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Septfox

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Mod articles

  • Slider format documentation

    I've recently replied to someone with a step-by-step analysis of how sliders are put together. Gonna document it here.

    We're looking at the Calf Bulk slider. It's a good example, because it contains both scaling and translation.

    $CME_CalfBulk, 1385, 202, Dummy, 0.1, NPC L Calf , x, NPC R Calf , x, NPC R Foot , (1/x), NPC L Foot , (1/x), +CME L Knee , x, 0, 0, -24, +CME R Knee , x, 0, 0, -24


    $CME_CalfBulk is the slider name, it's replaced ingame by the name defined in the language file
    , is a separator. Get used to seeing them.
    1385 is the slider's unique ID
    ,
    202 is the slider type (202 is scale and/or translation) 1
    ,
    Dummy, 0.1 - Dummy is a special imaginary node. It e...

  • Adding nodes needed for full functionality

    As of XPMSE 3.63, there are only 8 nodes per skeleton that need to be added for full functionality. Without them, this mod will still work fine, it will simply be missing 9 fairly non-essential sliders:


    Upperarm Muscle Height
    Wrist Height/Position
    Pinky Position X
    Right Magic (X/Y/Z)
    Left Magic (X/Y/Z)


    I've learned from my past mistake of not documenting everything as I go; the Google document linked below contains a list of nodes needed for a "complete" skeleton. The list of starred nodes and the sliders they enable is still incomplete, but this isn't a problem since again, XPMSE now includes most needed nodes.

    https://docs.google.com/document/d/1ujWjnfLGpfph1puPDtEA1qsFZoHy4wSyoErHlqrRma4/edit?us...

  • CME Hair node: information and adding it to a skeleton

    I originally included an extra node attached to the head for the purpose of manually moving/scaling hair (surprise!) independent of the scalp/head itself, but for whatever reason, it ended up crashing the game whenever the player (or an NPC using the skeleton) got decapitated.

    As I want the mod to work properly out of the box for as many people as possible, the node ended up being omitted starting with update 7/version F.

    However, the entries are still in the slider files (there was no pressing need to remove them, and I use them myself), and the sliders will appear if the appropriate node is present in the skeleton.
    It's not only for hair; it can also easily be repurposed to instead be used for any head accessory. Heck, if you wanted to, you could...