding a new slider system.

Make sure to read this description file.

There are some important points you have to notice.

Compatible "Race Menu" 1.5+.

But it is not perfect. You will not use a lot of features.

I recommend uninstall Racemenu.

===============================================================

 

Main Feature

 

Adds Sliders

Marge the function of CME, "Character Making Extender" by kapaer

 

This mod adds more than 40 new sliders (without beast race).

Vanilla slider is now 1.5 times wider.

 

NeckDown and WaistScale sliders require custom skeleton which is included in this mod.

Please select the option in installer.

BreastScale slider requires BBP meshes and skeleton.

ButtScale slider requires TBBP meshes and skeleton.

 

Cheekbone Height

Cheekbone Width

Cheek Width

Cheek Roundness

 

Jaw Width

Jaw Height

Jaw Forward

 

Eye Shape

Eye Size

Eyelid Height

 

Upper Eyelid Height

 

Lower Eyelid Height

Eye Rotate

Iris Size

Iris Place

Iris Height

Eyelash Length

Eyes Height

Eye Width

Eye Depth

 

Eyebrow Slope

Eyebrow Arching

Brow Height

Brow Width

Brow Forward

Forehead Forward

 

Mouth Shape

Mouth Width

Mouth Size

Upper Lip Size

Lower Lip Size

Lip Tilt Up

Dimple Depth

Mouth Height

Mouth Forward

Lip Pouting

 

Chin Width

Chin Length

Chin Forward

Chin Jutting

Chin Depth

 

Nose

Nose Type

Nose Height

Nose Length

Nose Forward

Nosebridge Width

Nostril Size

Nose Tip Slope

Nose Sellion Depth

Nose Sellion Height

Nose Sellion Width

Nose Bridge Depth

Nose Region Convex

 

RacialTrait

Nord

Breton

Imperial

Redguard

Wood Elf

Dark Elf

High Elf

 

Slot Load

Head Size

Name Loading

Neck Down

Leg Size

Hand Size

Height

ForeHead Down

 

ShoulderScale

BreastScale

ButtScale

QuiverScale

 

Adds Color Sliders

Extends skin and tint colors.

You can select a color from the slider, such as transparency, brightness, hue and brightness.

War-paint colors and dirty colors are not supported.

 

Expression Sliders(1.9 only)

It can be changed the facial expression.

Combat- and -Mood can be reset by the mfg reset in console or run the Showracemenu.

Other facial expression slider not reset same as other modelling slider.

 

Adds Zoom and Light

Zoom on with the Shift key.

You can switch levels of light to five steps by Ctrl key, such as white, yellow, bright white, bright yellow and off.

 

Can be changed FOV and camera direction(1.9 only)

Hold shift key + mouse wheel, and change FOV.

Hold shift key + mouse move, and change camera direction.

 

Numeric display for all sliders

 

Save/Load slot

You can save the face you make in the slot when you exit the showracemenu.

Saved-slot can be called from the Slot Load slider.

 

Vertex Edit (1.9 only)

It can be adjusted a vertex position. It supports human mesh of vanilla.

I recommend using a mouse.

When you select Vertex Edit category, show a UV map on the lower center, so you can choose a vertex.

You can scale the map on mouse wheel.

You can adjust a selected vertex by dragging crossed arrow or moving xyz sliders.

If you want to stop the player's animation, type "player.sae idlestaticposeastart" in console. I recommend making a batch file.

Mirror edit mode(x symmetrical) is default. It can be toggle in the slider.

 

When you move a vertex, you can edit range to be moved at same time apex of that around.

The type of interpolation can be specified following mode.

- cubic interpolation (smooth mountain-shaped)

- line interpolation (pyramid )

- flat interpolation (same movement in range)

 

Vertex does not confirm edit until you change a selected vertex.

If you want to edit the same vertex, you will need to be re- selected once.

 

Undo/Redo Panel (1.9 only)

Revision history listed on the left side, you can undo/redo freely by clicking.

Undo is recordable up to 50 times.

You can scroll through the history with the mouse wheel.

You can also move one at a time with PageUp / Down on the keyboard.

Some operations are not listed in revision history.

 

Modify morph files

Marge the function of "RANs CharaGen Morph" by RAN46.

This mod includes a set of TRI files that govern character face morphs that will let a more rounder face with new morphs for mouth,nose and eyes.

 

Adds and improves head parts

This mod adds more than 30 new parts of eyes, nose and lips.

And it changes many Vanilla parts a little.

 

Fixed asymmetry mesh.

 

Human female cheeks is rounded.

 

Adds human head parts to elves and orc race.

 

 

Additional Race YgNord

 

Note:

::::::::::::::::::::::::::::::::::::::

This race uses different (and independent) folders in both textures and meshes.

You need to put manually the files you want from various body/face mod. Look below: two folders for YgNord.

 

TexturesActorscharacterEnhancedfemale

MeshesactorscharacterygNord

::::::::::::::::::::::::::::::::::::::

 

YgNord's status and ability are same as nord.

YgNord's female more rounded cheeks and lower nose.

YgNord's male is default face. Recommended use a female slider, because hair may be buried under face.

 

Includes "Race Compatibility" and "Race Compatibility improved" for additional race bug fixed.

 

Other Feature

These features cannot be available when you select "incompatible package" in installer, alternatively it does not conflict with any mods which edit race record (such as SkyRe Race).

 

Adds 11 eyebrows to female.

Refer to:

TexturesActorscharacterEnhancedfemalebrows

Eyebrow textures included: These files are “Pretty Face” textures.

