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发表于 2024-5-3 01:03:20
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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]
[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1
; Enables exporting actor heads from menu
bEnableHeadExport=1
; Enables layering textures ontop of the player
bEnableOverlays=1
; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=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=0 ; Default[1]
; 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]
[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]
; 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
; 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 face overlays are enabled
; disabling this disables the hook
bEnableFaceOverlays=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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