# --------------------------------------------------------
# Human Race .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, ...)
# a set of '.tri path which is selected at race-records' and 'source .tri files'
# targetTri is relative path from 'Skyrim' folder,
# sourceTri is relative path from .ini

# female
Files = Data\Meshes\actors\character\character assets\femaleheadchargen.tri, baseHeadFemale.tri, CME_HeadFemale.tri, ECEHeadFemale.tri, RANs_HeadFemale.tri, femalehead.tri
Files = Data\Meshes\actors\character\character assets\eyesfemalechargen.tri, baseEyesFemale.tri, CME_EyesFemale.tri, ECEEyesFemale.tri, RANs_EyesFemale.tri, eyesfemale.tri
Files = Data\Meshes\actors\character\character assets\faceparts\eyesfemaleleftchargen.tri, baseEyesFemaleLeft.tri, CME_EyesFemaleLeft.tri, ECEEyesFemaleLeft.tri, RANs_EyesFemaleLeft.tri, eyesfemaleleft.tri
Files = Data\Meshes\actors\character\character assets\faceparts\eyesfemalerightchargen.tri, baseEyesFemaleRight.tri, CME_EyesFemaleRight.tri, ECEEyesFemaleRight.tri, RANs_EyesFemaleRight.tri, eyesfemaleright.tri
Files = Data\Meshes\actors\character\character assets\mouth\mouthhumanfchargen.tri, baseMouthhumanFemale.tri, CME_MouthhumanFemale.tri, ECEMouthhumanFemale.tri, RANs_MouthhumanFemale.tri, mouthhumanf.tri
Files = Data\Meshes\actors\character\character assets\faceparts\femaleheadbrowschargen.tri, baseHeadbrowsFemale.tri, CME_HeadbrowsFemale.tri, ECEHeadbrowsFemale.tri, RANs_HeadbrowsFemale.tri, femaleheadbrows.tri
Files = Data\Meshes\actors\character\character assets\faceparts\femaleheadmaskleftsidechargen.tri, baseHeadmaskFemaleLeft.tri, CME_HeadmaskFemaleLeft.tri, ECEHeadmaskFemaleLeft.tri, RANs_HeadmaskFemaleLeft.tri, femaleheadmaskleftside.tri
Files = Data\Meshes\actors\character\character assets\faceparts\femaleheadmaskrightsidechargen.tri, baseHeadmaskFemaleRight.tri, CME_HeadmaskFemaleRight.tri, ECEHeadmaskFemaleRight.tri, RANs_HeadmaskFemaleRight.tri, femaleheadmaskrightside.tri

# male
mFiles = Data\Meshes\actors\character\character assets\maleheadcustomizations.tri, baseHeadMale.tri, CME_HeadMale.tri, ECE_HeadMale.tri, RANs_HeadMale.tri, malehead.tri
mFiles = Data\Meshes\actors\character\character assets\eyesmalechargen.tri, baseEyesMale.tri, CME_EyesMale.tri, ECE_EyesMale.tri, RANs_EyesMale.tri, eyesmale.tri
mFiles = Data\Meshes\actors\character\character assets\faceparts\eyesmaleleftchargen.tri, baseEyesMaleLeft.tri, CME_EyesMaleLeft.tri, ECE_EyesMaleLeft.tri, RANs_EyesMaleLeft.tri, eyesmaleleft.tri
mFiles = Data\Meshes\actors\character\character assets\faceparts\eyesmalerightchargen.tri, baseEyesMaleRight.tri, CME_EyesMaleRight.tri, ECE_EyesMaleRight.tri, RANs_EyesMaleRight.tri, eyesmaleright.tri
mFiles = Data\Meshes\actors\character\character assets\mouth\mouthhumanchargen.tri, baseMouthhumanMale.tri, CME_MouthhumanMale.tri, ECE_MouthhumanMale.tri, RANs_MouthhumanMale.tri, mouthhuman.tri
mFiles = Data\Meshes\actors\character\character assets\faceparts\maleheadbrowschargen.tri, baseHeadbrowsMale.tri, CME_HeadbrowsMale.tri, ECE_HeadbrowsMale.tri, RANs_HeadbrowsMale.tri, maleheadbrows.tri
mFiles = Data\Meshes\actors\character\character assets\faceparts\maleheadmaskleftsidechargen.tri, baseHeadmaskMaleLeft.tri, CME_HeadmaskMaleLeft.tri, ECE_HeadmaskMaleLeft.tri, RANs_HeadmaskMaleLeft.tri, maleheadmaskleftside.tri
mFiles = Data\Meshes\actors\character\character assets\faceparts\maleheadmaskrightsidechargen.tri, baseHeadmaskMaleRight.tri, CME_HeadmaskMaleRight.tri, ECE_HeadmaskMaleRight.tri, RANs_HeadmaskMaleLeft.tri, maleheadmaskrightside.tri

