A comprehensive Python tool for Skyrim modders
Designed to streamline the creation, conversion, and management of character overlay mods between the RaceMenu and SlaveTats systems. Built with PyQt5, it features a modern dark theme interface for ease of use.
You can convert SlaveTats mods to RaceMenu and use them as resources for creating followers or presets and vice versa.
Converts SlaveTats JSON files to RaceMenu PSC scripts with automatic folder structure and DDS organization
JSON β PSC + Overlays
Extracts Add*Paint calls from PSC files and generates normalized JSON for SlaveTats with folder structure
PSC β JSON + SlaveTats
Create mods from scratch using DDS folders. Editable table to assign areas, names, and types. Support for both systems
DDS β Full Mod
Assistant for Papyrus compilation in MO2. Configures paths, copies files, monitors PEX, and cleans automatically
PSC β Compiled PEX
Dedicated window with zoom/pan, background selection, contrast adjustments. Support for BC7 and other DDS formats
DDS Preview + BC7
Automatic timestamped backups for JSON/PSC. Management dialog to create/restore/list backups
Auto Backup System
The program is available in two versions: one in Python and the other as an EXE. Choose the one you prefer. The EXE version is a port of the original Python script and is about 220 MB, while the Python version is only 30 MB. There is no functional difference between them. Simply download the program and place it wherever you like just remember the location. The EXE has an icon; click it to start the program. It is normal for it to take a moment to open.
Simply install it like any other mod. Once installed, the new Pascal script will appear in SSEEdit. This will be used in one of the final steps to create the port.
Download it from here Papyrus Compiler App just download and install wherever you want, the videos show what to activate, there will be a simple image below
PSC β Compiled PEX
Creation Kit you can download it here, we'll only need the ...\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\ which is necessary to compile PEX, nothing else, no need to even open it, just download.
Creation Kit β PapyrusCompiler.exe
SSEEdit download any version from here, it will work, it's for the last step to create the plugin with a couple of clicks.
SSEEdit β Quick ESP
The steps are very mechanical. If you have any doubts, read the terminal below, it will always have tips and comments to guide you. I even used different colors to make it easier to follow.
Start the program and keep the first tab, 'SlaveTats - RaceMenu', open. Navigate to the directory of the tattoo mod you wish to convert. Inside that mod's folder, locate the following path: (Mod name)\textures\actors\character\slavetats You will find a JSON file in this directory. Drag and drop this file into the program window. A preview of the Papyrus (PSC) script will be automatically displayed. Click the Generate .psc File button to generate the script file.
Once the folder containing the newly created PSC file opens, you can close it. Proceed by clicking the create organized texture folder button. This action will copy the mod's textures into a new, organized folder structure required for the new mod. Finally, move the two newly created folders into your mod's main directory, as demonstrated in the accompanying video. This completes the first step. The next stage is to convert the PSC file into a PEX file.
Now that your PSC file is ready, the next step is to compile it into PEX format. While there are several methods to do this, such as using the official Creation Kit, direct command-line compilation, or a setup in Visual Studio Code, the method I use most frequently for its speed and efficiency is the PCA SE compiler. To make this even simpler, I've created a guided process within the tool.
As shown in the video, navigate to the (Mod name)\scripts\Source directory to find your PSC file. In our conversion tool, go to the PCA Papyrus Compiler Helper tab.
Upon completion, the compiled PEX file will be automatically placed in the correct directory.
The final piece is the plugin file (.esp). While this is typically done via the Creation Kit, I've developed a streamlined process using SSEEdit.
Example for creating racemenu overlays John95.esp file and wait for it to load.0002 RaceMenu Overlays ESP Creator.pas.
(Mod name) extures\actors\character\slavetats.That's it! For even greater space savings, you can compress the files, as shown in the video, which can shrink an 800MB mod down to 60MB without quality loss.
This is simpler than the previous one and there's only one step. You just need to go to the (Mod name)\scripts\Source folder and find the PSC file, drag it into the program and it will be ready automatically. Then press the second green button, Created mod folder, and that's it. The basic structure will be created. After that, just drag everything to where it should be and remove the old RaceMenu overlay traces, and you'll have the mod converted to RaceMenu.
The steps are very mechanical. If you have any doubts, read the terminal below; it will always have tips and comments to guide you. I even used different colors to make it easier to follow.
