# --------------------------------------------------------
# unSupportedRace .ini for CharacterMakingExtender 4.2
# ini version: 1.0
# --------------------------------------------------------
# slider settings

## RaceSetName = name
# 'RaceSetName' needs to be altogether the same with the race which uses the same targetTri files.
RaceSetName = commonTriRaces

## Files = targetTri, sourceTri (, sourceTri, ...)

# no file for unsupported races.

# --------------------------------------------------------
# slider settings


[-Body]
-Sex, 1
-Presets, 2

$CME_Load, 901, 208
$CME_LoadName, 910, 206

-SkinTone, 3
-weight, 4

$CME_HeadScale, 902, 202, NPC Head [Head], 0.2

$CME_HeadUpDown, 903, 203, CME Neck [Neck], 1, 0, 0, 2

#Female
#$CME_ShoulderScale, 908, 2, Dummy, 0.2, NPC Spine2 [Spn2], x, NPC Head [Head], (1 / x), WeaponBack, (1 / x), WeaponBow, (1 / x), QUIVER, (1 / x), NPC Root [Root], (120.5 / (29.1 * x + 91.4))
#Male
#$CME_ShoulderScale, 908, 102, Dummy, 0.2, NPC Spine2 [Spn2], x, NPC Head [Head], (1 / x), WeaponBack, (1 / x), WeaponBow, (1 / x), QUIVER, (1 / x), NPC Root [Root], (120.5 / (29.1 * x + 91.4))
	
#Female
#$CME_HandScale, 905, 2, Dummy, 0.2, NPC L Hand [LHnd], (x * 0.8517), NPC R Hand [RHnd], (x * 0.8517), SHIELD, (1 / x), WEAPON, (1 /x)
#Male
#$CME_HandScale, 905, 102, Dummy, 0.2, NPC L Hand [LHnd], x, NPC R Hand [RHnd], x, SHIELD, (1 / x), WEAPON, (1 /x)
	
#Female
#$CME_PalmThickness, 2200, 2, Dummy, 0.2, NPC L Hand [LHnd], (x * 0.8517), NPC R Hand [RHnd], (x * 0.8517), CME L Hand [LHnd], (1 / x), CME R Hand [RHnd], (1 /x)
#Male
#$CME_PalmThickness, 2200, 102, Dummy, 0.2, NPC L Hand [LHnd], x, NPC R Hand [RHnd], x, CME L Hand [LHnd], (1 / x), CME R Hand [RHnd], (1 /x)

#Thumb
#$CME_ThumbThickness, 2201, 202, Dummy, 0.2, NPC R Finger00 [RF00], x, NPC L Finger00 [LF00], x, CME R Finger00 [RF00], (1 / x), CME L Finger00 [LF00], (1 /x), NPC R Finger01 [RF01], x, NPC L Finger01 [LF01], x, CME R Finger01 [RF01], (1 / x), CME L Finger01 [LF01], (1 /x), NPC R Finger02 [RF02], x, NPC L Finger02 [LF02]

#Index
#$CME_IndexThickness, 2202, 202, Dummy, 0.2, NPC R Finger10 [RF10], x, NPC L Finger10 [LF10], CME R Finger10 [RF10], (1 / x), CME L Finger10 [LF10], (1 /x), NPC R Finger11 [RF11], x, NPC L Finger11 [LF11], x, CME R Finger11 [RF11], (1 / x), CME L Finger11 [LF11], (1 /x), NPC R Finger12 [RF12], x, NPC L Finger02 [LF12]

#Middle
#$CME_MiddleThickness, 2203, 202, Dummy, 0.2, NPC R Finger20 [RF20], x, NPC L Finger20 [LF20], x, CME R Finger20 [RF20], (1 / x), CME L Finger20 [RF20], (1 /x), NPC R Finger21 [RF21], x, NPC L Finger21 [LF21], x, CME R Finger21 [RF21], (1 / x), CME L Finger21 [RF21], (1 /x), NPC R Finger22 [RF22], x, NPC L Finger22 [LF22]

