About This File
New races with their own unique high quality body/head models and textures. Not compatible with existing body replacer mods. CBBE/UNP skin textures are not compatible. Vanilla/HPH/CotR presets are not compatible. All outfits needs to be patched (plugin) and converted (Outfit Studio).
Yes, it's not a perfect plug-n-play mod. It has quite a few of caveats and specifics, that requires at least some form of dedication from you.
If you are not discouraged by what you just read then you can read even more!
- High-poly meshes
≈60k+ vertices for body and head combined
- Doesn’t use Skyrim model space normal maps
Model space normal maps work nicely for vanilaesque low-mid-poly models by giving them so needed body detail (think muscles). No need for that when you have modern high-poly mesh that allows you to achieve same details just by itself.
- Sliders
370+ face sliders, 200+ body sliders, 70+ penis sliders
Big amount and variety of body morphs allows you to create thin, thick, soft or crazy muscular bodies.
UBE face has a lot of “preset” sliders, 16sliders for various types of elf ears for example, allowing you to create something unique just by mixing them.
- Outfits models separate from regular ones
UBE uses its own model paths for all outfits, same way khajits and argonians do. So you will have same armor item be equipable by vanilla races and UBE races, each having unique models.
- Compatible with COtR makeup, warpaints
- Unique UBE SOS addon
- Performance heavy (relatively)
Quality comes with a price. Somewhat. Shouldn’t be noticeable too much when it’s only your character and you are not playing on potato.
- Outfits and accessories require .esp patching
Every armor needs to have ArmorAddon that is intended for UBE races. Yes, EVERY SINGLE ONE, even jewelry (except so called HeadParts).
To make process of patching trivial, UBE comes with its own xEdit script that can patch your whole load order in single click if you wish so. After patching UBE AAs will use path “meshes\!UBE\<original nif path>”.
You will still need to have proper UBE outfit conversions. No magic here, patcher only edits armor records and copies original nifs to UBE path if they don't exist there already.
- Not a lot of textures options at the moment
UBE uses its own body model with UVs different from any existing body mods, so you can’t just use something like Fair Skin with UBE.
But there is a possibility that some existing texture packs will be ported in the future, even if it couldn’t be perfect recreation because of different normal maps types and other reasons.
- Not compatible with vanilla/HPH/CotR presets
UBE uses its own head model with different topology, different UVs and morphs. So you can’t just import your favorite preset designed for vanilla/HPH/CotR. And even if you could it would look completely different because of the model space normal maps. So your best bet is to try and recreate it by hand.
- Model normals don't update in RaceMenu SE version
For Skyrim SE UBE comes with it's own RaceMenu skee64.dll, backported from AE, that has normals update functionality.
Still, normals are not updated when changing character weight. Use slider called "Normals recalc" to do that, or any other body sliders.
- Modified SOS_ActorMagicEffect_Script.pex
Small edit that checks if body armor has slot 53 (slot used by UBE body) and makes it revealing if it does.
- “Uncanny valley”
Some people may call UBE (and DAZ Genesis in general) characters having “uncanny valley” look, but in our opinion this claim is very subjective and depends on the face preset that you create. After all, it’s just a mesh, you can shape it in any way you like, especially when there are no
model space normal maps that stands in your sculpting ways.
REQUIREMENTS
UBE races are built using RaceCompability so of course you need it.
All you need from 3BASis it’s MP/CBCP configs. If you don’t have it already installed you can grab “CBBE 3BA Physics Config Reinstaller” from optional files.
If you want EXTRA FUNCTIONALITY
- ENB since Unrelenting 0.2
For Dynamic Cubemaps
- ISN'T COMPATIBLE WITH UNIQUE PLAYER MODS (UBE 2.0 is already an unique player mod basically)
- RaceMenu sliders are being buggy sometimes
This is probably happening due to some imperfection of RaceMenu itself. The only solution we know of is editing SSE Engine Fixes config EngineFixes.toml
by setting
MemoryManager = false
ScaleformAllocator = false
But we can't recommend doing that as it may negatively affect game performance.
