Jump to content


Popular Content

Showing content with the highest reputation since 09/21/2018 in all areas

  1. 5 points
    This tutorial is going to provide some basic information on what modular armors are and how the user can easily customise them using the program Nifskope. If you know of armors that are modular, feel free to mention them in this thread so people can find them! OVERVIEW / TL;DR Part 1: remove armor parts Install Nifskope Open armor_0.nif in Nifskope right click the parts you want to delete in the right pane Block > Remove > OK save changes repeat for armor_1.nif Part 2: make armor revealing (aka show the schlong) find the NiTriShape SAMRevealing in the left pane and expand left click BSLightingShaderProperty find the Alpha value in the lower pane and set it from 0 to 1 (0= invisible, 1 = opaque) save changes (also in both *_0.nif and *_1.nif) SLOW AND CLEAR I. What do you mean, 'modular'??? In the vast and exciting world of Skyrim modding, an armor set that is described as 'modular' usually consists of several pieces of armor that can be equipped individually in-game. While that is cool and all, it is not the kind of modular we mean in this tutorial. In the context of SAM, "modular armors" are armors that appear as one single equippable item in-game but have been 'cut up into pieces' for external editing. The idea is that you can hide or delete the armor parts you don't want to create armors that are as revealing as you want them to be. Not many of these modular armors have been created, but for the few modular armors that do exist, this tutorial will teach you how to make use of their unique feature. The only way to identify if a piece of armor is 'modular' in that sense is to open it in a program like Nifskope and check. This is what a non-modular armor looks like when you open it in Nifskope. The whole armor is one big shape that can't be edited without extensive know-how. And this is what a modular armor looks like in Nifksope. The armor is split up into several shapes that can easily be edited independently from each other even with little know-how. II. Getting ready to do the thing The only tool you need to edit modular armors is Nifskope. The latest build at the moment of writing is 2.0 Dev 7. Some people prefer older builds, but it doesn't really matter for our purposes. Download the archive, unpack it to wherever you fancy and Bob's your uncle. Next, we need some modular armors to actually edit. The most prominent ones are the originals by Vector. They are available on SAM's main download page. Download the archives, unzip them and locate the main armor files. Alternatively, install the files with your mod manager of choice first and open them afterwards through your mod manager. The files we want to modify are the cuirass/armor meshes. Boots, gauntlets and helmets don't matter for our purposes, so simply leave them alone. Also, notice that there are two files of everything, a *_0.nif and a *_1.nif . This is necessary for SAM to function correctly. Thus, if we make changes in one of the files, we need to make the same changes in the other file as well to retain functionality. III. Do the thing Note: What we are going to do to the .nif files is irreversible, so you should keep a back-up copy of the original files in case you are unsatisfied with your edits or want to switch back and forth between them. Now, let's start by editing the Daedric cuirass as an example. It is located at SAM-Optional-Legacy-Skimpy-Armors\Meshes\Armor\Daedric 1. Open daedriccuirass_0.nif in Nifskope. It will look something like this: Note: The funky colors are Nifskope 2.0's way of telling you that it is unable to find the armors' textures. If they bother you, click on the light bulb in the upper tool bar and then on the icon that shows a grey checkerboard to make everything appear as grey. In older versions of Nifskope, everything will be displayed as grey from the get-go. 2. Right click on the part of the armor you want to remove. In the menu that appears, go to Block > Remove . Click OK if a warning appears and the shape will be deleted. Repeat with all armor parts you want to remove. Note that in this particular armor, the glowy parts are also individual pieces, so don't forget to delete them as well if you remove the meshes underneath or they will float in thin air later in-game. 3. Save your changes. Then close daedriccuirass_0.nif and open daedriccuirass_1.nif. 4. Delete the exact same parts you deleted in daedriccuirass_0.nif. Save and close. 5. If you edited the files before installing them, repack everything to a new archive, give it its own name and install it like you would any other mod. And that's it, you successfully customised a modular piece of armor. Again, deleting the meshes is irreversible, so always keep a back-up copy of the original, unedited file. IV. Make modular armors revealing If you want these armors to be revealing, just deleting the underwear mesh won't be enough. A few extra steps are necessary to let it all hang out. 1. Delete as many armor parts as you like following the steps above. Notice that you don't need to remove all shapes that cover the crotch area for this to work, but the schlong might clip through anything directly in front of it. 2. Once you are satisfied, look at the left pane and find the NiTriShape SAMRevealing. Expand it by clicking on the little arrow next to it and left click on BSLightingShaderProperty. 3. In the lower pane, find the Alpha value. Left click on the numbers and set them from 0 to 1 (0 = invisible, 1 = opaque) 4. Save your changes. Don't forget to make the same edits in both the *_0.nif and *_1.nif files. Note 1: If the piece of armor you are editing doesn't have a SAMRevealing node, it can't be made revealing with this method. In that case, you may want to ask the mod author for help. Note 2: If there are gaps around the schlong when you equip your edited armor, the file is probably faulty and you may want to try a different mod or ask the mod author for help. And that's it! One last thing to note is that you don't have to delete the armor parts. Instead, you can do the same thing we did with the SAMRevealing node: click on the armor part you want to edit in the left pane, go to its BSLightingShaderProperty page and set the Alpha from 1 to 0. If you do it this way, you can easily reverse your edits. The downside to that is that not all armor parts have a BSLightingShaderProperty page attached to them, so it doesn't always work. Have fun!
  2. 3 points