#Ring
#$CME_RingThickness, 2204, 202, Dummy, 0.2, NPC R Finger30 [RF30], x, NPC L Finger30 [LF30], x, CME R Finger30 [RF30], (1 / x), CME L Finger30 [RF30], (1 /x), NPC R Finger31 [RF31], x, NPC L Finger31 [LF31], x, CME R Finger31 [RF31], (1 / x), CME L Finger31 [RF31], (1 /x), NPC R Finger32 [RF32], x, NPC L Finger32 [LF32]

#Pinky
#$CME_PinkyThickness, 2205, 202, Dummy, 0.2, NPC R Finger40 [RF40], x, NPC L Finger40 [LF40], x, CME R Finger40 [RF40], (1 / x), CME L Finger40 [RF40], (1 /x), NPC R Finger41 [RF41], x, NPC L Finger41 [LF41], x, CME R Finger41 [RF41], (1 / x), CME L Finger41 [RF41], (1 /x), NPC R Finger42 [RF42], x, NPC L Finger42 [LF42]

#$CME_LegScale, 904, 202, Dummy, 0.1, NPC L Thigh [LThg], x, NPC R Thigh [RThg], x, NPC L Calf [LClf], ((x - 1) * 0.2 + 1), NPC R Calf [RClf], ((x - 1) * 0.2 + 1), NPC Pelvis [Pelv], (x ):((1)):(x < 1), NPC COM [COM ], (68.9113 / (x^3 * 9.7 + x^2 * 59.2113)):(68.9113 / (x^2 * 9.7 + x * 59.2113)):(x < 1), NPC Root [Root], (x^2 * 125 / (x^3 * 9.7 + x^2 * 59.2113 + 56.0887)):(x * 125 / (x^2 * 9.7 + x * 59.2113 + 56.0887)):(x < 1), WeaponAxe, (x):(1):(x < 1), WeaponMace, (x):(1):(x < 1), WeaponSword, (x):(1):(x < 1), WeaponDagger, (x):(1):(x < 1), WeaponAxeLeft, (x):(1):(x < 1), WeaponMaceLeft, (x):(1):(x < 1), WeaponSwordLeft, (x):(1):(x < 1), WeaponDaggerLeft, (x):(1):(x < 1)
	
#$CME_WaistScale, 914, 202, CME Spine [Spn0], 0.2, +CME Spine [Spn0], -x, 0, 15, 8.7487, CME Spine1 [Spn1], (1 / x), +CME Spine1 [Spn1], (-x / (x + 1)), 0, -15, 2

# Torpedo Boobs fix by jbezorg
# fNewNodeScale = fOriginalNodeScale + fChangeInScale
# fNewChildNodeScale = fOriginalChildNodeScale * (fOriginalNodeScale / fNewNodeScale)
$CME_BreastScale, 911, 2, Dummy, 0.9, NPC L Breast, (x):(0.1):(x > 0.1), NPC R Breast, (x):(0.1):(x > 0.1), NPC L Breast01, (1 / x):(10):(x > 0.1), NPC R Breast01, (1 / x):(10):(x > 0.1)

$CME_BreastScaleTweak, 2000, 2, Dummy, 0.9, NPC L Breast, (x):(0.1):(x > 0.1), NPC R Breast, (x):(0.1):(x > 0.1)
	
$CME_Breast01ScaleTweak, 2001, 2, Dummy, 0.9, NPC L Breast01, (x):(0.1):(x > 0.1), NPC R Breast01, (x):(0.1):(x > 0.1)
	
$CME_ButtScale, 912, 2, Dummy, 0.9, NPC L Butt, (x):(0.1):(x > 0.1), NPC R Butt, (x):(0.1):(x > 0.1)

