Features:
- Save/Load/Delete Presets
- Separate Mod/Local preset directories
- Smaller Face List Entries for more vertical display
- Numeric values shown on sliders
- Translations in sfee.ini (UTF8 BOM encoding)
Presets are by default loaded from the following directories
- Starfield/Data/SFSE/Plugins/Chargen/Presets
- Documents/My Games/Starfield/SFSE/Plugins/Chargen/Presets
Mod presets cannot be deleted from the ...
2023-10-16 03:47:27 +0000 UTC
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Decoded enough of the internals of NPC to Load/Save and Visually update with Presets in the ChargenMenu
Changes to the menu:
- Added "Preset" tab
- Added "Load Preset" button
- Added "Save Preset" button
- Added Mods and Local lists with displayed file path
- Added Dialog Warning when a preset is missing Dependencies
- Added Dialog + Text Input when saving a preset to enter a name (Defaults to timestamp, but selected so typing will overwrite)...
2023-10-12 04:49:47 +0000 UTC
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Work in progress to improve the Character Creation flow, the addition of the font accessibility option has made editing the menu a bit of a headache because it isn't just simply increasing font sizes, it also means increasing widths or heights of things to accommodate the new size. I'm going to try to do all of this dynamically in AS3 code so I don't have to duplicate all the changes I've made in the large variant of the menu.
Changes so far:
- Shorter FaceListEntry items to s...
2023-10-01 18:55:12 +0000 UTC
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Please note that this version is completely untested, I simply re-built with SKSE GOG and updated the addresses. It may just crash immediately but hopefully not.
While I have the game installed I do not have any mods setup to test anything at all including SKSE itself so fingers crossed.
2022-10-15 18:24:13 +0000 UTC
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Updated RM to 1.6.640
Improved BodyMorph speed with 2 new skee64.ini options which are on by default:
- bBodyMorphGPUCopy
- bBodyMorphRebind
If you encounter issues with these two new options, you can disable them via ini.
Option 1 will perform a GPU copy to the additional partitions when updating
Option 2 will Rebind the GPU vertex buffer as dynamic as well as re-use the buffer pointer across partitions, making the copies unnecessary. Dyna...
2022-09-27 00:39:21 +0000 UTC
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This is more of a modder update which exposes more interfaces
- Added IItemDataInterface (refactoring the interface for fewer dependencies)
- Added ICommandInterface
- Refactored internal debug commands to provide better printout as to what is actually available
- Custom mod author commands can now be registered to the "skee <command> <stringdata>" console command via the CommandInterface
- Now compiled with C++20 including minor changes...
2022-09-14 02:00:26 +0000 UTC
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- Fixed memory leak related to dyes and body morphing
- Moved interface exchange to occur during post-load, query at post-post-load
2022-05-20 06:37:34 +0000 UTC
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- Updated the binary using Visual Studio 2022
- Refactored NiTransform interface to expose direct C++ interface calls
- Increased version number to NiTransform interface
- Included new Interface header file for mod author use
Have not yet tested whether this new binary works, or whether there are issues with the interface refactor, this is mainly for mod authors to access the NiTransform interface directly from C++ side without an absurd amount of dependen...
2022-04-01 19:29:27 +0000 UTC
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This is the preliminary version of RM for Skyrim Anniversary Edition. Expect bugs or broken functionality, I don't have the mods to reach testing coverage.
Get the SKSE AE version
This version is feature complete, if you notice any missing functionality that comes standard with RM please post the steps and expected result. You may be expecting a third party plugin to work that is not associat...
2022-01-08 00:39:42 +0000 UTC
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This is the preliminary version of RM for Skyrim Anniversary Edition. Expect bugs or broken functionality, I don't have the mods to reach testing coverage.
Get the preliminary SKSE version
This version is feature complete, if you notice any missing functionality that comes standard with RM please post the steps and expected result. You may be expecting a third party plugin to work that is not...
2021-12-15 21:10:41 +0000 UTC
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This is the preliminary version of RM for Skyrim Anniversary Edition. Expect bugs or broken functionality, I don't have the mods to reach testing coverage.
Get the preliminary SKSE version
This version is feature complete, if you notice any missing functionality that comes standard with RM please post the steps and expected result. You may be expecting a third party plugin to work that is not...
2021-12-04 02:19:56 +0000 UTC
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This is the preliminary version of RM for Skyrim Anniversary Edition. Expect bugs or broken functionality, I don't have the mods to reach testing coverage.
Get the preliminary SKSE version at: http://skse.silverlock.org/
or direct link: http://skse.silverlock.org/beta/skse64_2_01_02.7z
Feel free to...
2021-11-15 21:33:22 +0000 UTC
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I wasn't aware that iCUE 4 was actually a separate download and was not provided via their update mechanisms. I had a chance to go over the previous plugin I made for iCUE and update it to work for iCUE 4.
https://github.com/expired6978/CUEORGBPlugin

2021-05-09 18:48:06 +0000 UTC
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This is a little side project that is probably out of scope from what I normally do but I thought I would share it here anyway to let people know I am still alive and doing things outside of work. I have a mostly Corsair driven system and I noticed that Corsair's iCUE does not support coloring Motherboard LED headers, at least not for my motherboard specifically. The main problem is iCUE doesn't offer an API for this either, but I did notice that they started partnering with some ASUS product...
