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Copy pathConfig.xml
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71 lines (71 loc) · 7.42 KB
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<Config>
<!-- 0 = FO3, 1 = FONV, 2 = SKYRIM, 3 = FO4, 4 = SKYRIMSE, 5 = FO4VR, 6 = SKYRIMVR, 7 = FO76, 8 = OB, 9 = SF -->
<TargetGame>-1</TargetGame>
<WarnMissingGamePath>true</WarnMissingGamePath>
<BSATextureScan>true</BSATextureScan>
<!-- Archives black list -->
<GameDataFiles>
<Fallout3>Anchorage - Sounds.bsa; BrokenSteel - Sounds.bsa; Fallout - MenuVoices.bsa; Fallout - Meshes.bsa; Fallout - Misc.bsa; Fallout - Sounds.bsa; Fallout - Voices.bsa; PointLookout - Sounds.bsa; ThePitt - Sounds.bsa; Zeta - Sounds.bsa</Fallout3>
<FalloutNewVegas>DeadMoney - Sounds.bsa; Fallout - Meshes.bsa; Fallout - Misc.bsa; Fallout - Sound.bsa; Fallout - Voices1.bsa; GunRunnersArsenal - Sounds.bsa; HonestHearts - Sounds.bsa; LonesomeRoad - Sounds.bsa; OldWorldBlues - Sounds.bsa</FalloutNewVegas>
<Skyrim>Skyrim - Animations.bsa; Skyrim - Interface.bsa; Skyrim - Meshes.bsa; Skyrim - Misc.bsa; Skyrim - Shaders.bsa; Skyrim - Sounds.bsa; Skyrim - Voices.bsa; Skyrim - VoicesExtra.bsa</Skyrim>
<Fallout4>Fallout4 - Animations.ba2; Fallout4 - Interface.ba2; Fallout4 - Meshes.ba2; Fallout4 - MeshesExtra.ba2; Fallout4 - Misc.ba2; Fallout4 - Nvflex.ba2; Fallout4 - Shaders.ba2; Fallout4 - Sounds.ba2; Fallout4 - Startup.ba2; Fallout4 - Voices_en.ba2; DLCCoast - Voices_en.ba2; DLCNukaWorld - Voices_en.ba2; DLCRobot - Voices_en.ba2; DLCworkshop03 - Voices_en.ba2; Fallout4 - Voices_de.ba2; DLCCoast - Voices_de.ba2; DLCNukaWorld - Voices_de.ba2; DLCRobot - Voices_de.ba2; DLCworkshop03 - Voices_de.ba2; DLCUltraHighResolution - Textures01.ba2; DLCUltraHighResolution - Textures02.ba2; DLCUltraHighResolution - Textures03.ba2; DLCUltraHighResolution - Textures04.ba2; DLCUltraHighResolution - Textures05.ba2; DLCUltraHighResolution - Textures06.ba2; DLCUltraHighResolution - Textures07.ba2; DLCUltraHighResolution - Textures08.ba2; DLCUltraHighResolution - Textures09.ba2; DLCUltraHighResolution - Textures10.ba2; DLCUltraHighResolution - Textures11.ba2; DLCUltraHighResolution - Textures12.ba2; DLCUltraHighResolution - Textures13.ba2; DLCUltraHighResolution - Textures14.ba2; DLCUltraHighResolution - Textures15.ba2</Fallout4>
<SkyrimSpecialEdition>Skyrim - Animations.bsa; Skyrim - Interface.bsa; Skyrim - Meshes0.bsa; Skyrim - Meshes1.bsa; Skyrim - Misc.bsa; Skyrim - Shaders.bsa; Skyrim - Sounds.bsa; Skyrim - Voices_en0.bsa; Skyrim - Voices_de0.bsa</SkyrimSpecialEdition>
<Fallout4VR>Fallout4 - Animations.ba2; Fallout4 - Interface.ba2; Fallout4 - Meshes.ba2; Fallout4 - MeshesExtra.ba2; Fallout4 - Misc.ba2; Fallout4 - Misc - Beta.ba2; Fallout4 - Misc - Debug.ba2; Fallout4 - Shaders.ba2; Fallout4 - Sounds.ba2; Fallout4 - Startup.ba2; Fallout4 - Voices.ba2; Fallout4 - Voices_en.ba2; Fallout4 - Voices_de.ba2; Fallout4_VR - Shaders.ba2</Fallout4VR>
<SkyrimVR>Skyrim - Animations.bsa; Skyrim - Interface.bsa; Skyrim - Meshes0.bsa; Skyrim - Meshes1.bsa; Skyrim - Misc.bsa; Skyrim - Shaders.bsa; Skyrim - Sounds.bsa; Skyrim - Voices_en0.bsa; Skyrim - Voices_de0.bsa; Skyrim_VR - Main.bsa</SkyrimVR>
<Fallout76></Fallout76>
<Oblivion>Oblivion - Misc.bsa; Oblivion - Sounds.bsa; Oblivion - Voices1.bsa; Oblivion - Voices2.bsa; DLCShiveringIsles - Sounds.bsa; DLCShiveringIsles - Voices.bsa</Oblivion>