You can replace them other textures you like.

 

Adds realistic skin colors, tints colors, hair colors to female.

Adds realistic skin colors, tints colors, and hair colors to female.

New colors are warm color. Pink, orange, red, and brown tone. Approximately 40.

Human and Bosmer only.

 

Adds six moles, one freckles to female.

One freckles, and three patterns of moles x 2 are added to female complexion slider.

TexturesActorscharacterEnhancedfemale

 

Requirement

SKSE 1.6.9 or 1.6.13

Skyrim 1.8.151 or 1.9.32

More old versions of them won't work at all.

 

Installation

 

Common tasks:

Install SKSE. http://skse.silverlock.org/

?Don’t forget to install the scripts of “Data folder” of SKSE !

 

 

Install with NMM:

Download from "Download with manager" button on nexus.

Press the "Activates the selected Mod" button.

Select if you need options.

Overwrite the existing files if you are asked, say "Yes to all".

 

Install with Wrye Bash:

Run Wrye Bash.

Select the mod in the Installers tab of Wrye Bash and then drag and drop EnchancedChacterEdit.7z.

Choose copy or move, when you are asked.

Right-clicked and then select the Wizard.

Select options if you need.

Check the "Apply these selections" and "Install this package" and then press the finish at the end.

 

Manual Install:

Extract the downloaded archive to a temporary location.

Then move it to the Skyrim "Data" folder.

The folder would be located at: SteamsteamappscommonskyrimData

Activate the EnhancedCharacterEdit.esp and CharacterMakingExtender.esp in your mod launcher by checking its box.

Please select option if you need.

 

 

In regard to optional files.

 

Full Package : All features are available.

No Additional Race : YgNord is not added.

Incompatible Package : It cannot be used the other features e.g. adds eyebrows, alternatively it does not conflict with mod which edit race record (such as SkyRe Race).

Skeletons : Required to use the neck and waist sliders. Please select skeleton mod which you use.

If none on this list, modify skeleton yourself. I explain in the Q & A "How to modify skeleton for applying neck and waist slider".

No Cheeks fix : Disable modify to rounded cheeks for human female.

No Vampire Cheek : No sunken cheeks when player is vampire.

Slider 2x : It can be twice wider sliders.

Slider 2x and Step 2x : It can be twice wider and detailed sliders.

 

 

How to Upgrade

 

Upgrade from 0.83- to 1.0:

 

If you will overwrite of "Racial Compatibility" or "Racial Compatibility for dawnguard":

The following pex files will not be used anymore, please check file size and delete it if match.

*** IF THE FILE SIZE IS DIFFERENT, IT IS PROBABLY USED BY OTHER MOD. DO NOT DELETE IT. ***

- Data/Scripts/CompanionsHouseKeepingScript.pex: If file size is 28,504 bytes, please delete it.

- Data/Scripts/PlayerVampireQuestScript.pex: If the file size of is 12,622 bytes, please delete it.

- Data/Scripts/PlayerWerewolfChangeScript.pex: If the file size of is 12,475 bytes, please delete it.

 

If you switch from ECE0.8x, face does not collapse except eye/nose/mouth parts. Recovers by re-selecting the parts.

 

How to Use

Showracemenu in console command window.

Make your character, as usual, as Vanilla.

If you finished, name your character, and choose a slot for saving it.

You can call the character data you made a while ago, by choosing the slot of “slot load slider”.

 

 

Uninstallation

You make sure use YgNord before uninstallation. Change to another race.

Deactivates this mod with any mod manager.

Deletes this mod with any mod manager

You make sure DataSKSEPluginsCharacterMakingExtender_plugin.dll . if it exists, delete it.

You make sure use custom skeleton mod(e.g. XPMS, BBP, Realistic Ragdoll Force...). Reinstall that mod.

 

 

Q&A

When you run into trouble, please show a message or dataSKSEpluginsCharacterMakingExtender.log.

 

Q. It does not work.

A. Make sure to install SKSE.

It might be overwritten when SKYRIM update or by some mods.

Let’s install SKSE, of course its “Data folder” too, again!

 

Q. Additional sliders do not appear.

A. Make sure to install DataSKSEPluginsCharacterMakingExtender_plugin.dll.

 

Q. Additional sliders does not work .

A. Make sure to activate the EnhancedCharacterEdit.esp and CharacterMakingExtender.esp in your mod launcher by checking its box.

 

Q. It does not work, I take a message "Cannot call Papyrus script event" in log. What do it?

A. First, make sure to activate CharacterMakingExtender.esp. Next, type below command in console.

StopQuest zzExCharGenQuest

StartQuest zzExCharGenQuest

 

Q. Skyrim crash on startup.

A. Does not match the version of SKSE plug-in and TESV.exe.

Or you did wrong installation. Please update TESV.exe or retry to install.

 

Q. Use ECE with racemenu, but some feature does not work..

A. Basically, racemenu features take priority. Therefore, some ECE feature does not work.

ECE's preset and slot do not work. Nose slider of racemenu part does not work, but nose slider of ECE part works fine.

 

 

Q. Skyrim crash on showracemenu or appear error dialog "target cache has not found.please retry.system is too heavy?".

A. Confirm whether there is an incompatible mod, or not.

Do showracemenu in a small building (Breezehome, Honeyside), never in the open space.

Or use the ShowRaceMenu PreCacheKiller.

 

Q. Neck down and waist sliders do not appear.

A. It requires the skeleton that supports this feature.

 

- If you use the skeleton in options.

