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Racemenu export head problem


Dead4lifE13

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Does anyone have any idea why export head option does now work with me. I tried exporting but nothing show up in folder. Looking to make my own custom made follower. I follow up this tutorial and done everything:

 

 

GUIDE TO INSTALLING RACEMENU SSE ALPHA:

Thanks to MPSisi for writing the base for this guide! Please if you have any issues with RaceMenu, ask me, don't ask the creator of RaceMenu as they have stated that they intentionally haven't made it public on nexusmods because it is unfinished, and they don't want to be bothered with bugreports just yet!

 

Manual download the latest version of RaceMenu for oldrim.

Download Racemenu SSE Alpha (pick the newest Release). you want the file called "skse64plugins.7z".

Download Bethesda Archive Extractor, which we will use to extract the BSA from RaceMenu.

Create a folder called "RaceMenu Alpha" on your desktop. Extract the contents of RaceMenu for oldrim inside of this.

Create a folder called "BAE" on your desktop. Extract the contents of the Bethesda Archive Extractor file you downloaded, and run bae.exe from within. Drag and drop the file called "RaceMenu.bsa", from the RaceMenu Alpha folder into Bethesda Archive Extractor. Click Extract. Navigate to the RaceMenu Alpha folder in the window that pops up, and press "select folder". Remove Racemenu.bsa now.

Open the skse64plugins.7z you downloaded earlier USE 7ZIP (people have reported issues using other extractors), and open the "skee" folder inside. Drag and drop the SKSE folder found inside, into the RaceMenu Alpha folder, allowing it to overwrite if asked. You do not want any files inside the HudExtension folder, this adds floating health bars which are unrelated to this preset, and one user has pointed out in the discussion installing HudExtension.DLL from this folder while having SkyHUD crashes their game when entering combat.

Now check that the file structure inside "RaceMenu Alpha" is as follows:

Textures

SKSE

Scripts

meshes

interface

RaceMenuPlugin.esp

RaceMenu.esp

 

If everything is all good, go ahead and rightclick the "RaceMenu Alpha" folder, and compress it into a zip / rar file with the archiver of your choice.

RaceMenu's search feature also seems to be dependent on SKYUI, so if you're planning to use that, please install SKYUI. You should have it anyway, arguably one of the best mods for skyrim.

 

 

Also my Sculpt tab looks like this and I think its broken somehow

 

LgM0kIK.jpg

 

 

Does anyone have any idea why I cannot get this to work? Can anyone send me racemenu zip file for SE that already contains extracted files with BAE and racemenu alpha github source code inside so I can just add it to NMM.

 

Also these are my Skyrim SE list of plugins:

 

 