<Starfield>Starfield - Animations.ba2; Starfield - DensityMaps.ba2; Starfield - FaceAnimation01.ba2; Starfield - FaceAnimation02.ba2; Starfield - FaceAnimation03.ba2; Starfield - FaceAnimation04.ba2; Starfield - FaceAnimationPatch.ba2; Starfield - GeneratedTextures.ba2; Starfield - Interface.ba2; Starfield - LODMeshes.ba2; Starfield - LODMeshesPatch.ba2; Starfield - LODTextures01.ba2; Starfield - LODTextures02.ba2; Starfield - Localization.ba2; Starfield - Misc.ba2; Starfield - Particles.ba2; Starfield - PlanetData.ba2; Starfield - Shaders.ba2; Starfield - Terrain01.ba2; Starfield - Terrain02.ba2; Starfield - Terrain03.ba2; Starfield - Terrain04.ba2; Starfield - TerrainPatch.ba2; Starfield - Voices01.ba2; Starfield - Voices02.ba2; Starfield - VoicesPatch.ba2; Starfield - WwiseSounds01.ba2; Starfield - WwiseSounds02.ba2; Starfield - WwiseSounds03.ba2; Starfield - WwiseSounds04.ba2; Starfield - WwiseSounds05.ba2; Starfield - WwiseSoundsPatch.ba2; BlueprintShips-Starfield - Localization.ba2; Constellation - Localization.ba2; OldMars - Localization.ba2; SFBGS003 - Voices_de.ba2; SFBGS003 - Voices_en.ba2; SFBGS003 - Voices_es.ba2; SFBGS003 - Voices_fr.ba2; SFBGS003 - Voices_ja.ba2; SFBGS004 - Voices_de.ba2; SFBGS004 - Voices_en.ba2; SFBGS004 - Voices_es.ba2; SFBGS004 - Voices_fr.ba2; SFBGS004 - Voices_ja.ba2</Starfield></GameDataFiles>
<GameDataPaths>
<Fallout3></Fallout3>
<FalloutNewVegas></FalloutNewVegas>
<Skyrim></Skyrim>
<Fallout4></Fallout4>
<SkyrimSpecialEdition></SkyrimSpecialEdition>
<Fallout4VR></Fallout4VR>
<SkyrimVR></SkyrimVR>
<Fallout76></Fallout76>
<Oblivion></Oblivion>
<Starfield></Starfield></GameDataPaths>
<GameDataPath></GameDataPath>
<OutputDataPath></OutputDataPath>
<ProjectPath></ProjectPath>
<GameRegKey></GameRegKey>
<GameRegVal></GameRegVal>
<LogLevel>3</LogLevel>
<Language>-1</Language>
<!-- Default groups are the groups virtually assigned to outfits that are not currently members of any groups.
This information is used by BodySlide for choosing what presets to display for outfits.
If the attribute "includeInBuild" is true, batch building the specified groups will also build unassigned outfits. -->
<DefaultGroups includeInBuild="true"></DefaultGroups>
<!-- Group aliases provide a way for presets saved under older group names to still apply when a group has been renamed -->
<GroupAliases></GroupAliases>
<Input>
<!-- Sets the minimum and maximum slider values for the UI. There might be clipping outside of the 0-100 range! -->
<SliderMinimum>0</SliderMinimum>
<SliderMaximum>100</SliderMaximum>
<!-- Set the left mouse button to pan the view when dragged on the canvas in Outfit Studio -->
<LeftMousePan>false</LeftMousePan></Input>
<!--Light Settings-->
<Lights>
<Ambient>15</Ambient>
<Frontal>100</Frontal>
<Directional0 x="-100" y="10" z="100">0</Directional0>
<Directional1 x="100" y="10" z="100">0</Directional1>
<Directional2 x="0" y="20" z="-100">0</Directional2></Lights>
<!--Rendering Settings-->
<Rendering>
<MSAASamples>16</MSAASamples>
<ColorBackground r="210" g="210" b="210"></ColorBackground>
<!-- Vertex point sizes (in logical pixels) for the vertex edit mode in Outfit Studio. -->
<PointSizeMin>4.0</PointSizeMin>
<PointSizeMax>14.0</PointSizeMax>
<!-- Multiplier on the screen-space spacing between neighbor vertices. Lower = smaller points on dense meshes. -->
<PointSizeScale>0.6</PointSizeScale>
<!-- The HDRi last picked in the Outfit Studio lights panel, as a file name in the "res\hdri" folder.
Outfit Studio always starts without one and turns this back on when a project with Complex Materials is loaded. -->
<HDRIBackground></HDRIBackground></Rendering>
<!-- Animation data. The default skeleton reference is used by Outfit Studio to determine the positions and skinning transforms for all vertices of an outfit -->
<Anim>
<DefaultSkeletonReference></DefaultSkeletonReference>
<SkeletonRootName></SkeletonRootName></Anim>
</Config>