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- File name: skee 64
- File contents:
- [Debug] ; -1 to disable logging
- ; 0 - Fatal Error
- ; 1 - Error
- ; 2 - Warning
- ; 3 - Message
- ; 4 - Verbose Message
- ; 5 - Debug Message
- iLogLevel=5 ; Default[5]
- [Features]
- ; Enables sculpting panel and functionality
- bEnableSculpting=1 ; Default[1]
- ; Enables exporting actor heads from menu
- bEnableHeadExport=1 ; Default[1]
- ; Enables layering textures ontop of the player
- bEnableOverlays=1 ; Default[1]
- ; Determines whether face overlays are enabled
- bEnableFaceOverlays=1 ; Default[1]
- ; Enables BodySlide assisted morphing for further customization
- bEnableBodyMorph=1 ; Default[1]
- ; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
- bEnableBodyGen=1 ; Default[1]
- ; Enables automatic reapplication of transforms on model load
- bEnableAutoTransforms=1 ; Default[1]
- ; Enables syncing of hair or skin tint to a Dyeable Item
- bEnableTintSync=1 ; Default[1]
- ; Enables tint system on inventory models
- bEnableTintInventory=1 ; Default[1]
- ; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
- bEnableTintHairSlot=1 ; Default[1]
- ; Enables recalculating Normals and Tangents when loading or changing sliders
- bEnableFaceNormalRecalculate=1 ; Default[1]
- ; Enables recalculating Normals and Tangents when using Body morphs
- bEnableBodyNormalRecalculate=1 ; Default[1]
- ; Enables automatically disabling the Model Space Normal flag from a mesh when the Actor's Skin TextureSet is set to use Tangent space
- bEnableTangentSpaceCorrection=1 ; Default[1]
- ; Allows plugins to send the interface exchange message immediately after SKEE is loaded
- ; this is not recommended! plugins should exchange at kMessage_PostPostLoad to ensure
- ; that SKEE is loaded, otherwise it depends on arbitrary OS decided load ordering of dll
- ; this option is provided purely for compatibility with mods that are attempting to exchange early
- bEnableEarlyRegistration=0 ; Default[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]
- [Hooks]
- ; Debugging use only, these disable hooks in the game which affect various features
- bBipedAttach=1
- bNativeSliders=1
- bMorphUpdates=1
- bSliderCallbacks=1
- bTintInventory=1
- bHeadProcessing=1
- bFaceOverlays=1
- [General]
- ; Determines scaling mode
- ; 0 - Multiplicative
- ; 1 - Averaged
- ; 2 - Additive
- ; 3 - Maximum
- iScaleMode=0
- ; Determines key merging method (when there are two body morph keys for the same morph)
- ; 0 - Additive
- ; 1 - Averaged
- ; 2 - Maximum
- iBodyMorphMode=0
- ; 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 whether shapes are morphed in parallel
- bParallelMorphing=1
- ; Alternate method to copy from primary skin partition to alternate skin partitions using CopyResource instead of UpdateSubresource
- ; Probably faster
- bBodyMorphGPUCopy=1 ; Default[1]
- ; When a morphable AA is equipped the GPU resource will be re-created and copied in as dynamic and then the new resource will be applied to all skin partitions
- ; Probably faster, and likely faster when changing morphs on a piece that is already equipped
- bBodyMorphRebind=1 ; Default[1]
- ; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
- uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists
- [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 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=6 ; Default[6]
- iSpellOverlays=1 ; Default[1]
- [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
- ; Determines how many hand overlays there should be
- iNumOverlays=3 ; Default[3]
- iSpellOverlays=1 ; Default[1]
- [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
- ; Determines how many feet overlays there should be
- iNumOverlays=3 ; Default[3]
- iSpellOverlays=1 ; Default[1]
- [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
- ; Determines how many face overlays there should be
- iNumOverlays=3 ; Default[3]
- iSpellOverlays=0 ; Default[1]
- [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
- [FaceGen]
- fSliderMultiplier=3.0
- bDisableFaceGenCache=1
- bExternalHeads=0 ; Change this to 1 to generate external heads
- bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
- bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
- bExportSkinToBone=1
- bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
- bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender
- [Sculpting]
- fPanSpeed=0.01 ; Negative reverses panning direction
- fFOV=60
- iWidth=768 ; Must be divisible by 8
- iHeight=768 ; Must be divisible by 8
- fBackgroundR=0.0
- fBackgroundG=0.0
- fBackgroundB=0.0
- fBackgroundA=0.0
- fOffsetX=0.11
- fOffsetY=0.0
- fOffsetZ=0.0
- bDrawBrushPoint=1
- bDrawBrushRadius=1
- ; Mask brushes have no strength values
- [Brush/MaskAdd/Radius]
- dbDefault = 0.5
- dbMin = 0.01
- dbMax = 2.00
- dbInterval = 0.01
- [Brush/MaskSubtract/Radius]
- dbDefault = 0.5
- dbMin = 0.01
- dbMax = 2.00
- dbInterval = 0.01
- [Brush/Inflate/Radius]
- dbDefault = 0.5
- dbMin = 0.01
- dbMax = 2.00
- dbInterval = 0.01
- [Brush/Inflate/Strength]
- dbDefault = 0.01
- dbMin = 0.001
- dbMax = 1.000
- dbInterval = 0.001
- [Brush/Deflate/Radius]
- dbDefault = 0.5
- dbMin = 0.01
- dbMax = 2.00
- dbInterval = 0.01
- [Brush/Deflate/Strength]
- dbDefault = 0.01
- dbMin = 0.001
- dbMax = 1.000
- dbInterval = 0.001
- [Brush/Smooth/Radius]
- dbDefault = 0.5
- dbMin = 0.01
- dbMax = 2.00
- dbInterval = 0.01
- [Brush/Smooth/Strength]
- dbDefault = 0.05
- dbMin = 0.001
- dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
- dbInterval = 0.001
- [Brush/Move/Radius]
- dbDefault = 0.5
- dbMin = 0.01
- dbMax = 2.00
- dbInterval = 0.01
- [Brush/Move/Strength]
- dbDefault = 0.01
- dbMin = 0.001
- dbMax = 1.000
- dbInterval = 0.001
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