I created a bunch of new texture sets, duplicated the body parts and made form lists for them, added my new race to the form lists that decide what hair and eyes are available for it ... and actually got it all to work ... until I noticed my high elf copy is now using a human head. She has the “round” human face geometry and normal human ears. Eek!
Even before I got my hands on the CK I was wondering why there were no ear meshes and only one single set of head mesh files ... I think I know now:
I get this error message when trying to preview my race: FACEGEN: Could not find (and apply) race morph 'TEFHighElfRace' in TRI file 'Actors\Character\Character Assets\FaceParts\FemaleHeadBrowsRace.tri' for Geometry FemaleHeadBrows.
TEFHighElfRace is my new races editor ID. It seems all the race specific morphs for the humanoid head are stored in a single file, referenced by the editor ID. That would also explain why those ears look rather ... ugly.
I redid my race from scratch, dropping my usual TEF prefix and using a suffix instead, hoping the game would use the best matching name (since all the races exist as ...Vampire too). But no dice. Same error.
Does this mean that adding new races that recycle a vanilla head will always require tinkering with a bunch of binary TRI files? Eek?! Or maybe I overlooked something?
Anyway, I am happy the CK is finally here. So much to do