# beards (allRacesMinusBeast)
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong01_1bitchargen.tri, humanbeardlong01_1bitchargen.tri, CME_humanbeardlong01_1bitchargen.tri, ECE_humanbeardlong01_1bitchargen.tri, RANs_humanbeardlong01_1bitchargen.tri, humanbeardlong01_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong01chargen.tri, humanbeardlong01chargen.tri, CME_humanbeardlong01chargen.tri, ECE_humanbeardlong01chargen.tri, RANs_humanbeardlong01chargen.tri, humanbeardlong01.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong02chargen.tri, humanbeardlong02chargen.tri, CME_humanbeardlong02chargen.tri, ECE_humanbeardlong02chargen.tri, RANs_humanbeardlong02chargen.tri, humanbeardlong02.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong04_1bitchargen.tri, humanbeardlong04_1bitchargen.tri, CME_humanbeardlong04_1bitchargen.tri, ECE_humanbeardlong04_1bitchargen.tri, RANs_humanbeardlong04_1bitchargen.tri, humanbeardlong04_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong04chargen.tri, humanbeardlong04chargen.tri, CME_humanbeardlong04chargen.tri, ECE_humanbeardlong04chargen.tri, RANs_humanbeardlong04chargen.tri, humanbeardlong04.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong05chargen.tri, humanbeardlong05chargen.tri, CME_humanbeardlong05chargen.tri, ECE_humanbeardlong05chargen.tri, RANs_humanbeardlong05chargen.tri, humanbeardlong05.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardmedium01_1bitchargen.tri, humanbeardmedium01_1bitchargen.tri, CME_humanbeardmedium01_1bitchargen.tri, ECE_humanbeardmedium01_1bitchargen.tri, RANs_humanbeardmedium01_1bitchargen.tri, humanbeardmedium01_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardmedium01chargen.tri, humanbeardmedium01chargen.tri, CME_humanbeardmedium01chargen.tri, ECE_humanbeardmedium01chargen.tri, RANs_humanbeardmedium01chargen.tri, humanbeardmedium01.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardmedium03_1bitchargen.tri, humanbeardmedium03_1bitchargen.tri, CME_humanbeardmedium03_1bitchargen.tri, ECE_humanbeardmedium03_1bitchargen.tri, RANs_humanbeardmedium03_1bitchargen.tri, humanbeardmedium03_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardmedium03chargen.tri, humanbeardmedium03chargen.tri, CME_humanbeardmedium03chargen.tri, ECE_humanbeardmedium03chargen.tri, RANs_humanbeardmedium03chargen.tri, humanbeardmedium03.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardmedium04chargen.tri, humanbeardmedium04chargen.tri, CME_humanbeardmedium04chargen.tri, ECE_humanbeardmedium04chargen.tri, RANs_humanbeardmedium04chargen.tri, humanbeardmedium04.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardmedium07chargen.tri, humanbeardmedium07chargen.tri, CME_humanbeardmedium07chargen.tri, ECE_humanbeardmedium07chargen.tri, RANs_humanbeardmedium07chargen.tri, humanbeardmedium07.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort01chargen.tri, humanbeardshort01chargen.tri, CME_humanbeardshort01chargen.tri, ECE_humanbeardshort01chargen.tri, RANs_humanbeardshort01chargen.tri, humanbeardshort01.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort02chargen.tri, humanbeardshort02chargen.tri, CME_humanbeardshort02chargen.tri, ECE_humanbeardshort02chargen.tri, RANs_humanbeardshort02chargen.tri, humanbeardshort02.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort03chargen.tri, humanbeardshort03chargen.tri, CME_humanbeardshort03chargen.tri, ECE_humanbeardshort03chargen.tri, RANs_humanbeardshort03chargen.tri, humanbeardshort03.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort04chargen.tri, humanbeardshort04chargen.tri, CME_humanbeardshort04chargen.tri, ECE_humanbeardshort04chargen.tri, RANs_humanbeardshort04chargen.tri, humanbeardshort04.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort05chargen.tri, humanbeardshort05chargen.tri, CME_humanbeardshort05chargen.tri, ECE_humanbeardshort05chargen.tri, RANs_humanbeardshort05chargen.tri, humanbeardshort05.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort07chargen.tri, humanbeardshort07chargen.tri, CME_humanbeardshort07chargen.tri, ECE_humanbeardshort07chargen.tri, RANs_humanbeardshort07chargen.tri, humanbeardshort07.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort08chargen.tri, humanbeardshort08chargen.tri, CME_humanbeardshort08chargen.tri, ECE_humanbeardshort08chargen.tri, RANs_humanbeardshort08chargen.tri, humanbeardshort08.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort09chargen.tri, humanbeardshort09chargen.tri, CME_humanbeardshort09chargen.tri, ECE_humanbeardshort09chargen.tri, RANs_humanbeardshort09chargen.tri, humanbeardshort09.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort10chargen.tri, humanbeardshort10chargen.tri, CME_humanbeardshort10chargen.tri, ECE_humanbeardshort10chargen.tri, RANs_humanbeardshort10chargen.tri, humanbeardshort10.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort11chargen.tri, humanbeardshort11chargen.tri, CME_humanbeardshort11chargen.tri, ECE_humanbeardshort11chargen.tri, RANs_humanbeardshort11chargen.tri, humanbeardshort11.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort12chargen.tri, humanbeardshort12chargen.tri, CME_humanbeardshort12chargen.tri, ECE_humanbeardshort12chargen.tri, RANs_humanbeardshort12chargen.tri, humanbeardshort12.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort13chargen.tri, humanbeardshort13chargen.tri, CME_humanbeardshort13chargen.tri, ECE_humanbeardshort13chargen.tri, RANs_humanbeardshort13chargen.tri, humanbeardshort13.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort14chargen.tri, humanbeardshort14chargen.tri, CME_humanbeardshort14chargen.tri, ECE_humanbeardshort14chargen.tri, RANs_humanbeardshort14chargen.tri, humanbeardshort14.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort15chargen.tri, humanbeardshort15chargen.tri, CME_humanbeardshort15chargen.tri, ECE_humanbeardshort15chargen.tri, RANs_humanbeardshort15chargen.tri, humanbeardshort15.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort16chargen.tri, humanbeardshort16chargen.tri, CME_humanbeardshort16chargen.tri, ECE_humanbeardshort16chargen.tri, RANs_humanbeardshort16chargen.tri, humanbeardshort16.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort17chargen.tri, humanbeardshort17chargen.tri, CME_humanbeardshort17chargen.tri, ECE_humanbeardshort17chargen.tri, RANs_humanbeardshort17chargen.tri, humanbeardshort17.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort18chargen.tri, humanbeardshort18chargen.tri, CME_humanbeardshort18chargen.tri, ECE_humanbeardshort18chargen.tri, RANs_humanbeardshort18chargen.tri, humanbeardshort18.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort19chargen.tri, humanbeardshort19chargen.tri, CME_humanbeardshort19chargen.tri, ECE_humanbeardshort19chargen.tri, RANs_humanbeardshort19chargen.tri, humanbeardshort19.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort21chargen.tri, humanbeardshort21chargen.tri, CME_humanbeardshort21chargen.tri, ECE_humanbeardshort21chargen.tri, RANs_humanbeardshort21chargen.tri, humanbeardshort21.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort22chargen.tri, humanbeardshort22chargen.tri, CME_humanbeardshort22chargen.tri, ECE_humanbeardshort22chargen.tri, RANs_humanbeardshort22chargen.tri, humanbeardshort22.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort23chargen.tri, humanbeardshort23chargen.tri, CME_humanbeardshort23chargen.tri, ECE_humanbeardshort23chargen.tri, RANs_humanbeardshort23chargen.tri, humanbeardshort23.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort24chargen.tri, humanbeardshort24chargen.tri, CME_humanbeardshort24chargen.tri, ECE_humanbeardshort24chargen.tri, RANs_humanbeardshort24chargen.tri, humanbeardshort24.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort25chargen.tri, humanbeardshort25chargen.tri, CME_humanbeardshort25chargen.tri, ECE_humanbeardshort25chargen.tri, RANs_humanbeardshort25chargen.tri, humanbeardshort25.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort26chargen.tri, humanbeardshort26chargen.tri, CME_humanbeardshort26chargen.tri, ECE_humanbeardshort26chargen.tri, RANs_humanbeardshort26chargen.tri, humanbeardshort26.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort27chargen.tri, humanbeardshort27chargen.tri, CME_humanbeardshort27chargen.tri, ECE_humanbeardshort27chargen.tri, RANs_humanbeardshort27chargen.tri, humanbeardshort27.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort28chargen.tri, humanbeardshort28chargen.tri, CME_humanbeardshort28chargen.tri, ECE_humanbeardshort28chargen.tri, RANs_humanbeardshort28chargen.tri, humanbeardshort28.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort29chargen.tri, humanbeardshort29chargen.tri, CME_humanbeardshort29chargen.tri, ECE_humanbeardshort29chargen.tri, RANs_humanbeardshort29chargen.tri, humanbeardshort29.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort30chargen.tri, humanbeardshort30chargen.tri, CME_humanbeardshort30chargen.tri, ECE_humanbeardshort30chargen.tri, RANs_humanbeardshort30chargen.tri, humanbeardshort30.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort31chargen.tri, humanbeardshort31chargen.tri, CME_humanbeardshort31chargen.tri, ECE_humanbeardshort31chargen.tri, RANs_humanbeardshort31chargen.tri, humanbeardshort31.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardshort32chargen.tri, humanbeardshort32chargen.tri, CME_humanbeardshort32chargen.tri, ECE_humanbeardshort32chargen.tri, RANs_humanbeardshort32chargen.tri, humanbeardshort32.tri


