Jump to content

I don't have any tattoo slots for the face (other 3 areas are okay) - could you please check my nioverride?


Recommended Posts

Posted

Thank you very much!

 

*Answered*

 

 

=======================

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]

[General]
; Changes the way overrides are loaded,
; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
; 1 - Always Immediate (will always load overrides immediately)
; 2 - Always Delayed (will always pass overrides to the task manager)
; Previous versions were always set to 2, but I experienced CTD when loading
; subsequent saves of the same game session (like dying and reloading)
iLoadMode=0 ; Default[0]

; Parallizes computation of BodyMorphs on armor/bodies
bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Largest
iScaleMode=0

; Determines combination mode for BodyMorph
; 0 - Additive
; 1 - Averaged
; 2 - Largest
iBodyMorphMode=0

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables Body Randomization based on guided files
bEnableBodyGen=1 ; Default[1]

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=0 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [sOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=0 ; Default[0]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [sOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=1 ; Default[3]
iSpellOverlays=0 ; Default[0]

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [sOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=1 ; Default[3]
iSpellOverlays=0 ; Default[0]


[Overlays/Face] ; "Face [Ovl#]" and "Face [sOvl#]"
; Determines how many face overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=0 ; Default[0]

[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

Posted

Thank you very much!

 

 

=======================

[Debug] ; -1 to disable logging

; 0 - Fatal Error

; 1 - Error

; 2 - Warning

; 3 - Message

; 4 - Verbose Message

; 5 - Debug Message

iLogLevel=5 ; Default[5]

[General]

; Changes the way overrides are loaded,

; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)

; 1 - Always Immediate (will always load overrides immediately)

; 2 - Always Delayed (will always pass overrides to the task manager)

; Previous versions were always set to 2, but I experienced CTD when loading

; subsequent saves of the same game session (like dying and reloading)

iLoadMode=0 ; Default[0]

; Parallizes computation of BodyMorphs on armor/bodies

bParallelMorphing=0 ; Default[0]

; Enables automatic reapplication of transforms on model load

bEnableAutoTransforms=1 ; Default[1]

; Determines scaling mode

; 0 - Multiplicative

; 1 - Averaged

; 2 - Additive

; 3 - Largest

iScaleMode=0

; Determines combination mode for BodyMorph

; 0 - Additive

; 1 - Averaged

; 2 - Largest

iBodyMorphMode=0

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes

; String Data: (Without semi-colon)

;[

;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},

;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}

;]

bEnableEquippableTransforms=1 ; Default[1]

; Amount of memory to be used by BodyMorph TRI cache

; cache will temporarily exceed this limit to load a TRI

; then remove least recently used entries until the

; used memory is below this threshold

uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables Body Randomization based on guided files

bEnableBodyGen=1 ; Default[1]

[Overlays]

; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script

bPlayerOnly=1 ; Default[1]

; Determines whether face overlays are enabled

; disabling this disables the hook

; Note: face overlays are known to crash when decapitated

bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes

; when overlays are installed on an ArmorAddon

bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes

; when overlays are installed to the face

bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [sOvl#]"

; Determines how many body overlays there should be

iNumOverlays=12 ; Default[6]

iSpellOverlays=0 ; Default[0]

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [sOvl#]"

; Determines how many hand overlays there should be

iNumOverlays=1 ; Default[3]

iSpellOverlays=0 ; Default[0]

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [sOvl#]"

; Determines how many feet overlays there should be

iNumOverlays=1 ; Default[3]

iSpellOverlays=0 ; Default[0]

[Overlays/Face] ; "Face [Ovl#]" and "Face [sOvl#]"

; Determines how many face overlays there should be

iNumOverlays=6 ; Default[3]

iSpellOverlays=0 ; Default[0]

[Overlays/Data]

; Assigns these alpha properties to all overlays when they are applied

; 4844, 128 is recommended for solid overlays (they will render correctly underwater)

; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags

iAlphaFlags=4845 ; Default[4845]

iAlphaThreshold=0 ; Default[0]

sDefaultTexture=textures\actors\character\overlays\default.dds

 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...