bockso25 Posted November 30, 2018 Posted November 30, 2018 Hello, what is the difference beetween ECE and ShowRaceMenu ? Thx
myuhinny Posted November 30, 2018 Posted November 30, 2018 I'm guessing you mean race menu and not showracemenu as showracemenu is a console command used to bring up character creation menu after you have hit enter and finished the character creation. To me race menu to me is used mostly for making mature looking female characters while ECE is used to make younger cuter looking female characters.
bockso25 Posted November 30, 2018 Author Posted November 30, 2018 Thx for ur respond, but ECE it's automatic young face, or it's just more easy to create young face ?
Ernest Lemmingway Posted November 30, 2018 Posted November 30, 2018 ECE and RaceMenu are of roughly equal ability to create youthful faces, though ECE gets better results with less work. The downside is that ECE is very script-heavy and can cause the game to run slowly or even crash it during character creation by eating up memory. RaceMenu requires much less memory and its sliders are actually more intuitive to use. But getting a youthful face requires some additional work in the Sculpt tab. Ultimately it depends on your preferences.
myuhinny Posted November 30, 2018 Posted November 30, 2018 Only time I ever got a crash during character creation using either race menu or ECE was when I had too many hair mods installed but that crash fix that came out fixed that and I have never had ECE crash after that unless something I installed messed up on of the race files but reinstalling it fixed it.
Grey Cloud Posted November 30, 2018 Posted November 30, 2018 I have always used RM but recently (a few weeks ago) installed ECE as well. My initial impressions are that all the faces in ECE are smoother featured which gives, at least some of them, a slighty younger appearance. I've not tried creating a character with ECE because I haven't a clue where to start really. What I have used it for is the Ygnord race. I now have my Ygnord PC using a different body from everyone else. I know there are mods which can do this and I may try them out one day but for now ECE is an easy option. One thing I have noticed is that you seem to lose some functionality in Racemenu, at least in 'showracemenu' mode. That is probably because I have the CME esp deactivated.
bockso25 Posted November 30, 2018 Author Posted November 30, 2018 36 minutes ago, Grey Cloud said: I have always used RM but recently (a few weeks ago) installed ECE as well. My initial impressions are that all the faces in ECE are smoother featured which gives, at least some of them, a slighty younger appearance. I've not tried creating a character with ECE because I haven't a clue where to start really. What I have used it for is the Ygnord race. I now have my Ygnord PC using a different body from everyone else. I know there are mods which can do this and I may try them out one day but for now ECE is an easy option. One thing I have noticed is that you seem to lose some functionality in Racemenu, at least in 'showracemenu' mode. That is probably because I have the CME esp deactivated. How can i active it ?
Grey Cloud Posted November 30, 2018 Posted November 30, 2018 19 minutes ago, bockso25 said: How can i active it ? How can you activate what?
endgameaddiction Posted November 30, 2018 Posted November 30, 2018 Never hurts to try one and then the other. They both achieve the same goal, however, Racemenu has advantages over ECE in terms of customization. RM is the more widely used because of the extra features it has like overlays for the face, body and feet, which you cannot get with ECE.
bockso25 Posted November 30, 2018 Author Posted November 30, 2018 16 minutes ago, Grey Cloud said: How can you activate what? ''One thing I have noticed is that you seem to lose some functionality in Racemenu'', what did i must to do for use RM at 100% ?
Grey Cloud Posted November 30, 2018 Posted November 30, 2018 12 minutes ago, bockso25 said: what did i must to do for use RM at 100% ? Do not install ECE. Similarly, if you want 100% of ECE then don't install RM.