# beards (HumansOrcsAndVampires, no Elf)
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong11_1bitchargen.tri, humanbeardlong11_1bitchargen.tri, CME_humanbeardlong11_1bitchargen.tri, ECE_humanbeardlong11_1bitchargen.tri, RANs_humanbeardlong11_1bitchargen.tri, humanbeardlong11_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong11chargen.tri, humanbeardlong11chargen.tri, CME_humanbeardlong11chargen.tri, ECE_humanbeardlong11chargen.tri, RANs_humanbeardlong11chargen.tri, humanbeardlong11.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong12_1bitchargen.tri, humanbeardlong12_1bitchargen.tri, CME_humanbeardlong12_1bitchargen.tri, ECE_humanbeardlong12_1bitchargen.tri, RANs_humanbeardlong12_1bitchargen.tri, humanbeardlong12_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong12chargen.tri, humanbeardlong12chargen.tri, CME_humanbeardlong12chargen.tri, ECE_humanbeardlong12chargen.tri, RANs_humanbeardlong12chargen.tri, humanbeardlong12.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong13_1bitchargen.tri, humanbeardlong13_1bitchargen.tri, CME_humanbeardlong13_1bitchargen.tri, ECE_humanbeardlong13_1bitchargen.tri, RANs_humanbeardlong13_1bitchargen.tri, humanbeardlong13_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong13chargen.tri, humanbeardlong13chargen.tri, CME_humanbeardlong13chargen.tri, ECE_humanbeardlong13chargen.tri, RANs_humanbeardlong13chargen.tri, humanbeardlong13.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong14_1bitchargen.tri, humanbeardlong14_1bitchargen.tri, CME_humanbeardlong14_1bitchargen.tri, ECE_humanbeardlong14_1bitchargen.tri, RANs_humanbeardlong14_1bitchargen.tri, humanbeardlong14_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong14chargen.tri, humanbeardlong14chargen.tri, CME_humanbeardlong14chargen.tri, ECE_humanbeardlong14chargen.tri, RANs_humanbeardlong14chargen.tri, humanbeardlong14.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong15_1bitchargen.tri, humanbeardlong15_1bitchargen.tri, CME_humanbeardlong15_1bitchargen.tri, ECE_humanbeardlong15_1bitchargen.tri, RANs_humanbeardlong15_1bitchargen.tri, humanbeardlong15_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong15chargen.tri, humanbeardlong15chargen.tri, CME_humanbeardlong15chargen.tri, ECE_humanbeardlong15chargen.tri, RANs_humanbeardlong15chargen.tri, humanbeardlong15.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong16_1bitchargen.tri, humanbeardlong16_1bitchargen.tri, CME_humanbeardlong16_1bitchargen.tri, ECE_humanbeardlong16_1bitchargen.tri, RANs_humanbeardlong16_1bitchargen.tri, humanbeardlong16_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong16chargen.tri, humanbeardlong16chargen.tri, CME_humanbeardlong16chargen.tri, ECE_humanbeardlong16chargen.tri, RANs_humanbeardlong16chargen.tri, humanbeardlong16.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong17_1bitchargen.tri, humanbeardlong17_1bitchargen.tri, CME_humanbeardlong17_1bitchargen.tri, ECE_humanbeardlong17_1bitchargen.tri, RANs_humanbeardlong17_1bitchargen.tri, humanbeardlong17_1bit.tri
mFiles = Data\Meshes\actors\character\character assets\beards\humanbeardlong17chargen.tri, humanbeardlong17chargen.tri, CME_humanbeardlong17chargen.tri, ECE_humanbeardlong17chargen.tri, RANs_humanbeardlong17chargen.tri, humanbeardlong17.tri

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

## [categoryName]
# select/add menu category.
# if starts with '-', use vanilla category.
# you can use only '-fixedCategoryName' in this .ini file.
#
# you can add new category, system insert it after vanilla one.


## -fixedMenuName, uniqueID
# if starts with '-', insert vanilla slider.
# you can use only '-fixedMenuName' in this .ini file.
#
# uniqueID is unique identification number of slider.
# these uniqueIDs are in savedData, DO NOT CHANGE these which are already exists.

## sliderTitle, uniqueID, sliderType[0-1], leftSliderMorphName, rightSliderMorphName or silderMaxNum
# sliderTitle is title in the menu.
# sliderType is number, 0 or 1.
# 0 is variable morph (center of slider is no-morph), needs both left and right sliderMorphNames.
# 1 is preset-selectable morph (change shape by slider, like nose, eyes, and lips), needs leftSliderName and sliderMaxNum.
# leftSliderName of preset-selectable morph is base name, and the system adds number.
# ex. if leftSliderName is "addMorph", system assign "addMorph1", "addMorph2", ... to silderMaxNum.

