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Appearance menu
About This Mod
Requires F4SE for game version 1.5.157 or later
Features
The feature list has become much larger, allowing you to see more items at once
Facial features can now be selected from the list, rather than selecting the face aka part by name
Presets can now be saved/downloaded
CBBE Bodyslide Sliders can be used in the game if they are properly generated
BodyGen can randomly generate body shapes for NPC
Allows you to override the hair palette (for more hair colors)
Overlays can be applied on top of an existing body
The skin can be redefined to another texture set or mesh
Skin and makeup can be stained with HSV
Game Version Table
If you are using the 1.10.26 version of the game, use 1.6.2
If you are using the 1.10.20 version of the game, use 1.6.1
If you are using version 1.9.4, use 1.5.0
If you are using version 1.8.7, use 1.1.7
If you're using version 1.7.22, use 1.1.5
If you're using version 1.7.15, use 1.1.4
If you are using version 1.7.12, use 1.1.2
If you are using version 1.7.10, use 1.1.1
If you are using version 1.7.9, use 1.1.0
If you're using version 1.6.9, use 1.0.9
If you are using version 1.6.3, use 1.0.8
If you're using version 1.5.416, use 1.0.7
If you are using the 1.5.307 version, use 1.0.6
If you're using version 1.5.210, use 1.0.5
If you're using version 1.5.205, use 1.0.3
Hue Injection
See the link above for more information on how to enter shades.
Skin override
This feature allows you to override the actor/actor base skin form with an alternative one, see attached example of skin override for details
Overleys
This function is similar to RaceMenu, where textures can be superimposed on the body. Instead of changing the textures individually, you change the entire blending material. You can use a BGSM or BGEM material file as a target. Note that BGSM materials do not support alpha mixing (BGEM supports). If the texture uses BGSM and is marked as Skin Tint, you can color the overlay, but the coloring is not yet available through the user interface.
Transformation is a new feature for LooksMenu overlays, whereby the UV map of the body can be modified to overlay so that it can be placed where you like. Offset and scale refer to the values you specify in the material. This means that if you create a blend with a story that has an offset or scale changed, the blend adds to the existing offset and multiplies the existing scale.
To create overlays, see the example in the Advanced Downloads section.
The overlay's 'id' property must be unique, it is a unique name used by the scripting API and is similar to a 'template'.
The "transformable" property is used to enable/disable translation and scale the overlay (the full body may not make sense to transform).
Use the playable property to hide a template in the user interface when a template is selected.
Overlays can be applied to multiple slots simultaneously, where overlays can span both the body (slot 3) and the hands (slot 4)
Note that this feature is not intended to be used as a skin replacement, although it may work, but it is not what it is intended to be. Skin textures must be changed through skin redefinitions
BodyMorph
Body morphing is an effective in-game body dislide unique to a particular NPC. To generate morphs, you must already have a Bodyslide. When creating through Bodyslide, select the "CBBE Zeroed Sliders" preset and check "Build Morphs" to create the files needed for in-game Bodyslide.
Male morphs see on this page
BodyGen
BodyGen is a feature that allows you to generate random (or specific) bodymorphs based on control files (because random actions typically result in a terrifying mess) for a specific NPC or any NPC. If an actor is eligible for random generation, then when that actor is loaded (when you first see it or load an existing save where it has no morphs), the list of its morphs will be calculated based on the directional files.
Data/F4SE/Plugins/F4EE/BodyGen/%MODNAME%/templates.ini
Data/F4SE/Plugins/F4EE/BodyGen/%MODNAME%/morphs.ini
for example.
Data/F4SE/Plugins/F4EE/BodyGen/MyMod.esp/templates.ini
Data/F4SE/Plugins/F4EE/BodyGen/MyMod.esp/morphs.ini
The following is an example of a templates.ini file
Random=7B Upper@0:1.0, 7B Lower@0:1.0, MuscularChest@0:1.0, MuscularArms@0:1.0, MuscularButt@0:1.0, MuscularLegs@0:1.0, [email protected]:1.0
The following is an example of a morphs.ini file
All|Female|HumanRace=Random
Explanation of syntax for templates.ini
"#" (Pound/Hash) indicates that the line is a comment (Comments must be separate lines)
"=" (Equals) separates the template name (left) from the morphs (right)
"," (Comma) separates the values that indicate AND
'|' (Bar) Delimited values point to OR
"/" (Slash) Delimited values indicate a "set" in which everything between the next "/" or the end of a string is treated as an OR group
":" (Colon) Delimited values indicate a uniformly distributed range, where selecting this morphine causes the value to be random
"@" (At) separates the values between the morphine name and the value.
Increasing the recording frequency effectively increases the probability of this recording
Explanation of syntax for morphs.ini
"#" (Pound/Hash) indicates that the line is a comment (Comments must be separate lines)
"=" (Equals) separates target (left) from templates (right)
'|' (Bar) separates target parameters to the left of the equality; to the right of the equality points to OR for multiple templates
"," (Comma) to the right of equality points to AND for multiple patterns
Templates can be referenced by name from other bodygen mods
When targeting all NPCs:
All|Female|HumanRace
The first All entry points to any NPC
The second entry, "Female", denotes any woman or man
The third entry "HumanRace" points to
When targeting a specific NPC:
Fallout4.esm|2F1E=RandomA more complex example is templates.ini
The bar separates the name of the plugin from FormID (without the fashion index)
This means that only Piper will be generated with the "Random" pattern
Thick=7B [email protected], 7B [email protected] / [email protected] | [email protected], [email protected], [email protected], [email protected]
This separates 7B from muscular morphs, where the probability of choosing a full 7B or muscular breast is 50/50 and the probability of choosing a muscular breast or breast is 50/50.
A complete list of morphine names can be found after installing CBBE at:
Data/F4SE/Plugins/F4EE/Sliders/CBBE.esp/sliders.json
Where the name of the morph is indicated in the field "morph".
TintMask Resolution Feature
Data/F4SE/Plugins/f4ee.ini
[CharGen]
uTintWidth=1024
uTintHeight=1024
This setting allows you to change the maximum resolution of face texture and associated tint masks. Normally the game will always use 1024, even if you have facial textures with a resolution of 2048 or higher. When using face textures with a resolution of 2048, lags are often observed. The reason for this is that the game actually reduces the resolution of the textures to 1024. This setting allows you to stop this forced demotion and actually use the texture resolution you want, for example, if you want to use 2048, you will change uTintWidth and uTintHeight to 2048.
If you see the gray Preset option, it is because the plugin is not loaded, which usually means an incompatible version of the game.
Why the F4SE?
For starters, the game does not save/load character presets, it is impossible without a plugin. As for part name selection, the plugin is necessary because the interface does not have full access to the internal variable that defines the current part. Changing the "Type" does not work correctly without the plugin.
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