This is simpler. My program has specific tabs: one for converting from RaceMenu to SlaveTats and another for the reverse conversion. You just need to drag the folder containing the DDS files you want to convert. The complete list of DDS files will appear.
Double-clicking on a DDS file name will allow you to preview it. You will have body textures and backgrounds for comparison, such as CBBE and UBE. To start, you can begin with a folder of DDS files. If you wish to perform maintenance or add more content to your mods, simply drag the corresponding JSON or PSC file to the creator.
Read the instructions carefully. The terminal is your friend; I spent a lot of time adding comments for different scenarios and, especially, the backup system. This prevents you from losing your configurations. It's like a large playground that avoids the need to write code manually.
I will leave a video for you to analyze how to create mods in both formats. Only DDS files are needed.
This tool has its own wiki at https://pca.kiyozz.com/ and it's one of the reasons i decided to learn how to create web pages for my projects, although i decided on a different design. the important thing is that once downloaded from the nexus page, you install it wherever you want, and in the configuration tab make sure to follow these hints. it cost me a lot to learn this on my own before. this app is very practical but not very intuitive hahaha, but i love it.
Texture mods often weigh too much, especially tattoo mods that aren't always running. This trick works very well for SSD or NVMe drives, but if your disk is an HDD, I don't recommend it.
Look, go to the mod in question, select one or multiple, and apply in Properties β Advanced settings β Compress to save disk space. Then accept and wait for the file to compress, just like in the video. Done: you'll go from 10 GB of mods to just 700 MB.
There's also the option of using Cathedral to reduce DDS quality, but it can lose quality, so I prefer this method.
JSON, PSC or DDS
Graphical Interface
Conversion & Analysis
Packaged Mod
The tool reads input files (JSON/PSC/DDS), processes them through the PyQt5 interface, performs the necessary conversions while preserving data integrity, and generates the output with the appropriate mod structure and automatic packaging.
Drag a JSON to generate a Papyrus PSC script. Creates organized texture folders and packages the mod.
Drag a PSC file to extract data into a JSON file. Creates mod folders and packages the result.
Create a SlaveTats mod from a folder of DDS textures. Features an editable table and backup management.
Create a RaceMenu mod from a folder of DDS textures. Supports loading existing PSC scripts for editing.
Assists with Papyrus compilation for MO2 or standalone. Automates file copying, moving, and cleaning.
Displays motivational tips and cute cat images for quick breaks. Includes links to online documentation.
Special thanks to everyone who followed this project, and to those who gave ideas for its development, both directly and indirectly.
Special thanks to Wolfen09. From a casual conversation on Discord, we realized that converting a package from SlaveTats to RaceMenu was complicated because it requires not only a specific folder structure but also a compilation and a plugin. It was a casual conversation, so I put it on the back burner. However, since I had some free time and a great new mod for RaceMenu called Overlay Distribution Framework was released, I decided to create this program. This tool facilitates and structures the steps to make the conversion process from one to the other much easier.
Special thanks to SlaveTats, RaceMenu, and PCA Papyrus Helper. These are excellent mods and tools that have helped me a lot in my games, especially in Skyrim. Thank you so much for existing.
Special thanks to UBE 2.0 Ultimate Body and Bijin Skin UNP and CBBE SE. Thanks to these magnificent mods for their incredible body textures, which many use as a base for creating and aligning tattoos.
Special thanks to the Modding Community. Special thanks to the Modding Community. For the constant feedback and ideas for improvements. Special thanks to SSEEdit. Through the use of its Pascal scripting capabilities, it's possible to create the necessary ESP plugin without ever touching the Creation Kit, even though it took months to create the correct code. Special thanks to the Python language. This entire project was made possible by it. Thank you very much. Special thanks to SSEEdit. Through the use of its Pascal scripting capabilities, it's possible to create the necessary ESP plugin without ever touching the Creation Kit, even though it took months to create the correct code.
Thanks to the original authors of Skyrim for the music played directly from YouTube.
Thanks to Mermaid, Excalidraw and Graphics for being free and very useful tools for drawing and creating diagrams.
This is the progress of several projects I'm working on this year. I'll be uploading them as they are concluded, thanks to everyone who supports me with comments,
thanks for being so patient πΏ
This project is open source MIT and available to the community. Contributions, bug reports, and suggestions are always welcome. Together we can make Skyrim a more welcoming and comfortable place.