Use the installer when you choose Skeletons.

YgNord and other additional race Skeleton separated.

Please copy and paste it from the options.

 

- How to modify skeleton for applying neck and waist sliders.

 

Required: NifSkope

Open the skeleton that you want to edit in NifSkope.

Unchecked the Auto Sanitize before Save.

Follow the hierarchy of BlockList.

skeleton female.nif -> NPC -> NPC Root -> NPC COM -> NPC Spine -> NPC Spine1 -> NPC Spine2 -> NPC Neck -> NPC Head

Click Select Node-> Attach Parent Node-> NiNode right while selecting NPC Head.

Click the icon of the Value of Name Txt where in the Block Details.

Enter "CME HeadPos" in the input field.

Hold Ctrl + Down key, until set a maximum number of nodes on the Block List. (maximum number of node: about 268)

Repeat steps 3-7 for CME Spine1, CME Spine 2. (NPC -> NPC Root -> NPC COM -> NPC Spine -> NPC Spine1 -> NPC Spine2)

Save file at the end.

 

 

Q. I want to apply these additional sliders to the additional race I use.

Most additional race mod can go with these new sliders automatically.

 

Create a new ini file from the text in datameshesCharacterMakingExtender.

Type the following.

 

Example:

[Race]

EDID = YgNordRace, ygNordRaceVampire

SliderIni = commonTriRacesHumanRaces_Slider.ini

Preset = YgNordPreset1.slot

 

EDID has to fit exactly with (EditorID appropriate tribal Race-> open in TES5Edit or CK) name of Editor ID.

 

? Some additional races is not supported, which have their own morph.

Copy and paste textures from unsupported race folder to YgNord folder.

I recommend you to use YgNord. It’s easier way.

 

Q. I want to apply face data made by ECE sliders to NPC.

You can import face morph to NPC.

? Body sliders, hair and colors cannot be applied.

 

First, make face you want to transport in showracemenu. The last face you make is saved in NoseType32.

Load Skyrim.esm in CK, and save/create esp. Example Lydia.esp.

Check and make the esp “active file”, load with “CharacterMaikingExtender.esp”. In addition, load hair esp/esm if you use.

Select the actor you want to change, click the Reset All button and then select NoseType32 in the Character Gen tab.

Edit the hair and makeup in Chargen Parts tab. Click the OK after editing.

Output the actor selected to mesh with Ctrl + F4. Save it, temporarily.

If you don't need CharacterMakingExtender.esp as master file, push the Ctrl + Delete deregistrate master in File->Data window->Parent Masters, and then load and save.

That’s all.

 

 

 

-If you want to apply changed neck-length and head size to NPC.

 

If you don’t do this routine, don’t change the neck-length and head size. The position of hair will not accord with head. Be aware that head equipments won’t be in accord with head even when doing this task. Because of changing the size of mesh. If you want them to use head equipment of correct position, make a new race for it and specify its customized Skeleton.

 

When you want to apply the length of the neck / head size, change LipType to the 33.

You will find the hair is incorrect in the Preview.

Fixing this later by Nifskope, output the actor you selected to mesh with Ctrl + F4.

In NifSkope, open the NPC face data which is located below: MeshesactorscharacterFaceGenDataFaceGeom

Sorting files by date is easy way to find.

Choose "Hair ~" of NiTriShape, write the value, which is twice the length of the neck (Don’t forget to write a memo of it) to Z of Translation, + 1 to the size of the head to Scale.

Right-click, Transform-> Apply the NiTriShape, and then ignore the warning click "Try anyway".

Hair ~ made ??to all, please save.

It will be displayed correctly.

 

 

 

Q. What is name slider?

For Japanese language user. It is necessary to enter a name in Japanese.

 

Q. How to change the maximum value of the slider.

A. For people want to break through the limit even if there is risk of a collapse of face. If you want to double slider, you should select the "More sliderMax x2" in installer. Compatible with slots already saved because the difference is only the maximum value of the slider changes; however if you load an “above the limit” slot on environment that does not have doubled maximum value, it will be fixed to the maximum value of “normal limit”. Be careful when you want to publish/distribute.

If you set it manually, to .ini (any) in the meshesCharacterMakingExtender the maximum value is multiplied by [number] if you write "[number] SliderScale =".

 

 

Known issues / bugs

Player will re-ride the horse when you load the save on the state of riding a horse. It prevents your character from blowing away (wrath of Havok bug).

 

Player will be forced third-person view when you load the save state on first-person view. It is in order to fix bug of incorrect scale.

 

 

Incompatible

 

Ashen Race

BFG - Better FaceGen

SG Female Textures and More

Vampire Face Less Sunken Cheeks Please use Option - No Vampire Cheeks.

Ethereal Elven Overhaul

 

Incompatible mod has its own tri files and morphs.

 

Compatible

Race Menu 1.5+ - But, not use some features.

Example:

ECE's slot save.

Change FOV and Camera direction.

Nose slider(please use nose slider in the right end category) .

Vertex edit.

and more...

 

Recommend mods

 

ShowRaceMenu Precache Killer - Prevent crash in showracemenu.

 

Mfg Console - Fixed mfg(modify character facial animation) command in Skyrim 1.9.

 

Face Light - Adds lighting spell "Facelight" make face look beautiful.

 

Female Facial Animation - Improved female facial animations.

 

Permission

 

You are not allowed to upload this file to other sites under any circumstances.

You are not allowed to convert this file to work on other games under any circumstances.

You must get permission from me before you are allowed to modify my files to improve it.

