mrowrpurr Posted August 22, 2021 Share Posted August 22, 2021 Hey y'all, I've been struggling to get `setrace` in the console or `Actor.SetRace()` in Papyrus scripts to work properly. It basically straight-up doesn't work for me. It changes the face but not the body. Unless I choose Khajiit or Argonian, in which case it (a) changes the body (b) does not change the face except it changes the teeth/jaw. Here's a super short video of me showing you what I'm trying and what it looks like for me in-game:https://www.youtube.com/watch?v=HzX6y-tXhxM I'm totally stuck on how to make this work properly. Help? Thoughts? Is this supposed to work? Or does anyone know a way to programmatically automate RaceMenu to do this maybe? Because it works via RaceMenu but I need it to work via scripts. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 22, 2021 Share Posted August 22, 2021 There is no way to cleanly automate the race menu even if opened via script (which is possible). One could theoretically "tap" the correct keys via SKSE functions to navigate through the options and select different entries. But if anything about the race menu (# of slider entries, # of races and so on) is different on another player's system, the end result may not be what was envisioned. You might have slightly better luck with SetRace if you first used RaceMenu to change away from the default player that appears when using COC at the main menu to go to any location in the game. It still won't be as good as using ShowRaceMenu, however. Link to comment Share on other sites More sharing options...
mrowrpurr Posted August 23, 2021 Author Share Posted August 23, 2021 There is no way to cleanly automate the race menu even if opened via script (which is possible). One could theoretically "tap" the correct keys via SKSE functions to navigate through the options and select different entries. But if anything about the race menu (# of slider entries, # of races and so on) is different on another player's system, the end result may not be what was envisioned.Thank you! Yeah, I read the PapyrusInterface that RaceMenu has but there's nothing for setting the race :'( RaceMenu delegates to gfx.io.GameDelegate.call("ChangeRace",[raceID,-1]); to set the race but there's no clean way that I've found to invoke it cleanly via UI. And JPEXS can't cleanly recompile RaceMenu without breaking it (even if I delicately edit the P-code). I don't know if @expired6978 has shared the source .fla/.as files, I can ask on their Nexus page! I don't know if there's a better equivalent for JPEXS that lets you make tweaks to CS4 compiled .swf's? JPEXS targets CS6. I'd be super satisfied just adding one function to the PapyrusInterface which delegates to ChangeRace. You might have slightly better luck with SetRace if you first used RaceMenu to change away from the default player that appears when using COC at the main menu to go to any location in the game. That's the problem. I'm trying to make a mod which lets you configure the player that you start as with CoC :) It's easy enough to edit the base Player (0x7) in CK and have an .esp with a custom player (which is what I do now because I'm so sick and tired of Mr Iron Helmet Nord Prisoner). But I'd like to provide the ability to configure a race (without having 2x .esp's per race, 1 female, 1 male, and having to choose 1). I'd really love to be able to be able to configure different starting races. I think either (a) it's totally not doable (b) I'll need to tweak the PapyrusInterface in racesex_menu.swf to do it (which I am totally happy doing, I just can't get it to work with JPEXS). Just thinking aloud :) I'm going to keep trying to go down the racesex_menu.swf route. </rant> Link to comment Share on other sites More sharing options...
mrowrpurr Posted August 29, 2021 Author Share Posted August 29, 2021 You might have slightly better luck with SetRace if you first used RaceMenu to change away from the default player that appears when using COC at the main menu to go to any location in the game. It still won't be as good as using ShowRaceMenu, however.@IsharaMeradin a few years back, you had an informative post about the default COC player with the grey face: https://forums.nexusmods.com/index.php?/topic/5447807-gray-face-only-on-player-character/&do=findComment&comment=48462252 When you COC at the main menu to any cell, you will have a default male nord who does have a grey face. This is because the game is using the player actor rather than a character appearance created in the race menu. In fact, this is the same actor that the player uses in the stock/vanilla start until the race menu is presented.Do you know if there's a way to change the default male nord (Player 0x7 NPC) in CK (or via scripting) so that they have a "regular" (not grey face) character appearance? Without having to manually go to the race menu? I'm still dreaming of a mod which lets you change your COC character appearance. Right now I'm stuck using a Khajiit because nomatter what I do, I can't get the Player character not to have a gray face (if they're a Nord, Breton, etc). Mod authors COC all day long and I'd love a better (non-Khajiit) choice of character :smile: Sans grey face. Thanks! Edit: I'm automating race menu and am currently happy going down this route! Thanks! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 29, 2021 Share Posted August 29, 2021 I suppose you could try exporting the face gen data. No idea if the game would actually use it though. Link to comment Share on other sites More sharing options...
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