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RaceMenu V3.2.5B


Expired6978

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I got a few questions I've been trying to read through all the pages but having a hard time understanding what a particular new feature does and if I need to do something to make it work. Doesn't take much to confuse me at times unfortunately so that's why I opted for this way of asking.

 

The features BodyGen what i don't understand is the following.

 

1) This feature enabled already?

2) If not anything I need to make it work like a ini file or a mod?

3) This randomly alters npc's in game with w/e sliders I already have or with something else telling it what to do? 

4) If question 3 was answered yes to it randomly altering npcs then If i have a npc overhaul mod enabled will this feature still work or should I disable it?

 

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Hi expired, everything works as usual except, alas, from the sculpt windows, as soon as I try to open it, the game crashes. Could it be because I'm using Mod Organizer? Up to version 2.9.6 I could open the sculpt tab no problem. Is there some kind of error log I could post?

Same thing here, instant crash when I went into the sculpt window. I could go into it before and after just fine. 

 

First crash was installing it like I would with the xpmse plugin for racemenu.

I took out the loose base scripts and tried again, still crashes.

Turned off xpmseplugin and turned on this one and same thing. CTD as soon as I hit that sculpt button. Providing my papyrus for only the last crash because I didn't have it turned on for all the rest; but I don't know how much info you'll get from that.

I have crash with attempt to open sculpt window too. Well, looking forward to official release of RM3+.

 

Fixed

 

https://drive.google.com/file/d/0BxcCUXFKD04_dVFtQ3BZTmt3NTg/view?usp=sharing

 

Edit: I've also confirmed that hair can be morphed, it just needs valid tri files. Most custom hairs have invalid tri files, this could easily be fixed by a patcher of some sort to generate them, or just asking the authors to generate them themselves. Even if they don't have 3ds to use my tri script they can use Anton's tool to create a tri file with no morphs using the exported obj file.

 

 

 

 

What's changed:

 

-Presets now save and load as JSON, binary presets will still be loaded so you will not lose these. If you are using Familiar Faces you won't be able to create new alcoves without minor edits to the scripts (These are already fixed for the next version of Familiar Faces).

JContainers is now required or what?

Nope.

JSON is a format, JContainers is a Papyrus library that manipulates this format. RaceMenu has it's own code to manipulate the format so there is no dependency for JContainers.

 

Look, I don't know if it helps you but, After Racemenu 3,0 my game crashed anytime I tried to change anything in racemenu, not only on sculp like the guys were saying, I didn't know why, but after trying this solution, it aparently don't crashed anymore. I still need to test more, but for now it is ok, thanks

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nanashi50, on 01 Sept 2015 - 12:18 AM, said:

 

darkevilhum, on 31 Aug 2015 - 12:38 PM, said:

Is there a guide some place on the newest version of racemenu? I'm still running uh.. the other thing, I forget the name. In the past whenever I switch over to RM there are always less sliders than errr the other one lol. Not less as in total quantity but more like not the specific sliders I need to recreate the character face I had. Is it even possible atm to create a ECE! face in racemenu?

 

Mostly, yes. You can probably recreate 90% of your ECE character in RaceMenu.

 

The ECE morph sliders were added to RaceMenu. You just need to find them. The top morph sliders are the non-ECE ones and need to be disabled (set to 0). The ECE sliders are generally near the bottom (sometimes they're near the middle). To distinguish from the default slides, some of the ECE morph slides have a "2" in the name while others may have different wording (e.g. type instead of shape). It's a bit inconsistent.

 

The key is figuring out the corresponding morph slides (often labeled as "shape" or "type"). The regular sliders may also need some figuring out (the naming isn't exactly the same for all of them). Once you figure that out, then it's just a matter of re-setting all the slider values.

 

This won't be 100% the same though, as there's still the issue of the head shape. I found there is no setting to match it completely. There are various head morph options, but I don't think any of them are the same as the ECE head. You just need to find the one that's the closest.

 

 

Thanks for the indepth reply, very helpful. I have one another question, is it possible/ does RM have skeletal sliders to manipulate bones in game like ECE?

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nanashi50, on 01 Sept 2015 - 12:18 AM, said:

 

darkevilhum, on 31 Aug 2015 - 12:38 PM, said:

Is there a guide some place on the newest version of racemenu? I'm still running uh.. the other thing, I forget the name. In the past whenever I switch over to RM there are always less sliders than errr the other one lol. Not less as in total quantity but more like not the specific sliders I need to recreate the character face I had. Is it even possible atm to create a ECE! face in racemenu?