## 
# if you want to add your slider, choose uniqueID from the range of numbers which other persons are not using.
# I recommend to choose 100 IDs at a time. (ex. 2000-2099)
# system reserved less than 100.
#
# leftSliderMorphName and rightSliderMorphName need to be unique.
# It is a good idea to attach prefix, like 'my_NoseType'.
#


[-Body]
-Sex, 1
-Presets, 2
$CME_Load, 901, 208
$CME_LoadName, 910, 206
-SkinTone, 3
-weight, 4
## type 2 - scale
# SliderName, uniqueID, type=2, targetNode, sliderRange (, targetNode2, expression)...
# set node scale to ( 1 + sliderPos). (-sliderRange <= sliderPos <= sliderRange)
# targetNode2,3, ... is set to result of expression.
# if expression starts with "(", read as normal expression, otherwise "Reverse Polish Notation".
# you can use x(means 1+sliderPos), +-*/^<> and number.
# conditional operator '<, >' , (expression1) : (expression2) : (condition). select expression1 when condition is TRUE.
# When RPN mode, use 4 stacks. top 2 stacks are for condition( 1st > 2nd etc.), select 3rd or 4th and push back either one.
# if targetNode starts with "+", set position same as 'type3' slider.
$CME_HeadScale, 902, 202, NPC Head [Head], 0.2

## type 3 - position
# SliderName, uniqueID, type=3, targetNode, sliderRange, x, y, z
# set node position to (sliderPos)*(x,y,z). (-sliderRange <= sliderPos <= sliderRange)
$CME_HeadUpDown, 903, 203, CME Neck [Neck], 1, 0, 0, 2

#$CME_ShoulderScale, 908, 202, NPC Spine2 [Spn2], 0.2, NPC Head [Head], (1 / x), WeaponBack, (1 / x), WeaponBow, (1 / x), QUIVER, (1 / x), NPC Root [Root], (120.5 / (29.1 * x + 91.4))
	
#Hand Female
#$Left Hand Size, 2200, 2, Dummy, 0.2, NPC L Hand [LHnd], (x * 0.8517)
#$Right Hand Size, 2201, 2, Dummy, 0.2, NPC R Hand [RHnd], (x * 0.8517)
#Hand Male
#$Left Hand Size, 2200, 102, NPC L Hand [LHnd], 0.2
#$Right Hand Size, 2201, 102, NPC L Hand [LHnd], 0.2
	
#Palm Female
#$Left Palm, 2202, 2, Dummy, 0.2, NPC L Hand [LHnd], (x * 0.8517), CME L Hand [LHnd], (1 / x)
#$Right Palm, 2203, 2, Dummy, 0.2, NPC R Hand [RHnd], (x * 0.8517), CME R Hand [RHnd], (1 / x)
#Palm Male
#$Left Palm, 2202, 102, NPC L Hand [LHnd], 0.2, CME L Hand [LHnd], (1 / x)
#$Right Palm, 2203, 102, NPC R Hand [RHnd], 0.2, CME R Hand [RHnd], (1 / x)

#Thumb
#$Left Thumb, 2204, 202, NPC L Finger00 [LF00], 0.2, CME L Finger00 [LF00], (1 / x), NPC L Finger01 [LF01], x, CME L Finger01 [LF01], (1 / x), NPC L Finger02 [LF02], x
#$Right Thumb, 2205, 202, NPC R Finger00 [RF00], 0.2, CME R Finger00 [RF00], (1 / x), NPC R Finger01 [RF01], x, CME R Finger01 [RF01], (1 / x), NPC R Finger02 [RF02], x

#Index
#$Left Index, 2206, 202, NPC L Finger10 [LF10], 0.2, CME L Finger10 [LF10], (1 / x), NPC L Finger11 [LF11], x, CME L Finger11 [LF11], (1 / x), NPC L Finger02 [LF12], x
#$Right Index, 2207, 202, NPC R Finger10 [RF10], 0.2, CME R Finger10 [RF10], (1 / x), NPC R Finger11 [RF11], x, CME R Finger11 [RF11], (1 / x), NPC R Finger12 [RF12], x

#Middle
#$Left Middle, 2208, 202, NPC L Finger20 [LF20], 0.2, CME L Finger20 [RF20], (1 / x), NPC L Finger21 [LF21], x, CME L Finger21 [RF21], (1 / x), NPC L Finger22 [LF22], x
#$Right Middle, 2209, 202, NPC R Finger20 [RF20], 0.2, CME R Finger20 [RF20], (1 / x), NPC R Finger21 [RF21], x, CME R Finger21 [RF21], (1 / x), NPC R Finger22 [RF22], x

#Ring
#$Left Ring, 2210, 202, NPC L Finger30 [LF30], 0.2, CME L Finger30 [RF30], (1 / x), NPC L Finger31 [LF31], x, CME L Finger31 [RF31], (1 / x), NPC L Finger32 [LF32], x
#$Right Ring, 2211, 202, NPC R Finger30 [RF30], 0.2, CME R Finger30 [RF30], (1 / x), NPC R Finger31 [RF31], x, CME R Finger31 [RF31], (1 / x), NPC R Finger32 [RF32], x

#Pinky
#$Left Pinky, 2212, 202, NPC L Finger40 [LF40], 0.2, CME L Finger40 [RF40], (1 / x), NPC L Finger41 [LF41], x, CME L Finger41 [RF41], (1 / x), NPC L Finger42 [LF42], x
#$Right Pinky, 2213, 202, NPC R Finger40 [RF40], 0.2, CME R Finger40 [RF40], (1 / x), NPC R Finger41 [RF41], x, CME R Finger41 [RF41], (1 / x), NPC R Finger42 [RF42], x

#$Leg Length, 904, 202, NPC L Thigh [LThg], 0.1, 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)
	
#$Waist, 914, 202, CME Spine [Spn0], 0.2, CME Spine1 [Spn1], (1 / x)

# Torpedo Boobs fix by jbezorg
# fNewNodeScale = fOriginalNodeScale + fChangeInScale
# fNewChildNodeScale = fOriginalChildNodeScale * (fOriginalNodeScale / fNewNodeScale)
$Breasts, 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)

$Left Breast, 2220, 2, Dummy, 0.9, NPC L Breast, (x):(0.1):(x > 0.1)
$Right Breast, 2221, 2, Dummy, 0.9, NPC R Breast, (x):(0.1):(x > 0.1)

$Left Breast Curve, 2222, 2, Dummy, 0.9, NPC L Breast01, (x):(0.1):(x > 0.1)
$Right Breast Curve, 2223, 2, Dummy, 0.9, NPC R Breast01, (x):(0.1):(x > 0.1)
	
$Glute, 912, 2, Dummy, 0.9, NPC L Butt, (x):(0.1):(x > 0.1), NPC R Butt, (x):(0.1):(x > 0.1)

