RaceMenu AE CLSSE-NG
Here is the first beta version of the CommonLibSSE-NG version of RM. Built in debug configuration and PDB included.
Please let me know of any crashes directly caused by SKEE64, if you have a plugin which shows callstacks it should resolve symbols using the PDB and you can provide the callstack.
If the crash is in "InstallFaceOverlays" you need to delete your local overlay meshes as per my Nexus post.
Note this is a non-optimal debug build so performance may be affected when doing certain operations.
B2 - Fixes LoadPresetData crash (PlayerCharacter tint offsets wrong)
B3 - Fixes Equippable Transforms unequip crash (Strings replace function from CommonLib wrong)
B4 - Fixes another preset crash involving face overlays, fix a bug with custom HeadPart sliders (-1 is now none, though likely only valid for non-face parts)
B5 - Fixes bugged Nose/Brow/Eye/Mouth Type counts
B6 - Fixes Head Export crash (Corrupted the Skin Instance memory)
Comments (119)
Thanks again for all your help!
Anyone else got purple faces for presets, and know any way to fix it?
Hey man, super excited to see racemenu on CommonLibSSE-NG now. One thing I wanna ask about is the source code, the GPL3 license that CLSSE-NG is under states that any software using the library must be open source to abide by the GPL3 license https://www.gnu.org/licenses/gpl-3.0.en.html but I cannot seem to find a link to any code repository or source code. Could the source code be public in the future?
It isn't launching when I use Skyrim Together at all
Is anyone else having issues with presets? I've got the correct file location it just doesn't show up in game. No mods that would change how presets work to my knowledge either.
Yes presets are not working for me either. Hopefully it will be fixed in the future.
KShairdos with and without SMP and the CBBE options aren't showing up on this version. Is that something that's already a known issue or is it just me? Not complaining as I know this isn't a finished version just an observation.
I downloaded it, then installed it using vortex, the plugins appear as active, but in-game nothing appears, this is because i used vortex?
i think not, its just the mods not finished yet
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hello, im using skyrim 1.7.104. the B6 version wont work with CBBE. its not crashing, i can still play the game and chatting with NPC and anything, but without CBBE visual. Thank you for your hard work, i hope you are well and can finish this quickly.
Hi there! Seems makeup and face overlays work fine, but body, hand and foot overlays won't show up no matter what. Thank you, hope you are well!
sorry for the late reply, I got them to work after reloading the save. make sure when loading the save you're going from the main menu, quick saving and loading didn't work for me.
Hey Expired, love what you are doing and hope everything is going good, tho i got one issue, does any else racemenu works ? i got both latest CBBE, Skse, SkyUI and other needed mods, even tried both b6 release and b6 Debug, yet no slider appears only the vanilla one's
I'm using B6. The player eyes are milky white for some reason for all of my eye colors. The NPC's eyes are fine, just the player eyes for both genders look like they have this milky white film over them. Anyone have any ideas why please?
Happened to me while using https://www.nexusmods.com/skyrimspecialedition/mods/160705?tab=description If that's your case, author is waiting until racemenu is updated publicly on nexus.
Seems pretty stable. The main issue I'm seeing is some kind of weird issue with complete vanilla eyes overhaul. When that's loaded, I can't change eyes. The cveo blind eyes are stuck. Selecting different eyes then going into sculpt shows the blind eye mesh and whatever other eyes I selected in the headparts list.
My post keeps disappearing. Hopefully I'm not double posting. For some reason I get stuck at naming when I create a new character. Not sure if it's an issue with racemenu or a ui issue. I do have the most up to date skse and skyrim version right now. Hopefully I can get some help with this.
I downloaded b6 but the modded menu is not showing up at all. It is the vanilla character creation menu with no CBBE or 3BA options showing up. This is what it is on my end: https://imgur.com/a/6zu7Ez7 It doesn't crash. It just doesn't load. I have over 100 mods installed, so could mod order affect racemenu? I had a an issue where I moved my mods to another folder and then moved them back, and MO2 reorganized everything into alphabetical order which caused all sorts of problems.
I'm having the same issue. **EDIT: This was caused by my Vortex mod manager not enabling the plugins, even though the mod itself was enabled. Go to the Plugins (not mods!) tab, use the filter feature to find the RaceMenu.esp and RaceMenuPlugin.esp plugins, and make sure both are enabled.
Bodypaints and tattoos do not show up, no matter what skin you have installed. and the options for Face/Body/foot only show up when you reload racemenu in game either via the vanity mirror in the (abandoned Prison mod), or the console command. I'm guessing that part still needs to be worked on, but thought you should know, just in case. Either way, the mod loads up in version 1.7.104 of Skyrim, and most of the features are working.
Will this work on SE?
Hi! I’m having trouble getting RaceMenu Anniversary Edition v0.5.0.0 Beta 6 (Release) working. My setup: Skyrim Special Edition running through CrossOver on macOS SKSE64 version 2.3.1 Mod Organizer 2 version 2.5.2 RaceMenu Beta 6 Release Address Library All in One (1.7.104.0) v13 When launching Skyrim through SKSE64, I receive this error: RaceMenu (skee64.dll): disabled, Fatal error occurred while loading plugin. My skee64.log shows: checking plugin skee64.dll checking plugin skee64.dll loading plugin “skee” loading plugin “skee” plugin serialization UID collision (uid = 1397441861) Assertion failed in Serialization.cpp [122]: !info->hadUID I’ve confirmed that: Only one RaceMenu installation is enabled. Mod Organizer 2 reports no file conflicts. The Overwrite folder is empty. The game’s physical Data folder has no SKSE plugin directory. The issue persists with all other optional mods disabled. Changing MO2’s Force Load Libraries setting doesn’t resolve it. Could this be a compatibility issue with CrossOver, or is there something in the current beta that could cause RaceMenu to initialize twice? I’d appreciate any guidance. Thank you!
REL/ID.h(223): failed to open address library file.
I managed to fix ( for now) overlays not working by reinstalling High Poly Head and selecting BSA's only.
Hi, Expire, thans for the update and I'd like to report a bug, I am using the B6 Release on 1.7.104 with nexusmod Complete Vanilla Eye Overhaul (CVEO) by LDD, and I notice that all eye colors turned grey, I check the post of that mod and it seems this bug is reproducible and reported by many, and since the eye color is fine with all other Racemenu version, I assume this is caused by this Racemenu release? Can you look in to it? Thanks and much appreciated !
Also I notice that some presets with High poly heads + FaceGen morphs created in previous RM versions shows different expression results in current version, is that also a bug?
So far, I haven't had any issues with the current version of Racemenu, and I'm on the 1.7.104 build of Skyrim.
are these for Special edition or is that something else?
Hey, I've recently began testing the B6 Release on Skyrim 1.7.104, and first I noticed RaceMenu UI never opens through any tested entry point. Whether it was an alternate start or vanilla Helgen start. Everything seems to work up until the hand off to Character Creation. Currently running a small dedicated load order simply for testing this. Current mods included are SKSE 2.3.1, Address Libraries AIO (1.7.104) v13, SkyUI, Skyrim Unbound, Cheat Room, USSEP, UCCCP and xp32 simply because it loaded me and Ralof both in Tpose. I did also try to run just the basic vanilla intro and the was stuck before Character Creation again. Also, the ShowRaceMenu command was accepted but did not fire, as well as I used Cheat Rooms "ShowRaceMenu" button inside the room and that also failed to bring me to Character Creation. Cosmetic note, both Male and Female faces were extremely pale compared to rest of body when visible. Hopefully any of this helps. Also, if I missed and dependencies or anything needed, please let me know!
Hey Expired. Great to see you are working on RaceMenu. Just DLed the Release build while rebuilding my old modlist in SSE 1.7.104 in MO2 in a new instance. Testing as fresh as I can without scrubbing SSE and MO2 completely. I'm getting the message "RaceMenu Error(s): SKSE script version mismatch detected (72) expected (75). Please reinstall your SKSE scripts to match your version. Error Codes (1)". The new game loads, RaceMenu shows, I can edit [some bugs but I know it's WIP], name, and create so it's not causing a crash (so far). Never ran across an error message like this. On the RM Nexus page the "Requirements" section says to delete .pex files. I have none of those files on my PC (Everything ap search). I'm at a loss.
is this the most up-to-date version currently? the one I downloaded off nexus was crashing with skee64!
Yeah, these are the newest versions, but as you can tell by the name, is in beta. The stuff on nexus is old and out of date, and if I had to guess, expired doesn't want to release these on nexus yet until most if not all the bugs are squashed.
They all have a dark texture on their chins and eyebrows. Is this problem unique to me? Is it related to RaceMenu?
Are you using enb?
version b6, custom hair (kandros smp used) saved to preset then attempting to load the preset after restarting the game incorrectly loads the wrong hair that wasnt saved with the preset
Thank you for the update.
Is there a reason why I can't use some features, like racemenu not reading any presets except the one I created and none of the face related stuff like tattoos or warpaint?
Presets should be working just fine based on my experience, even ones i made for myself that were modified versions of others. Also, I think the whole body and facepaint thing has been an issue since 0.4.20. Do you use any mods that change how racemenu work?
So I've noticed that all the betas I've been using have an issue with the game freezing (no crashing) after certain things happen, mainly characters removing/changing clothes and bodyshapes being changed via Obody NG. My initial culprit was this mods interaction with Mu Dynamic Normal maps, but I can still make it happen even with it disabled; said mod just makes it happen more likely and faster. I'm currently on version 1.6.1179 GOG. Also, not sure if this helps any, but Tullius CTD Logger kept mentioning GOGgalaxy64 dll if I let it sit for a bit then close skyrim.
Update: So far with the new version of Obody NG (5.0.0), I haven't run into the issue even when I took the steps to repeat it, so I guess it was the older version Obody NG interacting with the current beta versions of Racemenu.
is it just me or is anyone else character eye white and opaque
What eye mods are you using?
Expired - I'm wondering if you're able to take a look at LDD's eye mods and see if they work on your end? They stopped working after the Skyrim update broke Racemenu and aren't showing the eye textures. It's like the meshes from LDD aren't compatible now? They didn't work on B5 and don't work on B6. I'm wondering if their mod will need to be updated when you release this version. All other eye mods I've tested work - Eyes Mod 2/3, Eyes of Ellxe, Eyes of Beauty, Fia's Eyes, Feral Eyes, Witcher Eyes, BNP Eyes, and Even More Eyes.
When I create a character everything is fine except that the characters eyes are silver colored. It doesn't matter what color I choose, they stay that same color. Edit: It turns out the problem was a mod I was using called CVEO that overhauls eyes. Uninstalling that fixed the issue.
For the life of me I cant get this to run. Must have uninstalled and reinstalled it 3 times, keep getting the Address Library needs to be updated error message. I have everything currently updated.
It was working just fine for me last night, and now it isn’t working at all. Can anyone please help me fix this issue?