 

Mostly, yes. You can probably recreate 90% of your ECE character in RaceMenu.

 

The ECE morph sliders were added to RaceMenu. You just need to find them. The top morph sliders are the non-ECE ones and need to be disabled (set to 0). The ECE sliders are generally near the bottom (sometimes they're near the middle). To distinguish from the default slides, some of the ECE morph slides have a "2" in the name while others may have different wording (e.g. type instead of shape). It's a bit inconsistent.

 

The key is figuring out the corresponding morph slides (often labeled as "shape" or "type"). The regular sliders may also need some figuring out (the naming isn't exactly the same for all of them). Once you figure that out, then it's just a matter of re-setting all the slider values.

 

This won't be 100% the same though, as there's still the issue of the head shape. I found there is no setting to match it completely. There are various head morph options, but I don't think any of them are the same as the ECE head. You just need to find the one that's the closest.

 

 

Thanks for the indepth reply, very helpful. I have one another question, is it possible/ does RM have skeletal sliders to manipulate bones in game like ECE?

 

 

Yes

 

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Feedback from the Weapon Randomizer using the Bodygen feature is always welcomed btw.

Im trying it out shortly myself ive been redoing my mod list and rebuilding all my patchers plus working past 2 days after learning a nifty trick I can do to make mo work better between saves with different lo's without repatching asis, perma, dsr and rebuilding bashed patch for each one got 5 profiles to do this stuff with takes a bit

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Feedback from the Weapon Randomizer using the Bodygen feature is always welcomed btw.

Im trying it out shortly myself ive been redoing my mod list and rebuilding all my patchers plus working past 2 days after learning a nifty trick I can do to make mo work better between saves with different lo's without repatching asis, perma, dsr and rebuilding bashed patch for each one got 5 profiles to do this stuff with takes a bit

 

 

What trick are you talking about? This could be useful for both new and experienced MO users out there so I'd like to know.

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Its not so much a trick as being smart each profile ive assigned a custom mod with those 4 patches in it so say reyna one of my fighters has a mod called reynas sky proc patches and kylie has well kylies skyproc patches for asis specifically, Ive also duped USKP's folder and named it Unofficial Skyrim Patch Asis Mod with a cleaned esp in it i just have to disable one and enable another to make asis patch without the dreaded error nobody's fixed for asis tmk yet. Im sure others have thought of this and its probally been mentioned as a tip.

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Beta 6:

 

BodyGen Randomize All feature

 

https://drive.google.com/file/d/0BxcCUXFKD04_eTVQRnFzS3JCQ3M/view?usp=sharing

 

Now instead of

 

ModName|FORMID=XXXX

 

You can now use

 

All|Female=Sevenbase,Random,Waist,Breasts

All|Male=Template

 

All NPCs of this gender will be affected by the randomization, load order will override templating on npcs if they are set explicit by a mod.

 

Does this still take the morphs.ini and templates.ini files to use this? I had it working perfectly before but now I don't seem to see an variation. I've got it set up like so. 

 

meshes/actors/character/BodyGenData/RaceMenuMorphsCBBE.esp/

 

morphs.ini: All|Female=BodyGen

 

templates.ini: BodyGen=BreastsSH@-0.4:1.0, BreastsSSH@-0.4:1.0, Breasts@-2.0:0.0, BreastCleavage@-0.8:1.0, BreastGravity@-0.8:1.0, BreastFlatness@-0.8:0.8, BreastHeight@-0.8:0.8, BreastPerkiness@0.0:1.0, BreastsFantasy@-0.8:1.0, BreastsSmall@-0.8:0.8, BreastWidth@-0.4:0.4, DoubleMelon@-0.8:1.0, PushUp@-0.8:0.8, NippleAreola@-0.8:1.0, NippleDistance@-0.8:0.8, NippleDown@-0.2:0.4, NippleLength@-0.8:1.0, NipplePerkiness@-0.8:1.0, NippleSize@-0.8:1.0, NippleTip@-0.2:0.2, NippleUp@-0.2:0.4, AppleCheeks@-0.8:0.8, BigButt@-0.8:0.8, Butt@-0.8:0.8, ButtCrack@-0.8:1.0, ButtShape2@-1.0:1.0, ButtSmall@-0.8:0.8, ChubbyButt@-0.8:0.8, RoundAss@-0.8:0.8, Back@-0.8:0.8, Belly@-0.8:0.8, Bigbelly@-0.8:0.8, BigTorso@-0.8:0.8, ChubbyWaist@-0.8:0.8, Hipbone@-0.8:0.8, Hips@-0.8:0.8, TummyTuck@-0.8:0.8, Waist@-0.2:0.8, WideWaistLine@-0.8:0.8, Ankles@-0.8:0.8, CalfSize@-0.8:0.8, CalfSmooth@-0.8:0.8, ChubbyLegs@-0.8:0.8, KneeHeight@-0.8:0.8, Legs@-0.8:0.8, SlimThighs@-0.8:0.8, Thighs@-0.8:0.8, Arms@-0.8:0.8, ChubbyArms@-0.8:0.8, ShoulderSmooth@-0.8:0.8, ShoulderTweak@-0.8:0.8, ShoulderWidth@-0.8:0.8

