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  1. 24 points

    Version 1.0.0

    1,220 downloads

    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.
  2. 9 points

    Version 1.0.0

    405 downloads

    This is a refit of the Kynreeve armor from nexus. You don't need the original file, I already included it. Character is by @smidgen BTW, thanks to his awesome preset.
  3. 8 points

    Version 1.0.0

    2,071 downloads

    PRETTY FACE FOR MALE This mod based on Pretty Face by Tktk1 from Nexus. Here the original link : https://www.nexusmods.com/skyrim/mods/7887/? So i made this patch maybe someone need it
  4. 6 points
    Just to drop by and let you guys know that new set is up on my patreon https://www.patreon.com/posts/22262211
  5. 6 points

    Version 1.0.0

    614 downloads

    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
  6. 5 points
    Hello guys, I was wondering if anyone else besides me likes tan lines on male bodies and I was thinking if there's any textures out there for SAM or maybe SOS (since there's a lot of textures for SOS body) And I still have one character using SOS mod just for testing mods and fun. Do you guys know anything about a mod like that? I hope this pic don't cause me trouble it's just to illustrate
  7. 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!
  8. 4 points
    Hey Everyone, just a quick tutorial here on how to set up bodytalk to make it ready for play. I'm afraid not many ppl know how to do that because when compared to SAM for example, bodyslide is needed. For this tutorial i gonna use Mod Organizer 2 as mod manager. To use it in fallout 4 you need to download mo2 from skyrim special edition page right here: https://www.nexusmods.com/skyrimspecialedition/mods/6194 Alright so before we start with installation make sure to download bodytalk files and its requirements Download the main bodytalk files in 1. and looksmenu patch in 2. so you can get bodytalk to work with ingame morphs using looksmenu. its something very close to how SAM Morphs for Racemenu works for SSE Also make sure to have F4SE downloaded, since its Looksmenu's and AAF's hard requirement. With everything downloaded install all files with MO2 as you normally do pressing the icon in (1.) and selecting the compressed files in (2.) *If you have no idea on how to use mod organizer and feel this tutorial don't make you understand it enough, you can find plenty of tutorials on Youtube about its functions and installation process, just gotta hit the search button. After installing them ofc you want to make them activated: just tick the boxes in (1.) if there are any plugin files ".esm .esp .esl" they will show up in (2.) window as you activate them Now bodytalk is installed and ready to go right? NOPE! if you check bodytalk mod files you'll be able to see there are no malebody meshes in the default male body directory "meshes/actors/character/character assets" so if you go as it is you'll see no difference ingame, so you have to build them using bodyslide. Using MO2 for that we need to run BodySlide through it so do the following 1.Hit the box close to "Run" button 2.Hit the "Edit" dialogue box 1.This Box gonna show up 2.Hit the dots in "Binary" box line 3.This will show up 4.Browse where your bodyslide executable is located, since we installed bodyslide with MO2 as mod its located in MO2 mods folder so the path is "Your Mod Organizer Folder here\mods\BodySlide and Outfit Studio\Tools\BodySlide\Bodyslide x64.exe" in my case "Mod Organizer 2 (Archive)-6194-2-1-6-1545422839\mods\BodySlide and Outfit Studio\Tools\BodySlide\Bodyslide64.exe" 5.Hit the Open box 1.Path Detected 2.Type in a tittle you can remember of, like bodyslide 3.Hit add button 1.Hit the box again 2.Select Bodyslide 3.Hit Run After hitting run if its your first time with MO2, it will ask you to open Steam. If your have a non steam version select "Remember Selection" then hit NO A Box will show up ask which game you want to run bodyslide for ofc you want to select Fallout4 With all done you'll get the bodyslide interface now running through MO2. Before we begin building the body lets make sure bodyslide is targeting fallout 4 right 1.Bodyslide interface will show up 2.Hit Settings Button 3.The path must be "Your disk/Any other folder that leads to fallout 4 installation/Fallout 4/Data" NOTE: it must be targeting data as last folder, if not make it target right with pressing Browse box 4.Then hit OK OK now we are ready to build our body so lets understand some of bodyslide functions for that: 1.Here its project files for bodyslide ".osd" they have shape data and sliders data. Here is where you have to choose your naked body and outfits (refits) to match your body 2.This is your preset selection. Presets are saved sliders values data for your body so you don't have to set values manually everytime you build a body. The bodytalk itself include some presets for you but you can use/save your own preset for personal use. Normally sliders goes from 0-100% but you can goo further 200%... or lower -50%... just gotta hit the percentage box and type in the value you wish. You can also save your own preset... after playing with the combination of slider the way you like then hit "Save As...". Keep in mind your character won't look like exactly the way you designed your body in bodyslide, that's because fallout 4, differently from Skyrim, has 2 more vanilla group sliders (Weight Triangle in looksmenu -muscular/large/thin- and hidden sliders acessible only through wordpad editing using preset files generated by looksmenu mod). When those sliders are in combination with BodySlide sliders your character will show you differently so everything here is a matter of balance. 