When I try to save the sculpt .nif file, the game crashes. I hope you take this mod into account (Mu Dynamic NPC Replacer), because it's the only one that works. It allows you to modify the appearance and race of any NPC, literally any NPC. https://www.nexusmods.com/skyrimspecialedition/mods/150931
Hi Expired, I’ve been testing the RaceMenu AE CommonLibSSE-NG beta, specifically 0.5.0.0 B5, on Skyrim 1.7.104 / SKSE 2.3.1, and I ran into several reproducible problems with Sculpt > Export Head when using High Poly Head and custom HeadParts. I ended up reverse engineering the exporter locally using the B5 DLL/PDB and testing binary patches. I now have a local patched build that successfully exports HPH NPCs with scars and normal non-SMP hair, and the resulting FaceGen works correctly in game. My setup is Skyrim 1.7.104, SKSE 2.3.1, RaceMenu AE 0.5.0.0 B5, High Poly Head, KS Hairdos/Kyoe brows and similar custom HeadParts. The problems I found were: Crash while remapping skin bones / BSFixedString names. One original B5 crash was at skee64+004E45A inside BSFixedString::operator=, called from the head exporter around skee64+0158C0F. The source bone-name pointer could contain invalid values such as 0x10000, which then caused the string refcount code to access invalid memory. Null skin bones. A second NPC produced a null bone entry during head export and later crashed inside NiStream serialization. Adding a fallback for null bone entries allowed the export to complete. Invalid non-null bone pointers. SMP hair exposed another case where NiSkinInstance contained apparently stale/garbage bone pointers. Examples I encountered were values such as 0x8E0E0001 and 0x3B3B30303000. These needed validation before dereferencing. Primary hair receives the face texture set. This reproduced on multiple completely different hairstyles. For example, Tsugumi and Lamb both exported with the main hair geometry pointing at the female head/FaceGen texture set, while their secondary hairline/detail mesh retained the correct hair textures. Fixing only that texture-set reference made both followers render correctly. Exported FaceTint leaks into non-face HeadParts. With HPH scars, the exported Data\SKSE\Plugins\CharGen\.dds path was also being placed into texture slot 6 on scars and sometimes hair. A downstream FaceGen builder correctly rejected these as unresolved external CharGen assets. The exported DDS should only be referenced by the actual Face HeadPart. HeadPart state can become stale. I also had a case where a custom brow was still selected in the preset but the brow geometry was absent from the exported NIF. Simply reselecting the same brow in RaceMenu caused the geometry to be instantiated again and the next export contained it. For the local fix I made, the important behavioral changes were: Reject/fallback invalid and null skin-bone pointers instead of dereferencing them. Reject invalid bone-name pointers before assigning them to BSFixedString. Preserve the live geometry’s correct diffuse/normal texture set instead of replacing the whole texture set with the face TXST. Only the actual Face HeadPart gets the exported CharGen FaceTint in slot 6. Non-face HeadParts such as Hair and Scar have that FaceTint slot cleared while retaining their own proper textures. The last detail mattered a lot. An earlier version of my patch used a bit test on the HeadPart type, which treated multiple odd-valued types as face-like. Changing that to an exact Face-type comparison fixed the scar/hair FaceTint contamination. My final test NPC used High Poly Head + two HPH scars + custom brows/eyes + normal KS-style non-SMP hair. The resulting exported NIF had the CharGen DDS referenced exactly once, by the HPH face. Both scars retained their own scar textures, the hair retained its own diffuse/normal textures, the FaceGen builder accepted the files, and the NPC now looks correct in game including both scars. I also tested SMP hair. It exposed the bad bone-pointer cases very effectively, but because SMP hair carries much more complicated skinning I decided not to use SMP hair as baked FaceGen for my followers. My final successful validation was with normal non-SMP hair. The final local build I tested is what I called V13, and it is currently working correctly for HPH + scars + normal hair on Skyrim 1.7.104. Thanks for continuing work on the AE/CommonLibSSE-NG version of RaceMenu. This took a lot of testing, but the issues appear to be isolated to the head-export path and are reproducible across more than one NPC/head setup.
I'm really happy that I can use this on version 1.7! Bugs encountered so far (no crashes) 1. Eyebrows to high on head after importing a preset. I've heard this is an HPH issue, however I've been troubleshooting HPH and it hasn't fixed it. 2. No makeup, cbbe, or body paint sliders. I've heard of overlays crashing or not appearing on the character, however I am missing sliders. I've tried troubleshooting by editing the racemenu file but that did not work.
Having issues with overlays -- if I use a preset and then do something like change the weight slider, then face paint overlays visually disappear. They're still there in the menu, but visually don't appear on the character.
I managed to work around this issue for the player character by setting `bImmediateFace=1` under `[Overlays]`. However, face overlays on NPCs still visually disappear when certain mods call RaceMenu APIs to update their heads or something along those lines.
One more update - B5 release version - crashed when exporting a preset head
Fixed in B6
when will these be added to the Nexus? asking simply for download connivence.
When I've ironed out the bugs of existing functionality.
I used the Release Version, which seems to work great, apart from a few minor issues. I am unsure on the cause of these, but I thought I'll list them non the less: 1. Overlays for the Body. I know that Campfire alters Papyrus, which is neccecery for this to work, so it is above everything else in my install order. Then it worked for a time. Still working on my mod list, so disabling random mods like armors or textures further down, which by all means shouldn't affect this, affect this. Its probably an issue on my end that I haven't identified yet, but I thought I point it out, in case someone has a similar problem. (this wasnt an issue last time i modded skyrim a few years ago. 2. Exporting Head data from the sculpt section crashes the game, always. Not relevant for casual play, but worth pointing out. Tried it with a bare bones mod list as well, same result. Had ChatGPT take a look at the crash report and there seems to be an issue for the head export path between SKSE and this build of Racemenu. Regardless thanks a lot for the update and the beta release. It works great for everything else I tried so far. I appreciate that the Beta is available and I'm looking forward for a full release. If these issues aren't caused on my end, I hope this helps you with further development.
Expired is King. Thanks for all that you do. Do I install the Release version or the Debug version? Perhaps I'm tempted to wait for the full release as I don't think I'll be much help in giving feedback. I guess I know modding, but not to a full extent.
Hey when I load up Skyrim and start a new save it only shows question marks on the character edit menu, do you know of any way to fix this problem? please
thanks
put it on nexus i dont know how to download it from here
Thank you!
Mine stopped working after update its not compatible also downloaded bnp female skin 2k and that messed it up also I think
Can you please tell me what happened. Because if been having problems with any skin mod work and the it started working,