    Version 1.3


    This is a high poly conversion of SAM meshes. The resulting meshes are smooth and contain around 4x the amount of vertices while still being usable for general gameplay. It started out as something for my own personal use, but I decided to share it with everyone. The current release covers body, hand, and feet meshes. Compatible with SAM and SAM Light. High Poly Body Mesh high poly body for both SAM and SAM Light variants underwear was given high poly treatment there are some minor sharp edges on certain poses due to weights if you're on a low end system and worried about performance, stick with the default body mesh High Poly Hand Mesh high poly hands for playable human and beast races overall shape is slightly slimmer due to mesh smoothing fingernails are shaped into the fingers along with optional fingernail textures to enhance details High Poly Feet Mesh symmetrical feet meshes (original mesh had a smaller right foot) optional toenail mesh to enhance details even further toenail mesh v2 requires manual texture editing Fingernail Textures fingernails look fine using default textures but can be enhanced using the optional fingernail textures requires manual editing by copying and pasting the corresponding textures into the hand textures Toenail Mesh Texture v1 mesh uses a separate texture for the toenails. Color won't change, but certain skin tones might make the toenails look out of place. v2 mesh requires the toenail texture to be on the same texture as the body. This allows the use of the skin shader to change the color of the toenails to match skin tone. Use the provided toenail texture resources to copy and paste the toenails into your body textures. Installation If using a mod manager, just follow the installer. Manual Installation 00 and 01 - high poly body mesh, select between SAM or SAM Light (cut or uncut) 02 - high poly hand mesh 03 - feet mesh, select between high poly feet with or without toenail meshes Credit goes to Vector for the creation of Shape Atlas for Men.
  3. 2 points
    I haven't started making skimpy armors for SE yet. I'm open to ideas. These are some armors I picked off nexus/ported from vindictus, they're not inherently designed with male sexualization in mind so they're pretty full coverage. In other words, they don't show a lot of skin. It's just some fun and (hopefully) cool armors for SE users to mess around with. 1 Storm lord armor with SAM support Stormlord Armor.rar 2 Geralt Ursine Armor with SAM support Light Heavy Grandmaster Ursine Armour - Special Edition v1.0.0.rar 3 Guardian of the witchwood armor (SAM) You can get it in the forum's download section, or head on over to nexus and download it there.
  4. 2 points
    Precisely, but maybe with even more Refurb influence https://www.nexusmods.com/skyrim/mods/87021
  5. 2 points
    I did this months ago, and the quality of the fit is arguable because I don't really care about minor clipping on my end (laziness). I don't feel like doing a proper upload at the moment either. So here you go: https://drive.google.com/file/d/0B7dGPzUDGYmISEVRUlhueEFkXzQ/view?usp=sharing credits go to Dizona for making the armor, and by extension in their credits, DAZ3D for the textures. Vector for SAM naturally.
  6. 1 point
    i'm getting CTDs in less than 5 minutes of gameplay with your bodygen ticked. I have very few mods as you can see here i'm using SKSE64 2.0.7 (Special Edition) and Racemenu 0.2.4
  7. 1 point

