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Showing content with the highest reputation since 06/06/2016 in all areas

  1. 63 points

    Version 1.4


    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 new 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 Refits new full vanilla refits made specifically for high poly SAM minor clipping may occur during movement currently does not include: briarheart body mesh, rings, amulets, 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 mesh, 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 - 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.
  2. 25 points

    Version 1.0.0


    This file actually belong to bro kouleifoh. I download this longggggg time ago in forum. I already forgot where. The goal is to use chris redfield in gameplay. But since bro kouleifoh already fix the head mesh so i take another step to make Neck Patch including made him as Farkas. So we can take that hottie wolf everywhere as follower and involved quest too. Listen...this is important. When you meet him in game, open console command and type this : Set Npcweight 100 Disable Enable Because i forgot set weight so he got neck gap. With that console, everything solved perfectly. I'm sure you understand that console command. If you don't please don't ask me because this is Old game. Read google. Enjoy. Credit to Chris redfield converter to skyrim and bro koulefoh for fixed his head. This is for SKYRIM LE.
  3. 25 points

    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.
  4. 19 points

    Version 1.1


    A small hair pack featuring some edgy/emo hairs. Do not upload this anywhere else without my permission.
  5. 13 points
    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.
  6. 10 points

    Version 1.2.0


    This is a stand-alone refit package for SAM as well as my 3rd (1st: (Very) Crude Hot Fixes of Vanilla Cloth Refits for Citizens and Mages; 2nd: (Very) Crude Hot Fixes of DLC Dragonborn Armors & Clothes) contributions of compilation package of very crude vanilla/ DLC outfit refits, consisting of all the outfit meshes (armors as well as clothes) in DLC DG like Dawnguard and Vampire armors. 'Stand-Alone' means that this package does not require Afendor's Dawnguard DLC refits for SAM to function. The package is provided both for LE and SE optimized versions: The latter is compatible with the latest build of Racemenu SE (0.2.4+)/ SKSE64 without any manual conversion. Known Issues in the initial release package (-> Fixed in v 1.1.0. Sorry for inconvenience): I don't have much time to check the refit for now (so they'll be dealt later), but I have found at least three possible (mainly visual) glitches in the short-term test. The back side of dark boots (in clothes\vampclothes\vampboots_0 (1).nif) is messed up. Invisible part around the heel of the falmer heavy boots: possible partition problem? I'll look into this issue later in the end of this year, I hope. Armpit part of snowelf armors/ red-light armor variant of Dawnguard armor certainly has room to improve. Credits: Bethesda: for original mesh files USLEEP team: for some corrected mesh files Vector: for SAM Permissions: Do what do you would like to (preferably with credit).
  7. 8 points

    Version 1.0.0


    Just a quick conversion for Special Edition with Render permission granted ofc. It's not perfect, i'm not any photoshop expert, but since there's not a conversion for SE i feel like doing myself. Also feel free to make your own tweaks and upload them if you want to. Source for Oldrim: Credits goes to Render for making it SAM Compatible to Kraan for nipple textures to Fizsi for the first adaptation and to Monsterraider for the original textures. Edit: Uploaded Camaleon version, choose only one between them... Masculine Argonian Camaleon.rar
  8. 8 points
    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
  9. 7 points



    New version as promised, check the change log to see what was changed. INSTALLATION This new version is mostly some minor improvements and to unify all modules into one mod for convenience, which is much easier to install. Just download the Pak file, and put it inside the the following folder: WINDOWS C:\Users\XXX\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods MAC \Users\XXX\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods LINUX /home/XXX/Larian Studios/Divinity Original Sin Enhanced Edition/Mods (thanks to @Drakon for telling me the exact folder) XXX will be your system username ofc IMPORTANT: if you don't have a Mods folder, simply create it After installing, go to the Mods menu, and simply enable it. When enabled you will have a buffed character on the menu. IN GAME SCALING The new scaling system brings a few advantages: You can scale for whatever character, its not limited to any specific character (I haven't tested with Wolgraff or Jahan, but should work) This will also prevent the problem that was happening during character creation, where customization was harder, since the head was being "cropped" by the screen There is also some limitations to it though. Usually, in games, "dynamic" scaling scaling is done by changing a single float variable.. Skyrim, XCOM, etc. However, D: OS doesn't allow for that so I had to re-export all 544 animations, 5 times, once for each level. I won't be adding more levels because each one takes about 2 hours to setup and its an excruciating task... However... In case ppl feel like they want bigger characters, I'm willing to make a 2nd version of the mod, with increased scaling, since re-exporting all animations, with different values is a fairly easy task that I do using batch tools. If you want it, let me know, and I'll see what I can do. CRAFTING AND POTIONS I created potions and other items, mostly as a way to replace the Initial stats boost module: Divine Essence (ingredient, requires any essence + Augmentor) Potion of the Mage (+1 Intelligence, requires Magic Starfish + Empty Potion Bottle) Potion of the Ranger (+1 Speed, requires Magic Rabbit Paw + Empty Potion Bottle) Potion of the Rogue (+1 Dexterity, requires Magic Feather + Empty Potion Bottle) Potion of the Warrior (+1 Strength, requires Magic Claw + Empty Potion Bottle) Potion of the Knight (+1 Constitution, requires Magic Tusk + Empty Potion Bottle) Potion of the Archer (+1 Perception, requires Magic Eye + Empty Potion Bottle) Potion of the Titan (+1 Strength, +1 Constitution, -1 Dexterity, -1 Speed, Scale Level increase, requires Divine Essence + Empty Potion Bottle) Blank Book (ingredient, requires Sheet of Paper + Sheet of Paper) Compendium of Mortal Techniques (same book the the Keeper of Secrets sells, requires Blank Book + Divine Essence) The Potion of the Titans, always changes the stats that lists, but, will only scale up to 5 times/levels. When changing scale, it will play a "Power Up" animation aswell. Then there is also dyable bags for convenience, to better organize your inventory. Simply combine any non-specific backpack or pouch with any dye. Special Backpacks like the starting one or Evelyn's Bag, can't be dyed. Also, to avoid getting it too easy, I increased the price of Essences and Augmentors =P IMPORTANT NOTE For those that had the previous version, you can now rename the MainLSF.pak back to the original name (which is MainLSF.pak ofc...) unles you are running other mods that require so.
  10. 7 points

    Version 1.0.0


    Sorry for not doing it earlier, but since Chompy sent me a message requesting my permission for resharing my old stuff and untill then I've been not yet requested to do it so, I tought a bit more and decided to put it back here. For the time being, there's no pictures or a proper description for this topic, but it is the same file it was available before on Hall of Torque. And yes, it will require the original mod in order to work, just overwrite his files with mines. Once again, my apologies for not coming earlier - I wasn't sure anyone would be interested.


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