The game crash everytime i tried to export head. I'm using b5 release CRASH TIME: 2026-09-11 19:23:19 Skyrim SSE v1.7.104 CrashLoggerSSE v1-25-0-0 Aug 21 2026 09:19:20 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFE00D1E45A skee64.dll+004E45A movzx edx, word ptr [rcx] | RE::detail::BSFixedString & RE::detail::BSFixedString::operator=(RE::detail::BSFixedString const &) [??4?$BSFixedString@D@detail@RE@@QEAAAEAV012@AEBV012@@Z]) Exception Flags: 0x00000000 (Continuable) Number of Parameters: 2 Exception Thread ID: 9268 Access Violation: Tried to read memory at 0xFFFFFFFFFFFFFFFF ACCESS VIOLATION ANALYSIS: Instruction: movzx edx, word ptr [rcx] Memory Operand: [base=rcx, index=none, scale=0, disp=+0x0] Base Register: rcx = 0x88000001F1655D9F Computed Address: 0x88000001F1655D9F Fault Address: 0xFFFFFFFFFFFFFFFF (mismatch) POSSIBLE RELEVANT OBJECTS: R12: (NiSkinData*) R15: (NiNode*) RSP+18: (NiSkinInstance*) RSP+40: (NiTObjectArray >*) RSP+60: (NiSkinPartition*) RSP+C8: (BSLightingShaderProperty*) RSP+D8: (NiAlphaProperty*) RSP+E0: (NiNode*) "BSFaceGenNiNodeSkinned" RSP+110: (BSDynamicTriShape*) "00KLH_FemaleBrowsHuman04" RSP+130: (BSLightingShaderMaterialEye*) RSP+140: (SKSETaskExportHead*) RSP+148: (BSDynamicTriShape*) "FemaleEyesHumanYellow" RSP+1B0: (BSFadeNode*) RSP+1D8: (TESNPC*) "Prisoner" [0x00000007] ("ccbgssse018-shadowrend.esl") "Prisoner" RSP+1E0: (BSFaceGenNiNode*) "BSFaceGenNiNodeSkinned" RSP+1F0: (BSFaceGenAnimationData*) RSP+5D8: (CursorMenu*) RSP+6E8: (BSScaleformTranslator*) RSP+730: (FxDelegate*) RSP+740: (SkyrimVM*) RSP+758: (SKSEDelayFunctorManager*) RSP+7A0: (BSTCommonScrapHeapMessageQueue*) RSP+7E8: (NiCamera*) "WorldRoot Camera" RSP+818: (BSTCommonStaticMessageQueue,256>*) RSP+820: (BSTCommonLLMessageQueue >*) RSP+890: (Main*) RSP+8E0: (SKSE::TaskInterface::Task*) RSP+948: (CInputHandler*) RSP+990: (ScrapHeap*) PROCESS INFO: Process ID: 35884 Crash Thread ID: 9268 Process Uptime: 00:01:56 (116137ms) Working Directory: G:\SteamLibrary\steamapps\common\Skyrim Special Edition Command Line: "G:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe" Executable MD5: 113faeb71fd8f62b26d0c8627299ab40 Executable Size: 37910440 bytes Executable Modified: 2026-09-11 17:25:17 Elevated: No THREAD CONTEXT (HEURISTIC): Thread Priority: 0 Likely Role: Job/Task SYSTEM SPECS: OS: Microsoft Windows 11 Pro v10.0.26200 CPU: GenuineIntel 12th Gen Intel(R) Core(TM) i7-12700KF CPU Cores: 20 logical, 12 physical, 1 packages GPU #1: Nvidia NVIDIA GeForce RTX 5060 Ti GPU #2: Microsoft Basic Render Driver PHYSICAL MEMORY: 16.44 GB/31.79 GB VIRTUAL MEMORY: 15.95 GB/131072.00 GB PROCESS MEMORY: Working Set: 2250.61 MB, Private: 4215.48 MB, Peak: 2253.90 MB PAGE FAULTS: 856853 (Peak: 2363383808) GPU MEMORY: 1.63/14.92 GB CALL STACK ([P]robable / [S]tack scan): [ 0][P] 0x7FFE00D1E45A skee64.dll+004E45A movzx edx, word ptr [rcx] | RE::detail::BSFixedString & RE::detail::BSFixedString::operator=(RE::detail::BSFixedString const &) [??4?$BSFixedString@D@detail@RE@@QEAAAEAV012@AEBV012@@Z] [ 1][P] 0x7FFE00E28C14 skee64.dll+0158C14 mov ecx, [rsi+0xF4] | unsigned __int64 DirectX::ScratchImage::GetImageCount(void) [?GetImageCount@ScratchImage@DirectX@@QEBA_KXZ] [ 2][P] 0x7FFE00E2AA03 skee64.dll+015AA03 nop | virtual void SKSETaskExportHead::Run(void) [?Run@SKSETaskExportHead@@UEAAXXZ] [ 3][P] 0x7FFE00EA5F22 skee64.dll+01D5F22 mov rcx, [rbx+0x08] | virtual void std::_Func_impl_no_alloc<`void SKEE_AddTask(SKSE::TaskInterface const *,SKSETaskExportHead *)'::`2'::,void>::_Do_call(void) [?_Do_call@?$_Func_impl_no_alloc@V@?1???$SKEE_AddTask@VSKSETaskExportHead@@@@YAXPEBVTaskInterface@SKSE@@PEAVSKSETaskExportHead@@@Z@X$$V@std@@EEAAXXZ] [ 4][P] 0x7FFE59B599AF skse64_1_7_104.dll+00199AF [ 5][P] 0x7FF6C36C9423 SkyrimSE.exe+0659423 -> 36564+0xBB3 mov rcx, [0x00007FF6C62B2650] [ 6][P] 0x7FF6C36C1465 SkyrimSE.exe+0651465 -> 36544+0x165 test bl, bl [ 7][P] 0x7FF6C461843E SkyrimSE.exe+15A843E -> 109636+0x106 mov ebx, eax [ 8][P] 0x7FFEB648CD87 KERNEL32.DLL+002CD87 [ 9][P] 0x7FFEB7CACAEC ntdll.dll+00ACAEC [10][S] 0x7FF6C3D87F00 SkyrimSE.exe+0D17F00 -> 83125+0x3F0 adc [rbp+0x3B], al [11][S] 0x7FF6C420175E SkyrimSE.exe+119175E -> 87789+0x9E mov rcx, rbp [12][S] 0x7FF6C421639A SkyrimSE.exe+11A639A -> 89683+0x13A jmp 0x00007FF6C42163A5 [13][S] 0x7FF6C4203C5E SkyrimSE.exe+1193C5E -> 87835+0x8E sub qword ptr [rsi+0x20], 0x01 [14][S] 0x7FF6C42163A5 SkyrimSE.exe+11A63A5 -> 89683+0x145 mov rbx, [rsp+0x60] [15][S] 0x7FF6C41ED05E SkyrimSE.exe+117D05E -> 84520+0xCE cmp rsi, [rdi+0x30] [16][S] 0x7FF6C3D8ABAA SkyrimSE.exe+0D1ABAA -> 83148+0x14A lea rcx, [rbp+0x68] [17][S] 0x7FF6C3D66E14 SkyrimSE.exe+0CF6E14 -> 82278+0x194 mov rdi, [rsp+0x30] [18][S] 0x7FF6C3D8708D SkyrimSE.exe+0D1708D -> 83102+0x1AD lea r11, [rsp+0xA0] [19][S] 0x7FF6C3D7BF30 SkyrimSE.exe+0D0BF30 -> 82874+0xB0 cmp eax, 0x17 [20][S] 0x7FF6C3DBD8DA SkyrimSE.exe+0D4D8DA -> 83912+0xDFA add rsp, 0x1D8 [21][S] 0x7FF6C3D82A8B SkyrimSE.exe+0D12A8B -> 83007+0xFB mov al, 0x01 [22][S] 0x7FF6C3D7CE7A SkyrimSE.exe+0D0CE7A -> 82888+0x10A xor edi, edi [23][S] 0x7FF6C3E292A9 SkyrimSE.exe+0DB92A9 -> 86277+0x319 mov rbx, [rsp+0xC0] [24][S] 0x7FF6C3DD3990 SkyrimSE.exe+0D63990 -> 84256+0x250 mov rcx, [rsp+0x80] [25][S] 0x7FF6C3D829FF SkyrimSE.exe+0D129FF -> 83007+0x6F test rax, rax [26][S] 0x7FF6C3D978A5 SkyrimSE.exe+0D278A5 -> 83290+0x15 movsxd rcx, eax [27][S] 0x7FF6C3E28F83 SkyrimSE.exe+0DB8F83 -> 86276+0x33 mov al, 0x01 [28][S] 0x7FF6C3E2F4F8 SkyrimSE.exe+0DBF4F8 -> 86406+0x118 test edi, edi [29][S] 0x7FF6C3DD3EA3 SkyrimSE.exe+0D63EA3 -> 84265+0xA3 test al, al [30][S] 0x7FF6C3E2F576 SkyrimSE.exe+0DBF576 -> 86407+0x26 add rsp, 0x48 [31][S] 0x7FF6C3DBDDCE SkyrimSE.exe+0D4DDCE -> 83914+0x14E mov r12, [rsp+0x80] [32][S] 0x7FF6C3DBDC39 SkyrimSE.exe+0D4DC39 -> 83913+0x349 mov rcx, [rsp+0x38] [33][S] 0x7FF6C3DB6B89 SkyrimSE.exe+0D46B89 -> 83793+0x29 mov rdx, rax [34][S] 0x7FF6C3E60EE1 SkyrimSE.exe+0DF0EE1 -> 87276+0x11 mov rcx, [0x00007FF6C62E66D8] [35][S] 0x7FF6C3DB487C SkyrimSE.exe+0D4487C -> 83766+0xB1C add rsp, 0x108 [36][S] 0x7FF6C36D42DB SkyrimSE.exe+06642DB -> 36799+0x2B movzx ecx, al [37][S] 0x7FF6C36D7523 SkyrimSE.exe+0667523 -> 36891+0x2B3 lea r11, [rsp+0x130] [38][S] 0x7FFE59B76B39 skse64_1_7_104.dll+0036B39 [39][S] 0x7FFE59B4F335 skse64_1_7_104.dll+000F335 [40][S] 0x7FF6C3A6769B SkyrimSE.exe+09F769B -> 54520+0x2B movzx ecx, al [41][S] 0x7FF6C3A5800B SkyrimSE.exe+09E800B -> 54069+0x21B nop [42][S] 0x7FFEB552BE9F KERNELBASE.dll+001BE9F [43][S] 0x7FFE20A09B9B gameoverlayrenderer64.dll+00A9B9B [44][S] 0x7FFEB509432B ucrtbase.dll+008432B [45][S] 0x7FFEB561ED90 KERNELBASE.dll+010ED90 REGISTERS: RAX 0x8 (size_t) [8] RCX 0x88000001F1655D9F (size_t) [uint: 9799832797503118751 int: -8646911276206432865] RDX 0x88000001F1655DAF (size_t) [uint: 9799832797503118767 int: -8646911276206432849] RBX 0x1F169EECBA0 (void*) RSP 0xD0C37AEF70 (void*) RBP 0xD0C37AF011 (void*) RSI 0x1F1655DAF69 (void*) RDI 0x1F1655DAF79 (void*) R8 0x18 (size_t) [24] R9 0x20 (size_t) [32] R10 0x7FFE00CD0000 (void*) R11 0x7FFE01277D94 (void* -> skee64.dll+05A7D94 vmovdqu [rcx+r8*1-0x20], ymm0 | D:\a\_work\1\s\src\vctools\crt\vcruntime\src\string\amd64\memset.asm:325 memset) R12 0x1F168A50BA0 (NiSkinData*) R13 0xD0C37AF128 (void*) R14 0x1F1698EB198 (void*) R15 0x1F169EECB90 (NiNode*) RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController STACK: [RSP+0 ] 0x1F169EECBA0 (void*) [RSP+8 ] 0x1F1655DAF69 (void*) [RSP+10 ] 0x1F169EECBA0 (void*) [RSP+18 ] 0x1F1698EB188 (NiSkinInstance*) SkinPartition: 0x000001F1696EE398 NumBones: 1 Bones: 0x000001F1655DAF58 [RSP+20 ] 0x0 (size_t) [0] [RSP+28 ] 0x7FFE00E28C14 (void* -> skee64.dll+0158C14 mov ecx, [rsi+0xF4] | unsigned __int64 DirectX::ScratchImage::GetImageCount(void) [?GetImageCount@ScratchImage@DirectX@@QEBA_KXZ]) [RSP+30 ] 0x1F1698EB188 (NiSkinInstance*) See RSP+18 [RSP+38 ] 0x1F1698EB188 (NiSkinInstance*) See RSP+18 [RSP+40 ] 0x1F169EECCA0 (NiTObjectArray >*) [RSP+48 ] 0x1F1655DAF69 (void*) [RSP+50 ] 0x1 (size_t) [1] [RSP+58 ] 0x0 (size_t) [0] [RSP+60 ] 0x1F1696EE398 (NiSkinPartition*) NumPartitions: 1 Partition[0] RefCount: 1 Partition[0] VertexBuffer: 0x000001F30AE64260 Partition[0] IndexBuffer: 0x000001F30AE64D60 [RSP+68 ] 0x1F168A50BA0 (NiSkinData*) See R12 [RSP+70 ] 0x1F168A50BA0 (NiSkinData*) See R12 [RSP+78 ] 0x0 (size_t) [0] [RSP+80 ] 0x0 (size_t) [0] [RSP+88 ] 0x1F1698EB188 (NiSkinInstance*) See RSP+18 [RSP+90 ] 0x0 (size_t) [0] [RSP+98 ] 0x0 (size_t) [0] [RSP+A0 ] 0x0 (size_t) [0] [RSP+A8 ] 0x0 (size_t) [0] [RSP+B0 ] 0x0 (size_t) [0] [RSP+B8 ] 0x0 (size_t) [0] [RSP+C0 ] 0x38 (size_t) [56] [RSP+C8 ] 0x1F168EFA2C0 (BSLightingShaderProperty*) Flags: 0x81808E440303 RTTIName: "BSLightingShaderProperty" NiPropertyType: kShade (01) [RSP+D0 ] 0x0 (size_t) [0] [RSP+D8 ] 0x1F1696B6770 (NiAlphaProperty*) [RSP+E0 ] 0x1F169EED4D0 (NiNode*) "BSFaceGenNiNodeSkinned" RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController [RSP+E8 ] 0x15 (size_t) [21] [RSP+F0 ] 0xD0C37AF170 (void*) [RSP+F8 ] 0x7FFE00E2AA03 (void* -> skee64.dll+015AA03 nop | virtual void SKSETaskExportHead::Run(void) [?Run@SKSETaskExportHead@@UEAAXXZ]) [RSP+100 ] 0xD0C37AF110 (void*) [RSP+108 ] 0x1F1698EB188 (NiSkinInstance*) See RSP+18 [RSP+110 ] 0x1F16A05A300 (BSDynamicTriShape*) "00KLH_FemaleBrowsHuman04" RTTIName: "BSDynamicTriShape" ExtraData[0] Name: "FOD" ExtraData[1] Name: "FMD" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Full Name: "Prisoner" Checking User Data: ----- Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking TESObjectREFR: {} Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Texture[Diffuse]: "textures\actors\character\femalebrows\FemaleBrow_01.dds" Texture[Normal]: "textures\actors\character\femalebrows\FemaleBrow_n.dds" Checking Parent: 6 Name: "BSFaceGenNiNodeSkinned" RTTIName: "BSFaceGenNiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Full Name: "Prisoner" Checking User Data: ----- Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking TESObjectREFR: {} Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking Parent: 3 Name: "skeleton_female.nif" RTTIName: "BSFadeNode" ExtraData[0] Name: "BOM" ExtraData[1] Name: "BBX" ExtraData[2] Name: "BSX" ExtraData[3] Name: "BSBoneLOD" ExtraData[4] Name: "SkeletonID" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Full Name: "Prisoner" Checking User Data: ----- Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking TESObjectREFR: {} Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking Parent: 830 RTTIName: "BSMultiBoundRoom" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 2 RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 7 RTTIName: "BSMultiBoundNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 2 Name: "ObjectLODRoot" RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 3 Name: "shadow scene node" RTTIName: "ShadowSceneNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 1 Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController [RSP+118 ] 0xD0C37AF128 (void*) [RSP+120 ] 0x1F2E1BA6B00 (void*) [RSP+128 ] 0x7FF6C3D87F00 (void* -> SkyrimSE.exe+0D17F00 adc [rbp+0x3B], al) [RSP+130 ] 0x1F169A0CEA0 (BSLightingShaderMaterialEye*) Feature: kEye Type: "kLighting" [RSP+138 ] 0xD0C37AF0E8 (void*) [RSP+140 ] 0x1F347EDD7F0 (SKSETaskExportHead*) [RSP+148 ] 0x1F16898C480 (BSDynamicTriShape*) "FemaleEyesHumanYellow" RTTIName: "BSDynamicTriShape" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Texture[Diffuse]: [MISSING] Actors\Character\Eyes\EyeYellow.dds Texture[Normal]: [MISSING] Actors\Character\Eyes\EyeBrown_n.dds Texture[Cubemap]: [MISSING] Cubemaps\EyeCubeMap.dds Texture[EnvMask]: [MISSING] Actors\Character\Eyes\EyeEnvironmentMask_M.dds Checking Parent: 5 Name: "BSFaceGenNiNodeSkinned" RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController [RSP+150 ] 0x15 (size_t) [21] [RSP+158 ] 0x1F168EFA2C0 (BSLightingShaderProperty*) See RSP+C8 [RSP+160 ] 0x1F168EFA2C0 (BSLightingShaderProperty*) See RSP+C8 [RSP+168 ] 0x38 (size_t) [56] [RSP+170 ] 0x1F16A05A300 (BSDynamicTriShape*) See RSP+110 [RSP+178 ] 0x0 (size_t) [0] [RSP+180 ] 0x1F2E0999B00 (void*) [RSP+188 ] 0x1F200000006 (size_t) [2138893713414] [RSP+190 ] 0x1F2E0999B00 (void*) [RSP+198 ] 0x7FF6C420175E (void* -> SkyrimSE.exe+119175E mov rcx, rbp) [RSP+1A0 ] 0x0 (size_t) [0] [RSP+1A8 ] 0x1F1696B6770 (NiAlphaProperty*) See RSP+D8 [RSP+1B0 ] 0x1F1699F2EC8 (BSFadeNode*) RTTIName: "BSFadeNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController [RSP+1B8 ] 0x1F347D982E0 (void*) [RSP+1C0 ] 0x7 (size_t) [7] [RSP+1C8 ] 0x7FF6C421639A (void* -> SkyrimSE.exe+11A639A jmp 0x00007FF6C42163A5) [RSP+1D0 ] 0x1F2E2044800 (void*) [RSP+1D8 ] 0x1F1553F1250 (TESNPC*) "Prisoner" [0x00000007] ("ccbgssse018-shadowrend.esl") Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 FormType: NPC (43) Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl GetFullName: "Prisoner" [RSP+1E0 ] 0x1F1698F0E10 (BSFaceGenNiNode*) "BSFaceGenNiNodeSkinned" RTTIName: "BSFaceGenNiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Full Name: "Prisoner" Checking User Data: ----- Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking TESObjectREFR: {} Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking Parent: 3 Name: "skeleton_female.nif" RTTIName: "BSFadeNode" ExtraData[0] Name: "BOM" ExtraData[1] Name: "BBX" ExtraData[2] Name: "BSX" ExtraData[3] Name: "BSBoneLOD" ExtraData[4] Name: "SkeletonID" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Full Name: "Prisoner" Checking User Data: ----- Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking TESObjectREFR: {} Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl Flags: 0x00040009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) ParentCell: --- File: "alternate start - live another life.esp" Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> alternate start - live another life.esp Flags: 0x0004000B Name: "Abandoned Prison" EditorID: "AbandonedPrison01" FormID: 0x00021594 FormType: Cell (60) Checking Parent: 830 RTTIName: "BSMultiBoundRoom" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 2 RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 7 RTTIName: "BSMultiBoundNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 2 Name: "ObjectLODRoot" RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 3 Name: "shadow scene node" RTTIName: "ShadowSceneNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 1 Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController [RSP+1E8 ] 0x1F1696B6770 (NiAlphaProperty*) See RSP+D8 [RSP+1F0 ] 0x1F157F25820 (BSFaceGenAnimationData*) [RSP+1F8 ] 0x1F169EED4D0 (NiNode*) See RSP+E0 [RSP+200 ] 0x2 (size_t) [2] [RSP+208 ] 0x1F168EFA2C0 (BSLightingShaderProperty*) See RSP+C8 [RSP+210 ] 0x1F2E1BA6AD0 (void*) [RSP+218 ] 0x1 (size_t) [1] [RSP+220 ] 0x1F2E0999BD8 (void*) [RSP+228 ] 0x7FF6C4203C5E (void* -> SkyrimSE.exe+1193C5E sub qword ptr [rsi+0x20], 0x01) [RSP+230 ] 0x1F2E0A56A48 (void*) [RSP+238 ] 0x1F2E19CFB40 (void*) [RSP+240 ] 0x1F2E19CFB40 (void*) [RSP+248 ] 0x7FF6C42163A5 (void* -> SkyrimSE.exe+11A63A5 mov rbx, [rsp+0x60]) [RSP+250 ] 0x1F2E1C8FF70 (void*) [RSP+258 ] 0x7FF6C41ED05E (void* -> SkyrimSE.exe+117D05E cmp rsi, [rdi+0x30]) [RSP+260 ] 0x1F2E0A56A48 (void*) [RSP+268 ] 0x1F2E0A56A48 (void*) [RSP+270 ] 0x1F2E2044800 (void*) [RSP+278 ] 0x0 (size_t) [0] [RSP+280 ] 0x2 (size_t) [2] [RSP+288 ] 0x1F2E1BA6C38 (void*) [RSP+290 ] 0x1F2E1BA6AD0 (void*) [RSP+298 ] 0x1 (size_t) [1] [RSP+2A0 ] 0x1F2E0999BD8 (void*) [RSP+2A8 ] 0x7FF6C4203C5E (void* -> SkyrimSE.exe+1193C5E sub qword ptr [rsi+0x20], 0x01) [RSP+2B0 ] 0x1F2E1C8FF70 (void*) [RSP+2B8 ] 0x1F2E1BEC980 (void*) [RSP+2C0 ] 0x1F2E1BEC980 (void*) [RSP+2C8 ] 0x7FF6C3D8ABAA (void* -> SkyrimSE.exe+0D1ABAA lea rcx, [rbp+0x68]) [RSP+2D0 ] 0x1F2E0999B00 (void*) [RSP+2D8 ] 0x7FF6C41ED05E (void* -> SkyrimSE.exe+117D05E cmp rsi, [rdi+0x30]) [RSP+2E0 ] 0x1F2E1C8FF70 (void*) [RSP+2E8 ] 0x1F2E1BA6C38 (void*) [RSP+2F0 ] 0x1F2E1C8FF70 (void*) [RSP+2F8 ] 0x0 (size_t) [0] [RSP+300 ] 0x7FF6C4A9D888 (char*) "onEnterFrame" [RSP+308 ] 0x7FF6C3D66E14 (void* -> SkyrimSE.exe+0CF6E14 mov rdi, [rsp+0x30]) [RSP+310 ] 0x1F2E1C8FF70 (void*) [RSP+318 ] 0x0 (size_t) [0] [RSP+320 ] 0x0 (size_t) [0] [RSP+328 ] 0xD0C37AF398 (void*) [RSP+330 ] 0xD0C37AF398 (void*) [RSP+338 ] 0x7FF6C3D8708D (void* -> SkyrimSE.exe+0D1708D lea r11, [rsp+0xA0]) [RSP+340 ] 0x1F2E1EBBBB0 (void*) [RSP+348 ] 0x0 (size_t) [0] [RSP+350 ] 0x7FF6C4A9D888 (char*) "onEnterFrame" [RSP+358 ] 0x1F2E0999B00 (void*) [RSP+360 ] 0x0 (size_t) [0] [RSP+368 ] 0x1F2E1EBBC30 (void*) [RSP+370 ] 0x1F200000002 (size_t) [2138893713410] [RSP+378 ] 0x7FF6C3D7BF30 (void* -> SkyrimSE.exe+0D0BF30 cmp eax, 0x17) [RSP+380 ] 0x1F2E1EBBBB0 (void*) [RSP+388 ] 0x1F2E0A56978 (void*) [RSP+390 ] 0xD0C37AF398 (void*) [RSP+398 ] 