You feel free to use face data, slot and ini file from make this mod. No need to contact me.

But you distribute tri files, because of avoid conflicting this mod. No Need to include tri file in face mod or follower mod.

 

 

ECE team

tktk - Administrator. Adds color and parts.

RAN46 - Author of RANs CharGen Morph. Adds parts.

kapaer - Author of CharacterMakingExtender. Adds slider.

 

Credit

Himika - Racial Compatibility - compatibility with other mods improved

Expired - Creating a Playable Race - The right way(Racial Compatibility.esm)

SKSE team - SKSE

SkyUI team - creating Unofficial UI SDK

Bethesda Softworks

 

CherryHotaling - CHSBHC - BBP - Nude and Jiggly Mod http://skyrim.nexusmods.com/mods/4888

xp32 - XP32 Maximum Skeleton -XPMS http://skyrim.nexusmods.com/mods/26800

dDefinder - Realistic Ragdolls and Force http://skyrim.nexusmods.com/mods/601

 

 

Change log

2012.03.15 0.30b - Nexus release.

2012.03.17 0.40b - Showracemenu bug fixed. YgNord face texture bug fixed. Preset replaced first with second.

2012.03.17 0.41b - Markarth SilverBloodInn name changed from Japanese to English.

2012.04.18 0.42b - RANs CharGen Morph 0.41a included.

2012.04.03 0.50b - YgNord body separated. 15 hair color added. 6 mole, 1 frekles added.

2012.04.06 0.52b - RANs CharGen Morph 0.42a included. Deviation of the ygnord's hands and feet fixed.

2012.04.13 0.55b - RANs CharGen Morph 0.43a included. Orc/elf parts(nose21-30,eye6-8/22-28) in human race deleted. NoseType33 added.

2012.04.18 0.60b - RANs CharGen Morph 0.45a included. NoseType33, NoseType2 fixed. YgNord's eyebrow morph added. LipType32,LipType33 added.

2012.04.22 0.65b - EyesType32,33 added. EyesType2,3 fixed. Pretty Face 1.5 included. YgNord and Breton Cheeks fixed.

2012.04.27 0.70 - NoseType36,37,38 LipType34 added. NoseType33,8 fixed.

2012.05.01 0.71 - NoseType39 added. NoseType38 fixed.

2012.05.21 0.72 - Dark Brotherhood quest bug fixed. LipType2 fixed. Chin of nord shorted. Nose down exceeded.

2012.05.27 0.75 - EyesType34 added. Lacrimal caruncle fixed. Black dots under the lips fixed(LipType2,9,10,15). DeleteEyeTiltPatcher bug fixed.

2012.06.07 0.76?- EyesType35 added. 12 tint Colors added. DeleteEyeTiltPatcher bug fixed.

2012.06.13 0.80?- EyesType36 added. RANs CharGen Morph 0.46a included. Mount combat bug fixed.

2012.06.13 0.81?- RANs CharGen Morph 0.47a included. Jaw depth on nose wide replaced. Preset changed.

2012.07.06 0.83?- RANs CharGen Morph 0.49a(2 lips and 3 nose added) included.

2013.01.27 0.85?- Racial Compatibility improved included. Dawnguard quest bug fixed. Nord cheeks fixed. Scars bug fixed.

2013 03.21 1.00 - This mod overhauled. slider, zoom and light added.

2013 03.23 1.01 - "Cannot call Papyrus script event." bug fixed, maybe.

2013 03.25 1.02 - Racial Compatibility improved 1.6a included.Conflicting script messages with vampirequest and companionhousekeeping bug fixed.

2013 03.26 1.03 - Fixed an included "Racial Compatibility improved 1.6a" mistake. "Alternate Start" or "new game start" do not appear slider bug fixed.

2013 03.27 1.04 - More zoom stage added. "Cannot call Papyrus script event." when use Alternate Start bug fixed.

2013 03.31 1.05 - Occasionally version error message when first boot the new game or load game bug fixed. - CTD when starting from save in state werewolf bug fixed.

2013 09.25 1.1 - Expression slider added. Ygnord male face texture added. No cheeks fix option files added. Femalize slider added. Color slider shown RGB display. Color of the face does not change in the mole and freckles. Dirty edit cleaned.

2013 10.10 1.2 - Vertex edit added. Undo/Redo panel added. Wrong position of hair color slider in Khajiit fixed. Irremovable tooth of Orc bug fixed. FOV and camera direction can be changed.

2013 10.11 1.2 - BAIN wizard bug fixed without version change.

 

 

 

german

es ist ja schön dass du mir diese beschreibung gibst , aber ich bin deutscher und habe keine englisch kenntnisse ! was soll ich mit diesem ECE machen , ist es überhaupt kompatibel mit der deutschen version , oder wird es mein gesamtes spiel "verändern" ? statt deutsche schrift nur noch englische schrift !

edit: die gesamte beschreibung dieses mods ist in englischer sprache verfasst ,

der google übersetzer klatscht in die hände.

 

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"Lother" yes you say it yourself, you need "SKSE" and this "SKSE" I'm going to use "never times"!

I use very old mods that I want to "not" do without, because most major older versions I like better. by many old mods there are no updats.

I have my entire game wrecked by SKSE and it was a great work to restore it.

 

german

"Lother" ja du sagst es doch selbst , man benötigt " SKSE " und dieses " SKSE" werde ich "nie mals" verwenden ! ich verwende sehr alte mods auf die ich "nicht" verzichten möchte , denn die meißten älteren versionen gefallen mir einfach besser . auch von vielen alten mods gibt es keine updats . ich habe mein gesamtes spiel durch SKSE geschrottet und es war eine große arbeit es wieder herzustellen .