yatol Posted December 1, 2018 Posted December 1, 2018 10 hours ago, Ernest Lemmingway said: ECE and RaceMenu are of roughly equal ability to create youthful faces, though ECE gets better results with less work. The downside is that ECE is very script-heavy and can cause the game to run slowly or even crash it during character creation by eating up memory. no idea how can you can feel those scripts in game Scriptname zzCharacterMakingExtenderLoadScript extends ReferenceAlias Event OnPlayerLoadGame() (GetOwningQuest() as zzCharacterMakingExtenderScript).OnGameReload() EndEvent that's just to load ece quest Function OnGameReload() if (Game.GetGameSettingInt("iNoseMorphCount") != 35 || Game.GetGameSettingInt("iEyeMorphCount") != 40 || Game.GetGameSettingInt("iLipMorphCount") != 33 ) zzExCharGenErrMsg10.Show() ;Debug.MessageBox("CharacterMakingExtender\n\n*ERROR*\nIlligal 'GameSetting' value. conflict other Mod?") Return EndIf if (Debug.GetVersionNumber() != validVersion) zzExCharGenErrMsg11.Show(); ** CME : unsupported TESV.exe version. turn off ** Debug.Notification("TESV:" + Debug.GetVersionNumber() + " / Supported:" + validVersion) Debug.Trace("ERROR : CharacterMakingExtender unsupported TESV.exe version. turn off.", 2) Debug.Trace("ERROR : TESV:" + Debug.GetVersionNumber() + " / CME Supported:" + validVersion, 2) Return EndIf RegisterForModEvent("ExCharGen_GetSliderPos", "OnExCharGen_GetSliderPos") RegisterForModEvent("ExCharGen_SetSliderPos", "OnExCharGen_SetSliderPos") RegisterForModEvent("ExCharGen_InputSaveSlot", "OnExCharGen_InputSaveSlot") RegisterForModEvent("ExCharGen_InputLoadSlot", "OnExCharGen_InputLoadSlot") some checks to put in the log if this or that is no good and i bet the event stuff have something to do with moving the new slider and racemenu.pex? Function OnStartup() RegisterForMenu(RACESEX_MENU) RegisterEvents() Utility.SetINIFloat("fPlayerBodyEditDistance:Interface", 190.0) Utility.SetINIFloat("fPlayerFaceEditDistance:Interface", 70.0) ; Re-initialization in case of init failure? Reinitialize() string startupError = "" string errorCodes = "" ; SKSE Version Check If SKSE.GetVersionRelease() < SKSE_RELEASE_VERSION startupError += ("You are running SKSE Version " + SKSE.GetVersion() + "." + SKSE.GetVersionMinor() + "." + SKSE.GetVersionBeta() + "." + SKSE.GetVersionRelease() + " expected "+SKSE_MAJOR_VERSION+"."+SKSE_MINOR_VERSION+"."+SKSE_BETA_VERSION+"."+SKSE_RELEASE_VERSION+" or greater. ") errorCodes += "(0)" Endif If SKSE.GetVersionRelease() != SKSE.GetScriptVersionRelease() startupError += ("SKSE script version mismatch detected (" + SKSE.GetScriptVersionRelease() + ") expected (" + SKSE.GetVersionRelease() + "). Please reinstall your SKSE scripts to match your version. ") errorCodes += "(1)" Endif ; RaceMenu version check If RaceMenuBase.GetScriptVersionRe line 98 to 183 the checks for something no good Function RegisterEvents() RegisterForModEvent("RSM_Initialized", "OnMenuInitialized") ; Event sent when the menu initializes enough to load data RegisterForModEvent("RSM_Reinitialized", "OnMenuReinitialized") ; Event sent when sliders have re-initialized RegisterForModEvent("RSM_HairColorChange", "OnHairColorChange") ; Event sent when hair color changes RegisterForModEvent("RSM_TintColorChange", "OnTintColorChange") ; Event sent when a tint changes color RegisterForModEvent("RSM_TintTextureChange", "OnTintTextureChange") ; Event sent when a tint changes texture RegisterForModEvent("RSM_ToggleLight", "OnToggleLight") ; Event sent when the Light button is pressed RegisterForModEvent("RSM_RequestTintSave", "OnTintSave") ; User-sent event to request tint save RegisterForModEvent("RSM_RequestTintLoad", "OnTintLoad") ; User-sent event to request tint load RegisterForModEvent("RSM_SliderChange", "OnMenuSliderChange") ; Event sent when a slider's value is changed ; Overlay Management RegisterForModEvent("RSM_OverlayTextureChange", "OnOverlayTextureChange") ; Event sent when an overlay's texture changes RegisterForModEvent("RSM_OverlayColorChange", "OnOverlayColorChange") ; Event sent when an overlay's color changes RegisterForModEvent("RSM_OverlayGlowColorChange", "OnOverlayGlowColorChange") ; Event sent when an overlay's color changes RegisterForModEvent("RSM_ShadersInvalidated", "OnShadersInvalidated") ; Handles clipboard data transfer DO NOT EDIT RegisterForModEvent("RSM_RequestLoadClipboard", "OnLoadClipboard") RegisterForModEvent("RSM_RequestSaveClipboard", "OnSaveClipboard") RegisterForModEvent("RSM_ClipboardData", "OnClipboardData") RegisterForModEvent("RSM_ClipboardFinished", "OnClipboardFinished") ; -------------------------------------------- ; RaceSexMenu Data Transfer RegisterForModEvent("RSMDT_SendMenuName", "OnReceiveMenuName") RegisterForModEvent("RSMDT_SendRootName", "OnReceiveRootName") RegisterForModEvent("RSMDT_SendDataRequest", "OnReceiveDataRequest") RegisterForModEvent("RSMDT_SendRestore", "OnReceiveRestore") ; -------------------------------------------- RegisterForNiNodeUpdate() EndFunction there's a little more so what? that's nothing, and that's only load when you load your save Event OnReceiveDataRequest(string