0x0 (size_t) [0] [RSP+3A0 ] 0x7FF6C4A9D888 (char*) "onEnterFrame" [RSP+3A8 ] 0x1F2E0A56810 (void*) [RSP+3B0 ] 0x1F2E09D2F10 (void*) [RSP+3B8 ] 0x7FF6C3DBD8DA (void* -> SkyrimSE.exe+0D4D8DA add rsp, 0x1D8) [RSP+3C0 ] 0xD0C37AF3F0 (void*) [RSP+3C8 ] 0x7FF6C3D82A8B (void* -> SkyrimSE.exe+0D12A8B mov al, 0x01) [RSP+3D0 ] 0x1F2E09D6438 (void*) [RSP+3D8 ] 0x1F2E09D6400 (void*) [RSP+3E0 ] 0xD0C37AF3F0 (void*) [RSP+3E8 ] 0x7FF6C3D7CE7A (void* -> SkyrimSE.exe+0D0CE7A xor edi, edi) [RSP+3F0 ] 0x1F2E09D04B8 (void*) [RSP+3F8 ] 0x1F2E09D6400 (void*) [RSP+400 ] 0x5 (size_t) [5] [RSP+408 ] 0x0 (size_t) [0] [RSP+410 ] 0xFFFFFFFFFFFFFFF0 (size_t) [uint: 18446744073709551600 int: -16] [RSP+418 ] 0x7FF6C3E292A9 (void* -> SkyrimSE.exe+0DB92A9 mov rbx, [rsp+0xC0]) [RSP+420 ] 0x0 (size_t) [0] [RSP+428 ] 0x1F2E09D04BC (void*) [RSP+430 ] 0x1F2E09D0000 (void*) [RSP+438 ] 0x1F2E1BA6B68 (void*) [RSP+440 ] 0x1F2E09BF760 (void*) [RSP+448 ] 0xD0C37AF470 (void*) [RSP+450 ] 0x1F2E09EE010 (void*) [RSP+458 ] 0x7FF6C3DD3990 (void* -> SkyrimSE.exe+0D63990 mov rcx, [rsp+0x80]) [RSP+460 ] 0x1F2E09EE010 (void*) [RSP+468 ] 0xD0C37AF480 (void*) [RSP+470 ] 0x1F2E09D2F10 (void*) [RSP+478 ] 0x7FF6C3D829FF (void* -> SkyrimSE.exe+0D129FF test rax, rax) [RSP+480 ] 0x6 (size_t) [6] [RSP+488 ] 0x0 (size_t) [0] [RSP+490 ] 0x1F2E167ED00 (char*) "ListEntry4.trigger" [RSP+498 ] 0x7FF6C3D978A5 (void* -> SkyrimSE.exe+0D278A5 movsxd rcx, eax) [RSP+4A0 ] 0x1F2E09D04B8 (void*) [RSP+4A8 ] 0xD0C37AF4E0 (void*) [RSP+4B0 ] 0xD0C37AF5E0 (void*) [RSP+4B8 ] 0x1F2E09DB810 (void*) [RSP+4C0 ] 0xD0C37AF500 (void*) [RSP+4C8 ] 0x7FF6C3DD3990 (void* -> SkyrimSE.exe+0D63990 mov rcx, [rsp+0x80]) [RSP+4D0 ] 0x2EA580E75749 (size_t) [51288367126345] [RSP+4D8 ] 0x7FF6C3E28F83 (void* -> SkyrimSE.exe+0DB8F83 mov al, 0x01) [RSP+4E0 ] 0xFFFFFFFFFFFFFFF0 (size_t) [uint: 18446744073709551600 int: -16] [RSP+4E8 ] 0x7FF6C3D978A5 (void* -> SkyrimSE.exe+0D278A5 movsxd rcx, eax) [RSP+4F0 ] 0xD0C37AF4E0 (void*) [RSP+4F8 ] 0xD0C37AF470 (void*) [RSP+500 ] 0x7FF6C4AA4AD0 (void* -> SkyrimSE.exe+1A34AD0 mov al, 0x8D) [RSP+508 ] 0x0 (size_t) [0] [RSP+510 ] 0x0 (size_t) [0] [RSP+518 ] 0x7FF6C3E2F4F8 (void* -> SkyrimSE.exe+0DBF4F8 test edi, edi) [RSP+520 ] 0xFFFFFFFFFFFFFFF0 (size_t) [uint: 18446744073709551600 int: -16] [RSP+528 ] 0x5 (size_t) [5] [RSP+530 ] 0xD0C37AF5C0 (void*) [RSP+538 ] 0x0 (size_t) [0] [RSP+540 ] 0x0 (size_t) [0] [RSP+548 ] 0x7FF6C3DD3EA3 (void* -> SkyrimSE.exe+0D63EA3 test al, al) [RSP+550 ] 0x40 (size_t) [64] [RSP+558 ] 0xFF000000 (size_t) [4278190080] [RSP+560 ] 0x1F2E09D0A80 (void*) [RSP+568 ] 0x7FF6C3E2F576 (void* -> SkyrimSE.exe+0DBF576 add rsp, 0x48) [RSP+570 ] 0x1F2E09BF9D0 (void*) [RSP+578 ] 0xFFFFFFFFFFFFFFF0 (size_t) [uint: 18446744073709551600 int: -16] [RSP+580 ] 0x0 (size_t) [0] [RSP+588 ] 0x1 (size_t) [1] [RSP+590 ] 0x0 (size_t) [0] [RSP+598 ] 0x1F2E09D04B8 (void*) [RSP+5A0 ] 0x5 (size_t) [5] [RSP+5A8 ] 0x0 (size_t) [0] [RSP+5B0 ] 0x1F2E09D0000 (void*) [RSP+5B8 ] 0x7FF6C3DBDDCE (void* -> SkyrimSE.exe+0D4DDCE mov r12, [rsp+0x80]) [RSP+5C0 ] 0x0 (size_t) [0] [RSP+5C8 ] 0x1 (size_t) [1] [RSP+5D0 ] 0x1F2E0A076F0 (void*) [RSP+5D8 ] 0x1F2E0A1BEF0 (CursorMenu*) [RSP+5E0 ] 0x0 (size_t) [0] [RSP+5E8 ] 0x0 (size_t) [0] [RSP+5F0 ] 0x40 (size_t) [64] [RSP+5F8 ] 0x80000000000D (size_t) [140737488355341] [RSP+600 ] 0x1F2E09D0000 (void*) [RSP+608 ] 0x0 (size_t) [0] [RSP+610 ] 0x0 (size_t) [0] [RSP+618 ] 0x1 (size_t) [1] [RSP+620 ] 0x1 (size_t) [1] [RSP+628 ] 0x1F2E09DB978 (void*) [RSP+630 ] 0x0 (size_t) [0] [RSP+638 ] 0x7FF6C3DBDC39 (void* -> SkyrimSE.exe+0D4DC39 mov rcx, [rsp+0x38]) [RSP+640 ] 0x1F2E09DBA68 (void*) [RSP+648 ] 0x1F2E09DBA68 (void*) [RSP+650 ] 0xD000000000 (size_t) [893353197568] [RSP+658 ] 0x1F2E09BC0D0 (void*) [RSP+660 ] 0xA (size_t) [10] [RSP+668 ] 0x7FF6C4A9B130 (void* -> SkyrimSE.exe+1A2B130 ) [RSP+670 ] 0x3F77CFC2 (size_t) [1064816578] [RSP+678 ] 0x0 (size_t) [0] [RSP+680 ] 0x1F2E09D0068 (void*) [RSP+688 ] 0x7FF6C3DB6B89 (void* -> SkyrimSE.exe+0D46B89 mov rdx, rax) [RSP+690 ] 0x1F2E09D0068 (void*) [RSP+698 ] 0x1F2E0A10000 (void*) [RSP+6A0 ] 0x1F2E09D0068 (void*) [RSP+6A8 ] 0x7FF6C3E60EE1 (void* -> SkyrimSE.exe+0DF0EE1 mov rcx, [0x00007FF6C62E66D8]) [RSP+6B0 ] 0x1F2E09D0068 (void*) [RSP+6B8 ] 0x1F2E09D2510 (void*) [RSP+6C0 ] 0x1F2E09D0068 (void*) [RSP+6C8 ] 0x1F2E062A1A0 (void*) [RSP+6D0 ] 0x1F2E09D0068 (void*) [RSP+6D8 ] 0x7FF6C3DB487C (void* -> SkyrimSE.exe+0D4487C add rsp, 0x108) [RSP+6E0 ] 0x17235F4578C (size_t) [1590043105164] [RSP+6E8 ] 0x1F2E06FF7F0 (BSScaleformTranslator*) [RSP+6F0 ] 0x1F2E09D0068 (void*) [RSP+6F8 ] 0x1F2E062B010 (void*) [RSP+700 ] 0x1F2E06FF7F0 (BSScaleformTranslator*) See RSP+6E8 [RSP+708 ] 0x0 (size_t) [0] [RSP+710 ] 0x1F200000002 (size_t) [2138893713410] [RSP+718 ] 0x2505653BF3 (size_t) [159004310515] [RSP+720 ] 0x0 (size_t) [0] [RSP+728 ] 0x0 (size_t) [0] [RSP+730 ] 0x1F2E0A1BFE0 (FxDelegate*) [RSP+738 ] 0x0 (size_t) [0] [RSP+740 ] 0x7FF6C62A16D0 (SkyrimVM*) [RSP+748 ] 0x1F0BEAD8720 (void*) [RSP+750 ] 0x0 (size_t) [0] [RSP+758 ] 0x7FFE59C5D0E0 (SKSEDelayFunctorManager*) [RSP+760 ] 0x7FFE59C5D0F0 (void* -> skse64_1_7_104.dll+011D0F0 ) [RSP+768 ] 0x7FF6C36D42DB (void* -> SkyrimSE.exe+06642DB movzx ecx, al) [RSP+770 ] 0x0 (size_t) [0] [RSP+778 ] 0x7FF6C6274B40 (void* -> SkyrimSE.exe+3204B40 add [rax], al) [RSP+780 ] 0x0 (size_t) [0] [RSP+788 ] 0x0 (size_t) [0] [RSP+790 ] 0x2434 (size_t) [9268] [RSP+798 ] 0x7FF6C36D7523 (void* -> SkyrimSE.exe+0667523 lea r11, [rsp+0x130]) [RSP+7A0 ] 0x1F0C43EF728 (BSTCommonScrapHeapMessageQueue*) [RSP+7A8 ] 0x7FFE59C5D140 (void* -> skse64_1_7_104.dll+011D140 ret 0xF457) [RSP+7B0 ] 0x7FFE59C5D0E0 (SKSEDelayFunctorManager*) See RSP+758 [RSP+7B8 ] 0x7FFE59B76B39 (void* -> skse64_1_7_104.dll+0036B39 mov rax, [rsp+0x40]) [RSP+7C0 ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2] [RSP+7C8 ] 0x1F0BEAD8720 (void*) [RSP+7D0 ] 0x7FF6C62A9FC8 (void* -> SkyrimSE.exe+3239FC8 sbb byte ptr [rdi+0x7FF6C62A], 0x00) [RSP+7D8 ] 0x7FF6C62A9FD0 (void* -> SkyrimSE.exe+3239FD0 jnle 0x00007FF6C62A9FFD) [RSP+7E0 ] 0x7FFE59C5D0E0 (SKSEDelayFunctorManager*) See RSP+758 [RSP+7E8 ] 0x1F1635CFB90 (NiCamera*) "WorldRoot Camera" RTTIName: "NiCamera" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 0 Name: "WorldRoot CameraNode" RTTIName: "NiNode" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController Checking Parent: 0 Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController [RSP+7F0 ] 0xD0C37AF8C0 (void*) [RSP+7F8 ] 0x7FFE59B4F335 (void* -> skse64_1_7_104.dll+000F335 mov rax, [rsp+0x48]) [RSP+800 ] 0x2434 (size_t) [9268] [RSP+808 ] 0x7FF6C3A6769B (void* -> SkyrimSE.exe+09F769B movzx ecx, al) [RSP+810 ] 0xD0C37AF8C0 (void*) [RSP+818 ] 0x1F0C8675440 (BSTCommonStaticMessageQueue,256>*) See RSP+818 [RSP+820 ] 0x7FF6C62A9F80 (BSTCommonLLMessageQueue >*) See RSP+820 [RSP+828 ] 0x0 (size_t) [0] [RSP+830 ] 0x7FF6C62A9FC0 (void* -> SkyrimSE.exe+3239FC0 add [rax], al) [RSP+838 ] 0x7FF6C3A5800B (void* -> SkyrimSE.exe+09E800B nop) [RSP+840 ] 0x0 (size_t) [0] [RSP+848 ] 0x7FFEB552BE9F (void* -> KERNELBASE.dll+001BE9F nop [rax+rax*1], eax) [RSP+850 ] 0x1F0C8676480 (void*) [RSP+858 ] 0x1F1635CFB90 (NiCamera*) See RSP+7E8 [RSP+860 ] 0xBE012F490D7 (size_t) [13057018597591] [RSP+868 ] 0x0 (size_t) [0] [RSP+870 ] 0xFFFFFFFF00000000 (size_t) [uint: 18446744069414584320 int: -4294967296] [RSP+878 ] 0x0 (size_t) [0] [RSP+880 ] 0x1F0BEAD8720 (void*) [RSP+888 ] 0x768 (size_t) [1896] [RSP+890 ] 0x1F0C43EF660 (Main*) See RSP+890 [RSP+898 ] 0x0 (size_t) [0] [RSP+8A0 ] 0x1F1635CFB90 (NiCamera*) See RSP+7E8 [RSP+8A8 ] 0x1F347F92D08 (std::_Func_impl_no_alloc<`SKEE_AddTask'::`2'::,void>*) See RSP+8A8 [RSP+8B0 ] 0xD0C37AF8C0 (void*) [RSP+8B8 ] 0x7FFE00EA5F22 (void* -> skee64.dll+01D5F22 mov rcx, [rbx+0x08] | virtual void std::_Func_impl_no_alloc<`void SKEE_AddTask(SKSE::TaskInterface const *,SKSETaskExportHead *)'::`2'::,void>::_Do_call(void) [?_Do_call@?$_Func_impl_no_alloc@V@?1???