 

 

Ahh well I see, I couldn't really have thought of SKSE. But honestly? I don't think SKSE broke your game. It is just a 'library of resources' it does 'nothing' by itself, only allows mods to do things that vanilla Skyrim can't do by accessing it's 'library'. Probably what broke your game was a bad mod that happened to use SKSE. But honestly, so many mods uses SKSE that it's hard to say, but that doesn't mean that SKSE had the fault.

 

I would recommend you to use Mod Organizer, it comes with German interface and two reasons for you to use it: 1) Always keeps your Skyrim installation clean, so it's 100% impossible to break it even if you try! 2) Mods are always layered and separated, so it's easy to identify when a mod is behaving wrong.

 

Without SKSE you're missing many important and fun mods! Also, responding to your next post, I would say that 90% of the most important mods have german translation. On the nexus you can even just search for translation, and there's a skyrim mod page that is exclusively dedicated to mod translations, here: http://www.modtranslations.com/all.php

Link to comment

 

"Lother" yes you say it yourself, you need "SKSE" and this "SKSE" I'm going to use "never times"!

I use very old mods that I want to "not" do without, because most major older versions I like better. by many old mods there are no updats.

I have my entire game wrecked by SKSE and it was a great work to restore it.

 

german

"Lother" ja du sagst es doch selbst , man benötigt " SKSE " und dieses " SKSE" werde ich "nie mals" verwenden ! ich verwende sehr alte mods auf die ich "nicht" verzichten möchte , denn die meißten älteren versionen gefallen mir einfach besser . auch von vielen alten mods gibt es keine updats . ich habe mein gesamtes spiel durch SKSE geschrottet und es war eine große arbeit es wieder herzustellen .

 

 

Ahh well I see, I couldn't really have thought of SKSE. But honestly? I don't think SKSE broke your game. It is just a 'library of resources' it does 'nothing' by itself, only allows mods to do things that vanilla Skyrim can't do by accessing it's 'library'. Probably what broke your game was a bad mod that happened to use SKSE. But honestly, so many mods uses SKSE that it's hard to say, but that doesn't mean that SKSE had the fault.

 

I would recommend you to use Mod Organizer, it comes with German interface and two reasons for you to use it: 1) Always keeps your Skyrim installation clean, so it's 100% impossible to break it even if you try! 2) Mods are always layered and separated, so it's easy to identify when a mod is behaving wrong.

 

Without SKSE you're missing many important and fun mods! Also, responding to your next post, I would say that 90% of the most important mods have german translation. On the nexus you can even just search for translation, and there's a skyrim mod page that is exclusively dedicated to mod translations, here: http://www.modtranslations.com/all.php

 

 

I am very grateful for your support and for the "time" that you've made ​​for me. thank you for the link, I did not know this page.

it may also be possible that another mod for the destruction of my game was responsible. at 256 ESP \ ESM files and a 59GB size is the amount of mods I can use, fully exhausted.

 

german

ich bedanke mich sehr für deine unterstützung und für die "zeit" , die du dich für mich genommen hast . danke auch für den link , ich kannte diese seite noch nicht . es kann auch möglich sein daß ein anderer mod für die zerstörung meines spiels verantwortlich war . bei 256 ESP\ESM dateien und einer größe 59GB , ist die menge der mods die ich verwenden kann , voll erschöpft .

 

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I am very grateful for your support and for the "time" that you've made ​​for me. thank you for the link, I did not know this page.

it may also be possible that another mod for the destruction of my game was responsible. at 256 ESP \ ESM files and a 59GB size is the amount of mods I can use, fully exhausted.

 

german

ich bedanke mich sehr für deine unterstützung und für die "zeit" , die du dich für mich genommen hast . danke auch für den link , ich kannte diese seite noch nicht . es kann auch möglich sein daß ein anderer mod für die zerstörung meines spiels verantwortlich war . bei 256 ESP\ESM dateien und einer größe 59GB , ist die menge der mods die ich verwenden kann , voll erschöpft .

 

 

 

Another good reason for use Mod Organizer is that you can have diferent savegames / characters with different mods and you can just switch with a click. So let's say you have your fat build of 256 ESP with a character, well you can switch to a test character for example with new different plugins to test or try or whatever and it won't affect your main installation.

Also you should really look into merging plugins with Tes5edit, for example, mergin .esp from armors and that kind of things is 99% safe (as long as you use 'Check for errors' functions and says it's 'Ok' you can go ahead). I'm telling this cause all those .esp that only includes custom armors and weapons are a lot of space and when you get to the maximum number of ESP / ESM merging them is really a release of unnecessary space. You only need a little script from here, that you place inside a folder in tes5edit and it does it automatically. Can look something difficult but it is not at all.

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I agree Lother, but as a MO n00b user I've got to say that instead of playing with folders and files you have to play with archives and files, so you have to know exactly what you do because if you make a mistake somewhere in an archive it will be difficult to find it if you have 250+ archives... hopefully there is the lightning thing and conflicts can be (not that) easily found but if you forgot something in one of your archives it will take ages to find where. I didn't have this problem when playing with folders, but folders can't manage load order and it's easier to get rid of a mod if 'installed' using MO.