eventName, string strArg, float numArg, Form formArg) int requestFlag = numArg as int bool sendWarPaint = Math.LogicalAnd(requestFlag, 0x01) == 0x01 bool sendBodyPaint = Math.LogicalAnd(requestFlag, 0x02) == 0x02 bool sendHandPaint = Math.LogicalAnd(requestFlag, 0x04) == 0x04 bool sendFeetPaint = Math.LogicalAnd(requestFlag, 0x08) == 0x08 bool sendFacePaint = Math.LogicalAnd(requestFlag, 0x10) == 0x10 bool sendSliders = Math.LogicalAnd(requestFlag, 0x20) == 0x20 bool sendCategories = Math.LogicalAnd(requestFlag, 0x40) == 0x40 If sendCategories OnCategoryRequest() Endif If sendWarPaint OnWarpaintRequest() Endif If sendBodyPaint OnBodyPaintRequest() Endif If sendHandPaint OnHandPaintRequest() Endif If sendFeetPaint OnFeetPaintRequest() Endif If sendFacePaint OnFacePaintRequest() Endif Event OnReloadSettings(Actor player, ActorBase playerBase) ; Do nothing EndEvent Event OnWarpaintRequest() ; Do nothing EndEvent Event OnBodyPaintRequest() ; Do nothing EndEvent Event OnHandPaintRequest() ; Do nothing EndEvent Event OnFeetPaintRequest() ; Do nothing EndEvent Event OnFacePaintRequest() ; Do nothing EndEvent in that version that stuff is a useless waste of performance while i < 1000 i=i+1 endwhile add that at the beginning of the script, much bigger waste of performance, you saw a difference? while i <1000 i=5 debug.trace "hakuna matata hakuna matata hakuna matata hakuna matata hakuna matata hakuna matata hakuna matata hakuna matata hakuna matata hakuna matata " endwhile add that to those events that do nothing, uncap fps in qasmoke and mess with some sliders, that should drop your fps and you will get a huge papyrus log (that can get your hdd full if you keep playing too long) function surprise while i < 1000 surprise endwhile endfunction add that to those events that do nothing and you will drop to 0-1 fps as for the hair ctd in showracemenu.... 1k texture it's 2.5 mb hair nif it's 200-3000 kb *2 (hair and hairline) if you go from hair 1 to hair 500, that's about 1750 mb if you don't have those 1750 mb available, you won't reach hair 500 this have nothing to do with using this or that in showracemenu
DisarmingSnail Posted December 1, 2018 Posted December 1, 2018 12 hours ago, Grey Cloud said: Do not install ECE. Similarly, if you want 100% of ECE then don't install RM. Hi correct me if I'm wrong but IIRC it was possible to export the head mesh created in ECE as .nif and subsequently import into Racemenu. Are there any downsides to using this method?
Grey Cloud Posted December 1, 2018 Posted December 1, 2018 18 minutes ago, DisarmingSnail said: Hi correct me if I'm wrong but IIRC it was possible to export the head mesh created in ECE as .nif and subsequently import into Racemenu. Are there any downsides to using this method? I've no idea. I 've never done it.
Ernest Lemmingway Posted December 1, 2018 Posted December 1, 2018 8 hours ago, DisarmingSnail said: Hi correct me if I'm wrong but IIRC it was possible to export the head mesh created in ECE as .nif and subsequently import into Racemenu. Are there any downsides to using this method? 7 hours ago, Grey Cloud said: I've no idea. I 've never done it. I have. There shouldn't be any issues as long as you're still using all the same hair/eye/mouth mods you did when you created the mesh in ECE. Even then missing one or more of those mods usually just means you don't have the same hair, eyes, or mouth pieces. The only thing that could cause serious issues if you're using a mod that heavily changes how heads are shaped in one without using the equivalent for the other. Things like CITRUS, for example.
DisarmingSnail Posted December 2, 2018 Posted December 2, 2018 13 hours ago, Ernest Lemmingway said: I have. There shouldn't be any issues as long as you're still using all the same hair/eye/mouth mods you did when you created the mesh in ECE. Even then missing one or more of those mods usually just means you don't have the same hair, eyes, or mouth pieces. The only thing that could cause serious issues if you're using a mod that heavily changes how heads are shaped in one without using the equivalent for the other. Things like CITRUS, for example. Ahh I see, thanks a lot for that info! Just one more question though, from what I understand CITRUS head meshes are incompatible with ECE. Will it be possible to create a head mesh in ECE and convert that into a CITRUS head? The topic here discussed it briefly but the link to the tutorial was broken. https://www.reddit.com/r/skyrimmods/comments/8f0ln5/ece_to_citrus_head_with_outfit_studio_external/
Ernest Lemmingway Posted December 2, 2018 Posted December 2, 2018 5 hours ago, DisarmingSnail said: Ahh I see, thanks a lot for that info! Just one more question though, from what I understand CITRUS head meshes are incompatible with ECE. Will it be possible to create a head mesh in ECE and convert that into a CITRUS head? You could, but there would be serious alignment issues with various head parts. And I just used CITRUS as an example of a mod that makes drastic changes to the base head mesh. I'm sure there are others out there.
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