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- [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=6 ; Default[6]
- iSpellOverlays=0 ; Default[0]
- [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
- ; Determines how many hand overlays there should be
- iNumOverlays=3 ; Default[3]
- iSpellOverlays=0 ; Default[0]
- [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
- ; Determines how many feet overlays there should be
- iNumOverlays=3 ; Default[3]
- iSpellOverlays=0 ; Default[0]
- [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
- ; Determines how many face overlays there should be
- iNumOverlays=3 ; 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
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