$CME_TailPositionX, 2004, 202, Dummy, 1, +CME Tail Pelvis [Pelv], x, 3, 0, 0, +CME Tail Spine [Spn0], x, 3, 0, 0, +CME Tail L Thigh [LThg], x, 3, 0, 0, +CME Tail R Thigh [RThg], x, 3, 0, 0
$CME_TailPositionY, 2005, 202, Dummy, 1, +CME Tail Pelvis [Pelv], x, 0, 3, 0, +CME Tail Spine [Spn0], x, 0, 3, 0, +CME Tail L Thigh [LThg], x, 0, 3, 0, +CME Tail R Thigh [RThg], x, 0, 3, 0
$CME_TailPositionZ, 2006, 202, Dummy, 1, +CME Tail Pelvis [Pelv], x, 0, 0, 3, +CME Tail Spine [Spn0], x, 0, 0, 3, +CME Tail L Thigh [LThg], x, 0, 0, 3, +CME Tail R Thigh [RThg], x, 0, 0, 3
	
$CME_TailNode1, 2007, 202, TailBone01, 0.4, CME TailBone01, (1 / x)
$CME_TailNode2, 2008, 202, TailBone02, 0.4, CME TailBone02, (1 / x)
$CME_TailNode3, 2009, 202, TailBone03, 0.4, CME TailBone03, (1 / x)
$CME_TailNode4, 2010, 202, TailBone04, 0.4, CME TailBone04, (1 / x)
$CME_TailNode5, 2011, 202, TailBone05, 0.4

#$CME_BowQuiver, 909, 202, WeaponBow, 0.99, QUIVER, x
#$CME_WeaponsScale, 915, 202, WeaponDagger, 0.2, WeaponAxe, x, WeaponSword, x, WeaponMace, x, WeaponBack, x, WeaponBow, x, QUIVER, x, SHIELD, x, WEAPON, x

$CME_OverallWeaponsScale, 2020, 202, Dummy, 0.2, WeaponAxe, x, WeaponAxeLeft, x, WeaponMace, x, WeaponMaceLeft, x, WeaponSword, x, WeaponSwordLeft, x, WeaponDagger, x, WeaponDaggerLeft, x, WeaponBack, x, ShieldBack, x, WeaponStaff, x, WeaponStaffLeft, x, WeaponBow, x, QUIVER, x, WEAPON, x, SHIELD, x, BOLT, x, BOLT_QUIVER, x
$CME_Axe, 2021, 202, WeaponAxe, 0.99
$CME_AxeLeft, 2022, 202, WeaponAxeLeft, 0.99
$CME_Mace, 2023, 202, WeaponMace, 0.99
$CME_MaceLeft, 2024, 202, WeaponMaceLeft, 0.99
$CME_Sword, 2025, 202, WeaponSword, 0.99
$CME_SwordLeft, 2026, 202, WeaponSwordLeft, 0.99
$CME_Dagger, 2027, 202, WeaponDagger, 0.99
$CME_DaggerLeft, 2028, 202, WeaponDaggerLeft, 0.99
$CME_WeaponOnBack, 2029, 202, WeaponBack, 0.99
$CME_ShieldOnBack, 2030, 202, ShieldBack, 0.99
$CME_Staff, 2031, 202, WeaponStaff, 0.99
$CME_StaffLeft, 2032, 202, WeaponStaffLeft, 0.99
$CME_Bow, 2033, 202, WeaponBow, 0.99
$CME_Quiver, 2034, 202, QUIVER, 0.99
$CME_Bolt, 2035, 202, BOLT, 0.99
$CME_Bolt, 2036, 202, BOLT_QUIVER, 0.99

$CME_MainHand, 2038, 202, WEAPON, 0.99
$CME_OffHand, 2039, 202, SHIELD, 0.99

$CME_AxePositionX, 2040, 203, CME WeaponAxeDefault, 1, 3, 0, 0, +CME WeaponAxeReverse, x, 3, 0, 0
$CME_AxePositionY, 2041, 203, CME WeaponAxeDefault, 1, 0, 3, 0, +CME WeaponAxeReverse, x, 0, 3, 0
$CME_AxePositionZ, 2042, 203, CME WeaponAxeDefault, 1, 0, 0, 3, +CME WeaponAxeReverse, x, 0, 0, 3
$CME_AxeLeftPositionX, 2044, 203, CME WeaponAxeLeftDefault, 1, 3, 0, 0, +CME WeaponAxeLeftReverse, x, 3, 0, 0
$CME_AxeLeftPositionY, 2045, 203, CME WeaponAxeLeftDefault, 1, 0, 3, 0, +CME WeaponAxeLeftReverse, x, 0, 3, 0
$CME_AxeLeftPositionZ, 2046, 203, CME WeaponAxeLeftDefault, 1, 0, 0, 3, +CME WeaponAxeLeftReverse, x, 0, 0, 3