$SKEE_AddTask@VSKSETaskExportHead@@@@YAXPEBVTaskInterface@SKSE@@PEAVSKSETaskExportHead@@@Z@X$$V@std@@EEAAXXZ]) [RSP+8C0 ] 0x0 (size_t) [0] [RSP+8C8 ] 0x1F0BEAD8720 (void*) [RSP+8D0 ] 0x0 (size_t) [0] [RSP+8D8 ] 0x1F1635CFB90 (NiCamera*) See RSP+7E8 [RSP+8E0 ] 0x1F347F92D00 (SKSE::TaskInterface::Task*) See RSP+8E0 [RSP+8E8 ] 0x7FFE59B599AF (void* -> skse64_1_7_104.dll+00199AF mov rax, [rbx]) [RSP+8F0 ] 0x0 (size_t) [0] [RSP+8F8 ] 0x2 (size_t) [2] [RSP+900 ] 0xD0C37AF8C0 (void*) [RSP+908 ] 0x1F347F92D00 (SKSE::TaskInterface::Task*) See RSP+8E0 [RSP+910 ] 0x2 (size_t) [2] [RSP+918 ] 0x7FF6C36C9423 (void* -> SkyrimSE.exe+0659423 mov rcx, [0x00007FF6C62B2650]) [RSP+920 ] 0x1 (size_t) [1] [RSP+928 ] 0xD0C37AF8C0 (void*) [RSP+930 ] 0x1F1635CFB90 (NiCamera*) See RSP+7E8 [RSP+938 ] 0x2 (size_t) [2] [RSP+940 ] 0x7FFE20960000 (void*) [RSP+948 ] 0x7FFE20ACCC70 (CInputHandler*) See RSP+948 [RSP+950 ] 0xD0C37AFA00 (void*) [RSP+958 ] 0x200000002 (size_t) [8589934594] [RSP+960 ] 0x1 (size_t) [1] [RSP+968 ] 0xD000000003 (size_t) [893353197571] [RSP+970 ] 0x0 (size_t) [0] [RSP+978 ] 0x0 (size_t) [0] [RSP+980 ] 0x7FFE20ACCF08 (void* -> gameoverlayrenderer64.dll+016CF08 ) [RSP+988 ] 0x0 (size_t) [0] [RSP+990 ] 0x1F0BEAD8DF0 (ScrapHeap*) See RSP+990 [RSP+998 ] 0x0 (size_t) [0] [RSP+9A0 ] 0xD0C37AF908 (void*) [RSP+9A8 ] 0x0 (size_t) [0] [RSP+9B0 ] 0x0 (size_t) [0] [RSP+9B8 ] 0x0 (size_t) [0] [RSP+9C0 ] 0x0 (size_t) [0] [RSP+9C8 ] 0x7FFE00000000 (size_t) [140728898420736] [RSP+9D0 ] 0x0 (size_t) [0] [RSP+9D8 ] 0x0 (size_t) [0] [RSP+9E0 ] 0x100000000 (size_t) [4294967296] [RSP+9E8 ] 0x2434 (size_t) [9268] [RSP+9F0 ] 0x0 (size_t) [0] [RSP+9F8 ] 0xD0C37AFA40 (void*) [RSP+A00 ] 0x0 (size_t) [0] [RSP+A08 ] 0x7FFE20A09B9B (void* -> gameoverlayrenderer64.dll+00A9B9B mov byte ptr [0x00007FFE20ACCBB0], 0x00) [RSP+A10 ] 0x2434 (size_t) [9268] [RSP+A18 ] 0x0 (size_t) [0] [RSP+A20 ] 0x0 (size_t) [0] [RSP+A28 ] 0x0 (size_t) [0] [RSP+A30 ] 0x1 (size_t) [1] [RSP+A38 ] 0xD0C37AFA40 (void*) [RSP+A40 ] 0x0 (size_t) [0] [RSP+A48 ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2] [RSP+A50 ] 0x0 (size_t) [0] [RSP+A58 ] 0x0 (size_t) [0] [RSP+A60 ] 0x0 (size_t) [0] [RSP+A68 ] 0x0 (size_t) [0] [RSP+A70 ] 0x0 (size_t) [0] [RSP+A78 ] 0x7FF6C36C1465 (void* -> SkyrimSE.exe+0651465 test bl, bl) [RSP+A80 ] 0x0 (size_t) [0] [RSP+A88 ] 0x0 (size_t) [0] [RSP+A90 ] 0x2D0800 (size_t) [2951168] [RSP+A98 ] 0x0 (size_t) [0] [RSP+AA0 ] 0x1 (size_t) [1] [RSP+AA8 ] 0x0 (size_t) [0] [RSP+AB0 ] 0x22 (size_t) [34] [RSP+AB8 ] 0x7FFEB509432B (void* -> ucrtbase.dll+008432B mov rax, [rsp+0x30]) [RSP+AC0 ] 0x1F0BEADBD55 (char*) """ [RSP+AC8 ] 0x0 (size_t) [0] [RSP+AD0 ] 0x2D0800 (size_t) [2951168] [RSP+AD8 ] 0x14FE (size_t) [5374] [RSP+AE0 ] 0x138911BC (size_t) [327750076] [RSP+AE8 ] 0x1 (size_t) [1] [RSP+AF0 ] 0x355097A3531 (size_t) [3663766107441] [RSP+AF8 ] 0x14D (size_t) [333] [RSP+B00 ] 0x0 (size_t) [0] [RSP+B08 ] 0x7FF6C461843E (void* -> SkyrimSE.exe+15A843E mov ebx, eax) [RSP+B10 ] 0xA (size_t) [10] [RSP+B18 ] 0x0 (size_t) [0] [RSP+B20 ] 0x1DD41E80F656C74 (size_t) [134336028837506164] [RSP+B28 ] 0xD0C388D000 (void*) [RSP+B30 ] 0x0 (size_t) [0] [RSP+B38 ] 0x0 (size_t) [0] [RSP+B40 ] 0x0 (size_t) [0] [RSP+B48 ] 0x7FFEB648CD87 (void* -> KERNEL32.DLL+002CD87 mov ecx, eax) [RSP+B50 ] 0x0 (size_t) [0] [RSP+B58 ] 0x0 (size_t) [0] [RSP+B60 ] 0x0 (size_t) [0] [RSP+B68 ] 0x0 (size_t) [0] [RSP+B70 ] 0x0 (size_t) [0] [RSP+B78 ] 0x7FFEB7CACAEC (void* -> ntdll.dll+00ACAEC jmp 0x00007FFEB7CACB16) [RSP+B80 ] 0x0 (size_t) [0] [RSP+B88 ] 0x0 (size_t) [0] [RSP+B90 ] 0x4F0FFFFFB30 (size_t) [5433133628208] [RSP+B98 ] 0x4D0FFFFFB30 (size_t) [5295694674736] [RSP+BA0 ] 0x21 (size_t) [33] [RSP+BA8 ] 0x7FFEB561ED90 (void* -> KERNELBASE.dll+010ED90 mov [rsp+0x10], rbx) [RSP+BB0 ] 0xD0C37AE070 (void*) [RSP+BB8 ] 0xD0C37AE070 (void*) [RSP+BC0 ] 0x0 (size_t) [0] [RSP+BC8 ] 0x0 (size_t) [0] [RSP+BD0 ] 0x0 (size_t) [0] [RSP+BD8 ] 0x0 (size_t) [0] [RSP+BE0 ] 0x0 (size_t) [0] [RSP+BE8 ] 0x0 (size_t) [0] [RSP+BF0 ] 0x0 (size_t) [0] [RSP+BF8 ] 0x0 (size_t) [0] [RSP+C00 ] 0x0 (size_t) [0] [RSP+C08 ] 0x0 (size_t) [0] [RSP+C10 ] 0x0 (size_t) [0] [RSP+C18 ] 0x0 (size_t) [0] [RSP+C20 ] 0x0 (size_t) [0] [RSP+C28 ] 0x0 (size_t) [0] [RSP+C30 ] 0x0 (size_t) [0] [RSP+C38 ] 0x0 (size_t) [0] [RSP+C40 ] 0x0 (size_t) [0] [RSP+C48 ] 0x0 (size_t) [0] [RSP+C50 ] 0x0 (size_t) [0] [RSP+C58 ] 0x0 (size_t) [0] [RSP+C60 ] 0x0 (size_t) [0] [RSP+C68 ] 0x0 (size_t) [0] [RSP+C70 ] 0x0 (size_t) [0] [RSP+C78 ] 0x0 (size_t) [0] [RSP+C80 ] 0x0 (size_t) [0] [RSP+C88 ] 0x0 (size_t) [0] [RSP+C90 ] 0x0 (size_t) [0] [RSP+C98 ] 0x0 (size_t) [0] [RSP+CA0 ] 0x0 (size_t) [0] [RSP+CA8 ] 0x0 (size_t) [0] [RSP+CB0 ] 0x0 (size_t) [0] [RSP+CB8 ] 0x0 (size_t) [0] [RSP+CC0 ] 0x0 (size_t) [0] [RSP+CC8 ] 0x0 (size_t) [0] [RSP+CD0 ] 0x0 (size_t) [0] [RSP+CD8 ] 0x0 (size_t) [0] [RSP+CE0 ] 0x0 (size_t) [0] [RSP+CE8 ] 0x0 (size_t) [0] [RSP+CF0 ] 0x0 (size_t) [0] [RSP+CF8 ] 0x0 (size_t) [0] [RSP+D00 ] 0x0 (size_t) [0] [RSP+D08 ] 0x0 (size_t) [0] [RSP+D10 ] 0x0 (size_t) [0] [RSP+D18 ] 0x0 (size_t) [0] [RSP+D20 ] 0x0 (size_t) [0] [RSP+D28 ] 0x0 (size_t) [0] [RSP+D30 ] 0x0 (size_t) [0] [RSP+D38 ] 0x0 (size_t) [0] [RSP+D40 ] 0x0 (size_t) [0] [RSP+D48 ] 0x0 (size_t) [0] [RSP+D50 ] 0x0 (size_t) [0] [RSP+D58 ] 0x0 (size_t) [0] [RSP+D60 ] 0x0 (size_t) [0] [RSP+D68 ] 0x0 (size_t) [0] [RSP+D70 ] 0x0 (size_t) [0] [RSP+D78 ] 0x0 (size_t) [0] [RSP+D80 ] 0x0 (size_t) [0] [RSP+D88 ] 0x0 (size_t) [0] [RSP+D90 ] 0x0 (size_t) [0] [RSP+D98 ] 0x0 (size_t) [0] [RSP+DA0 ] 0x0 (size_t) [0] [RSP+DA8 ] 0x0 (size_t) [0] [RSP+DB0 ] 0x0 (size_t) [0] [RSP+DB8 ] 0x0 (size_t) [0] [RSP+DC0 ] 0x0 (size_t) [0] [RSP+DC8 ] 0x0 (size_t) [0] [RSP+DD0 ] 0x0 (size_t) [0] [RSP+DD8 ] 0x0 (size_t) [0] [RSP+DE0 ] 0x0 (size_t) [0] [RSP+DE8 ] 0x0 (size_t) [0] [RSP+DF0 ] 0x0 (size_t) [0] [RSP+DF8 ] 0x0 (size_t) [0] [RSP+E00 ] 0x0 (size_t) [0] [RSP+E08 ] 0x0 (size_t) [0] 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0x7FFE00CD0000 CrashLogger.dll 0x7FFE152A0000 d3dx9_42.dll 0x7FFE1EF20000 XAudio2_7.dll 0x7FFE1FD40000 gameoverlayrenderer64.dll 0x7FFE20960000 ResampleDmo.DLL 0x7FFE59870000 skse64_1_7_104.dll 0x7FFE59B40000 bink2w64.dll 0x7FFE5A340000 steam_api64.dll 0x7FFE5A3C0000 winmmbase.dll 0x7FFE5DA00000 tier0_s64.dll 0x7FFE5F530000 nvppex.dll 0x7FFE60210000 NvMessageBus.dll 0x7FFE61E70000 NvMemMapStoragex.dll 0x7FFE621E0000 DSOUND.DLL 0x7FFE64220000 nvspcap64.dll 0x7FFE83A10000 DINPUT8.dll 0x7FFE8A0A0000 nvldumdx.dll 0x7FFE8A130000 ncryptsslp.dll 0x7FFE8B230000 inputhost.dll 0x7FFE8BB30000 textinputframework.dll 0x7FFE8C780000 MSVCP140_ATOMIC_WAIT.dll 0x7FFE8F260000 Windows.UI.dll 0x7FFE90620000 VCOMP140.DLL 0x7FFE91280000 vstdlib_s64.dll 0x7FFE95420000 AUDIOSES.DLL 0x7FFE96DD0000 MPR.dll 0x7FFE97F90000 VCRUNTIME140.dll 0x7FFE998B0000 MSVCP140.dll 0x7FFE99A10000 VCRUNTIME140_1.dll 0x7FFE9A910000 webio.dll 0x7FFE9ACF0000 dbgcore.DLL 0x7FFE9AE40000 dbghelp.dll 0x7FFE9C2C0000 WINMM.dll 0x7FFEA4FC0000 rasadhlp.dll 0x7FFEA52C0000 fwpuclnt.dll 0x7FFEAC8E0000 drvstore.dll 0x7FFEACA30000 cryptnet.dll 0x7FFEACC50000 npmproxy.dll 0x7FFEACC90000 wevtapi.dll 0x7FFEACD90000 WINHTTP.dll 0x7FFEACFB0000 VERSION.dll 0x7FFEAD480000 MMDevApi.dll 0x7FFEAD960000 CoreUIComponents.dll 0x7FFEADC80000 avrt.dll 0x7FFEAE3A0000 directxdatabasehelper.dll 0x7FFEAE480000 netprofm.dll 0x7FFEAE540000 wintypes.dll 0x7FFEAE970000 Microsoft.Internal.WarpPal.dll 0x7FFEAFA70000 D3DCOMPILER_47.dll 0x7FFEAFA90000 d3d11.dll 0x7FFEB0A10000 dcomp.dll 0x7FFEB0D40000 CoreMessaging.dll 0x7FFEB13C0000 Secur32.dll 0x7FFEB1870000 uxtheme.dll 0x7FFEB19F0000 WINNSI.DLL 0x7FFEB1AA0000 dxcore.dll 0x7FFEB1B10000 dxgi.dll 0x7FFEB1B80000 dwmapi.dll 0x7FFEB1CE0000 resourcepolicyclient.dll 0x7FFEB2050000 windows.storage.dll 0x7FFEB23A0000 HID.DLL 0x7FFEB2CF0000 IPHLPAPI.DLL 0x7FFEB2FB0000 DNSAPI.dll 0x7FFEB2FF0000 schannel.DLL 0x7FFEB3410000 rsaenh.dll 0x7FFEB3540000 kernel.appcore.dll 0x7FFEB35E0000 ntmarta.dll 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0x7FFEB6BA0000 clbcatq.dll 0x7FFEB6D80000 RPCRT4.dll 0x7FFEB6E40000 SHCORE.dll 0x7FFEB6F60000 msvcrt.dll 0x7FFEB70A0000 SHELL32.dll 0x7FFEB71E0000 sechost.dll 0x7FFEB7980000 imagehlp.dll 0x7FFEB7B30000 ntdll.dll 0x7FFEB7C00000 SKSE PLUGINS: CrashLogger.dll v1.25 skee64.dll PLUGINS: Light: 69 Regular: 23 Total: 92 [ 0] Skyrim.esm [ 1] Update.esm [ 2] Dawnguard.esm [ 3] HearthFires.esm [ 4] Dragonborn.esm [ 5] ccasvsse001-almsivi.esm [ 