    Version 1.0.0


    The very bottom of the bear pelt is messy but nothing that should be noticeable in most pictures. Will try to fix it later at some point.
  8. 1 point
    An open discussion I'm starting to share screenshot taking tips and ideas. There's a handful of topics I want to touch on, probably one post at a time for the sake of making it manageable for me Getting Started: Console Commands Here's a quick list of console commands that I use every time I take screenshots. TFC / TFC 1 (Toggle Free Camera): Gives you free control of the camera using WASD and mouse 1 & 2. (TFC 1 also pauses time) TM (Toggle Menus): Shows or hides menus. TAI (Toggle AI): Freezes the selected NPC, helpful when characters aren't doing as they're told. Set TimeScale To x (x being a number, default 100): Fast or slow time, helpful for holding time when you want specific lighting. Set GameHour to x: Changes the time. FOV x (Field Of View, default 60/70): A really important one that I'll explain later in this post. Using The Basics So you've got your character in place and you want to take a shot of him. You rotate your camera around to his front and end up with something like this: The basic camera that rotates around your character isn't much good for taking screenshots so let's use "TFC 1". With free reign over the camera you can easily position your character in the frame. Already looking better but it still looks a little odd. I tried to get the camera as close as I could because it's a close up, right? Get close? By default the game's FOV is around 70, for gameplay this is perfect because it shows us lots of the world but for screenshots it looks bad. Here's the same shot at FOV 30. See how much better it looks. The character fills the screen nicely and his proportions aren't all distorted. The camera is actually this far away: The lowered FOV means the "lens" (as much as virtual cameras have lenses) gets closer but the actual "camera" gets further away. Kinda like the optical zoom on a real camera. To finish up just use "TM" to remove the HUD and menus and you've got yourself a nice shot Kinda a short one for the first post but I just want to test the waters a little, also I find correct FOV to be the easiest way to make a shot look better so I hope you can see the difference. I'm sure this was probably a little insultingly simple but later on I want to cover some more advanced stuff: Facial expression, setting up lighting, posing multiple characters, item spawning, Jaxons Positioner mod + ScreenshotPad, maybe some very basic ingame ENB tweaking. Thanks for stopping by, hopefully more to come Let me know what you think and feel free to throw your own ideas in.
  9. 1 point
    Hey all I recently decided to try SAM found it was fantastic except for the fact that everyone kinda looks like a buff stay puff marshmallow man lol. I looked around but couldn't find any other normals except for the hard bodies conversion but that one is a bit extreme for me so I went ahead and gave trying to make my own conversion in gimp a try (though hopefully a "real" modder will give us something better but till then...), anyways this is a mixture of the SOS and SAM normals if you give it a try and notice any odd seams go ahead and post with pics pointing it out (woop for my first post on this site!) ps file size limit so ill post the second part in a sec S.A.M. SOS+SAM normals pt01.7z
  10. 1 point
    As I have insights of the coding I can confirm/specify some of these: Enable Automatic Race Settings: Clarification: If enabled, SAM will morph NPCs according to their race, but there's no default values hard-coded in the mod. Race adjustments must be defined manually in the "Races" tab, otherwise it's all set to 0 (and medium hair textures). Class Offset: Confirmed. If enabled, some hard-coded values of Samson and Sam will be added to the NPC during the morph generation according to their class. The values are hard-coded in the mod, and will be applied after all other criteria. Variation range: confirmed. The variation range it's a delta of values from the race-specific base value. Schlong and morphs values have this multiplied by 10, for textures is taken as it is. It also acts as a "limiter": if you set a race samson value to 50, and the variation range is 1, NPCs of that race will have have their samson morphs ranging from 40 to 60, but it will never be below or over these values. Since the function it's parabolic, it will be more likely that you will have values closer to the one you set (so most NPCs of the previous example will have values closer to 50 and few will have 40 or 60). Same thing goes for textures. If you set a race textures to be "smooth", a variation range of 1 will give them either "smooth" or "light" hair, with a variation range of 2 it goes up to "medium" but you'll never get "hairy" or "furball" textures. Overrides: clarification: morphs and scaling are overrides too. Cleaning the overrides basically resets the NPCs as you never encountered them. Pretty useful if you edit race settings and you don't want to fine-tune everything, or if your savegame starts to suffer from all the datas gathered (specially for random leveled NPCs). Race settings: confirmed. Editing these values will affect only values generated for NPCs encountered AFTER the edit, it's not retroactive. The perfect example od this is Advar/Ralof: when the mod gets activated entering Helgen keep if you set nord the race to have certain values it will not affect the guy you've entered the keep with, since he'll be already set up by the default values (all 0 + medium hair) Texture Lock: confirmed. This is specially useful if you don't want to have a race to get too much/less hairy but keep a high variation range for other values. (i.e. hairy altmer of hairless nords) Cut: confirmed. Werewolf: clarification: the tab works also without MT (works for me and I don't have it), but there's a thing here. The werewolf inherits sam/samson and schlong values from the base actor (i.e. if Farkas has 50 samson, his werewoilf form will have 50 samson) and saved values for the werewolves will carry over (i.e. if you set yourself to have red fur you'll always have red fur). However, werewolves are only recognised as werewolves in their wolf form and humans are only recognized as such in human form. What does it mean? It means that you can't set Sindig's morphs and schlong size in Bloated Man's Grotto (it's a different actor reference than the one you encounter in the falkreath jail) unless you don't use the setpqv SAM console commands (with the related mod), and you can't set Farkas' wolf form's fur and eye color until he transforms. Same goes for you: if you want to setrup your wolf form's options you have to transform first. Note also that every NPC that has multiple references, like Kodlak or Ulfric, they'll be set up differently every time you encounter them for the first time, so they can end up with different features (i.e. different samson values or different schlong size).


  • Newsletter

    Want to keep up to date with all our latest news and information?

    Sign Up