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SAM Morphs for RaceMenu 1.0.5

   (6 reviews)

4 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.

Main Features

  • Body Morphs for different body types
  • Texture selection for custom textures
  • Body hair overlays for extra body hair control
  • BodyGen Morphs for diverse body types on all male NPC's based on class (optional)

Body Morphs

  • 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

sliders.thumb.jpg.57271cf8825e792707d2fb514d32d383.jpg

Texture Selection (SAM Light only, textures not included)

  • Swap to different diffuse, normal, and specular maps for the body, hands, and feet*
  • Requires refits with body parts correctly named for SAM (SAMBody, SAMHands, SAMFeet, SAMGenitals, SAMForeskin)
  • Textures follow the naming convention BaseName_xx.dds (diffuse), BaseName_xx_msn.dds (normal), BaseName_xx_s.dds (specular) where xx ranges from 01 to 10
    • For example, base texture malebody_1.dds would be named malebody_01.dds, malebody_02.dds, malebody_03.dds, etc.
  • Feet textures have the BaseName of MaleFeet (default races), ArgonianMaleFeet (Argonian), and FeetMale (Khajiit)

*feet uses body texture by default

Usage

Three custom spells are automatically added under Powers.

  • SAM Morphs (Self)*
    • Opens a minimal version of RaceMenu on the player character
  • SAM Morphs (Target)*
    • Opens a minimal version of RaceMenu on the target character
  • SAM Textures Config
    • Configures setting for feet texture mode and resets texture overrides

*requires UIExtensions

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 1.0.5   See changelog

Released

  • added cloaking ability to reapply custom textures to affected NPC's in range.  Cloak is only active when at least one NPC is using custom textures.  Use SAM Morphs (Self) or SAM Morphs (Target) spell at least once to enable effect in existing game.
  • Like 54
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2 hours ago, y_sengaku said:

(re-) Install of XPMSE (LE) or XPMSSE (SE) over SAM Light will perhaps solve your problem.

While it is missing from the requirement in the description page above, it is actually de facto prerequisite for Racemenu sliders (either for LE or for SE).

[Edited/ Added]: Alternatively, it may be worth checking the following comment: https://vectorplexus.com/files/file/106-sam-morphs-for-racemenu/?do=findComment&comment=1894

thank you very much for replying, i'm going to try reinstalling it and see if it corrects everything, going to update you soon, I'm kinda virgin at all this mod thing.

 Btw, is that "Bodygen" thing included with Racemenu SE?

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Okay, so now whenever a use the spell on me and it opens the racemenu it is still the same but now it appears a small message on the corner saying "Wrong Skeleton On Actor:Myr(my characther name), same happens when i try to do with NPCs. I previously used vortex to install Sam Lights and XPMSSE, should i try doing it manually?

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26 minutes ago, PPPPPedro said:

Okay, so now whenever a use the spell on me and it opens the racemenu it is still the same but now it appears a small message on the corner saying "Wrong Skeleton On Actor:Myr(my characther name), same happens when i try to do with NPCs. I previously used vortex to install Sam Lights and XPMSSE, should i try doing it manually?

Just to re-install XPMSSE over SAM light by Vortex to overwrite SAM Light's skeleton with XPMSSE skeleton would be fine.

BTW, Bodygen function must be incorporated in Racemenu SE (though I uninstall SSE due to SSD space so I'm not 100% sure).

Edited by y_sengaku

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15 hours ago, y_sengaku said:

Just to re-install XPMSSE over SAM light by Vortex to overwrite SAM Light's skeleton with XPMSSE skeleton would be fine.

BTW, Bodygen function must be incorporated in Racemenu SE (though I uninstall SSE due to SSD space so I'm not 100% sure).

Okay so i did that and made sure XPMSSE skeleton is overwrithing SAM Light's. However the SAM BODY is still all blank. I suspect it's all due to an error from XPMSSE that is making the follow notification whenever i try to use SAM Morphs(self/target) spell: "Groovtama: Incorrect XPMSSE Skeleton on actor: Prisoner(Version 0.0000). XPMSSE Feature."

Also when i go to the mod config it appears that "I should do it again" on the skeleton part. Just like on that screenshot.

The problem is that i have no idea of how to correct this. I thought it was by reinstalling the program but no luck yet.

p5G5DEs.png

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3 hours ago, PPPPPedro said:

Okay so i did that and made sure XPMSSE skeleton is overwrithing SAM Light's. However the SAM BODY is still all blank. I suspect it's all due to an error from XPMSSE that is making the follow notification whenever i try to use SAM Morphs(self/target) spell: "Groovtama: Incorrect XPMSSE Skeleton on actor: Prisoner(Version 0.0000). XPMSSE Feature."

Also when i go to the mod config it appears that "I should do it again" on the skeleton part. Just like on that screenshot.

The problem is that i have no idea of how to correct this. I thought it was by reinstalling the program but no luck yet.

Thank you for SS.

By chance, is your player character custom-race like Yg-Nord?

Some of the custom race mods employ their own skeleton which is compatible neither with XPMSE nor with SAM (SoS) and difficult to overwrite by default semi-automated install process of Vortex/ Mod Organizer 2. 

 

 

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1 hour ago, y_sengaku said:

Thank you for SS.

By chance, is your player character custom-race like Yg-Nord?

Some of the custom race mods employ their own skeleton which is compatible neither with XPMSE nor with SAM (SoS) and difficult to overwrite by default semi-automated install process of Vortex/ Mod Organizer 2. 