$Left Glute, 2224, 2, Dummy, 0.9, NPC L Butt, (x):(0.1):(x > 0.1)
$Right Glute, 2225, 2, Dummy, 0.9, NPC R Butt, (x):(0.1):(x > 0.1)

$Tail Pos X, 2004, 202, Dummy, 1, +CME Tail Pelvis [Pelv], x, 3, 0, 0, +CME Tail Spine [Spn0], x, 3, 0, 0, +CME Tail Spine1 [Spn1], x, 3, 0, 0, +CME Tail L Thigh [LThg], x, 3, 0, 0, +CME Tail R Thigh [RThg], x, 3, 0, 0
$Tail Pos Y, 2005, 202, Dummy, 1, +CME Tail Pelvis [Pelv], x, 0, 3, 0, +CME Tail Spine [Spn0], x, 0, 3, 0, +CME Tail Spine1 [Spn1], x, 0, 3, 0, +CME Tail L Thigh [LThg], x, 0, 3, 0, +CME Tail R Thigh [RThg], x, 0, 3, 0
$Tail Pos Z, 2006, 202, Dummy, 1, +CME Tail Pelvis [Pelv], x, 0, 0, 3, +CME Tail Spine [Spn0], x, 0, 0, 3, +CME Tail Spine1 [Spn1], x, 0, 0, 3, +CME Tail L Thigh [LThg], x, 0, 0, 3, +CME Tail R Thigh [RThg], x, 0, 0, 3
	
$Tail01, 2007, 202, TailBone01, 0.4, HDT TailBone01, x, NPC TailBone01, x
$Tail02, 2008, 202, TailBone02, 0.4, HDT TailBone02, x, NPC TailBone02, x
$Tail03, 2009, 202, TailBone03, 0.4, HDT TailBone03, x, NPC TailBone03, x
$Tail04, 2010, 202, TailBone04, 0.4, HDT TailBone04, x, NPC TailBone04, x
$Tail05, 2011, 202, TailBone05, 0.4, HDT TailBone05, x, NPC TailBone05, x
$Tail06, 2012, 202, HDT TailBone06, 0.4, NPC TailBone06, x
$Tail07, 2013, 202, NPC TailBone07, 0.4
$Tail08, 2014, 202, NPC TailBone08, 0.4

$Tail01 Thick, 2120, 202, TailBone01, 0.4, CME TailBone01, (1 / x), HDT TailBone01, x, HDT TailBone02, (1 / x), NPC TailBone01, x, NPC TailBone02, (1 / x)
$Tail02 Thick, 2121, 202, TailBone02, 0.4, CME TailBone02, (1 / x), HDT TailBone02, x, HDT TailBone03, (1 / x), NPC TailBone02, x, NPC TailBone03, (1 / x)
$Tail03 Thick, 2122, 202, TailBone03, 0.4, CME TailBone03, (1 / x), HDT TailBone03, x, HDT TailBone04, (1 / x), NPC TailBone03, x, NPC TailBone04, (1 / x)
$Tail04 Thick, 2123, 202, TailBone04, 0.4, CME TailBone04, (1 / x), HDT TailBone04, x, HDT TailBone05, (1 / x), NPC TailBone04, x, NPC TailBone05, (1 / x)
$Tail05 Thick, 2124, 202, HDT TailBone05, 0.4, HDT TailBone06, (1 / x), NPC TailBone05, x, NPC TailBone06, (1 / x)
$Tail06 Thick, 2125, 202, NPC TailBone06, 0.4, NPC TailBone07, (1 / x)
$Tail07 Thick, 2126, 202, NPC TailBone07, 0.4, NPC TailBone08, (1 / x)


$Overall Weapon Scale, 2020, 202, WeaponAxe, 0.2, 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

$Weapon Scale, 2038, 202, WEAPON, 0.99
$Shield Scale, 2039, 202, SHIELD, 0.99

$Axe Scale, 2021, 202, WeaponAxe, 0.99
$Axe Pos X, 2040, 202, Dummy, 1, +CME WeaponAxeDefault, x, 3, 0, 0, +CME WeaponAxeReverse, x, 3, 0, 0, +CME WeaponAxeOnBack, x, 3, 0, 0
$Axe Pos Y, 2041, 202, Dummy, 1, +CME WeaponAxeDefault, x, 0, 3, 0, +CME WeaponAxeReverse, x, 0, 3, 0, +CME WeaponAxeOnBack, x, 0, 3, 0
$Axe Pos Z, 2042, 202, Dummy, 1, +CME WeaponAxeDefault, x, 0, 0, 3, +CME WeaponAxeReverse, x, 0, 0, 3, +CME WeaponAxeOnBack, x, 0, 0, 3

$Axe Left Scale, 2022, 202, WeaponAxeLeft, 0.99
$Axe Left Pos X, 2044, 202, Dummy, 1, +CME WeaponAxeLeftDefault, x, 3, 0, 0, +CME WeaponAxeLeftReverse, x, 3, 0, 0, +CME WeaponAxeLeftOnBack, x, 3, 0, 0
$Axe Left Pos Y, 2045, 202, Dummy, 1, +CME WeaponAxeLeftDefault, x, 0, 3, 0, +CME WeaponAxeLeftReverse, x, 0, 3, 0, +CME WeaponAxeLeftOnBack, x, 0, 3, 0
$Axe Left Pos Z, 2046, 202, Dummy, 1, +CME WeaponAxeLeftDefault, x, 0, 0, 3, +CME WeaponAxeLeftReverse, x, 0, 0, 3, +CME WeaponAxeLeftOnBack, x, 0, 0, 3

$Mace Scale, 2023, 202, WeaponMace, 0.99
$Mace Pos X, 2050, 202, Dummy, 1, +CME WeaponMaceDefault, x, 3, 0, 0
$Mace Pos Y, 2051, 202, Dummy, 1, +CME WeaponMaceDefault, x, 0, 3, 0
$Mace Pos Z, 2052, 202, Dummy, 1, +CME WeaponMaceDefault, x, 0, 0, 3

$Mace Left Scale, 2024, 202, WeaponMaceLeft, 0.99
$Mace Left Pos X, 2054, 202, Dummy, 1, +CME WeaponMaceLeftDefault, x, 3, 0, 0
$Mace Left Pos Y, 2055, 202, Dummy, 1, +CME WeaponMaceLeftDefault, x, 0, 3, 0
$Mace Left Pos Z, 2056, 202, Dummy, 1, +CME WeaponMaceLeftDefault, x, 0, 0, 3