GameMode=SkyrimSE

Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
Lanterns Of Skyrim - All In One - Main.esm=1
Unofficial Skyrim Special Edition Patch.esp=1
RSkyrimChildren.esm=1
Falskaar.esm=1
FlowerGirls SE.esm=1
Apachii_DivineEleganceStore.esm=1
ApachiiHair.esm=1
ApachiiHairMales.esm=1
ApachiiHairFemales.esm=1
OSA.esm=1
Reverb and Ambiance Overhaul - Skyrim.esp=1
Skyrim Flora Overhaul.esp=1
Landscape Fixes For Grass Mods.esp=1
3DNPC.esp=1
Cutting Room Floor.esp=1
SOSRaceMenu.esp=1
XPMSE.esp=1
WICO - Immersive People.esp=1
WICO - Wild Hunt Gears.esp=1
UnreadBooksGlow.esp=1
TMBVanillaArmorandClothes.esp=1
Summermyst - Enchantments of Skyrim.esp=1
S3DTrees NextGenerationForests.esp=1
WICO - Immersive Character.esp=1
SexyVest.esp=1
RUSTIC SOULGEMS - Unsorted.esp=1
RSChildren Patch - BS Bruma.esp=1
RSChildren.esp=1
Realistic-Voice.esp=1
Perfect Legionnaire - Troops Re-equipment.esp=1
More Weapons Please.esp=1
LABikiniSSE.esp=1
imp_helm_legend.esp=1
illy's HQ Fire Audio.esp=1
FNIS.esp=1
Footprints.esp=1
FGCumEffect.esp=1
dD - Enhanced Blood Main.esp=1
dD-Medium Script Range.esp=1
DustEffectsSSE.esp=1
Celtic_Music_In_Skyrim_SE.esp=1
WICO - Immersive Dawnguard.esp=1
JKs Skyrim.esp=1
MagicalCollegeofWinterhold.esp=1
Book Covers Skyrim.esp=1
Bijin_AIO-SV 2018.esp=1
Bijin_AIO 2018.esp=1
Bijin Wives.esp=1
Bijin Warmaidens.esp=1
Serana.esp=1
Valerica.esp=1
Bijin NPCs.esp=1
Bijin-Frea_Iona.esp=1
beltfastenedquivers.esp=1
Beards.esp=1
Dr_Bandolier.esp=1
AmazingFollowerTweaks.esp=1
IcePenguinWorldMap.esp=1
KS Hairdo's.esp=1
UNP Undies.esp=1
JoP - Apachii DivineElegance Patch.esp=1
S3DLandscapes NextGenerationForests.esp=1
Helgen Reborn.esp=1
Eli_Breezehome.esp=1
skyBirds_SSE.esp=1
SkyrimIsWindy.esp=1
SimplyBiggerTreesSE.esp=1
JK's Riverwood.esp=1
Skyrim Better Roads and Bridges - All In One - Merged.esp=1
Immersive Wenches.esp=1
waterplants.esp=1
RayneStandaloneFollower.esp=1
Apachii_DivineEleganceStore_Patch.esp=1
LADX_SSE.esp=1
armored-horses.esp=1
Apocalypse - Magic of Skyrim.esp=1
UIExtensions.esp=1
AddItemMenuSE.esp=1
Improved Eyes Skyrim.esp=1
Improved Eyes Skyrim - Vamp.esp=1
Improved Eyes Skyrim - Serana.esp=1
FasterHorses.esp=1
Ellen.esp=1
VanillaWaterFix.esp=1
3DNPC_Apachii_hair.esp=1
ApachiiHelmetWigs.esp=1
Nightingale Prime remaster.esp=1
Meem0OutfitNPCs.esp=1
Potions.esp=1
Facelight.esp=1
Schlongs of SkyrimSE - Light.esp=1
Immersive Citizens - AI Overhaul.esp=1
Relationship Dialogue Overhaul.esp=1
Immersive Citizens - OCS patch.esp=0
Dolomite Weathers.esp=1
Verdant - A Skyrim Grass Plugin SSE Version.esp=1
ELFX - Exteriors.esp=1
ELFX - Weathers.esp=1
EnhancedLightsandFX.esp=1
ELFXEnhancer.esp=1
RLO - Interiors.esp=1
RLO - Exteriors.esp=1
RLO - Effects.esp=1
RLO - Illuminated Spells.esp=1
RLO - CRF Patch.esp=1
RLO - IC Patch.esp=1
RLO - JK's Riverwood.esp=1
SMIM-SE-Merged-All.esp=1
RaceMenuPlugin.esp=1
RaceMenu.esp=1
SkyUI_SE.esp=1

ps. my english is bad and I hope you can understand me :smile:
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Sculpting and exporting head meshes aren't supported yet in the SE Alpha version of Racemenu. Exporting PRESETS seems to work, but not exporting meshes.

 

Anyway, if you want to create a follower, I'd suggest working on an "Oldrim" basis and then converting meshes and plugin to SE formats (using SSE NIF Optimizer https://www.nexusmods.com/skyrimspecialedition/mods/4089 and the SE Creation KIt). In fact, this is the only way I managed to get followers I made myself into SE.

Maybe someone else knows a way to create a custom follower on a pure SE basis, but at least I don't.

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Uhm, explaining how to create a follower would require me to write a guide - which is something I don't really intend to do. There are already a lot of guides on creating a follower for Skyrim.

 

This video is quite useful.

 

You could also take a look at the "Make a follower Kit" and the tutorials for it:

MAFK: https://www.nexusmods.com/skyrim/mods/89689

Tutorial: https://www.nexusmods.com/skyrim/mods/81405

 

Another option would be to download a custom follower mod from the Nexus, open it in the CK and use it as a "blueprint". Maybe you should watch the video or some of the explaining stuff for MAFK before. But it isn't all that hard. In case you got questions regarding single steps of the process, a lot of people (including myself) will be glad to help. Just ask here on the forums.

 

So, step 1: Create a follower for "oldrim" according to the guides.

 

Step 2 is the conversion to Skyrim SE. Here again, any tutorial on porting mods can tell you everything you need to know. But here's the steps in short:

BTW, you only need to convert meshes and the .esp file, textures from "oldrim" work in SE as they are.

