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SAM Morphs for RaceMenu 1.0.3

   (2 reviews)

3 Screenshots

About This File

This is a RaceMenu plugin that adds SAM morphs without using any of SAM's scripts.  It's mainly intended to add SAM morphing features to SE, but a version for Oldrim is also provided.

Using armor refits for SAM is highly recommended.  For SE users, the refits must be converted to SE format using NIF Optimizer.

RaceMenu SE 0.2.4 requires .tri morphs to be using the newer format exported by Outfit Studio.

Features

  • Samson/Samuel morphs with a toggle for skeleton scaling
  • Genital morphs based on SAM genital bones scaling formula
  • Foreskin morph to toggle foreskin
  • Individual bone scaling used in Samson/Samuel morphs for finer tuning
  • Genital skeleton scaling for compatiblity with genital accessories
  • Body hair overlays
  • BodyGen morphs to apply Samson/Samuel morphs and randomized genital morphs to all male NPC's based on class (optional)
  • Edit morphs/overlays on any male NPC with a minimal RaceMenu invoked from a custom spell (UIExtensions required)

sliders.thumb.jpg.6b07a3b9bd1b17738ff889d26f62625e.jpg

 

Requirements

*not required, but SAM assets are required in some type of setup (like SOS).  SAM scripts/.esp/.dll are not used.
**only required for editing morphs on NPC's

Manual Installation

  • 00 Textures for overlays
  • 01 Base mod for either Oldrim or SE
  • 02 BodyGen morphs (1 for basic setup, 2 for overrides from other mods) (optional)
  • 03 Genital Morphs if not using SAM Light (optional)

Notes

  • Foreskin morph requires SAM Light "un-cut" option during installation.
  • BodyGen for RaceMenu SE can make the game unstable based on individual setups.
  • BodyGen morphs are saved in the SKSE co-save alongside the game save.  NetImmerse Override Cleaner can be used to remove the morph data in Oldrim saves.  I'm not aware of any equivalent tool for SE.
  • Body hair overlay only applies to the main body mesh, not the genitals.  This is due to how the overlay system was designed.
  • RaceMenu for NPC's will show them in a T-pose during slider changes.  This is intentional and required when updating skeleton scaling since the game is paused.  NPC will resume animations once the menu is closed.
  • Genital morphs don't use genital skeleton scaling and are intended for BodyGen randomization.
  • If used alongside the full SAM, the morphs and scaling are not synchronized and will add on top of each other.

Credits

  • expired6978 for RaceMenu and UIExtensions
  • Vector for the creation of Shape Atlas for Men

What's New in Version 1.0.3   See changelog

Released

  • changed key used for transformations to fix issue with skeleton sliders not being saved
  • Like 30
  • Hot 4
  • Hyper! 1
  • Thanks 2
  • Upvote 2



User Feedback

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8 hours ago, KouLeifoh said:

The overlays can be used for tattoos and my mod will keep them on male NPC's if you use any overlay.

Arm hair and armpit hair overlays are planned for a future update.  I just haven't had the time to create the textures for them yet.

Oh my lord, then your Mod will be my Mod of the Year! I was looking for a way to put the Overlays on my Guys for sooo long. the EFF RaceMenu thing didn't really work, they always vanished after a while.

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4 hours ago, Rawr18 said:

How would one correctly fit armors for SE? I ran them through NIF Optimizer but they still don't correctly morph with sam sliders.

It's the same as refitting an armor for Oldrim.  You just need to take the extra steps to export the .tri morphs using Outfit Studio and convert the meshes to SE format with NIF Optimizer.

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That requires having the genital mesh attached to the body mesh and transfering the vertex weights.  It ends up nearly doubling the amount of body types I'd have to maintain across all my mods.  I already scrapped that idea prior to releasing this mod.

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