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How to create a chargenmorphcfg.xml ?


Siegfriedm

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I know, it's a noob question, but I'm a noob, so...

I want to use this mod, but it hasn't cgmc file. I tried editing an already existing file, removing all and leaving just Skins section, but for some reason, doesn't work.

How can I do? Googling for it, I just find chargenmorphcfg Compiler guides, but nothing about how to create one from scratches.

And do I have to keep both D and N version of files in that mod?

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Scar skin textures are usually intended to be blended with another texture in the toolset, and may not work correctly in the in-game CC; this may be why the modder did not include the XML for adding the skins to the CC, since the results would be less than optimal.

 

Both the 'D' and 'N' texture files are in fact required, since they function in concert: the Diffuse textures are the pigmented textures actually seen in-game, while the Normal maps are used to give the illusion of topography to a textured surface. (read more about textures here.)

 

First make a backup of the existing chargenmorphcfg.xml file in the override. Things go wrong, and it's always better to be safe than sorry. If you don't have chargenmorphcfg.xml file in override (as I believe is the case with a 'vanilla only' install), one can be generated with the ChargenMorphCompiler utilty.

 

Open the XML to be edited in a plaintext editor - I use the native Windows Notepad; Wordpad or anything Rich Text will corrupt the file and should not be used.

 

Without deleting any of the information that is already in the file because that would be a bad thing, append to the applicable section the information for the assets to be added to chargen, one asset per line, using the same syntax as the original lines. In this case it would be the <skins> section, and, if a vanilla chargenmorphcfg.xml is the starting point, the edited section will look like this (Note I've bolded the added information merely for illustrative purposes.):

 

<skins>
<resource name="uh_hed_fema_0d"/>
<resource name="uh_hed_elfa_0d"/>
<resource name="uh_hed_kida_0d"/>
<resource name="uh_hed_masa_0d"/>
<resource name="uh_hed_dwfa_0d"/>
<resource name="uh_hed_quna_0d"/>

<resource name="uh_hed_SJC_scar1_0d"/>

<resource name="uh_hed_SJC_scar2_0d"/>

<resource name="uh_hed_SJC_scar3_0d"/>

<resource name="uh_hed_SJC_scar4_0d"/>

<resource name="uh_hed_SJC_scar5_0d"/>

<resource name="uh_hed_SJC_scar6_0d"/>

<resource name="uh_hed_SJC_scar7_0d"/>

<resource name="uh_hed_SJC_scar8_0d"/>

<resource name="uh_hed_SJC_scar9_0d"/>

<resource name="uh_hed_SJC_scar10_0d"/>

<resource name="uh_hed_SJC_scar11_0d"/>
</skins>

 

Save the file as 'chargenmorphcfg.xml'. (Make sure the file extension is correct.)

 

Place the XML file in the override folder (making certain that it is the ONLY file so named in the override), and the added skins will be available in the Character Creator at the final positions of the 'Skin Complexion' slider. Should the desired effect not be to your liking (see the caveat above), it will be a simple thing to revert the chargenmorphcfg.xml to its original state, by replacing it with the backup.

Edited by theskymoves
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Scar skin textures are usually intended to be blended with another texture in the toolset, and may not work correctly in the in-game CC; this may be why the modder did not include the XML for adding the skins to the CC, since the results would be less than optimal.

 

Both the 'D' and 'N' texture files are in fact required, since they function in concert: the Diffuse textures are the pigmented textures actually seen in-game, while the Normal maps are used to give the illusion of topography to a textured surface. (read more about textures here.)

 

First make a backup of the existing chargenmorphcfg.xml file in the override. Things go wrong, and it's always better to be safe than sorry. If you don't have chargenmorphcfg.xml file in override (as I believe is the case with a 'vanilla only' install), one can be generated with the ChargenMorphCompiler utilty.

 

Open the XML to be edited in a plaintext editor - I use the native Windows Notepad; Wordpad or anything Rich Text will corrupt the file and should not be used.

 

Without deleting any of the information that is already in the file because that would be a bad thing, append to the applicable section the information for the assets to be added to chargen, one asset per line, using the same syntax as the original lines. In this case it would be the <skins> section, and, if a vanilla chargenmorphcfg.xml is the starting point, the edited section will look like this (Note I've bolded the added information merely for illustrative purposes.):

 

<skins>

<resource name="uh_hed_fema_0d"/>

<resource name="uh_hed_elfa_0d"/>

<resource name="uh_hed_kida_0d"/>

<resource name="uh_hed_masa_0d"/>

<resource name="uh_hed_dwfa_0d"/>

<resource name="uh_hed_quna_0d"/>

<resource name="uh_hed_SJC_scar1_0d"/>

<resource name="uh_hed_SJC_scar2_0d"/>

<resource name="uh_hed_SJC_scar3_0d"/>

<resource name="uh_hed_SJC_scar4_0d"/>

<resource name="uh_hed_SJC_scar5_0d"/>

<resource name="uh_hed_SJC_scar6_0d"/>

<resource name="uh_hed_SJC_scar7_0d"/>

<resource name="uh_hed_SJC_scar8_0d"/>

<resource name="uh_hed_SJC_scar9_0d"/>

<resource name="uh_hed_SJC_scar10_0d"/>

<resource name="uh_hed_SJC_scar11_0d"/>

</skins>

 

Save the file as 'chargenmorphcfg.xml'. (Make sure the file extension is correct.)

 

Place the XML file in the override folder (making certain that it is the ONLY file so named in the override), and the added skins will be available in the Character Creator at the final positions of the 'Skin Complexions' slider. Should the desired effect not be to your liking (see the caveat above), it will be a simple thing to revert the chargenmorphcfg.xml to its original state, by replacing it with the backup.

 

Wow, thank you very much, I appreciated your explanation.

Just realised faces looks bit "metallic" or wet. Even in default CC

Edited by Siegfriedm
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