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Showing content with the highest reputation on 10/17/2020 in all areas

  1. 1 point

    Version 1.4


    High poly heads for all playable vanilla races based on the vanilla head meshes (male and female). A simple name for a not-so-simple mod. Available for both LE and SE. Features smooth high poly male and female heads complementary high poly brows, beards, scars, and hair to fit new head shape includes morphs for RaceMenu's extended sliders compatible with vanilla-based head textures compatible with existing presets for the vanilla male/female head meshes (excluding sculpt data) Requirements RaceMenu (LE, SE) Expressive Facegen Morphs (LE, SE) [optional] Expressive Facial Animation Male Edition (LE, SE) [optional] Expressive Facial Animation Female Edition (LE, SE) [optional] Installation Use a mod manager to install the original .zip file and follow the install script for easy installation. Do not manually extract anything. Manual Installation 00 - Base mod (required) 01 - Loose files needed for FaceGen creation in the Creation Kit (optional) 02 - no Dawnguard DLC (optional) 03 - vampire head fix (optional) 04 - remove sunken vampire face morphs (optional) 05 - symmetrical eye sockets (female) (optional) 06 - adds Aesthetic Elves (optional) 07 - adds Expressive Facegen Morphs (optional) 08 - adds Expressive Facial Animation Male edition (optional) 09 - adds Expressive Facial Animation Female edition (optional) 10 - adds high poly vanilla hair as optional replacers (optional) Usage For the player character Use the Face Part slider in RaceMenu to switch to the high poly head. If the head turns dark, change the player weight to force the skin shader to update. Don't forget to also change the vanilla brows/beard/scars to the included high poly versions. For NPC/follower mods Add this mod as a master and then swap the vanilla head parts with the high poly version Generate new FaceGen data (Ctrl + F4) in the Creation Kit. This method does not work for sculpted head meshes. Known Issues minor clipping with certain vanilla hair meshes eyes/scars appear darker than vanilla in SE. can be fixed by changing player weight. changing to vampire race will reset the high poly head back to vanilla eye mesh may have flickering/rendering issue after switching to high poly head. can be fixed by closing RaceMenu and opening it again. Modder Resource (xEdit Scripts) Skyrim - KL Filter Race.pas Filters NPC records based on races supported. Skyrim - KL Swap Headparts.pas Swaps vanilla head part records for their high poly versions. Custom head parts are not supported. Requires High Poly Head.esm to be loaded into xEdit. Skyrim - KL Copy NPC Protected Status.pas Copies NPC Protected status found on all plugins currently loaded (eg. NPCs Protected Redux.esp) Tools Used 3DS Max Nifskope Animation Tools N2 Permissions You may use this mod for your NPC/follower mods that will be shared with others. For clarification, these NPC/follower mods may be uploaded to other sites. You may add extra RaceMenu morphs. You are not allowed to modify (in part or in whole) and claim it in its entirety as your own. You are not allowed to reupload this mod to other sites. For other usage not mentioned, please ask me first. Credits Niroku for Expressive Facegen Morphs and Expressive Facial Animation tktk1 for Enhanced Character Edit head mesh reference ruddy88 for Aesthetic Elves
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  3. 1 point
    hello @Asterion you can get COATS for download right here: https://mega.nz/folder/bkUCRCIA#u_4GtnlOL7KFghTA3YE_AA you'll just need the required - framework file
  4. 1 point
    So I decided to break with typical Skyrim tradition and combined both fantasy and modern elements to create a bit of a "modern fantasy" Dovahkiin look. This is my take on Tera Armours, Fembot Ebony, Fairylicious and Modern Clothes Realness. I must say I quite like the result... What do you think? #ThinkTwink
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  8. 1 point
    Feelin' mean, so here's some tease shots of Domaric and Balthor. 😈
  9. 1 point