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I agree Lother, but as a MO n00b user I've got to say that instead of playing with folders and files you have to play with archives and files, so you have to know exactly what you do because if you make a mistake somewhere in an archive it will be difficult to find it if you have 250+ archives... hopefully there is the lightning thing and conflicts can be (not that) easily found but if you forgot something in one of your archives it will take ages to find where. I didn't have this problem when playing with folders, but folders can't manage load order and it's easier to get rid of a mod if 'installed' using MO.

 

Don't open the bsa archives. I don't see any reason to, at least not with any mods I am using. Leave them archived and then you shouldn't need to do anything with them.

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I agree Lother, but as a MO n00b user I've got to say that instead of playing with folders and files you have to play with archives and files, so you have to know exactly what you do because if you make a mistake somewhere in an archive it will be difficult to find it if you have 250+ archives... hopefully there is the lightning thing and conflicts can be (not that) easily found but if you forgot something in one of your archives it will take ages to find where. I didn't have this problem when playing with folders, but folders can't manage load order and it's easier to get rid of a mod if 'installed' using MO.

 

Don't open the bsa archives. I don't see any reason to, at least not with any mods I am using. Leave them archived and then you shouldn't need to do anything with them.

 

 

I'm not opening the bsa but of course I have to open the zip/rar archives, with the Data thing and fomod thing I always have to check the archive to 'install' mods correctly with MO, right or wrong ?

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It seems both tools have its fans...so I hope a lite user like me can ask silly questions.  For the following scenario, which tool is more capable (not ease, I can deal with the learning curve if I have to), or even possible?

 

- import an existing head mesh from existing follower mods

- exporting head mesh to an existing follower mod

 

Confession...a year or so ago I used ECE to import the "save slot" created by Seranaholic author into Vilja's esp (using ECE save slot saved to NoseType feature).  With minor tinkering using nifskope (hair mesh) It works well enough.  I certainly want to know what RaceMenu can do nowadays.

 

Thanks in advance.

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I'm using ECE, the sliders for face are great...

 

I have a question though, why ECE says it's incompatible with SG Female Textures and Eyebrows? I've been using them together and I never noticed any bug, Am I missing something? If so, how I can make them work together?

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I agree Lother, but as a MO n00b user I've got to say that instead of playing with folders and files you have to play with archives and files, so you have to know exactly what you do because if you make a mistake somewhere in an archive it will be difficult to find it if you have 250+ archives... hopefully there is the lightning thing and conflicts can be (not that) easily found but if you forgot something in one of your archives it will take ages to find where. I didn't have this problem when playing with folders, but folders can't manage load order and it's easier to get rid of a mod if 'installed' using MO.

 

Don't open the bsa archives. I don't see any reason to, at least not with any mods I am using. Leave them archived and then you shouldn't need to do anything with them.

 

 

I'm not opening the bsa but of course I have to open the zip/rar archives, with the Data thing and fomod thing I always have to check the archive to 'install' mods correctly with MO, right or wrong ?

 

 

Actualy no you do not need to ever touch the Archive at All

When MO shows what was is in the Archive it's using the internal 7-Zip DLL and after manipulating files and folders around and getting the Looks Good Green Message, the reality is nothing is moved at all. MO now knows how to put the files in the Mod Folder named whatever Name you choose, which defaults to the Archive Name usually stopping if a space character is reached. This can still be changed to full archive name by using Drop Down menu or you can Click on Name and type something else or change name later whenever you want.

Simply put: Mod Name = Folder Name.

Then Archive contents are put into Mod Folder in the same structure you chose but Archive remains the same as when downloaded.

Even if you accidently deleat the folder the Archive remains to reinstall from scratch.

As to Reinstalling Mods its not got any install order at all and every profile that uses a mod can use same mod folder so making a new Profile with same mods is just a copy profile click and if you want to change them about just drag and drop in that profile, tick and untick mods to activate for that profile.

 

I could go on and on but I'll just give one more killer feature.

you have a Fomod type mod with 3 Alternates for simplest example well say 3 ESP's and you choose one of them at install.

Usual Procedure is run FoMod 3 times selecting different ESP each time and only activate one.

Perfectly fine but with SSD's space limits that's very wasteful of Space.

MO way is Create an Asset Mod for All ESP's containing the files all 3 ESP's require and give it a standard name like

Mod Name - Assets (R+Alt ESP)

Then create separate Mods for each ESP containing All unique Files which in the example is just the ESP give each a standard name like

Mod Name - Alt 1 ESP (R+Assets)

Mod Name - Alt 2 ESP (R+Assets)

Mod Name - Alt 3 ESP (R+Assets)

by using standard name you know Alt means choose only one of these (the name is whatever you choose that you then use it always in this way is the standard not what the word is and 1-3 can be Followed or replaced by a descriptive name)

Now all files are used only once but more mods for Space limited SSD's folders are much smaller than repeat files.

Now just one more step the same mod has 5 options that can be all used together or just in any combo. So similar setup

Mod Name - Opt A (R+Alt ESP+Assets)

Mod Name - Opt B (R+Alt ESP+Assets)

Mod Name - Opt C (R+Alt ESP+Assets)

Mod Name - Opt D (R+Alt ESP+Assets)

Mod Name - Opt E (R+Alt ESP+Assets)

Again standard naming reminds you of purpose and A-E can be Followed or replaced by a descriptive name also. you select whichever options are wanted for that Profile.

This is now taking up minimum possible space while still giving maximum possible options.

 

Thre are many unique abilities MO has and some drawbacks as with all complex managers some functions are more involved.

The best advise I can give anyone moving from NMM and even Wryr Bash, though I respect Wrye Bash much more than NMM, is this.