UBE installation comes with option for “lite” RaceMenu slider sets so you can try it and see if it helps the issue.
- Outfit Studio/BodySlide crashes when loading UBE projects
Solution: use x64 version of said apps
- RaceMeny body overlays disappear
This happens because of backported from AE RaceMenu dll that comes with UBE. No solution as of yet, it requires additional fixing of this .dll.
OUTFIT PATCHING
If you are not using outfit already converted to UBE and want to do that yourself:
- Grap [Edit Scripts] folder from archove in misc file downloads and put it inside xEdit folder.
- Load UBE_AllRace.esp plugin and armor mod plugin(-s) in xEdit
- Select armor plugin(-s). RMB -> Apply script
- Make sure <Include scripts in subdirectories> checkbox is checked. Select UBE\UBE_CreateArmorPatch in dropdown, click OK.
- Save changes when closing xEdit.
Short video demonstration of this script usage.
By default script creates esl flagged patch that uses latest overrides of armor records and creates it's own override of it. After that it copies original armor nifs to new UBE path if there are none. Script has some additional options with descriptions under const. You can see example of using them in video.
For people making conversions: Instead of creating patch you can edit original plugin by setting bEditOriginalPlugin option to True.
For people that want to patch whole modlist: Set bUseSinglePatchPlugin option to True. This will tell patcher to create single patch for all armors in selected plugins. Downside: you will need to delete this plugin and repatch everything when you want to remove some armor mods from your load order.
Also keep in mind: patching all of your armor mods is a bandaid solution: without proper UBE conversions these armors will use original nifs that were copied at the moment of patching (it will have 3BA/vanilla body models, no UBE morphs etc). But it should be ok if the armor in question is something simple, say full body armor without bodyslide support.
Open armor project in OS. Using 10+ conversion references at your disposal, convert armor to UBE body.
Rename project name to something like <original project name> UBE 2.0.
Change output path to meshes\!UBE\<original output path>.
CREDITS
Charmers of the Reach – texture assets, plugin used as base for UBE plugin
3BA – RaceMenu scripts
3BA Vanilla Clothes and Armor - base for UBE Vanilla Armor
Mod's base texture asset (interactive license)
Jada 8.1 (interactive license)
Realistic Penis Rigged - models and textures
squarepeg3d, nyl2 - particular body, penis and head sliders/expressions
UUAMR - base for UBE armor patcher xEdit script.
xEdit libs: mteFunctions, dubhFunctions
We can guarantee you the fast feedback there, positive, newbie-friendly atmosphere, additional options to load various media by you.
Also the server includes some optional files for the mod itself + dozens of outfit conversions, compatibility patches, etc.
What's New in Version Unrelenting0.4
Released
Added Upper Face Width slider
Added fake lower eyelids crease makeup to "Neck Color" slot in COLORS section
Added Boobs_squeeze, Panties_squeeze etc sliders to RM sliders (altho yeah, it requires matching the sliders' technical names to these)
Added more influence to the eyelids for eye movement sliders, both horizontal and vertical
Fixed minor asymmetry for sep eye movement sliders
Added BiggerBodyForOutfits slider for High Heels reference that was missed
Edited base UBE 2.0 textures, making them less bright and other penis textures selection alongside with missing glans normal and spec maps
Added the exrp slider that opens lips in the center
Includes the fix of fake eye shadows mesh as well as fixed KS Hairdos coll meshes
Added the sliders for "double chin" zone
Edited Ears in-out sliders
A couple of new SoS mesh sliders
Renamed conv references Uni_everything to Uni_smoothed details
Fixed Skinny_2.0 slider for these references, + a couple of others
Added toes movement sliders to regular UBE 2.0 Release Feet Bodyslide project, and added these sliders to RM sliders
Moved heterochromia eye color options to a new esp file, thus making them optional
Changed UV maps of the mesh which is used for scars and textures are rebaked for these new UVs
Added missing hands sliders and all of them are added to existing conv. references that feature hands
Edited upper-lower lips sharp sliders
Also added right lens fix