Dead4lifE13 Posted July 10, 2018 Share Posted July 10, 2018 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:TexturesSKSEScriptsmeshesinterfaceRaceMenuPlugin.espRaceMenu.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 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=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Lanterns Of Skyrim - All In One - Main.esm=1Unofficial Skyrim Special Edition Patch.esp=1RSkyrimChildren.esm=1Falskaar.esm=1FlowerGirls SE.esm=1Apachii_DivineEleganceStore.esm=1ApachiiHair.esm=1ApachiiHairMales.esm=1ApachiiHairFemales.esm=1OSA.esm=1Reverb and Ambiance Overhaul - Skyrim.esp=1Skyrim Flora Overhaul.esp=1Landscape Fixes For Grass Mods.esp=13DNPC.esp=1Cutting Room Floor.esp=1SOSRaceMenu.esp=1XPMSE.esp=1WICO - Immersive People.esp=1WICO - Wild Hunt Gears.esp=1UnreadBooksGlow.esp=1TMBVanillaArmorandClothes.esp=1Summermyst - Enchantments of Skyrim.esp=1S3DTrees NextGenerationForests.esp=1WICO - Immersive Character.esp=1SexyVest.esp=1RUSTIC SOULGEMS - Unsorted.esp=1RSChildren Patch - BS Bruma.esp=1RSChildren.esp=1Realistic-Voice.esp=1Perfect Legionnaire - Troops Re-equipment.esp=1More Weapons Please.esp=1LABikiniSSE.esp=1imp_helm_legend.esp=1illy's HQ Fire Audio.esp=1FNIS.esp=1Footprints.esp=1FGCumEffect.esp=1dD - Enhanced Blood Main.esp=1dD-Medium Script Range.esp=1DustEffectsSSE.esp=1Celtic_Music_In_Skyrim_SE.esp=1WICO - Immersive Dawnguard.esp=1JKs Skyrim.esp=1MagicalCollegeofWinterhold.esp=1Book Covers Skyrim.esp=1Bijin_AIO-SV 2018.esp=1Bijin_AIO 2018.esp=1Bijin Wives.esp=1Bijin Warmaidens.esp=1Serana.esp=1Valerica.esp=1Bijin NPCs.esp=1Bijin-Frea_Iona.esp=1beltfastenedquivers.esp=1Beards.esp=1Dr_Bandolier.esp=1AmazingFollowerTweaks.esp=1IcePenguinWorldMap.esp=1KS Hairdo's.esp=1UNP Undies.esp=1JoP - Apachii DivineElegance Patch.esp=1S3DLandscapes NextGenerationForests.esp=1Helgen Reborn.esp=1Eli_Breezehome.esp=1skyBirds_SSE.esp=1SkyrimIsWindy.esp=1SimplyBiggerTreesSE.esp=1JK's Riverwood.esp=1Skyrim Better Roads and Bridges - All In One - Merged.esp=1Immersive Wenches.esp=1waterplants.esp=1RayneStandaloneFollower.esp=1Apachii_DivineEleganceStore_Patch.esp=1LADX_SSE.esp=1armored-horses.esp=1Apocalypse - Magic of Skyrim.esp=1UIExtensions.esp=1AddItemMenuSE.esp=1Improved Eyes Skyrim.esp=1Improved Eyes Skyrim - Vamp.esp=1Improved Eyes Skyrim - Serana.esp=1FasterHorses.esp=1Ellen.esp=1VanillaWaterFix.esp=13DNPC_Apachii_hair.esp=1ApachiiHelmetWigs.esp=1Nightingale Prime remaster.esp=1Meem0OutfitNPCs.esp=1Potions.esp=1Facelight.esp=1Schlongs of SkyrimSE - Light.esp=1Immersive Citizens - AI Overhaul.esp=1Relationship Dialogue Overhaul.esp=1Immersive Citizens - OCS patch.esp=0Dolomite Weathers.esp=1Verdant - A Skyrim Grass Plugin SSE Version.esp=1ELFX - Exteriors.esp=1ELFX - Weathers.esp=1EnhancedLightsandFX.esp=1ELFXEnhancer.esp=1RLO - Interiors.esp=1RLO - Exteriors.esp=1RLO - Effects.esp=1RLO - Illuminated Spells.esp=1RLO - CRF Patch.esp=1RLO - IC Patch.esp=1RLO - JK's Riverwood.esp=1SMIM-SE-Merged-All.esp=1RaceMenuPlugin.esp=1RaceMenu.esp=1SkyUI_SE.esp=1 ps. my english is bad and I hope you can understand me :smile: Link to comment Share on other sites More sharing options...
Algabar Posted July 11, 2018 Share Posted July 11, 2018 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. Link to comment Share on other sites More sharing options...
Dead4lifE13 Posted July 11, 2018 Author Share Posted July 11, 2018 Can you kindly explain to me how to do that? I guess many people loves to know that Thanks in advance Link to comment Share on other sites More sharing options...
Algabar Posted July 11, 2018 Share Posted July 11, 2018 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/89689Tutorial: 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. Link to comment Share on other sites More sharing options...
Dead4lifE13 Posted July 12, 2018 Author Share Posted July 12, 2018 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/89689Tutorial: 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 Link to comment Share on other sites More sharing options...
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