    Version 2.0.0


    English isn't my native language, so please excuse any mistakes. I apologize for the translation. All errors are fixed. Posted a new version of the mod for those players who did not download the mod and a new version of the ESP (ENG&RU) files for those who downloaded in the period from 12.10 to 14.10. My mod adds a follower named Ciel Greenstone to Skyrim. He is a warrior-mage. He has a house in Riverwood. The mod consists of two files. Mod in English (bsa&esp) and a separate ESP for the Russian language. Сiel Greenstone is a companion-mag with a small "dowry"- house in Riverwood. Ciel developed a powerful -a companion that does not need to be distracted during the game. He will heal himself, cover both you and himself, and as your hero or heroine develops, he will give a light to any of your enemies. At the start, he has level 65, but correctly holds himself (in battle, he uses spells 1, 2, 8). Yes, The he was created for playing with Requiem, legendary level, and/or playing with all sorts of additions and complications of the existence of a multi-stage Dovahkin. My "game cocktail" of Requiem, Michael's monsters and zombies his went well. So, what it can please you: - spells: 1.Fireball - right hand 2.Fireball - left hand 3.Firestorm 4.Stone flesh 5.fast treatment 6.The healing of wounds 7.Substantial magic resistance (ability to) 8.The revival of zombies 9.restore health in battle 10.Fireball enhanced (fire and stones) - available only at high levels of your hero 11.treatment of neighbors 12.Unsealed door 13.Level 5 magic replenishment 14.Candlelight - dowry: 1. Оutfit . 2. Enchanted armor. 3. Weapon - the "Blazing" sword. 4. House in the city))). In first battle (while your hero is "still small") he uses spells 1, 2, 8. Let's take a closer look. 1. The outfit. Not enchanted. This is a substitute for the farmer's clothing. It will ONLY affect Ciel. All the other farmers in Skyrim are still sporting closed pants. Since the outfit has no enchantment, it can be easily replaced with any other armor or clothing. 2. armor based on Regal Huntsman Armor v2-0 from DreamBurrow and a Hiking backpack from the Rogue Blade Armor mod from a Fan. I added a fit to Ciel's body, an enchantment to each item, and a hair to the hood. The armor is in the chest of Ciel's house. Along with a second set of Hiking backpack, DiBella's amulet, and a spare sword for you. 3. The Sword "Blazing". Enchanted katana with serious damage. A gift for you - a second sword. It's in Ciel's trunk. (Repeat, sorry). Ciel won't change weapons if you take the sword from him. He'll just switch to magic. 4. 10,000 gold in Ciel's inventory. He's not a greedy guy and will be happy to share it with you. 5. Home. Separate). In Riverwood))). Now seriously. The house will allow you to catch your breath a little. Requirements: 0. Legendary edition with all additions. 1. HDT Physics Extensions - there is a place to be physics of intimate places. 2. XP32 Maximum Skeleton Extended. Features: - if you find that the physiology behaves strangely when using SL - omit (rewrite) the HDT Physics Extensions MOD IS below the Ciel Greenstone mod. - the ivy, Cabinet and hanging shelf use vanilla textures and will look as laid out in your game. Recommendations: Ciel responds well to any companion management mod. If you are interested in changing the distance between your/your the main character and Ciel, use the Followers As Companions mod. Installation:Standard. Removal: 1. Disable the mod in the launcher.2. Remove the ESP and BSA mod from the date. A little "chatter": Ciel has a complex personality. The combination of his relationship with Dovakin and mood will give a cocktail of grumbling, approval, and secret glances towards your/your main character. I think it's interesting. GRATITUDES: Huge gratitude: Vector, KouLeifoh, kreiste AND: 1. Damir☪hik - for the test and patience. 2. criscross - for a beautiful screen. 3. Authors for mesh. 4. The creators of the game Skyrim. ENJOY YOUR GAME. P.S.English isn't my native language, so please excuse any mistakes.
  10. 1 point
    doing community service 😅 I trimmed my beard
  11. 1 point

