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If you have recently typed "racemenu for skyrim se 1597 work" into a search engine, you are likely a modded Skyrim player who has just updated (or accidentally updated) to a specific version of Skyrim Special Edition (SE). The number "1597" refers to the game executable version (usually 1.5.97), which is widely considered the "gold standard" for mod stability. The newer versions (1.6.x), often called "Anniversary Edition" (AE) or "Anniversary Edition (Downgraded)," have caused massive headaches for modders due to changes in the executable (EXE).
Here is the long answer: Yes, RaceMenu works perfectly with Skyrim SE 1.5.97.
However, finding the correct file and understanding why this combination is so legendary requires a deep dive into Skyrim modding history, version numbers, and troubleshooting.
Cause: You are missing NiOverride or have a conflicting skeleton.
Fix: Install XPMSSE (XP32 Maximum Skeleton Special Extended) version 4.80 or 4.90 (the 1.5.97 compatible builds). Overwrite everything.
RaceMenu’s plugin DLL (RaceMenuPlugin.dll) hooks into:
BSFaceGenNiNode::UpdateGeometry – intercepts face generation to apply morphs after the game calculates default face.TESNPC::ApplyMorph – overrides Bethesda’s limited morph system with a richer set of channels.Without this hook, Skyrim only supports 12 facial morph channels (e.g., NoseLength, JawWidth). RaceMenu adds >100 custom morph channels by hijacking unused slots in BGSMorphData. racemenu for skyrim se 1597 work
Scriptname RaceMenuPluginScarTint extends RaceMenuBase; Plugin for Skyrim SE 1.5.97 ; Adds scar overlay color tinting
float[] colorData string[] colorNames
Event OnStartup() ; Initialize color data array (RGB + Alpha) colorData = new float[4] colorData[0] = 1.0 ; Red colorData[1] = 1.0 ; Green colorData[2] = 1.0 ; Blue colorData[3] = 1.0 ; Alpha
colorNames = new string[4] colorNames[0] = "Red" colorNames[1] = "Green" colorNames[2] = "Blue" colorNames[3] = "Alpha" ; Register sliders ; Category 7 = Face ; Slider index starts at 200 to avoid conflicts UnregisterSliders() RegisterSlider(7, 200, "Scar Overlay Color Red", 0.0, 1.0, 0.01, colorData[0]) RegisterSlider(7, 201, "Scar Overlay Color Green", 0.0, 1.0, 0.01, colorData[1]) RegisterSlider(7, 202, "Scar Overlay Color Blue", 0.0, 1.0, 0.01, colorData[2]) RegisterSlider(7, 203, "Scar Overlay Alpha", 0.0, 1.0, 0.01, colorData[3])EndEvent
Event OnSliderChanged(int sliderKey, float value) ; Store new value if sliderKey == 200 colorData[0] = value elseif sliderKey == 201 colorData[1] = value elseif sliderKey == 202 colorData[2] = value elseif sliderKey == 203 colorData[3] = value endif RaceMenu for Skyrim SE 1597: Does It Work
; Apply tint to scar overlays ApplyScarTint()EndEvent
Function ApplyScarTint() ; Get current actor Actor player = Game.GetPlayer() if !player return endif
; Find the scar overlay (slot 7 is typically the scar layer in overlay system) ; We'll apply to all overlays that contain "scar" in their name or path int numOverlays = NiOverride.GetNumOverlays(player, 7) ; 7 = Face overlay int i = 0 while i < numOverlays string overlayPath = NiOverride.GetOverlayPath(player, 7, i) if overlayPath != "" && StringUtil.Find(overlayPath, "scar", 0) != -1 ; Apply color multiply NiOverride.AddOverrideFloat(player, 7, i, 3, colorData[0]) ; Red mult NiOverride.AddOverrideFloat(player, 7, i, 4, colorData[1]) ; Green mult NiOverride.AddOverrideFloat(player, 7, i, 5, colorData[2]) ; Blue mult NiOverride.AddOverrideFloat(player, 7, i, 6, colorData[3]) ; Alpha mult endif i += 1 endWhile ; Force update NiOverride.UpdateModel(player)EndFunction
Event OnSliderRequest(int sliderKey, bool selected) ; Called when RaceMenu loads values if sliderKey == 200 SetSliderValue(200, colorData[0]) elseif sliderKey == 201 SetSliderValue(201, colorData[1]) elseif sliderKey == 202 SetSliderValue(202, colorData[2]) elseif sliderKey == 203 SetSliderValue(203, colorData[3]) endif EndEvent
Event OnVersionCheck(int version) ; Required for RaceMenu 3.x+ return EndEventWithout this hook, Skyrim only supports 12 facial
.jslot files).jslot files are JSON with binary-blob overlays for texture data (RGBA DXT-compressed raw data).Place these in:
Data/SKSE/Plugins/RaceMenuPluginScarTint.psc (source)
Data/SKSE/Plugins/RaceMenuPluginScarTint.pex (compiled)
And a small JSON config is built directly into the script.
Download Address Library for SKSE Plugins (All in one) from Nexus Mods. In the installer, specifically select "Version 1.5.39 – 1.5.97" (SE). Do not select AE.
.psc in Data/Scripts/Source/PapyrusCompiler.exe "Data/Scripts/Source/RaceMenuPluginScarTint.psc" -f="TESV_Papyrus_Flags.flg" -i="Data/Scripts/Source;Data/Scripts/Source/RaceMenu"
.pex in Data/Scripts/Появились вопросы?
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