6] ccbgssse001-fish.esm [ 7] cctwbsse001-puzzledungeon.esm [ 8] cceejsse001-hstead.esm [ 9] ccbgssse016-umbra.esm [ A] ccbgssse031-advcyrus.esm [ B] ccbgssse067-daedinv.esm [ C] ccbgssse025-advdsgs.esm [ D] cceejsse005-cave.esm [ E] ccafdsse001-dwesanctuary.esm [ F] unofficial skyrim special edition patch.esp [10] High Poly Head.esm [11] High Poly Head Vampire Fix.esp [12] Serana Re-Imagined.esp [13] RaceMenu.esp [14] RaceMenuPlugin.esp [15] useabledecorativewallshield.esp [16] alternate start - live another life.esp [FE: 0] ccbgssse002-exoticarrows.esl [FE: 1] ccbgssse003-zombies.esl [FE: 2] ccbgssse004-ruinsedge.esl [FE: 3] ccbgssse005-goldbrand.esl [FE: 4] ccbgssse006-stendarshammer.esl [FE: 5] ccbgssse007-chrysamere.esl [FE: 6] ccbgssse010-petdwarvenarmoredmudcrab.esl [FE: 7] ccbgssse011-hrsarmrelvn.esl [FE: 8] ccbgssse012-hrsarmrstl.esl [FE: 9] ccbgssse014-spellpack01.esl [FE: A] ccbgssse019-staffofsheogorath.esl [FE: B] ccbgssse020-graycowl.esl [FE: C] ccbgssse021-lordsmail.esl [FE: D] ccmtysse001-knightsofthenine.esl [FE: E] ccqdrsse001-survivalmode.esl [FE: F] ccqdrsse002-firewood.esl [FE: 10] ccbgssse018-shadowrend.esl [FE: 11] ccbgssse035-petnhound.esl [FE: 12] ccfsvsse001-backpacks.esl [FE: 13] cceejsse002-tower.esl [FE: 14] ccedhsse001-norjewel.esl [FE: 15] ccvsvsse002-pets.esl [FE: 16] ccbgssse037-curios.esl [FE: 17] ccbgssse034-mntuni.esl [FE: 18] ccbgssse045-hasedoki.esl [FE: 19] ccbgssse008-wraithguard.esl [FE: 1A] ccbgssse036-petbwolf.esl [FE: 1B] ccffbsse001-imperialdragon.esl [FE: 1C] ccmtysse002-ve.esl [FE: 1D] ccbgssse043-crosselv.esl [FE: 1E] ccvsvsse001-winter.esl [FE: 1F] cceejsse003-hollow.esl [FE: 20] ccbgssse038-bowofshadows.esl [FE: 21] ccbgssse040-advobgobs.esl [FE: 22] ccbgssse050-ba_daedric.esl [FE: 23] ccbgssse052-ba_iron.esl [FE: 24] ccbgssse054-ba_orcish.esl [FE: 25] ccbgssse058-ba_steel.esl [FE: 26] ccbgssse059-ba_dragonplate.esl [FE: 27] ccbgssse061-ba_dwarven.esl [FE: 28] ccpewsse002-armsofchaos.esl [FE: 29] ccbgssse041-netchleather.esl [FE: 2A] ccedhsse002-splkntset.esl [FE: 2B] ccbgssse064-ba_elven.esl [FE: 2C] ccbgssse063-ba_ebony.esl [FE: 2D] ccbgssse062-ba_dwarvenmail.esl [FE: 2E] ccbgssse060-ba_dragonscale.esl [FE: 2F] ccbgssse056-ba_silver.esl [FE: 30] ccbgssse055-ba_orcishscaled.esl [FE: 31] ccbgssse053-ba_leather.esl [FE: 32] ccbgssse051-ba_daedricmail.esl [FE: 33] ccbgssse057-ba_stalhrim.esl [FE: 34] ccbgssse066-staves.esl [FE: 35] ccbgssse068-bloodfall.esl [FE: 36] ccbgssse069-contest.esl [FE: 37] ccvsvsse003-necroarts.esl [FE: 38] ccvsvsse004-beafarmer.esl [FE: 39] ccffbsse002-crossbowpack.esl [FE: 3A] ccbgssse013-dawnfang.esl [FE: 3B] ccrmssse001-necrohouse.esl [FE: 3C] ccedhsse003-redguard.esl [FE: 3D] cceejsse004-hall.esl [FE: 3E] cckrtsse001_altar.esl [FE: 3F] cccbhsse001-gaunt.esl [FE: 40] _ResourcePack.esl [FE: 41] unockatja.esl [FE: 42] SkyUI_SE.esp [FE: 43] BnP - Skinfix.esp [FE: 44] CBBE.esp
Should be fixed in B6
B5 cleaned up the selections - but I'm unable to select eyes from the three LDD eye mods. disabled them and added two regular eye mods and those worked.
Hi! I’m having an issue with the head export in RaceMenu. Whenever I try to export my character’s head as a .nif file from the Sculpt tab, the game immediately crashes to desktop. No head .nif file is created afterwards. Is this a known issue? Do you know what could be causing the crash or how it can be fixed? I’d really appreciate any advice or troubleshooting steps. Thank you!
Should be fixed in B6
After the new update it’s like racemenu isn’t working. The only menus I have are race,body,head,face,eyes,brows, mouth,hair,extra and expressions. I also didn’t change anything thing but deleting version 4 and downloading version 5. After it did work I deleted all overlays and deleted version 5 then reinstalled it again. I tried using the old version 4 I still have put it had a message pop about it not working and when I load into the game I still had the same issue as before
expired i don't know if this help, but i know ever time the overlays haven't worked the bottom color option is always set to zero and when they don't work the color is maxed out
any bodypaint overlay doesn't work with RaceMenu in my game. Just letting you know.
If you were able to check, can you see if the color is set to zero when you apply a new overlay. I have a sneaking suspicion that is the issue why, because of when they do work, they have color level adjusted.
Thank you for this. It's working great for me, no crashes.
I have got floating eyebrows and lashes this is on the b4 ver as well as my savegame change the saves file name each time i use racemenu.
btw everyone if you download [BnP female skin 2k] it will brake the overlay systems and to fix it you have to delete it and all overlaymods
Do you know how exactly BnP interacts with this? I wanted to try this Beta but I use BnP. If I disable for another Skin Texture it before running the Beta, will it still break eveything? Or in other words, does it alter the overlays entirely?
Thank you for the update and all your hard work. I will let you know if I get any crashes. But so far so good. The initial error upon loading the game is solved.
do i download both?
Download just the ''Release'' version bro
Trying the beta on a fresh install of the latest build. When changing the eye shape the numbers were all over the place. From positive to -789374763727 and so one. I had to check it again to make sure I was looking at it right. UPDATE: Added LDD's 3 eye mods and am unable to select them. The eyes are stuck on blind.
I dont know if its racemenu doing the bug but just above my eye (same for other NPC) the forehead and level to the brows is the wrong color
Do you have ENB installed? I see other people have this error after the latest skyrim update while using ENB. If ENB is turned off it goes away.
An update on my previous post. I deactivated OAR because I thought that it was causing a lag after 15-30 minutes of play... the lag is still there but the screen issue in Racemenu is gone. I tried both in-game and new character. Still no idea why the game goes so laggy after a short session. Unfortunately Steam insists on updating if :you launch from them; immediately or; at their discretion... I accidentally launched in August when I was trying to sort out my GPU issue.
Was that the latest OAR? I had reloaded it yet...
i love RaceMenu but then i learn to never update Skyrim because now whenever my character change armors the sliders are gone it never happen before reloading my save fixes it
G'day Expired. Great work by the way. I must admit that I was having withdrawals from the game after the bloody update applied when I accidentally opened the game from Steam. I couldn't play with a vanilla created character after using your mod for years. I just wanted you to know, I downloaded your B3 Release edition from above and very grateful... I'm not getting problems listed below, partially because I am running a new modlist so I don't have any presets saved yet. But I use COtR and when I select a DZ race, the screen tears with fractals in flesh tones for several seconds every few seconds, maybe to do with the random drunken swaying that the character generation does? Anyway, I have no idea where to start narrowing down the fault since it's only with COtR in Racemenu. The tearing doesn't seem to effect the drop downs or menus, just the character. I swear I don't do acid, maybe if I did the character would look normal?
B4 changes my Saves Id s to a different one when using it so all the previous saves Eg from Autosave1_BE60A884_1_4B616C696E_Tamriel_000227_20260902082336_9_1 to Autosave1_A58A3556_1_4B616C696E_Tamriel_000030_20260901101047_1_1 so all the old save don't show up
some *very particular* cbbe 3bbb a sliders don't seem to be working
I guess i have something screwed up, i cant even open the game. it says that the RM format is incompatible
i head the same issue on beta 2 i fixed it by deleting the file completely off my pc and reinstalling try that
I'm having an issue where it doesn't seem to be reading presets correctly. it gets most of the face right but will not load correct hair or eyes.
