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ECE vs ShowRaceMenu


bockso25

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Posted

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. 

Posted

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.

Posted

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.

Posted

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.

Posted
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 ?

Posted

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.

Posted
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% ?

Posted
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.

 

 

18120103420926846.jpg

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

Posted
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?

Posted
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.

Posted
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.

Posted
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/

 

Posted
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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