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Victoria 4.2 Base Female 3D Model Install CharGen ExtensionOpen DataSKSEPluginsNiOverride.ini in any text editor and change the values here. Q. Do I need to install CharGen Extension A.Complete overhaul to the character creation menu including new customization features such as multiple RGBA warpaints, body paints, hand paint, and foot paints.
Requires SKSE). Victoria 4.2 Base Female 3D Model Mod Doesnt WorkUnfortunately this mod doesnt work for ECE or with the vanilla character creation. You can however copy these textures and replace existing ones. Expired6978PurpleLunchbox schlangster - (SkyUI assets) Mardoxx - (Shoulder to cry on during times of ActionScript failures) blaXXer - (German Translation) ellKnight - (Spanish Translation) Rhaegal - (Italian Translation) Starfis - (Czech Translation) KuroKimalaTomyNameless - (RussianPolish Translation) krisjay - Male Body Paint TairenSoul - Female Body Paint Desufire - Face Paint ECE Team (tktk, RAN46, kaeper - ECE Morphs). If you dont know how, or cannot install SKSE on your own I recommend watching: English SKSE Installation Video by Gopher German SKSE Installation Video by Frank SiriuS RaceMenu related SKSE Plugins: CharGen Extension (Core included with RaceMenu 2.5 and greater) NetImmerse Override Standalone (Included with RaceMenu 2.0 and greater) For ECE to RaceMenu migration see: CharGen Export If you experience crashing while opening the menu please consider acquiring the optional download DisableFaceGenCache (integrated as of version 2.7, no longer necessary). This is an SKSE plugin that disables caching of FaceGen parts that can crash your game if you have many haireyebrow mods installed. PURPOSE The RaceMenu was redesigned with the intention of using SKSE to allow for more in-depth customization of your character. Please ensure that you dont have problems opening the ORIGINAL RaceMenu before blaming this mod. Copies target Actors facial morphs to player Copies target Actors facial presets to player Copies target Actors hair to player Copies target Actors hair color to player Copies target Actors facial hair to player Copies target Actors scars to player Copies target Actors eyebrows to player Must be equipped via console (e.g. Face Copy player.equipspell XXXXXXXX left) RaceMenuOverlays.esp (Optional) Adds 8 male body tattoos (Made by krisjay) Adds 14 partial female body tattoos (Made by TairenSoul) Adds 1 female UNP nail paint (Made by me, but its pretty awful) BodyGen randomize There is now new syntax to the previous feature to allow randomization of all actors of a particular gender. To setup an initial BodyGen file you need to create two ini files at: meshesactorscharacterBodyGenDataMODFILENAMEWITHEXT morphs.ini templates.ini The templates file outlines BodyMorphs by name Here is a sample: Sevenbase7B email protected 7B Bombshell email protected 7B Natural email protected 7B Cleavage email protected 7B Bcup email protected email protected email protected, email protected, email protected:1.0, email protected:1.0 The morphs file defines what morphs should be available to what ActorBases, here is an example: Skyrim.esmF62F0Sevenbase,Breasts For the new All feature, this would say: AllFemaleSevenbase,Breasts Make sure you have empty new lines at the end of your ini files. If you have explicit overrides in other mods they will overwrite by load order, so if you have all in an earlier mod, then have one explicit in a later mod, the ActorBase will use the later setting. Equippable Transforms What are Equippable Transforms They are essentially additional data that can be attached onto Armor that will apply an NiTransform internally to the skeleton. What would you use this for Replacing High Heels of course The transform is also done natively so its near instant application. This runs off the existing Transform framework that NiOverride provides, so any modifications to particular nodes will stack with these, you can only have one internal equipped node transform (i.e. Sculpt Mode Head Import This feature will import the geometry of a nif file that is formatted for NPCs (You either exported it, or you copied an NPCs into the directory) Sculpt This feature is complicated, the tools you have available are Inflate, Deflate, Smooth, Move, and Mask. Rotating Drag with right mouse click Panning Hold the Secondary button and drag with right mouse click to pan. InflateDeflate Moves the hit vertices outin based on an average of adjacent face normals Smooth Moves the hit vertices to an average position of all adjacent vertices, CAUTION do not use near openings such as the mouth Move Moves vertices in the direction you move the cursor, orthogonal to the view plane Mask Excludes vertices from being altered, including imported geometry, if you are importing a head with a different neck seam you should mask add around the neck area before importing History History will store all previous vertex actions including Clear Sculpt, Import Geometry, and all brush actions Head Parts This is the window for changing the wireframe preview including locking the mesh (so it cant be edited) making the mesh visible, or changing the wireframe color Clear Sculpt This will wipe all sculpting data from all ACTIVE parts (Editable must be checked) File based Presets Presets are now saved to explicit file names and have changed format to json, as such will be saved as.jslot files, if you are replacing an existing slot file, refrain from replacing a.slot file, clicking on a selected file when saving will overwrite the selected file, and the file extension will be for binary but will try to load the json and fail. Binary slot files can still be loaded for legacy purposes, however this format is no longer saved by CharGen. There will not be, nor will ever be controller support for the Sculpt feature, sorry. CHANGE LOG See Changes section High-Resolution Warpaint An INI setting has been added to SKSE to allow for higher resolution warpaint to be applied to your character. The default resolution is 256, this is a terrible resolution if you want to do some really fancy warpaints. Locate your Data directory Create SKSE folder if it is not already there Create SKSE.ini if it is not already there Add Display category Add iTintTextureResolution2048 Your DataSKSESKSE.ini should look something like this: Display iTintTextureResolution2048 Putting a higher resolution should be possible but I have only tested it at 2048. Note: This may cause low resolution textures to look worse due to upscaling, hopefully this will encourage high-resolution replacements. Open DataSKSEPluginsNiOverride.ini in any text editor and change the values here. Q. Do I need to install CharGen Extension A.
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