$CME_MacePositionX, 2050, 203, CME WeaponMaceDefault, 1, 3, 0, 0
$CME_MacePositionY, 2051, 203, CME WeaponMaceDefault, 1, 0, 3, 0
$CME_MacePositionZ, 2052, 203, CME WeaponMaceDefault, 1, 0, 0, 3
$CME_MaceLeftPositionX, 2054, 203, CME WeaponMaceLeftDefault, 1, 3, 0, 0
$CME_MaceLeftPositionY, 2055, 203, CME WeaponMaceLeftDefault, 1, 0, 3, 0
$CME_MaceLeftPositionZ, 2056, 203, CME WeaponMaceLeftDefault, 1, 0, 0, 3

$CME_SwordPositionX, 2060, 203, CME WeaponSwordDefault, 1, 3, 0, 0, +CME WeaponSwordOnBack, x, 3, 0, 0, +CME WeaponSwordSWP, x, 3, 0, 0, +CME WeaponSwordFSM, x, 3, 0, 0, +CME WeaponSwordLeftHip, x, 3, 0, 0
$CME_SwordPositionY, 2061, 203, CME WeaponSwordDefault, 1, 0, 3, 0, +CME WeaponSwordOnBack, x, 0, 3, 0, +CME WeaponSwordSWP, x, 0, 3, 0, +CME WeaponSwordFSM, x, 0, 3, 0, +CME WeaponSwordLeftHip, x, 0, 3, 0
$CME_SwordPositionZ, 2062, 203, CME WeaponSwordDefault, 1, 0, 0, 3, +CME WeaponSwordOnBack, x, 0, 0, 3, +CME WeaponSwordSWP, x, 0, 0, 3, +CME WeaponSwordFSM, x, 0, 0, 3, +CME WeaponSwordLeftHip, x, 0, 0, 3
$CME_SwordLeftPositionX, 2064, 203, CME WeaponSwordLeftDefault, 1, 3, 0, 0, +CME WeaponSwordLeftOnBack, 1, 3, 0, 0, +CME WeaponSwordLeftSWP, x, 3, 0, 0, +CME WeaponSwordLeftFSM, x, 3, 0, 0, +CME WeaponSwordLeftLeftHip, x, 3, 0, 0
$CME_SwordLeftPositionY, 2065, 203, CME WeaponSwordLeftDefault, 1, 0, 3, 0, +CME WeaponSwordLeftOnBack, 1, 0, 3, 0, +CME WeaponSwordLeftSWP, x, 0, 3, 0, +CME WeaponSwordLeftFSM, x, 0, 3, 0, +CME WeaponSwordLeftLeftHip, x, 0, 3, 0
$CME_SwordLeftPositionZ, 2066, 203, CME WeaponSwordLeftDefault, 1, 0, 0, 3, +CME WeaponSwordLeftOnBack, 1, 0, 0, 3, +CME WeaponSwordLeftSWP, x, 0, 0, 3, +CME WeaponSwordLeftFSM, x, 0, 0, 3, +CME WeaponSwordLeftLeftHip, x, 0, 0, 3