2020-11-03 08:07:01 +0000 UTC
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Haven't made a post in some time but I've had the chance to revisit some previously broken functionality for VR.
The image below is a component of UIExtensions working in VR. I couldn't get a good screenshot of the Follower wheel due to the button to trigger it immediately closing the menu before the screenshot gets taken.

Another not shown portion is SkyUI HUD widgets should now work. Te...
2020-07-02 20:23:10 +0000 UTC
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So I've deviated a bit from the RM VR conversion to port Familiar Faces. I'd been handed off the project some time ago but never got around to doing it. With the whole quarantine and self-isolation concerning Covid-19 I've had a little more time to take a second look. Turns out porting the SKSE plugin to SE was pretty simple and I just had to convert the assets from LE to SE. Next up should be a VR version, assuming that all the other dependencies of this mod have been ported to VR. e.g. JCon...
2020-03-24 03:30:27 +0000 UTC
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Fixes Race crash and branched latest changes from SE related to DyeManager, still have not tested DyeManager within RMVR though.
Changed compiler to VS2019, notice the smaller filesize than previous.
2020-02-06 17:18:17 +0000 UTC
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This is a post for anyone using older versions of SKSEVR that were unstable, please update to the included version here until it's ready to be released.
This alpha has action bindings enabled by default. I don't have all controller types to test with so I don't know what controllers work and which don't. This new build includes new binding files which provide default bindings for most controllers.
Index Controllers should now be natively supported. Natively as in you no longer nee...
2020-01-18 23:01:59 +0000 UTC
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Should fix the inventory crash, hopefully no stretched sliders this time either. Still have yet to actually re-arrange the UI such that it is easier to use in VR.
This version has the action binding prototype enabled by default. When launching the game your SteamVR bindings will be changed to the action binding versions and your legacy bindings may be disabled. If you have done any custom mapping in SteamVR you will need to redo this while the game is running.
If you are experienc...
2020-01-18 22:34:12 +0000 UTC
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Recently I've put redesigning RaceMenu on hold to focus on integrating SteamVR's Action Bindings mechanism into SKSEVR. This requires internally upgrading the input system and emulating the legacy inputs so the game doesn't completely break. So far I have a working prototype of this but I don't possess all controller types to properly test whether they all work so I've put my efforts into making sure at least the Index controller is correctly supported for SkyrimVR without any special control...
2020-01-10 04:17:55 +0000 UTC
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Second alpha with various crash fixes related to XP32 and other problem areas, available to all Jan 1st 2020
2019-12-23 03:23:35 +0000 UTC
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This is the alpha build available to all Patrons until Jan 1st 2020. Please post any crashes you find. Please do not post obviously broken functionality, most of this is known.
This version is compatible with the SE Edition. SKSE will select the appropriate DLL to inject and the menu is redirected to Interface/VR/RaceSex_Menu.swf
Included is also a newer build of SKSEVR which may be required for some features of RM itself which were previously broken.
2019-12-19 03:34:09 +0000 UTC
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I almost have everything functioning now. I've moved onto navigation of the menu since there are so few bindings on VR controllers. Almost everything is accessible via point-to-click but I've found the very small sliders to be nearly useless.
Some action items:
- Redoing slider related options to accommodate VR controllers
- Add some way to rotate the view while sculpting as there's no equivalent to right clicking
- Enlarged some text fields to make options easie...
2019-12-19 03:29:34 +0000 UTC
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As I have reached the headset goal, I'll provide a bit of an update:
I already purchased SkyrimVR and did some preliminary work to fix up SKSEVR and the plugin RaceMenu requires (SKEEVR pun not intended) prior to ordering the headset. It is currently in a non-crashing state and is mostly functional.
I ordered and received the headset a few days ago offsetting the remaining cost from my own pocket, when I receive the Patreon payout it will recoup the cost. This was a bit of a...
2019-11-24 10:48:00 +0000 UTC
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I'll be working on RaceMenu VR once I manage to get enough for a headset, I'll be using a combination of what I already have from Nexus donations if you prefer to contribute that way, as well as what is here on Patreon.
2019-10-22 16:13:06 +0000 UTC
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By popular request... Still needs further testing, getting it to work involved some nasty memory manipulation.
2019-08-22 04:34:40 +0000 UTC
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Hey all, I've been working on re-doing the Dye Manager for SSE, for those of you unfamiliar with this mod: https://www.nexusmods.com/skyrim/mods/56420
Here's the API functioning in SSE https://i.imgur.com/GWTTZ8P.png
For those of you who were users/authors of mods utilizing this API I wanted to clarify some changes...
2019-07-10 01:32:38 +0000 UTC
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