    Version 1.3


    This is a modified version of SAM that removes dependencies on scripts and .esp to allow the genitals to show when fully nude by resizing and placing the genital texture on the body texture layout. As a result, body morphs are not supported. It's a basic body replacer along the same lines as Better Males and SOS Light. Compatible with classic Skyrim and Special Edition. This mod is not an official release of SAM. Therefore, if you encounter any issues with it, please do not contact Vector about them. Difference between full SAM Lightweight due to no scripts or .esp used No body morphs* No dynamic body type and genital adjustments No dynamic body texture options Revealing armor with "SAMRevealing" node not supported Werewolf and Vampire Lord not supported *morph functionality can be added with SAM Morphs for RaceMenu Installation If using a mod manager, just follow the installer. Manual installation 00 and 01 are required for core functionality. 02 Genital Option - Select between Cut, Uncut, or Underwear (non-nude) version 03 Human Body Texture - Select one body texture for human races 04 Khajiit Body Texture - Select one body texture for Khajiit race Custom Textures If you'd like to use your own body textures, use the layout template to resize and align the genital correctly. Base texture 2k, resize genital texture to 256x256 Base texture 4k, resize genital texture to 512x512 Align genital texture in the green box, create selection mask with the green color, and delete the selection. Due to genital texture resizing, minor texture seams may be visible. Regarding Refits Armor refits are not required for basic functionality. They're only needed if you use SAM Morphs for RaceMenu and want the morph features. Credit goes to Vector for the creation of Shape Atlas for Men.
  12. 1 point
    Refitting Guide for SAM - Shape Atlas for Men This guide will cover a straightforward method to refit armors for SAM. If you've visited this page before, then you might notice the guide has been rewritten. I decided to invest the time to rewrite it since the method was still a bit cumbersome. Thank you to those who pointed out this method since it's quite a bit more refined than the previous. Like I said before, I'm like anyone else and I only learned by other people or by tutorials. I'm not the ideal person to write a guide for this, but since nobody else is doing it I thought something is better than nothing ?. At least with this, people can learn to do their refits even if it's not the best way. The credit for the meshes provided in the bodyslide files goes to VectorPlexus and the others who worked on SAM, as well as KouLeifoh for the high poly and HDT ones. Requirements NifSkope (The version used at the time of writing is version 2.0, Dev 7) BodySlide and Outfit Studio (The version used at the time of writing is 4.8.0. Future versions may or may not be compatible with this tutorial.) CalienteTools Legendary Edition.7zor CalienteTools Special Edition.7z (choose based on which version of skyrim you are making your refit for) Something to refit Part A: Setting Up ⭐1A. If you are working with an outfit for Legendary Edition, you need to open it up in NifSkope first and check the consistency flags. Open the _1.nifs of your outfit and expand any NiTriShapes (If your outfit does not have a _1.nif and just has one nif for each part instead, then just use that.). Click on NiTriShapeData and in the lower window, look for Consistency Flags. Change the flag to CT_MUTABLE if it is not set to that already. Make sure that every NiTriShape in your outfit has the consistency flag set to CT_Mutable and save. If your outfit is for Special Edition, skip this step. ⭐2A. Find the Caliente Tools Legendary Edition.7z or Caliente Tools Special Edition.7z file that you downloaded from this post earlier (in the Requirements section.) Extract the Caliente Tools folder to the same place as your BodySlide installation. ⭐3A. Open up BodySlide. Find the Settings button and look towards the bottom of the new window where it says "Reference Skeleton." Change the reference skeleton to the skeleton that you are using for males. This is very important or else you will get gaps on your body. Press "Ok" when you are finished. ⭐4A. In the Outfit/Body menu, you will notice a drop down list with 10 options for you to choose from. Choose the option which best suits your needs. Guide to Outfit/Body options: Part B: Refitting the Outfit ⭐1B. Now Outfit Studio should be open and we can see our body and the parts that make it up. We need to figure out which parts we will keep and which ones we don't need. Choosing a Reference and Deleting Unnecessary Body Parts ⭐2B. Import the outfit which you will be refitting into the window. If your outfit has both a _0.nif and a _1.nif then we prefer to use the _1.nif. If your outfit only has one .nif mesh, then just use what you have. You can either drag the nif into the window or you can go to File > Import --> From Nif and select the outfit. If your outfit came with any body parts of its own, delete them. We will replace them with SAM body parts. If your outfit has any parts that you don't want to keep, you can delete them. Now you will see your body, and your outfit in Outfit Studio together. ⭐3B. Select the pieces of your outfit only. Do not highlight any parts of the SAM body. You can select multiple parts by holding the CTRL key while you click them. After you have selected the parts, go to Slider > Conform SELECTED. ⭐4B. Now we are ready to refit. Make sure that SAMBody is not selected while you are refitting the outfit. Select the parts of the outfit and use the tools along the top of the window to make the outfit fit the body. There are many, many videos of people fitting armors in outfit studio that you can watch to get an idea of what you should be doing. I know that so many tools and settings can be overwhelming at first, so I've highlighted the most important ones that you should be looking at. The one you will probably use 90% of the time is Inflate. There are other tools that you can use, but for the basics these are really all you need. I just want to give you an idea of where to focus. Now, we need to make adjustments under 4 different conditions: With None of the sliders activated With Samson slider activated With Samuel slider activated With Weight 1 to 0 slider activated (if you want your armor to work with the weight slider) ⭐5B. When you're satisfied with how it looks, deactivate all sliders. ⚠️ Notice: At this point, if you were refitting gloves or boots, you should delete SAMBody. SAMHands or SAMFeet you can delete only if the gloves or boots would fully cover the hands or feet. If you are confused whether or not to leave SAMHands or SAMFeet, there is an example below using the feet. The concept is the same with gloves. Part C : Saving the Project Now we have our outfit properly refitted, and we need to save all the files so that we can get it into our game. ⭐1C. Go to File > Save Project As... A new window will appear. Follow closely what you need to enter here, because if you enter something incorrectly then your outfit will not work. ⭐2C. Where it says Display Name, you can put whatever you want to name this project as. Click the To Project button after you are done entering a name. ⭐3C. Next, where it says Output File Name, you must enter the name of the original .nif file which you started with. For example, if we started with tutorialoutfit_1.nif we must enter tutorialoutfit ⭐4C. Where it says Output Data Path, you must enter the data path to the original file which you started with. For example, if the outfit is in Skyrim\data\meshes\armor\tutorial, we must enter meshes\armor\tutorial ⭐5C. Low/High Weight Output or Single Weight Output depends on whether or not you want the outfit to scale from weight 0 to 100 or not. Keep in mind that if the original outfit does not have the weight slider enabled, you have to enable it in the esp (explained in second post.) If you want to keep things as they are then just look at your starting files. If you had a _0.nif and a _1.nif then the outfit has a weight slider and you should leave Low/High Weight Output ticked on. If it only had one .nif file, then it won't have a weight slider and you can change it to Single Weight Output (assuming you don't want to enable the slider.) ⭐6C. Look at the bottom for the checkbox which says Copy reference shape into output. You need to decide whether or not you need the reference shape to be part of the final outfit or not. In most cases you will want to leave this checked. If you are refitting an armor which would completely cover the body then you don't need a body included into your refit and you can uncheck this. Part D : Exporting the project ⭐1D. Now save the project, and close Outfit Studio. Open BodySlide and look for your project that you just saved in the Outfit / Body menu (the same menu we started with.) You might have to close and reopen BodySlide to get your new outfit to show up on the list. ? You will probably notice that some of the sliders might have disappeared. It's fine. If we deleted the genitals, then all the sliders for the genitals would have gone away. If we didn't delete them, you will still see the sliders for them there. It's normal. ⭐2D. Select your outfit, and in the lower left window of BodySlide check the box next to Build Morphs. If your armor has Low/High weight enabled, then you must increase the slider "Weight 1 to 0" under Low Weight to 100%. ⭐3D. Hit the "Build" button. ⭐4D. Bodyslide will export the files to your skyrim data folder (or wherever your output location is set to.) It will build the .nif files and also a .tri file. You need all of these files to go to the location where you have the original outfit, overwriting them. Make a backup just incase. Now you should be able to get into the game and enjoy your work. In the second post, there are some additional methods which might prove useful once you have gotten used to the basics of the main tutorial.
  13. 1 point