$CME_DaggerPositionX, 2070, 203, CME WeaponDaggerDefault, 1, 3, 0, 0, +CME WeaponDaggerBackHip, x, 3, 0, 0, +CME WeaponDaggerAnkle, x, 3, 0, 0
$CME_DaggerPositionY, 2071, 203, CME WeaponDaggerDefault, 1, 0, 3, 0, +CME WeaponDaggerBackHip, x, 0, 3, 0, +CME WeaponDaggerAnkle, x, 0, 3, 0
$CME_DaggerPositionZ, 2072, 203, CME WeaponDaggerDefault, 1, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3
$CME_DaggerLeftPositionX, 2074, 203, CME WeaponDaggerLeftDefault, 1, 3, 0, 0, +CME WeaponDaggerLeftBackHip, x, 3, 0, 0, +CME WeaponDaggerLeftAnkle, x, 3, 0, 0
$CME_DaggerLeftPositionY, 2075, 203, CME WeaponDaggerLeftDefault, 1, 0, 3, 0, +CME WeaponDaggerLeftBackHip, x, 0, 3, 0, +CME WeaponDaggerLeftAnkle, x, 0, 3, 0
$CME_DaggerLeftPositionZ, 2076, 203, CME WeaponDaggerLeftDefault, 1, 0, 0, 3, +CME WeaponDaggerLeftBackHip, x, 0, 0, 3, +CME WeaponDaggerLeftAnkle, x, 0, 0, 3

$CME_WeaponOnBackPositionX, 2080, 203, CME WeaponBackDefault, 1, 3, 0, 0, +CME WeaponBackSWP, x, 3, 0, 0, +CME WeaponBackFSM, x, 3, 0, 0
$CME_WeaponOnBackPositionY, 2081, 203, CME WeaponBackDefault, 1, 0, 3, 0, +CME WeaponBackSWP, x, 0, 3, 0, +CME WeaponBackFSM, x, 0, 3, 0
$CME_WeaponOnBackPositionZ, 2082, 203, CME WeaponBackDefault, 1, 0, 0, 3, +CME WeaponBackSWP, x, 0, 0, 3, +CME WeaponBackFSM, x, 0, 0, 3

$CME_ShieldOnBackPositionX, 2084, 203, CME ShieldBackDefault, 1, 3, 0, 0
$CME_ShieldOnBackPositionY, 2085, 203, CME ShieldBackDefault, 1, 0, 3, 0
$CME_ShieldOnBackPositionZ, 2086, 203, CME ShieldBackDefault, 1, 0, 0, 3

$CME_StaffPositionX, 2090, 203, CME WeaponStaffDefault, 1, 3, 0, 0
$CME_StaffPositionY, 2091, 203, CME WeaponStaffDefault, 1, 0, 3, 0
$CME_StaffPositionZ, 2092, 203, CME WeaponStaffDefault, 1, 0, 0, 3
$CME_StaffLeftPositionX, 2094, 203, CME WeaponStaffLeftDefault, 1, 3, 0, 0
$CME_StaffLeftPositionY, 2095, 203, CME WeaponStaffLeftDefault, 1, 0, 3, 0
$CME_StaffLeftPositionZ, 2096, 203, CME WeaponStaffLeftDefault, 1, 0, 0, 3

$CME_BowPositionX, 2100, 203, CME WeaponBowDefault, 1, 3, 0, 0, +CME WeaponBowChesko, x, 3, 0, 0, +CME WeaponBowBetter, x, 3, 0, 0, +CME WeaponBowFSM, x, 3, 0, 0
$CME_BowPositionY, 2101, 203, CME WeaponBowDefault, 1, 0, 3, 0, +CME WeaponBowChesko, x, 0, 3, 0, +CME WeaponBowBetter, x, 0, 3, 0, +CME WeaponBowFSM, x, 0, 3, 0
$CME_BowPositionZ, 2102, 203, CME WeaponBowDefault, 1, 0, 0, 3, +CME WeaponBowChesko, x, 0, 0, 3, +CME WeaponBowBetter, x, 0, 0, 3, +CME WeaponBowFSM, x, 0, 0, 3

$CME_QuiverPositionX, 2104, 203, CME QUIVERDefault, 1, 3, 0, 0, +CME QUIVERChesko, x, 3, 0, 0, +CME QUIVERLeftHipBolt, x, 3, 0, 0
$CME_QuiverPositionY, 2105, 203, CME QUIVERDefault, 1, 0, 3, 0, +CME QUIVERChesko, x, 0, 3, 0, +CME QUIVERLeftHipBolt, x, 0, 3, 0
$CME_QuiverPositionZ, 2106, 203, CME QUIVERDefault, 1, 0, 0, 3, +CME QUIVERChesko, x, 0, 0, 3, +CME QUIVERLeftHipBolt, x, 0, 0, 3