I'm getting a consistent CTD while loading an existing save with the new RaceMenu AE CLSSE-NG B3 build on Skyrim 1.7.104. I'm using: Skyrim runtime 1.7.104.0 SKSE 2.3.1 RaceMenu AE CLSSE-NG 0.5.0.0 B3 Tested both the Release and Debug builds Same existing save used for all tests Both B3 Release and B3 Debug consistently CTD while loading the save. I saw the warning about old loose overlay NIFs causing crashes on 1.7.104, so I checked: Data\Meshes\Actors\Character\Character Assets\ None of the following files exist as loose files on my installation: face_overlay.nif body_overlay.nif hands_overlay.nif feet_overlay.nif face_magicoverlay.nif body_magicoverlay.nif hands_magicoverlay.nif feet_magicoverlay.nif So as far as I can tell, the known issue with older loose overlay meshes overriding the versions in the BSA does not apply here. I then tested the Face Overlay hook specifically. With the default setting: bFaceOverlays=1 the save consistently CTDs. Changing only this setting to: bFaceOverlays=0 allows the exact same save to load successfully. bBipedAttach remains enabled and the game runs normally. I reproduced the crash again using the B3 Debug build with the included PDB and Crash Logger SSE AE VR. The PDB symbols resolve correctly. The crash is: EXCEPTION_ACCESS_VIOLATION Crash Logger identifies BSGeometry* "Face [Ovl1]" as a possibly relevant object, along with the player (00000014), OverlayInterface*, and several SKSETaskUninstallOverlay / SKSETaskInstallOverlay objects. The PDB-resolved probable call stack includes: SKSETaskUpdateOverlays::Run() → SKSETaskModifyOverlay::Run() → SKSETaskUninstallOverlay::Modify() → OverlayInterface::UninstallOverlay() → RE::NiNode::DetachChild() → SkyrimSE.exe The relevant RaceMenu/CommonLib frames resolve to: OverlayInterface.cpp:1101 — SKSETaskUpdateOverlays::Run() OverlayInterface.cpp:628 — SKSETaskModifyOverlay::Run() OverlayInterface.cpp:650 / 1047 — SKSETaskUninstallOverlay::Modify() OverlayInterface.cpp:80 — OverlayInterface::UninstallOverlay() CommonLibSSE-NG\src\RE\N\NiNode.cpp:15/20 — RE::NiNode::DetachChild() The Debug skee.log independently stops at the same face overlay: SKSETaskModifyOverlay::Run - Modifying Overlay Face [Ovl0] SKSETaskInstallFaceOverlay::Run - Installing Face Overlay Face [Ovl0] SKSETaskInstallFaceOverlay::Run - Installing Face Overlay Face [Ovl0] to 00000014 on skeleton OverlayInterface::InstallOverlay - Successfully installed overlay Face [Ovl0] to actor: 00000014 SKSETaskModifyOverlay::Run - Modifying Overlay Face [Ovl1] The log ends immediately after the Face [Ovl1] line. Earlier during the same load, face_overlay.nif is successfully used for the face overlays, so the mesh itself can apparently be loaded before the eventual CTD. SKSE also reports skee64.dll (skee 00050000) as loaded correctly. So the reproducible result on my setup is: B3 + bFaceOverlays=1 -> CTD while loading the save B3 + bFaceOverlays=0 -> Same save loads successfully Based on the resolved call stack, the crash appears to occur while RaceMenu is uninstalling/detaching an existing face overlay node, rather than simply failing to load face_overlay.nif. I have the complete Crash Logger output, Debug skee.log, and SKSE log available if you want them.
B4 probably fixes this, certain overlays were stomping memory.
I fixed my problem I forgot to update the game.
Is this version missing the option to load presets & what not? It doesn't seem to be appearing, all I have are the vanilla options
i have hand this issue a bunch before and the conclusion i have is it a load issue
So i tested the 5b2 with no problems on my new custom build, no errors, no ctd, no freezes on 1.7.104. All sliders are working for me even with physics CBCP and SMP installed, like they should and also the sculpture tool works flawless. Have not testet Presets yet cause i have non of them at the moment installed. But in my perspective it works fine. 5b3 is installed since 5 minutes, will be testing soon. Stable Work, thanks @expired6978 --> Version was the release version v0-5-0-0-b2
I installed b3 but I'm still getting the crash when trying to load presets :( any tips?
Show me the crash dump if one is created. The pdb is included so it can give symbol info
Version b2 solved the crash on saving/loading presets! Joy! I do now, however, have an issue where body, feet and hand overlays are not displaying. I can select them, but they do not show up. Makeup/Face overlays show up and behave as expected. Could this be related to this new version? Or should I seek elsewhere
Overlays work for me, my test character has a number of RM features visible and I can tell what is/isn't working when I load in. Isn't full coverage but I can see overlays work at least.
Did a complete scrap and rebuild. Loaded the bare minimum along with the Release beta above. Everything seems to be functional, a little slow to do the initial load, but working. I did notice some slider values can go up into the thousands, or have a minimum value of 10, but that is minor. Will try adding a few mods, and see how that goes for stability, but no DLL load errors, any longer. Much appreciate all your hard work.
Other than one dialog expansion crashing (and that might just the mod not being updated for the current game version), having no issues on a light mod load (Just over 50 mods)
Everytime I try to use a preset I CTD here is the lines of the crash log that shows skee Memory: 0x7FFB607909F3 count: (2) File: skee64.dll count: (8) Address: 02709F3 count: (2) Assembler: cmp ecx, [rdx+0x10] | void PresetInterface::ApplyPresetData(RE::Actor *,std::shared_ptr,bool,IPresetInterface::ApplyTypes) [?ApplyPresetData@PresetInterface@@QEAAXPEAVActor@RE@@V?$shared_ptr@VPresetData@@@std@@_NW4ApplyTypes@IPresetInterface@@@Z]) count: (1) [ 0][P] 0x7FFB607909F3 skee64.dll+02709F3 cmp ecx, [rdx+0x10] | void PresetInterface::ApplyPresetData(RE::Actor *,std::shared_ptr,bool,IPresetInterface::ApplyTypes) [?ApplyPresetData@PresetInterface@@QEAAXPEAVActor@RE@@V?$shared_ptr@VPresetData@@@std@@_NW4ApplyTypes@IPresetInterface@@@Z] -//- count: (1) [ 1][P] 0x7FFB607B4F29 skee64.dll+0294F29 movq rbx, xmm6 | virtual void SKSEScaleform_LoadPreset::Call(RE::GFxFunctionHandler::Params &) [?Call@SKSEScaleform_LoadPreset@@UEAAXAEAUParams@GFxFunctionHandler@RE@@@Z] -//- count: (1) [23][S] 0x7FFB605D21C9 skee64.dll+00B21C9 mov [rdi], rbp | std::shared_ptr std::make_shared(void) [??$make_shared@VPresetData@@$$V@std@@YA?AV?$shared_ptr@VPresetData@@@0@XZ] -//- count: (1) [RSP+108 ] 0x7FFB605D21C9 (void* -> skee64.dll+00B21C9 mov [rdi], rbp | std::shared_ptr std::make_shared(void) [??$make_shared@VPresetData@@$$V@std@@YA?AV?$shared_ptr@VPresetData@@@0@XZ]) -//- count: (1) [RSP+178 ] 0x7FFB607B4F29 (void* -> skee64.dll+0294F29 movq rbx, xmm6 | virtual void SKSEScaleform_LoadPreset::Call(RE::GFxFunctionHandler::Params &) [?Call@SKSEScaleform_LoadPreset@@UEAAXAEAUParams@GFxFunctionHandler@RE@@@Z]) -//- count: (1) skee64.dll 0x7FFB60520000 -//- count: (1) skee64.dll -//- count: (8)
This should be fixed in B2 already
I got it to open granted i fell asleep before i could stress test
i don't know what i did wrong yesterday for it not to work but version two had the same original plugin error a version one had. The presets appear to be working I've downloaded one with none of the requirements and it loaded and didn't crash. now I'm about to download the requirements
Well, I am using RaceMenu 4.19.14 on SKSE 2.2.3 on GOG 1.6.659 which is crashing intermittently on the use of some sliders, which I think has to do with memory leaks. Your Release version does too! Your debug version has the same missing and inoperative sliders as RaceMenu 4.20 GOG. I hope this feedback has some value.
Which ones? All sliders I've tried work.
i can confirm this race menu works for me i just used nmm {nexus mod manager} for intsallation
I suppose this issue is niche, but I'm getting a CTD when using Digitigrade legs (basically an Equippable Transform, a plantigrade foot.nif file that has a NiOverride string telling it to make the foot look a digitigrade beast leg affecting the toe/foot/ankle/calf bones) for beastfolk (Khajiit, Argonians, custom races like Lykaios, etc) There's two issues; 1. For both male and female, the 'digitigrade leg' is deformed in an unnatural way, unlike the exact same mods with RaceMenu 4.20, which work and look normal. It's like the bones/weights are in a different 'spot' then before; the toe weights on the mesh are on the paw pad, and move correctly with 4.20, but in the NG beta release the digi paw mesh is bending almost where the ankle is, almost like as if the toe bone didn't move according to the NiOverride string on the paw.nif. 2. I'm testing this with a new game; you can unequip the footwraps item to the digi paw, but there's an immediate CTD upon trying to reequip said footwraps. This didn't happen on RaceMenu 4.20 when equipping items with no NiOverride/HH offset. There was a CTD with RaceMenu 4.20 when unequipping items with NiOverrideHH offset to digi legs before. (Related, but an edited version of RaceMenu 4.19.XX SKEE64.dll that supposedly fixes issues with a high heel helicopter legs bug, also fixed the issues seen with RM 4.20 CTD when using high heels/digi paws, it's shared here: https://www.nexusmods.com/skyrimspecialedition/mods/64442?tab=posts&comment_id=165309718 , unsure if this would be of any help to you?) Is there a way you'd prefer us to share debug information/help? I know it's niche, but it would be nice to have beastfolk digi legs work on the latest RaceMenu, like they do on the edited 4.19.XX release. Regular HH offset (single value equippable transforms?) work fine on an initial test, unsure if the 'helicopter legs' bug others had previously is still present in this beta version of RaceMenu. I wonder if the issues I'm experiencing affect other items with more than one bone/value changed for equippable transforms?
They recompiled RM and didn't provide any source code, so no, not really. If the crash is directly from RM it's easy to debug, but if it's crashing because the game is getting data it's not expecting it'd be impossible for me to know what exactly the cause is without high effort. At best you could provide me with the minimum set of mods to reproduce this without any other mod dependencies.
I haven't updated to 1.7.10x yet. Is there a specific set of versions for the requirements you want us to test with? It would probably help if we're all on the same page. Thanks, and happy to help.
I believe it is to be tested with the recent update, of course I'm not the author so I have no idea.
SKSE Plugin Loader (2.3.1) A DLL plugin has failed to load correctly. If a new version of Skyrim was just released, the plugin needs to be updated. Please check the mod's webpage for updates. RaceMenu (skee64.dII): couldn't load plugin (0000007E) Continuing to load may result in lost save data or other undesired behavior. Exit game? (yes highly suggested) Yes No
I also got this.
alright I'm going to update everything I need to update and get to testing.
adding to this yes there is a skee64.dll error it failed to load correctly on my end I did a quick base test not a stress test so yeah basically its basic mods no body face hair mods or quest mods nothing changing the base game. .. on that note the specifc plugin number(code?) is 0000007E