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Beta 6:

 

BodyGen Randomize All feature

 

https://drive.google.com/file/d/0BxcCUXFKD04_eTVQRnFzS3JCQ3M/view?usp=sharing

 

Now instead of

 

ModName|FORMID=XXXX

 

You can now use

 

All|Female=Sevenbase,Random,Waist,Breasts

All|Male=Template

 

All NPCs of this gender will be affected by the randomization, load order will override templating on npcs if they are set explicit by a mod.

 

Does this still take the morphs.ini and templates.ini files to use this? I had it working perfectly before but now I don't seem to see an variation. I've got it set up like so. 

 

meshes/actors/character/BodyGenData/RaceMenuMorphsCBBE.esp/

 

morphs.ini: All|Female=BodyGen

 

templates.ini: BodyGen=BreastsSH@-0.4:1.0, BreastsSSH@-0.4:1.0, Breasts@-2.0:0.0, BreastCleavage@-0.8:1.0, BreastGravity@-0.8:1.0, BreastFlatness@-0.8:0.8, BreastHeight@-0.8:0.8, BreastPerkiness@0.0:1.0, BreastsFantasy@-0.8:1.0, BreastsSmall@-0.8:0.8, BreastWidth@-0.4:0.4, DoubleMelon@-0.8:1.0, PushUp@-0.8:0.8, NippleAreola@-0.8:1.0, NippleDistance@-0.8:0.8, NippleDown@-0.2:0.4, NippleLength@-0.8:1.0, NipplePerkiness@-0.8:1.0, NippleSize@-0.8:1.0, NippleTip@-0.2:0.2, NippleUp@-0.2:0.4, AppleCheeks@-0.8:0.8, BigButt@-0.8:0.8, Butt@-0.8:0.8, ButtCrack@-0.8:1.0, ButtShape2@-1.0:1.0, ButtSmall@-0.8:0.8, ChubbyButt@-0.8:0.8, RoundAss@-0.8:0.8, Back@-0.8:0.8, Belly@-0.8:0.8, Bigbelly@-0.8:0.8, BigTorso@-0.8:0.8, ChubbyWaist@-0.8:0.8, Hipbone@-0.8:0.8, Hips@-0.8:0.8, TummyTuck@-0.8:0.8, Waist@-0.2:0.8, WideWaistLine@-0.8:0.8, Ankles@-0.8:0.8, CalfSize@-0.8:0.8, CalfSmooth@-0.8:0.8, ChubbyLegs@-0.8:0.8, KneeHeight@-0.8:0.8, Legs@-0.8:0.8, SlimThighs@-0.8:0.8, Thighs@-0.8:0.8, Arms@-0.8:0.8, ChubbyArms@-0.8:0.8, ShoulderSmooth@-0.8:0.8, ShoulderTweak@-0.8:0.8, ShoulderWidth@-0.8:0.8

 

Yes, you still need the files. Are you sure you have an empty newline for your files?

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So, to get some random shapes for Vanilla females, I have to set up two files morphs.ini and templates.ini within meshes/actors/character/BodyGenData/skyrim.esm, is that right?

Then, within the templates.ini I choose the morph sliders and tell the slider range.

But what do I put into the morphs.ini, and why?

 

And some more questions:

Can I also choose other than morph sliders, like hair? (don't think so, but would be awesome ^^) And I do have to create morph data within BodySlide to get those data applied to the armors, right?