$CME_BoltPositionX, 2110, 203, CME BOLT, 1, 3, 0, 0
$CME_BoltPositionY, 2111, 203, CME BOLT, 1, 0, 3, 0
$CME_BoltPositionZ, 2112, 203, CME BOLT, 1, 0, 0, 3

$CME_BoltQuiverPositionX, 2113, 203, CME BOLT_QUIVER, 1, 3, 0, 0
$CME_BoltQuiverPositionY, 2114, 203, CME BOLT_QUIVER, 1, 0, 3, 0
$CME_BoltQuiverPositionZ, 2115, 203, CME BOLT_QUIVER, 1, 0, 0, 3

## type 5 - playerHeight
# SliderName, uniqueID, type=5, sliderRange
# player.setScale(1 + sliderPos). (-sliderRange <= sliderPos <= sliderRange)
$CME_PlayerHeight, 906, 202, NPC, 0.3
#$CME_PlayerHeight, 906, 205, 0.3

[-Head]
-Complexion, 5
-Dirt, 6,
-DirtColor, 7
-Scars, 8
-WarPaint, 9
-WarPaintColor, 10

[-Face]
$CME_HeadUpDown, 903, 203, CME HeadPos, 1, 0, 0, 2

$CME_CheeksUpDown, 17, 200, CheeksDown, CheeksUp
$CME_CheeksBoneInOut, 18, 200, CheeksIn, CheeksOut

$CME_JawWidth, 14, 200, JawNarrow, JawWide
$CME_JawUpDown, 15, 200, JawUp, JawDown
$CME_JawBackForward, 16, 200, JawBack, JawForward

$CME_ChinWidth, 41, 200, ChinThin, ChinWide
$CME_ChinUpDown, 42, 200, ChinMoveUp, ChinMoveDown
$CME_ChinBackForward, 43, 200, Overbite, Underbite

[-Eyes]
$CME_EyesType, 26, 201, EyesType, 37
-EyeColor, 27
$CME_EyesUpDown, 28, 200, EyesMoveDown, EyesMoveUp
$CME_EyesInOut, 29, 200, EyesMoveIn, EyesMoveOut
$CME_EyesBackForward, 30, 200, EyesBack, EyesForward

[-Brow]
-BrowType, 34
$CME_BlowUpDown, 35, 200, BrowDown, BrowUp
$CME_BlowInOut, 36, 200, BrowIn, BrowOut
$CME_BlowBackForward, 37, 200, BrowBack, BrowForward

[-Mouth]
$CME_LipType, 38, 201, LipType, 28
$CME_MouthUpDown, 39, 200, LipMoveDown, LipMoveUp
$CME_MouthBackForward, 40, 200, LipMoveIn, LipMoveOut

[-Hair]
-Hair, 45
-FacialHair, 99
-HairColor, 46

[$CME_Nose]
$CME_NoseType, 11, 201, NoseType, 30
$CME_NoseUpDown, 12, 200, NoseDown, NoseUp
$CME_NoseLength, 13, 200, NoseShort, NoseLong

[$ECE_MakeUP]
-CheekColor, 19
-LaughLines, 20
-CheekColorLower, 21
-NoseColor, 22
-ChinColor, 23
-NeckColor, 24
-ForeheadColor, 25
-EyelinerColor, 31
-EyeShadow, 32
-EyeTint, 33
-LipColor, 44

[$CME_Expression]
Mood Neutral, 927, 217
Mood Anger, 928, 217
Mood Fear, 929, 217
Mood Happy, 930, 217
Mood Sad, 931, 217
Mood Surprise, 932, 217
Mood Puzzled, 933, 217
Mood Disgusted, 934, 217
Combat Anger, 935, 217
Combat Shout, 936, 217