    Version 1.5


    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. Compatible with SAM and SAM Light for both LE and SE. 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 Genital Mesh new high poly genitals for both SAM and SAM Light smoother edges are noticeable when zoomed in High Poly Hand Mesh high poly hands for playable human and beast races new mesh is based on the vanilla HandMaleBig mesh optional fingernail mesh to enhance details hand mesh v2 requires manual texture editing for fingernail textures High Poly Feet Mesh symmetrical feet meshes (original mesh had a smaller right foot) optional toenail mesh to enhance details even further feet mesh v2 requires manual texture editing for toenail textures High Poly Tail Mesh new high poly tail meshes for Argonian and Khajiit races vertex weights smoothed to look less blocky during movement Refits full vanilla refits made specifically for high poly SAM minor clipping may occur during movement currently does not include: briarheart body mesh or USLEEP/USSEP changes Fingernail/Toenail Mesh Texture v1 mesh uses a separate texture for the fingernails/toenails. Color won't change, but certain skin tones might make the nails look out of place. v2 mesh requires the fingernail/toenail textures to be on the same texture as the hand/body. This allows the use of the skin shader to change the color of the nails to match skin tone. Use the provided texture resources to copy and paste the fingernails into the hand textures and the toenails into the body textures. Installation If using a mod manager, just follow the installer. Manual Installation 00 and 01 - high poly body + genital meshes, select between SAM or SAM Light (cut or uncut) 02 - hand mesh, select between high poly hand with or without fingernail meshes 03 - feet mesh, select between high poly feet with or without toenail meshes 04 - high poly tail meshes for Argonian and Khajiit 05 - refits, each subfolder covers a specific armor part (body, hand, feet), base folder covers all armor that does not include skin Credit goes to Vector for the creation of Shape Atlas for Men.
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