What's the main advantage of "equippable transforms" over HDT HighHeels (before I start changing .nifs)?

 

And @jdods13: Does this preset work, and which females are affected by it? So, may I try using it to see what happens?

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What's the main advantage of "equippable transforms" over HDT HighHeels (before I start changing .nifs)?

 

 

So essentially if the equippable transforms works correctly , we will no longer need HDT HH ? Of course it remains for modders to adapt the script to use equippable transforms thus giving us a reason to remove the HDT HH.

 

 

Long story short, HDT HighHeels got integrated to Racemenu 3.2.5b ?

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What's the main advantage of "equippable transforms" over HDT HighHeels (before I start changing .nifs)?

 

 

So essentially if the equippable transforms works correctly , we will no longer need HDT HH ? Of course it remains for modders to adapt the script to use equippable transforms thus giving us a reason to remove the HDT HH.

 

 

Long story short, HDT HighHeels got integrated to Racemenu 3.2.5b ?

 

A new system that can be used for high heels, yes. But it requires converting the meshes to it, and removing HDT HH from the plugin.

Few pages back I posted a tutorial video for the NIF part of it.

And I do have to create morph data within BodySlide to get those data applied to the armors, right?

What's the main advantage of "equippable transforms" over HDT HighHeels (before I start changing .nifs)?

 

Yes, you need BodySlide or a different morph system to create the morphs for you.

 

Advantage of the transform system is that it doesn't require a plugin, scripts, spells, enchantments, and no master file in the form of HDT HH.esm.

And it's faster.

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Now I only have to learn to set up those morph templates xD

And post it for the unworthy :P

 

 

 

Yes, you need BodySlide or a different morph system to create the morphs for you.

 

Advantage of the transform system is that it doesn't require a plugin, scripts, spells, enchantments, and no master file in the form of HDT HH.esm.

And it's faster.

 

 

For the morphs you talking about the .tri files correct?

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Yes, you need BodySlide or a different morph system to create the morphs for you.

 

Advantage of the transform system is that it doesn't require a plugin, scripts, spells, enchantments, and no master file in the form of HDT HH.esm.

And it's faster.

 

For the morphs you talking about the .tri files correct?

 

Yeah.

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I see, so that's why the .tri files did nothing when I built them in Bodyslide since the option that affects these wasn't fully included within the non-beta version of Racemenu.(talking about the CBBE/UUNP sliders in current Racemenu[non-beta])

 

Well at least I have the .tri files that I built using Bodyslide ready so there is no need to rebuilt them, although I have a feeling that after installing the next update (when its out of beta) I will have to rebuilt them just for safety's sake.

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I see, so that's why the .tri files did nothing when I built them in Bodyslide since the option that affects these wasn't fully included within the non-beta version of Racemenu.(talking about the CBBE/UUNP sliders in current Racemenu[non-beta])

 

Well at least I have the .tri files that I built using Bodyslide ready so there is no need to rebuilt them, although I have a feeling that after installing the next update (when its out of beta) I will have to rebuilt them just for safety's sake.

 

The in-game CBBE and UUNP sliders already work since looong ago in the release RaceMenu.

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I see, so that's why the .tri files did nothing when I built them in Bodyslide since the option that affects these wasn't fully included within the non-beta version of Racemenu.(talking about the CBBE/UUNP sliders in current Racemenu[non-beta])

 

Well at least I have the .tri files that I built using Bodyslide ready so there is no need to rebuilt them, although I have a feeling that after installing the next update (when its out of beta) I will have to rebuilt them just for safety's sake.

 

The in-game CBBE and UUNP sliders already work since looong ago in the release RaceMenu.

 

 

Hmm that's pretty interesting since for me they dont move anything.. I did build the .tri files and of course I do wear the armor.

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For an example of template and morph ini look at the weapon randomizer I posted.

 

Off-Topic: Cellery remove that ugly fuckface of an avatar, I wanna punch something every time I have to read something from you.

 

no.

Hmm that's pretty interesting since for me they dont move anything.. I did build the .tri files and of course I do wear the armor.

 

You need the latest SKSE, latest RaceMenu and do NOT install the separate NiOverride if you already have RaceMenu installed.

Then build the armor with morphs in BodySlide, activate the RaceMenuMorphsUUNP.esp or RaceMenuMorphsCBBE.esp and it has to work.

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