I noticed the disablefacegencache is no longer supported in 2.9.6 was it made obsolete or was it added to the main file now?
RaceMenu
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, Jan 08 2013 01:10 AM
7181 replies to this topic
#7011
Posted 11 November 2014 - 05:55 AM
#7012
Posted 11 November 2014 - 10:30 AM
It's not needed anymore, because it's included in the Race Menu.
#7013
Posted 11 November 2014 - 10:58 AM
I take it that the sculpting feature(s) will operate symmetrically on the head mesh, right?
Either way, I can barely contain my excitement right now. At long last, sculpting actual nostrils seems to be a reality within reach.
Either way, I can barely contain my excitement right now. At long last, sculpting actual nostrils seems to be a reality within reach.
Edited by smiffff, 11 November 2014 - 12:39 PM.
#7014
Posted 11 November 2014 - 02:13 PM
I have an issue with the paint Overlays, in that it still just shows the Default ones, despite that I installed the Overlays Plugin v2-5-0 I should see at least something, I want to be able to use tetrodoxin's Freckle Mania mod where this problem first came up.
#7015
Posted 11 November 2014 - 03:12 PM
The mesh isn't really symmetric to begin with so it tries to perform the action as through you were virtually clicking in the same place but on the opposite side. The results won't be identical symmetrically because of this, but at least it does something. Normally when a mesh is symmetric flipping about the X axis and searching for a vertex within a small deviation will yield the symmetrically paired vertex, only the current meshes the vertices are off by a huge deviation so working symmetrically in this manner for all meshes is impossible.
As for nostrils you can't sculpt with more precision than the mesh has, sculpting in 3d terms usually means you can add or remove geometry. However in this case that is impossible, you can only shape existing vertices. The Citrus head increases the vertex resolution to about 8 times of the vanilla head while maintaining the shape, but I doubt this will be enough to actually sculpt holed nostrils.
As for nostrils you can't sculpt with more precision than the mesh has, sculpting in 3d terms usually means you can add or remove geometry. However in this case that is impossible, you can only shape existing vertices. The Citrus head increases the vertex resolution to about 8 times of the vanilla head while maintaining the shape, but I doubt this will be enough to actually sculpt holed nostrils.
#7016
Posted 11 November 2014 - 03:14 PM
If you are starting a new game with any alternate start mods where the menu is shown immediately you may need to close the menu first, then re-open it shortly after as the driving quests have not had sufficient time to initialize.
#7017
Posted 12 November 2014 - 12:38 AM
I am having a problem with this mod... whenever I am in the Race Menu Their USED to be sliders for weapon placement and size... one day I started playing skyrim and was in the race menu and now all of those slideres are gone! Can someone explain or possibly help me figure out why this is happening?
#7018
Posted 12 November 2014 - 07:25 AM
What is the skeletal scaling e.g. TBBP body meshes and the skeletal scaling e.g. BBP body meshes? Since i an highly thinking of getting Skyrim for the computer, justifier the mods. If I do I what to use this charter creation and i what full use of it. So what would I have to download?
#7019
Posted 12 November 2014 - 10:49 AM
Rathoga: Do you have RaceMenuPlugin.esp installed and enabled (it's included in the main download), and is it below RaceMenu.esp in your load order? Maybe it got moved or deactivated somehow.
#7020
Posted 12 November 2014 - 02:31 PM
I don't use a mod of that kind, regardless I ran around for a few minutes, entering different cells, but that didn't solve the problem.



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