$Sword Scale, 2025, 202, WeaponSword, 0.99
$Sword Pos X, 2060, 202, Dummy, 1, +CME WeaponSwordDefault, x, 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 WeaponSwordNMD, x, 3, 0, 0
$Sword Pos Y, 2061, 202, Dummy, 1, +CME WeaponSwordDefault, x, 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 WeaponSwordNMD, x, 0, 3, 0
$Sword Pos Z, 2062, 202, Dummy, 1, +CME WeaponSwordDefault, x, 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 WeaponSwordNMD, x, 0, 0, 3

$Sword Left Scale, 2026, 202, WeaponSwordLeft, 0.99
$Sword Left Pos X, 2064, 202, Dummy, 1, +CME WeaponSwordLeftDefault, x, 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 WeaponSwordLeftNMD, x, 3, 0, 0
$Sword Left Pos Y, 2065, 202, Dummy, 1, +CME WeaponSwordLeftDefault, x, 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 WeaponSwordLeftNMD, x, 0, 3, 0
$Sword Left Pos Z, 2066, 202, Dummy, 1, +CME WeaponSwordLeftDefault, x, 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 WeaponSwordLeftNMD, x, 0, 0, 3

$Dagger Scale, 2027, 202, WeaponDagger, 0.99
$Dagger Pos X, 2070, 202, Dummy, 1, +CME WeaponDaggerDefault, x, 3, 0, 0, +CME WeaponDaggerBackHip, x, 3, 0, 0, +CME WeaponDaggerAnkle, x, 3, 0, 0
$Dagger Pos Y, 2071, 202, Dummy, 1, +CME WeaponDaggerDefault, x, 0, 3, 0, +CME WeaponDaggerBackHip, x, 0, 3, 0, +CME WeaponDaggerAnkle, x, 0, 3, 0
$Dagger Pos Z, 2072, 202, Dummy, 1, +CME WeaponDaggerDefault, x, 0, 0, 3, +CME WeaponDaggerBackHip, x, 0, 0, 3, +CME WeaponDaggerAnkle, x, 0, 0, 3

$Dagger Left Scale, 2028, 202, WeaponDaggerLeft, 0.99
$Dagger Left Pos X, 2074, 202, Dummy, 1, +CME WeaponDaggerLeftDefault, x, 3, 0, 0, +CME WeaponDaggerLeftBackHip, x, 3, 0, 0, +CME WeaponDaggerLeftAnkle, x, 3, 0, 0
$Dagger Left Pos Y, 2075, 202, Dummy, 1, +CME WeaponDaggerLeftDefault, x, 0, 3, 0, +CME WeaponDaggerLeftBackHip, x, 0, 3, 0, +CME WeaponDaggerLeftAnkle, x, 0, 3, 0
$Dagger Left Pos Z, 2076, 202, Dummy, 1, +CME WeaponDaggerLeftDefault, x, 0, 0, 3, +CME WeaponDaggerLeftBackHip, x, 0, 0, 3, +CME WeaponDaggerLeftAnkle, x, 0, 0, 3

$Weapon Back Scale, 2029, 202, WeaponBack, 0.99
$Weapon Back Pos X, 2080, 202, Dummy, 1, +CME WeaponBackDefault, x, 3, 0, 0, +CME WeaponBackSWP, x, 3, 0, 0, +CME WeaponBackFSM, x, 3, 0, 0
$Weapon Back Pos Y, 2081, 202, Dummy, 1, +CME WeaponBackDefault, x, 0, 3, 0, +CME WeaponBackSWP, x, 0, 3, 0, +CME WeaponBackFSM, x, 0, 3, 0
$Weapon Back Pos Z, 2082, 202, Dummy, 1, +CME WeaponBackDefault, x, 0, 0, 3, +CME WeaponBackSWP, x, 0, 0, 3, +CME WeaponBackFSM, x, 0, 0, 3
$Weapon Back Axe Pos X, 2116, 202, Dummy, 1, +CME WeaponBackAxeMaceDefault, x, 3, 0, 0, +CME WeaponBackAxeMaceSWP, x, 3, 0, 0, +CME WeaponBackAxeMaceFSM, x, 3, 0, 0
$Weapon Back Axe Pos Y, 2117, 202, Dummy, 1, +CME WeaponBackAxeMaceDefault, x, 0, 3, 0, +CME WeaponBackAxeMaceSWP, x, 0, 3, 0, +CME WeaponBackAxeMaceFSM, x, 0, 3, 0
$Weapon Back Axe Pos Z, 2118, 202, Dummy, 1, +CME WeaponBackAxeMaceDefault, x, 0, 0, 3, +CME WeaponBackAxeMaceSWP, x, 0, 0, 3, +CME WeaponBackAxeMaceFSM, x, 0, 0, 3

$Shield Back Scale, 2030, 202, ShieldBack, 0.99
$Shield Back Pos X, 2084, 202, Dummy, 1, +CME ShieldBackDefault, x, 3, 0, 0
$Shield Back Pos Y, 2085, 202, Dummy, 1, +CME ShieldBackDefault, x, 0, 3, 0
$Shield Back Pos Z, 2086, 202, Dummy, 1, +CME ShieldBackDefault, x, 0, 0, 3

$Staff Scale, 2031, 202, WeaponStaff, 0.99
$Staff Pos X, 2090, 202, Dummy, 1, +CME WeaponStaffDefault, x, 3, 0, 0
$Staff Pos Y, 2091, 202, Dummy, 1, +CME WeaponStaffDefault, x, 0, 3, 0
$Staff Pos Z, 2092, 202, Dummy, 1, +CME WeaponStaffDefault, x, 0, 0, 3

$Staff Left Scale, 2032, 202, WeaponStaffLeft, 0.99
$Staff Left Pos X, 2094, 202, Dummy, 1, +CME WeaponStaffLeftDefault, x, 3, 0, 0
$Staff Left Pos Y, 2095, 202, Dummy, 1, +CME WeaponStaffLeftDefault, x, 0, 3, 0
$Staff Left Pos Z, 2096, 202, Dummy, 1, +CME WeaponStaffLeftDefault, x, 0, 0, 3

$Bow Scale, 2033, 202, WeaponBow, 0.99
$Bow Pos X, 2100, 202, Dummy, 1, +CME WeaponBowDefault, x, 3, 0, 0, +CME WeaponBowChesko, x, 3, 0, 0, +CME WeaponBowBetter, x, 3, 0, 0, +CME WeaponBowFSM, x, 3, 0, 0
$Bow Pos Y, 2101, 202, Dummy, 1, +CME WeaponBowDefault, x, 0, 3, 0, +CME WeaponBowChesko, x, 0, 3, 0, +CME WeaponBowBetter, x, 0, 3, 0, +CME WeaponBowFSM, x, 0, 3, 0
$Bow Pos Z, 2102, 202, Dummy, 1, +CME WeaponBowDefault, x, 0, 0, 3, +CME WeaponBowChesko, x, 0, 0, 3, +CME WeaponBowBetter, x, 0, 0, 3, +CME WeaponBowFSM, x, 0, 0, 3