 

 

Nope, i'm using a Dark Elf. I also always try starting a new game and whatever race i use it still says the same thing.

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I altered my Character's leg proportions (Pevis or Thigh sliders), My character's Z axis got too low. how to fix it? 

Desktop Screenshot 2019.06.26 - 10.04.32.43.png

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12 hours ago, PPPPPedro said:

Nope, i'm using a Dark Elf. I also always try starting a new game and whatever race i use it still says the same thing.

Then, sorry. I really run out of my idea on what your problem exactly is.

The error message states that your skeleton keeps file incompatible one even after re-install.

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Hi there, I can't manage to get the hand's textures sliders to work even I have all the files installed properly (I think), when I'm in game and try to change the textures at the racemenu's sliders, and what happens on every stage is that the only texture shown is the one from Sam Light v1.3 (MaleHands_1.dds).

Here is screenshot of what I have installed...

Thanks in advance for any help you may provide!

Screenshot (53).png

Edited by Circusf18

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this may sound like a really stupid question, but can I use this alongside the regular, core SAM (not lite)? I'm using Oldrim and I really prefer using the sliders in the racemenu rather than going to the MCM in the pause menu.

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On 6/25/2019 at 6:04 PM, PPPPPedro said:

Nope, i'm using a Dark Elf. I also always try starting a new game and whatever race i use it still says the same thing.

You might have another mod that's overriding the skeleton.

On 6/28/2019 at 11:23 AM, Circusf18 said:

Hi there, I can't manage to get the hand's textures sliders to work even I have all the files installed properly (I think), when I'm in game and try to change the textures at the racemenu's sliders, and what happens on every stage is that the only texture shown is the one from Sam Light v1.3 (MaleHands_1.dds).

Here is screenshot of what I have installed...

Thanks in advance for any help you may provide!

Nothing's wrong.  SAM uses the same hand texture for all body hair types.  The option is there for you to change the hand texture to a different one.

On 7/12/2019 at 6:03 PM, ScabGasm98 said:

this may sound like a really stupid question, but can I use this alongside the regular, core SAM (not lite)? I'm using Oldrim and I really prefer using the sliders in the racemenu rather than going to the MCM in the pause menu.

They technically work together, but the morphs aren't synchronized (they simply add on top of each other).  When using core SAM's MCM to change morphs, SAM's scripts will also change all relevant textures based on the morph.  The RaceMenu morph sliders will only change the morphs.

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On 6/26/2019 at 5:06 AM, ggkth said:

I altered my Character's leg proportions (Pevis or Thigh sliders), My character's Z axis got too low. how to fix it? 

Desktop Screenshot 2019.06.26 - 10.04.32.43.png

i am having the same issue

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It was previously mentioned that Crash Fixes' UseOSAllocators caused a CTD with the UpdateModelWeight() function and that in an update that function would be removed. Is there any prospective date for that update?? I prefer SAM Light (LE) over the Full Version, but whenever I load a game after changing the SAM related sliders, the game just crashes, and I can't play without the UseOSAllocators funtion because of the added stability. If you don't plan on updating that, could you give general instructions on what needs to be done, so I can try fixing it for myself??

Also, how would one go about activating the BodyGen thingy?? I activated it according to the instructions I found online but there was no in-game change.

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7 hours ago, Idontthinkso said:

It was previously mentioned that Crash Fixes' UseOSAllocators caused a CTD with the UpdateModelWeight() function and that in an update that function would be removed. Is there any prospective date for that update?? I prefer SAM Light (LE) over the Full Version, but whenever I load a game after changing the SAM related sliders, the game just crashes, and I can't play without the UseOSAllocators funtion because of the added stability. If you don't plan on updating that, could you give general instructions on what needs to be done, so I can try fixing it for myself??

Also, how would one go about activating the BodyGen thingy?? I activated it according to the instructions I found online but there was no in-game change.

The UpdateModelWeight() issue was fixed back in v1.0.4.  The crash you're experiencing is specific to how morphs are conflicting Crash Fixes' memory allocation.  The solution is to set AlignHeapAllocate = 1 in CrashFixPlugin.ini (read the relevant notes as a precaution though).

As for BodyGen, refits for SAM are required.  Otherwise, you'll only notice the difference when you fully strip each NPC you see.  You can check the Documents\My Games\Skyrim\SKSE\skse_nioverride.log file to verify that BodyGen morphs are being applied to nearby NPC's.

skse_nioverride
NetImmerse Override Enabled
BodyMorphInterface::ReadBodyMorphs - Read 2216 target(s) from Meshes\actors\character\BodyGenData\RaceMenuPluginSAM.esp\morphs.ini
Reverting...
Loading...
NIOVSerialization_Load - Loaded 0ms
MorphCache::CacheFile - Loaded meshes\actors\character\character assets\malefeet.tri (18458 bytes)
MorphCache::CacheFile - Loaded meshes\actors\character\character assets\malehands.tri (23645 bytes)
MorphCache::CacheFile - Loaded meshes\actors\character\character assets\malebody.tri (266063 bytes)
MorphCache::CacheFile - Loaded meshes\actors\character\character assets\1stpersonmalebody.tri (9850 bytes)
SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Stormcloak Soldier
SKSEInitScriptSink::ReceiveEvent - Applied 6 morph(s) to Imperial Soldier
SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Imperial Soldier
SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Stormcloak Soldier
SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Stormcloak Soldier
SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Imperial Soldier

 

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