Forget how they work and above all don't try to match features, sometimes things are very similar with all three Load Order for example and it works.

Much though is fundamentally different and even when superficially they look the same, in reality MO uses a completely new approach and comparing then produces false assumptions and confusion. Read the Documentation and Support Forums on STEP the links are in My Signature and I am one of the Forum Moderators so do know most of the actual facts as to how it really works.

That's another point, nobody knows absolutely everything about any complex mod even the mod author. Bugs would never occur if that were true.

 

Oh yes OP Race Menu or ECE

Race Menu

  • Sky UI styling
  • Less sliders
  • RGB colours
  • Easier to use
  • Users tend to favour this

ECE

  • Vanilla Styling
  • More Sliders
  • HSB colours
  • Harder to use
  • Character Mod Makers favour this

Yes

I say opposite to Lother who said

-More sliders (including all ECE already have)

how can you say if you include ECE sliders Race Menu Has More

I can just as easily say if you include Race Menu sliders ECE Has More

and if you are saying race menu already has all ECE sliders that is plain wrong.

I have tried all three options Both together not recommended by either author and i see why its iffy with Char Gen and thats now built into new Race Menu.

Separate I can say no more than above they are the facts but as with all these polls I do not vote because in final analysis the poll is pointless the posts say more than a poll and all that matters is what you prefer to use. So try both and chose your poison that is all that matters in the end,

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Guest Xxxxxxxx4688

I use both.

Sure it says in the page it isn't compatible but I've had no problems with it.

All the ECE sliders are there and the interface of Racemenu is just so much better.

Not to mention all the body tattoo mods.

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Racemenu:

 

Pros

 

-More sliders (including all ECE already have).

-Better interface.

-Save / load faces directly in your skse/plugins not in your savegame folder.

-Can export head mesh, so can create followers faces.

-Overlays.

-Compatible with any head mesh, not dependant on one like ECE.

-Addon friendly

 

Cons

 

-Vertex edit still in beta.

 

ECE:

 

Pros

 

-Finished vertex edit

 

Cons

 

-Less sliders

-Worse interface

-Clunky Save / load faces

-Dependant / limited on its own head mesh

-No extra features like head export, overlays, etc.

 

 

Would like to change this list a little bit to be a little less bias...

 

 

 

Racemenu:

Pros

-More sliders (including all ECE already have). (Seems to me most of these sliders can only be used for jokes, but still relevant since I don't know as much about Racemenu.)

-Better interface. (This is what tickles me about your post. I personally prefer the default interface ECE uses.)

-Save / load faces directly in your skse/plugins not in your savegame folder.

-Can export head mesh, so can create followers faces. (I haven't seen much success in this, in most cases users have to ask in order to accomplish the task. Merge with above.)

-Overlays. 

-Compatible with any head mesh, not dependant on one like ECE. (Not really relevant since there aren't much head meshes to begin with. You don't need different head meshes when switching from UNP/B to CBBE.)

-Addon friendly

 

Cons

-Vertex edit still in beta.

 

ECE:

Pros

-Finished vertex edit

 

Cons

-Less sliders

-Worse interface (Person preference. Personal preference.)

-Clunky Save / load faces (If you're talking about CME then you're probably doing something wrong. If its not CME, the you're still doing something wrong.)

-Dependant / limited on its own head mesh (-_____________________-)

-No extra features like head export, overlays, etc. (not much relevant

 

 

Racemenu:

Pros

-More sliders (?).

-Can save faces directly in your plugins to use on other saves and can export head mesh from followers.

-Texture Overlays such as tattoos

-Add-on friendly

 

Cons

-Vertex edit stilllllllllllllll in beta.

-Not much character variety to the point where it gets obvious if a person is using Racemenu.

 

ECE:

Pros

-Although theres little use for it, Vertex Edit.

-Don't know if more compared to Racemenu, but with XPMS Extended by Groovtama theres a lot more slider options. Mostly hands and weapon placements.

-CME allows easy share and access of character presets. The only problem with this is that you might need to install the necessary textures and texture mods to achieve the exact look. However in this case Racemenu is not immune too.

-Addition of new noses, eyes, lips. Not really relevant since I recall a Racemenu add-on that did this…?

-If not using mfg console (are you kidding me? Use it!), then ECE comes with a expression slider.

-Slider history records up to 50 changes. Really useful especially when fixing mistakes.

-Although Racemenu has more popularity than ECE, many known followers you see on the Nexus (or other sites) use ECE as their base. It's to be noted that ECE has a lot more variety with this evidence.

 

Cons

-No texture overlays

-No beast race support?

-No add-ons. Could be a plus since there's less plugins used.

 

Hopefully this is less biased... Oh geez, it looks like I'm trying to promote ECE isn't it? It would be better if someone using Racemenu (only) would talk in-depth about the add-ons, which is a big advantage for Racemenu. I can say little about Racemenu since I don't use it.

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I agree Lother, but as a MO n00b user I've got to say that instead of playing with folders and files you have to play with archives and files, so you have to know exactly what you do because if you make a mistake somewhere in an archive it will be difficult to find it if you have 250+ archives... hopefully there is the lightning thing and conflicts can be (not that) easily found but if you forgot something in one of your archives it will take ages to find where. I didn't have this problem when playing with folders, but folders can't manage load order and it's easier to get rid of a mod if 'installed' using MO.

 

Don't open the bsa archives. I don't see any reason to, at least not with any mods I am using. Leave them archived and then you shouldn't need to do anything with them.

