skyrim has similar commands to oblivion like the "kill" and "unlock" commands as well. This command will turn AI off or on. I do have Enhanced Character Edit (ECE) as an active mod, installed before RaceMenu was installed. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. http://facebook.com/brodualFollow us on Twitter! Skyrim CTD in RaceMenu Hi everyone, this afternoon I've been having some problems starting a new game as a female character. Double-click to Activate it. Only needed for the Racemenu preset included with the mod. For The Elder Scrolls V: Skyrim on the PC, a GameFAQs message board topic titled "Anyone know the console command to bring up the Race select menu?  (3) - You now have access to the RaceMenu. The Elder Scrolls V: Skyrim Special Edition > General Discussions > Topic Details. If you dont use this, you wont be able to use the preset. What was the weirdest/most random encounter you experienced? Need for the NetImmerse Override, used for equiping spear to the back. Check the Mod Usage section if you do not know how to use it. Hey everyone. 0.4.2 or newer (older version work, but have more bugs). You can't use my preset without it xD Btw, Depending on SKSE64 's version, install RM, see the files tab and search for the required one. You may not redistribute any files under any circumstances. This mod just requires the NiOverride scripts in order to save/apply body paints, etc... (Requires "NiOverride.pex" and "skee64.dll" only), 如不使用Racemenu,仅需提取NiOverride.pex和skee64.dll. Due to LE backports, we are still able to enjoy these amazing work. As with The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, Console commands are only available in the PC version of the game. Locate the Data/ folder in your Skyrim installation directory. Cant use a racemenu preset without racemenu, rest of the mods for brows hair and eyes are listed in the readme under docs tab please read carefully, needed to put shoes at correct height (Lazy Heels might work also). I seem to have a certain amount of control of muscles in racemenu cbbe morphs, but Im pretty rusty when it comes to modding these days. It's not supposed to do that, but if you have Racemenu, force the NPC into a follower with EFF (MCM button for that), be sure you have the "tattoo" plugin checked in MCM. I don't remember if I used this one or not, but better safe than sorry. REQUIREMENTS The Skyrim Script Extender (SKSE), Version 1.7.2 (or newer) is REQUIRED to run the RaceMenu.If you don't know how, or cannot install SKSE on your own I recommend watching: English SKSE Installation Video by Gopher German SKSE Installation Video by Frank SiriuS RaceMenu … Interesting how it redistributes your stats, I changed race and my stats ended up being even across the board. if you want to dye the outfit. Tried the SPC command, the saveface command, exported tints and nifs, nothing works. Disabled "bEnableFaceOverlays" in skee.ini by default. Draugr, Fixed crash when creating custom head part sliders, Fixed hair color sync (wigs) to try other sources (template parent, race, etc) if the NPC does not have one assigned, Separated dlls from SE and VR so that mod managers will stop complaining about intentional incompatibility, Fixed rare crash loading a save with corrupted XPMSE co-save data, Experimental VR support (you may notice skeevr.dll errors in SkyrimSE, or skee64.dll errors in SkyrimVR, this is expected, it will load the appropriate module for the game), Moved loading of facial morphs to slightly later to fix issues where morphs may not be applied correctly on game load, Added "skee reload tints" command, this will reload tints from XML files, Added "skee erase bodymorph/transforms/sculpt/overlays" will erase data from the console reference actor, Added "skee erase bodymorph-cache" will clear the internal cache of body TRI files, Added "skee preset-save PATH" will save the player as a preset to "Data/SKSE/Plugins/CharGen/Exported/PATH.jslot", Added "skee preset-load PATH" will load a saved preset onto the console reference actor (yes, it can be applied onto NPCs), Added "skee dump bodymorph" will dump all morphs applied to the console ref to the console, Added "skee dump transforms" will dump all node transforms to the console ref to the console, Added "skee dump itemdata" will dump all unique item bound data to console and log (for dyes), Added support to remap dye slots in DyeManager, Added support for future method of acquiring space for SKSE trampolines, Added console function enhancement to dump dyed textures to disk "player.skee dump tints", Improved wireframe resolution, should no longer be blurry, Fixed saving/loading complexion for presets, Added "multiply" blend mode to dyes, "grayscale" blendmodes color now acts as multiply, Improved wireframe rendering in sculpting, Fixed sculpting hit location after iterative edits, Added recalculation of Normals and Tangents on armor with said properties utilized, Added support for game version 1.5.97 (Not compatible with previous versions), Fixed mesh attachment hook, old one was ported from LE poorly and just happened to work, Fixed random crash when using Skin Overrides, Fixes crash when entering Sculpt tab using non-BSDynamicTriShape meshes, Fixes precache disable function to not attempt caching Hair styles when changing gender, Fixed bug with DyeManager choosing wrong mip level when merging textures, Restored functionality to custom HeadPart sliders, Restored functionality to bAllowAllMorphs, Added functionality to automatically tint equipped items with the Hair Shader includes settings (bEnableTintHairSlot=1, uTintHairSlot=2050), Added additional options, though not recommended (bAllowAnyRacePart=0, bAlloyAnyGenderPart=0).