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Custom races and ECE


Nayl

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Posted

Is there a guide somewhere (if this is possible to do) that shows how to make ECE CME work for custom races? Sorry I'm noob =(

Posted

from tktk's ECE 1.01 description page

 

Q. Apply additional sliders to the additional race.

Many additional races to respond automatically.


Create a new ini file from the text in data\meshes\CharacterMakingExtender\.
Type the following.

 

Example:
[Race]
EDID = YgNordRace, ygNordRaceVampire
SliderIni = commonTriRaces\HumanRaces_Slider.ini
Preset = YgNordPreset1.slot

 

EDID has to fit exactly with (EditorID appropriate tribal Race-> open in TES5Edit or CK) name of Editor ID.

 

Additional race e.g. Ashen that morph is separated unsupport.
Copy and paste textures from unsupported race folder to YgNord folder. Use the YgNord is easy. 

 

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

So basicly you can edit CME_VanillaRaces.ini ( make a backup of it first )
and copy/paste one of the Races that are already made
and edit to the custom races needs.

another example:
lets say your race is named GreenRace in the Creation Kit (EDID - Editor ID GreenRace)

[Race]
EDID = GreenRace, GreenRaceVampire
SliderIni = commonTriRaces\HumanRaces_Slider.ini
Preset = GreenRacePreset1.slot

for the SliderIni = part use what ever Races_Slider.ini best fits your
race, if your custom race is an ElfRace you can try using the already
made elfraces_slider.ini

OR you can make your own races_slider.ini, if you want or need the chargen.tri files somewhere else other
than the default file path meshes\actors\character\character assets\

look in skyrim\Data\meshes\CharacterMakingExtender\commonTriRaces folder
those are the premade slider config files ECE uses.
make a copy of 1 of them and rename it to whatever your race is called (example: GreenRaces_Slider.ini )
open it and edit the file path of the .tri files to point to your races folders.

 

example:

#Female

Files = Data\meshes\GreenRace\Head\femaleheadchargen.tri, FemaleHead.tri, FemaleHeadraces.tri
Files = Data\meshes\GreenRace\Head\eyesfemalechargen.tri, eyesfemale.tri
Files = Data\Meshes\GreenRace\faceparts\eyesfemaleleftchargen.tri
Files = Data\Meshes\GreenRace\faceparts\eyesfemalerightchargen.tri
Files = Data\Meshes\Greenrace\mouth\mouthhumanfchargen.tri
Files = Data\Meshes\GreenRace\brows\femaleheadbrowschargen.tri, femaleheadbrows.tri, femaleheadbrowsrace.tri

Please notice I removed all the other .tri file names from the file path
so the above file path only points to what the race is actually using
you will get a warning in Charactor creation if you leave extra .tri file names in the above file path


so now in the CME_VanillaRaces.ini your added custom race would use

[Race]
EDID = GreenRace, GreenRaceVampire
SliderIni = commonTriRaces\GreenRaces_Slider.ini
Preset = GreenRacePreset1.slot

  • 3 months later...
Guest jadenhollow
Posted

 

So will this work with races such as the Lovergirls race and The Ningheim race?

Posted

 

 

So will this work with races such as the Lovergirls race and The Ningheim race?

 

 

No it won't. The Ningheim and Loversgirl both use their own directories for .tri files so as long as you don't change it in the CK that they load the .tri files from where CME's are loaded (aka the vanilla direction meshes\actors\character assets and meshes\actors\character assets\faceparts) they'll use the wrong .tri files and it won't work.

Posted

 

 

 

So will this work with races such as the Lovergirls race and The Ningheim race?

 

 

No it won't. The Ningheim and Loversgirl both use their own directories for .tri files so as long as you don't change it in the CK that they load the .tri files from where CME's are loaded (aka the vanilla direction meshes\actors\character assets and meshes\actors\character assets\faceparts) they'll use the wrong .tri files and it won't work.

 

 

True. And I'd like to note that with the update I'll release for the Ningheim, the actual ECE incompatibility will be removed by making EVERY single TRI and mesh file stand-alone, even if they're vanilla. That'll get some bugs out of the way, but I'm not sure whether it will fix the face reset bug because it could be ECE trying to apply faulty slider values. However, I think it'll get fixed too, because it can't make deformations outside of the morphs the Ningheim has, unlike right now with ECE+Ningheim where there are ECE's TRI files interfering with the face shape.

 

  • 5 months later...
Posted

Not so much ECE but is there a way to use a custom body with a customre race?  in other words, a body other than the one that come with the custom race?

 

Replace the files for the body that comes with the custom race with the files of a body of your choice, and there you go.

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