$Crossbow Pos X, 2113, 202, Dummy, 1, +CME WeaponCrossbowDefault, x, 3, 0, 0, +CME WeaponCrossbowChesko, x, 3, 0, 0
$Crossbow Pos Y, 2114, 202, Dummy, 1, +CME WeaponCrossbowDefault, x, 0, 3, 0, +CME WeaponCrossbowChesko, x, 0, 3, 0
$Crossbow Pos Z, 2115, 202, Dummy, 1, +CME WeaponCrossbowDefault, x, 0, 0, 3, +CME WeaponCrossbowChesko, x, 0, 0, 3

$Quiver Scale, 2034, 202, QUIVER, 0.99
$Quiver Pos X, 2104, 202, Dummy, 1, +CME QUIVERDefault, x, 3, 0, 0, +CME QUIVERChesko, x, 3, 0, 0, +CME QUIVERLeftHipBolt, x, 3, 0, 0
$Quiver Pos Y, 2105, 202, Dummy, 1, +CME QUIVERDefault, x, 0, 3, 0, +CME QUIVERChesko, x, 0, 3, 0, +CME QUIVERLeftHipBolt, x, 0, 3, 0
$Quiver Pos Z, 2106, 202, Dummy, 1, +CME QUIVERDefault, x, 0, 0, 3, +CME QUIVERChesko, x, 0, 0, 3, +CME QUIVERLeftHipBolt, x, 0, 0, 3

$Bolt Pos X, 2110, 202, Dummy, 1, +CME BOLTDefault, x, 3, 0, 0, +CME BOLTChesko, x, 3, 0, 0, +CME BOLTLeftHipBolt, x, 3, 0, 0, +CME BOLTXP32, x, 3, 0, 0, +CME BOLTABQ, x, 3, 0, 0
$Bolt Pos Y, 2111, 202, Dummy, 1, +CME BOLTDefault, x, 0, 3, 0, +CME BOLTChesko, x, 0, 3, 0, +CME BOLTLeftHipBolt, x, 0, 3, 0, +CME BOLTXP32, x, 0, 3, 0, +CME BOLTABQ, x, 0, 3, 0
$Bolt Pos Z, 2112, 202, Dummy, 1, +CME BOLTDefault, x, 0, 0, 3, +CME BOLTChesko, x, 0, 0, 3, +CME BOLTLeftHipBolt, x, 0, 0, 3, +CME BOLTXP32, x, 0, 0, 3, +CME BOLTABQ, x, 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]
$CME_Femalize, 916, 100, CME_HeadFemale2, CME_HeadFemale
$RANs_Weight, 4604, 200, RANs_WeightSlim, RANs_WeightFat
$RANs_Age, 4603, 200, RANs_AgeYoung, RANs_AgeAdult
-Complexion, 5
-Dirt, 6,
-DirtColor, 7
-Scars, 8
-WarPaint, 9
-WarPaintColor, 10

[-Face]
$CME_HeadUpDown, 903, 203, CME HeadPos, 1, 0, 0, 2
$CME_FaceUpDown, 907, 200, CME_FaceUp, RANs_FaceDown
$RANs_FaceWidth, 4605, 200, RANs_FaceNallow, RANs_FaceWide
$RANs_FaceHight, 4606, 200, RANs_FaceShort, RANs_FaceLong
$RANs_FaceBackForward, 4607, 200, RANs_FaceBack, RANs_FaceForward
$RANs_FaceDepth, 4608, 200, RANs_FaceFlat, RANs_FacePointed
$CME_ForeheadFix, 913, 200, NoMorph, CME_ForeheadFix

$CME_NeckSize, 50, 200, CME_NeckThin, NoMorph

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

$CME_CheeksWidth, 53, 200, CME_CheeksNarrow, CME_CheeksWide
$CME_CheeksBlow, 54, 200, ece_CheeksSuck, CME_CheeksBlow

$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

$ECE_ChinBackForward, 104, 200, ece_ChinBack, ece_ChinForward
$CME_UnderChinSlope, 87, 200, CME_UnderChinIn, CME_UnderChinOut

[-Eyes]
$CME_EyesType, 26, 1, ece_HumEyesType, 25
$CME_EyesType, 26, 101, EyesType, 37

-EyeColor, 27

$CME_EyesSize, 60, 200, CME_EyesSmall, CME_EyesBig
$CME_EyesHeight, 61, 200, CME_EyesShort, CME_EyesLong
$CME_UpperEyesHeight, 62, 200, CME_EyesUpperDown, CME_EyesUpperUp
$RANs_UpperEyelidShape, 4609, 200, RANs_UpperEyelidIn, RANs_UpperEyelidOut
$CME_LowerEyesHeight, 63, 200, CME_EyesLowerUp, CME_EyesLowerDown
$RANs_UnderEyelidShape, 4610, 200, RANs_UnderEyelidIn, RANs_UnderEyelidOut
$RANs_Eyebags, 4611, 200, RANs_EyebagsSmall, RANs_EyebagsLarge
$CME_EyesSlope, 64, 200, CME_EyesSad, CME_EyesAngry
$RANs_MedialCanthusHeight, 4613, 200, RANs_MedialCanthusDown, RANs_MedialCanthusUp
$RANs_MedialCanthusInOut, 4614, 200, RANs_MedialCanthusIn, RANs_MedialCanthusOut
$RANs_LateralCanthusHeight, 4615, 200, RANs_LateralCanthusDown, RANs_LateralCanthusUp
$RANs_LateralCanthusInOut, 4616, 200, RANs_LateralCanthusIn, RANs_LateralCanthusOut
$CME_EyeballSize, 65, 200, CME_EyeballSmall, CME_EyeballBig
$CME_EyeballInOut, 67, 200, CME_EyeballOut, CME_EyeballIn
$CME_EyeballUpDown, 68, 200, CME_EyeballDown, CME_EyeballUp
$CME_EyelashLength, 66, 200, CME_EyelashShort, CME_EyelashLong

$CME_EyesUpDown, 28, 200, EyesMoveDown, EyesMoveUp
$CME_WholeEyesUpDown, 105, 200, ece_WholeEyesDown, ece_WholeEyesUp
$CME_EyesInOut, 29, 200, EyesMoveIn, EyesMoveOut
$RANs_EyeWidth, 4617, 200, RANs_EyesShort, RANs_EyesLong
$CME_EyesBackForward, 30, 200, EyesBack, EyesForward

