MuSkeletonEditor alpha 0.1.0
Added 2023-02-27 14:31:25 +0000 UTCYou can easily apply the skeleton edits in the preset file of Racemenu/ECE to the actor
Also when create NPCs, don't have to duplicate race for skeleton editing
And when editing skeleton such as VeraSkeleton
if use this mod instead of editing a skeleton then makes less compatibility issues than editing your own skeleton
slot and jslot can be created with Racemenu/ECE so it is intuitive and very easy to make
skse\plugins\MuSkeletonEditor
You can set which preset to apply to which actor by creating a condition config file here
KneeHeightUp.ini file is included for example
This is apply KneeHeightUp.jslot to all female
KneeHeightUp.jslot file makes knees higher
The conditions types in the condition file are as follows
IsFemale()
- Is the actor female?
IsChild()
- Is the actor child?
HasKeyword(PluginName|FormID)
- Does the actor have the specified keyword?
HasKeywordEditorID(FormEditorID)
- Does the actor have the specified FormEditorID of keyword?
IsActorBase(PluginName|FormID)
- is the actorbase for the actor the specified actorbase?
IsActor(PluginName|FormID)
- Is the actor specified actor?
IsRace(PluginName|FormID)
- Is the actor's race the specified race?
IsSkeleton(FilePath)
- Is the actor's skeleton file path the specified skeleton file path?
IsUnique()
- Is the actor flagged as unique?
e.g.
if target to female but not player
IsFemale() AND NOT IsActorBase(Skyrim.esm|0x14)
Logical operation is performed in the same way as CK.
(A || B) && C
=A || B && C
A OR B AND C
(A && B) || C
=A || C && B || C
A OR C AND B OR C
The extra options in the condition file are as follows
U
- Unique, like Normal, only one of all Unique and Normal files per actor is applied, but prevents override and combine, and applies before normal option files
e.g. U(x1, y1, z1) + O(x-1, y-1, z-1) = (x1, y1, z1)
N or empty
- Normal, like Unique, only one of all Unique and Normal files per actor is applied
e.g. N(x1, y1, z1) + O(x-1, y-1, z-1) = (x0, y0, z0)
O
- Override, Override node settings, nodes that are not overridden remain the same as they were before they were applied
e.g. if A node (x5, y0, z0) and B node (x0, y5, z0) in D condition and B node (x0, y-2, z0) in E condition then
result is A node (x5, y0, z0) and B node (x0, y-2, z0)
C1
- Combine1, Combine all node settings, additional adjustments will be made in the existing node translate.
- most are same to C2, but only scale combines are multiplied
e.g. if A node (x5, y0, z0) and B node (x0, y5, z0) in D condition and B node (x0, y-2, z0) in E condition then
result is A node (x5, y0, z0) and B node is (x0, y3, z0)
C2
- Combine2, most are same to C1, but only scale combines are summed
---- minor update ----
when reading a preset from ECE, nodes with x, y, z all zero are not reflected in the skeleton
---- update 0.1.0
The function to add nodes has been added
The file extension is json
Examples include patches for old NPCs that without 3Breast and anal nodes
Of course, json version can edit the position, rotation, and size of the node