 

 

I'm not opening the bsa but of course I have to open the zip/rar archives, with the Data thing and fomod thing I always have to check the archive to 'install' mods correctly with MO, right or wrong ?

 

 

Actualy no you do not need to ever touch the Archive at All

When MO shows what was is in the Archive it's using the internal 7-Zip DLL and after manipulating files and folders around and getting the Looks Good Green Message, the reality is nothing is moved at all. MO now knows how to put the files in the Mod Folder named whatever Name you choose, which defaults to the Archive Name usually stopping if a space character is reached. This can still be changed to full archive name by using Drop Down menu or you can Click on Name and type something else or change name later whenever you want.

Simply put: Mod Name = Folder Name.

Then Archive contents are put into Mod Folder in the same structure you chose but Archive remains the same as when downloaded.

Even if you accidently deleat the folder the Archive remains to reinstall from scratch.

As to Reinstalling Mods its not got any install order at all and every profile that uses a mod can use same mod folder so making a new Profile with same mods is just a copy profile click and if you want to change them about just drag and drop in that profile, tick and untick mods to activate for that profile.

 

I could go on and on but I'll just give one more killer feature.

you have a Fomod type mod with 3 Alternates for simplest example well say 3 ESP's and you choose one of them at install.

Usual Procedure is run FoMod 3 times selecting different ESP each time and only activate one.

Perfectly fine but with SSD's space limits that's very wasteful of Space.

MO way is Create an Asset Mod for All ESP's containing the files all 3 ESP's require and give it a standard name like

Mod Name - Assets (R+Alt ESP)

Then create separate Mods for each ESP containing All unique Files which in the example is just the ESP give each a standard name like

Mod Name - Alt 1 ESP (R+Assets)

Mod Name - Alt 2 ESP (R+Assets)

Mod Name - Alt 3 ESP (R+Assets)

by using standard name you know Alt means choose only one of these (the name is whatever you choose that you then use it always in this way is the standard not what the word is and 1-3 can be Followed or replaced by a descriptive name)

Now all files are used only once but more mods for Space limited SSD's folders are much smaller than repeat files.

Now just one more step the same mod has 5 options that can be all used together or just in any combo. So similar setup

Mod Name - Opt A (R+Alt ESP+Assets)

Mod Name - Opt B (R+Alt ESP+Assets)

Mod Name - Opt C (R+Alt ESP+Assets)

Mod Name - Opt D (R+Alt ESP+Assets)

Mod Name - Opt E (R+Alt ESP+Assets)

Again standard naming reminds you of purpose and A-E can be Followed or replaced by a descriptive name also. you select whichever options are wanted for that Profile.

This is now taking up minimum possible space while still giving maximum possible options.

 

Thre are many unique abilities MO has and some drawbacks as with all complex managers some functions are more involved.

The best advise I can give anyone moving from NMM and even Wryr Bash, though I respect Wrye Bash much more than NMM, is this.

Forget how they work and above all don't try to match features, sometimes things are very similar with all three Load Order for example and it works.

Much though is fundamentally different and even when superficially they look the same, in reality MO uses a completely new approach and comparing then produces false assumptions and confusion. Read the Documentation and Support Forums on STEP the links are in My Signature and I am one of the Forum Moderators so do know most of the actual facts as to how it really works.

That's another point, nobody knows absolutely everything about any complex mod even the mod author. Bugs would never occur if that were true.

 

Oh yes OP Race Menu or ECE

Race Menu

  • Sky UI styling
  • Less sliders
  • RGB colours
  • Easier to use
  • Users tend to favour this

ECE

  • Vanilla Styling
  • More Sliders
  • HSB colours
  • Harder to use
  • Character Mod Makers favour this

Yes

I say opposite to Lother who said

-More sliders (including all ECE already have)

how can you say if you include ECE sliders Race Menu Has More

I can just as easily say if you include Race Menu sliders ECE Has More

and if you are saying race menu already has all ECE sliders that is plain wrong.

I have tried all three options Both together not recommended by either author and i see why its iffy with Char Gen and thats now built into new Race Menu.

Separate I can say no more than above they are the facts but as with all these polls I do not vote because in final analysis the poll is pointless the posts say more than a poll and all that matters is what you prefer to use. So try both and chose your poison that is all that matters in the end,

 

 

 

 

Man ! Are there translations of all this and MO guides ? Because I'm definitely doing something wrong as I can't have my archives to be OK

if not already managed manually to be OK. And of course english isn't my 1st language so I don't get all the terms you and the guides are using...  :(

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What we really need is probably a rowdy software pirate who'll butcher ECE and Racemenu and merge the two for good. Yarrr. Or someone who asks both authors nicely. :P

 

Already tried that but they are not working on their mods the same way, meaning they don't understand how each other work on the mod... But that could be cool if they manage to do it !

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I use both.

Sure it says in the page it isn't compatible but I've had no problems with it.

All the ECE sliders are there and the interface of Racemenu is just so much better.

Not to mention all the body tattoo mods.

 

 

Yeah I don't know why they said SG Textures was incompatible (Ethereal Elven Overhaul is incompatible for sure, I tested it). ECE is great but they don't give much support, Also I saw the ECE team is helping RaceMenu with code and stuff, it's already receiving ECE morphs, maybe it'll kinda merge with RaceMenu soon. Which is great for everyone.

 

I stil prefer ECE because it has so many face sliders, It's also used by the majority of NPC/follower creators (I particularly love Bijin Warmaidens and Seranaholic). But RaceMenu has been receiving more updates, options and support. It'll catch up soon.

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