[-Brow]
-BrowType, 34

$RANs_BrowThickness, 4612, 200, RANs_BrowsThin, RANs_BrowsThick
$CME_BlowSlope, 70, 200, CME_BrowSad, CME_BrowAngry
$CME_BlowArch, 71, 200, CME_BrowStraight, CME_BrowArch

$CME_BlowUpDown, 35, 200, BrowDown, BrowUp
$CME_BlowInOut, 36, 200, BrowIn, BrowOut
$CME_BlowBackForward, 37, 200, BrowBack, BrowForward
$RANs_ForeheadBackForward, 4601, 200, RANs_ForeheadBack, RANs_ForeheadForward

[-Mouth]
$CME_LipType, 38, 1, ece_HumLipType, 28
$CME_LipType, 38, 101, LipType, 28

$RANs_LipDuckly, 4600, 200, RANs_LipFlat, RANs_LipDuck
$CME_MouthWidth, 80, 200, CME_MouthNarrow, CME_MouthWide
$CME_MouthHeight, 81, 200, CME_MouthThin, CME_MouthThick
$CME_UpperLipHeight, 82, 200, CME_UpperLipThin, CME_UpperLipThick
$CME_LowerLipHeight, 83, 200, CME_LowerLipThin, CME_LowerLipThick
$CME_MouthCornaerUpDown, 84, 200, CME_MouthCornerDown, CME_MouthCornerUp
$CME_MouthCornerBackForward, 85, 200, CME_MouthCornerDeep, CME_MouthCornerShallow
$CME_MouthUpDown, 39, 200, LipMoveDown, LipMoveUp
$CME_MouthBackForward, 40, 200, LipMoveIn, LipMoveOut
$RANs_OcclusionInOut, 4618, 200, RANs_OcclusionIn, RANs_OcclusionOut

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

[$CME_Nose]
$CME_NoseType, 11, 1, ece_HumNoseType, 30
$CME_NoseType, 11, 101, NoseType, 30

$CME_NoseUpDown, 12, 200, NoseDown, NoseUp
$CME_NoseLength, 13, 200, NoseShort, NoseLong
$CME_NoseBackForward, 97, 200, CME_NoseLow, CME_NoseHigh
$ECE_NoseBridgeWidth, 100, 200, ece_NoseBridgeNarrow, ece_NoseBridgeWide
$ECE_NoseTipWidth, 101, 200, ece_NoseNarrow, ece_NoseWide
$RANs_NoseTipUpDown, 4619, 200, RANs_NoseTipUp, RANs_NoseTipDown
$CME_NoseHoleSlope, 92, 200, CME_NoseUpward, CME_NoseDownward

$CME_NoseSellionBackForward, 93, 200, CME_NoseSellionDeep, CME_NoseSellionShallow
$CME_NoseSellionUpDown, 94, 200, CME_NoseSellionDown, CME_NoseSellionUp
$CME_NoseSellionWidth, 95, 200, CME_NoseSellionNarrow, CME_NoseSellionWide

$RANs_NoseRidgeShape, 4602, 200, RANs_NoseRidgeHollow, RANs_NoseRidgeConvex
$CME_AroundNoseBackForward, 96, 200, CME_AroundNoseIn, CME_AroundNoseOut

[$ECE_Ears]
$ECE_EarShape, 102, 1, ece_HumEarType, 7
$ECE_EarSize, 103, 200, ece_EarSmall, ece_EarLarge
$CME_EarUpDown, 52, 200, CME_EarsMoveDown, CME_EarsMoveUp
$CME_ElfEar, 51, 200, CME_LopEar, CME_ElfEar

[$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_RaceShape]
$CME_Nord, 73, 200, CME_NordRace_inv, CME_NordRace
$CME_Breton, 74, 200, CME_BretonRace_inv, CME_BretonRace
$CME_Imperial, 75, 200, CME_ImperialRace_inv, CME_ImperialRace
$CME_Redguard, 76, 200, CME_RedguardRace_inv, CME_RedguardRace
$CME_WoodElf, 77, 200, CME_WoodElfRace_inv, CME_WoodElfRace
$CME_DarkElf, 78, 200, CME_DarkElfRace_inv, CME_DarkElfRace
$CME_HighElf, 79, 200, CME_HighElfRace_inv, CME_HighElfRace

### test
## type 17 - player Expression
# SliderName, uniqueID, type=17
# call papyrus function: player.setExpressionOverride( (uniqueID - 920), value)
# uniqueIDs are must in range 920-966.
[$CME_Expression]
#Dialogue Anger, 920, 217
#Dialogue Fear, 921, 217
#Dialogue Happy, 922, 217
#Dialogue Sad, 923, 217
#Dialogue Surprise, 924, 217
#Dialogue Puzzled, 925, 217
#Dialogue Disgusted, 926, 217
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
Aah, 937, 200, NoMorph, Aah
BigAah, 938, 200, NoMorph, BigAah
BMP, 939, 200, NoMorph, BMP
ChJSh, 940, 200, NoMorph, ChJSh
DST, 941, 200, NoMorph, DST
Eee, 942, 200, NoMorph, Eee
Eh, 943, 200, NoMorph, Eh
FV, 944, 200, NoMorph, FV
I, 945, 200, NoMorph, I
K, 946, 200, NoMorph, K
N, 947, 200, NoMorph, N
Oh, 948, 200, NoMorph, Oh
OohQ, 949, 200, NoMorph, OohQ
R, 950, 200, NoMorph, R
Th, 951, 200, NoMorph, Th
W, 952, 200, NoMorph, W
BlinkLeft, 953, 200, NoMorph, BlinkLeft
BlinkRight, 954, 200, NoMorph, BlinkRight
BrowDownLeft, 955, 200, NoMorph, BrowDownLeft
BrowDownRight, 956, 200, NoMorph, BrowDownRight
BrowInLeft, 957, 200, NoMorph, BrowInLeft
BrowInRight, 958, 200, NoMorph, BrowInRight
BrowUpLeft, 959, 200, NoMorph, BrowUpLeft
BrowUpRight, 960, 200, NoMorph, BrowUpRight
LookDown/Up, 961, 200, LookDown, LookUp
LookLeft/Right, 962, 200, LookLeft, LookRight
SquintLeft, 965, 200, NoMorph, SquintLeft
SquintRight, 966, 200, NoMorph, SquintRight

[$CME_VertexEdit]
$CME_Vertex, 800, 218, commonTriRaces\commonTri_vertexList.txt