 

1. Download SSE Nif Optimizer: https://www.nexusmods.com/skyrimspecialedition/mods/4089

 

2. Convert your follower's meshes with Nif Optimizer. The program is quite self-explanatory. The only thing you have to pay attention to is the difference between head parts and body. You will have to convert body meshes and everything, that belongs to the head (hair, mouth, brows, eyes, the head itself) separately. Use the default settings for body meshes. For the head parts, check the red "headparts only" box. Make sure, you convert only headparts with this setting. BTW, Instead of converting body meshes, it is probably easier to simply use already existing SE bodies.

 

3. Especially for female followers, you might get glitched eyes after the conversion. Here's a fix: https://forums.nexusmods.com/index.php?/topic/5058135-sse-nif-optimizer/page-103&do=findComment&comment=54592653 (post by R246)

 

4. Use 7zip to create an archive of your mod with the converted meshes, the original textures and the (not yet converted) .esp. Install this archive in SE with your mod manager.

 

5. Open the .esp file of your follower mod in the SE Creation Kit. Save the file. That automatically converts it to SE format.

 

6. Now put the final version together by replacing the old .esp with the converted one. Zip the whole mod up again, install. Congatulations, you're done!

 

That's a rough outline of the general process. Believe me, the harder part is creating the follower in "Oldrim". The conversion may be difficult when doing this the first time. Once you've gotten used to it, it's a thing of some minutes...

 

EDIT: Are you planning on creating a male follower? The screenshot looks like it. If so, you can still use the tutorials for female followers. The basic principles are the same. The main difference between male and female followers is, that most people don't supply custom bodies for male followers. This means, that you don't have to set up the bodies in the ("Oldrim") CK. Again, download a (in this case male) follower mod from the nexus, use its structure as a blueprint.

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Uhm, explaining how to create a follower would require me to write a guide - which is something I don't really intend to do. There are already a lot of guides on creating a follower for Skyrim.

 

This video is quite useful.

 

You could also take a look at the "Make a follower Kit" and the tutorials for it:

MAFK: https://www.nexusmods.com/skyrim/mods/89689

Tutorial: https://www.nexusmods.com/skyrim/mods/81405

 

Another option would be to download a custom follower mod from the Nexus, open it in the CK and use it as a "blueprint". Maybe you should watch the video or some of the explaining stuff for MAFK before. But it isn't all that hard. In case you got questions regarding single steps of the process, a lot of people (including myself) will be glad to help. Just ask here on the forums.

 

So, step 1: Create a follower for "oldrim" according to the guides.

 

Step 2 is the conversion to Skyrim SE. Here again, any tutorial on porting mods can tell you everything you need to know. But here's the steps in short:

BTW, you only need to convert meshes and the .esp file, textures from "oldrim" work in SE as they are.

 

1. Download SSE Nif Optimizer: https://www.nexusmods.com/skyrimspecialedition/mods/4089

 

2. Convert your follower's meshes with Nif Optimizer. The program is quite self-explanatory. The only thing you have to pay attention to is the difference between head parts and body. You will have to convert body meshes and everything, that belongs to the head (hair, mouth, brows, eyes, the head itself) separately. Use the default settings for body meshes. For the head parts, check the red "headparts only" box. Make sure, you convert only headparts with this setting. BTW, Instead of converting body meshes, it is probably easier to simply use already existing SE bodies.

 

3. Especially for female followers, you might get glitched eyes after the conversion. Here's a fix: https://forums.nexusmods.com/index.php?/topic/5058135-sse-nif-optimizer/page-103&do=findComment&comment=54592653 (post by R246)

 

4. Use 7zip to create an archive of your mod with the converted meshes, the original textures and the (not yet converted) .esp. Install this archive in SE with your mod manager.

 

5. Open the .esp file of your follower mod in the SE Creation Kit. Save the file. That automatically converts it to SE format.

 

6. Now put the final version together by replacing the old .esp with the converted one. Zip the whole mod up again, install. Congatulations, you're done!

 

That's a rough outline of the general process. Believe me, the harder part is creating the follower in "Oldrim". The conversion may be difficult when doing this the first time. Once you've gotten used to it, it's a thing of some minutes...

 

EDIT: Are you planning on creating a male follower? The screenshot looks like it. If so, you can still use the tutorials for female followers. The basic principles are the same. The main difference between male and female followers is, that most people don't supply custom bodies for male followers. This means, that you don't have to set up the bodies in the ("Oldrim") CK. Again, download a (in this case male) follower mod from the nexus, use its structure as a blueprint.

More then enogh. Now I understand basic things. Thank you for your time.

Nice article

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