3.To see how you body bends with the sliders press the preview button 4.This will show up you can rotate, zoom in zoom out etc. 5. To make body morphs work using looksmenu ingame For this Tutorial i gonna build my body with my own presets. The preset Sample i gonna use is stored in one of my refits and i gonna use the one from here: Its pretty simple you just gotta close bodyslide, install the provided mod using MO2 like any other regular mod, activate it and run bodyslide again 1.As you can see my preset is not located in preset list for Bodytalk nude body project. That's because my preset has additional slider data like imported FatStomach slider from older bodytalk version which makes undetectable for the current project. 2.All you gotta do is save the project file with a different name, just hit the little icon there, it makes you open outfit studio for the current selected project. With the Outfit Studio interface shown up just go to upper left coner and hit File>Save As... 1.This will show up 2.Press "To Project" button to save all the project files with the name used in "Display Name" Box, in this case TBOS-BodyTalk-V2 Tutorial, so SliderSet and ShapeData is gonna have this name 3.Press Save After That close the BodySlide This preset was designed to work with my Nude Body cus as i said has additional slider data aside from the ones provided by the Bodytalk. You can still use it with the "original" project we saved above but if you want to use my project file so download it here: MY Bodyslide Nude Body Project.rar Just install it using MO2 like any other regular mod Now reopen Bodyslide With the bodyslide reopened you will now be able to see the Bodytalk project file we saved earlier "TBOS-BodyTalk-V2-Tutorial" and my Project file "TBOS-BodyTalk-V2-bait" For this tutorial i gonna use my project file but if you wish to stick a with original sliders (it doesn't matter the difference is my project file have more content when compared to the original the all the other sliders are exactly the same from original bodytalk project file) 1.Now my preset is finally avaible for use "My Bodytalk Preset 2.30 bait" 2.Tick the "Build Morphs" box and hit Build and close your Bodyslide 1.Select the outfit project file 2.Select your Preset 3.Build Morphs box checkes 4.Build it! Also you want to build the outfit we downloaded earlier to have something to cover our bodies with (vanilla outfit is not compatible with Bodytalk yet because there are no refit for them and yes you need to build your body with your preset for every outfit you want to use with bodytalk) Every single file generated from MO2 is stored in your overwrite folder. For a matter of organization you want to drag the files from there to their proper directory 1. Double click the overwrite line 2.This box will show up 3.This belongs to Bodytalk drag and drop to TBOS-BodyTalk2 4.This belongs to Bodyslide drag and drop to BodySlide and Outfit Studion And that's it, now just run F4SE through mod organizer and enjoy bodytalk!!! if you wish to know how to mess with hidden sliders refer to here: "1. Using LooksMenu preset to modify "hidden" paremeters. You must know the triangle in-game slider which adjusts Mascular/Thin/Fat-ness. In fact, there are five more sliders (Head, Upper Torso, Arms, Lower Torso, Legs) which can be modified only by editors (FO4EDIT or CK). By setting them to the maximum value (= 1.0), we can realize the truely enhanced body. Fortunately, the five values can be loaded via LookMenu as following - Open your favorite preset (***.json) by a text editor. - Find an array named "values" with five numbers. It should be around line 114. - Set latter four to 1. ex. [ ***, 1, 1, 1, 1 ] - Save and load in game" Source: https://www.nexusmods.com/fallout4/mods/36195?tab=description&BH=0 Also some notes about this guide *You can go something below 0 like negative numbers like -5/ Decimal numbers like 0.5 (would stand for something like 50%) and Value above 1 (100%) like 10 and so on *The value for *** stands for a specific area of the head/ The second value stands for Shoulders/ The third value for the Chest area/ The Forth value for the Hips and The Last value for the legs (BEEFY LEGS!!!) *If you wish to use my preset i recommend using making the following combination of sliders: -My bodyslide preset itself -The values for hidden sliders are: [ 0, 0.5, 1, 0.800000011920929, 0.800000011920929 ] And the triangle Sliderset is like this Let me know if you have any questions!
  9. 4 points
    I converted that thong from Fallout new vegas. That body and skin is my mod too. I love big muscle and some sexiness. Maybe must try bodytalk2 when back to fallout. But for now i still use my body. It contain more than 30 slider too. I never post here about fallout so i just present some gallery. My spouse is MacCready in game.
  10. 4 points
    Thank you for your kind response as well as detailed information for the topic! Then, I also post some of my initial tweaked files as attachments here, in case anyone wish to make use of them (for whatever purpose): ys_sammorphs_alt_templates.zip Vanilla ones (Skyrim.esm; Dawnguard.esm; Hearthfire.esm; Dragonborn.esm): randomizes an actor's Samson/ Samuel morph a bit (+--0.1), with one very minor tweak (changes the class trait of BYOHHousecarlHjalmaarchClass "Sorcerer" [Class: xx019636] from pure mage ([email protected]) to a more spellsword like (Sams[email protected],[email protected]) Non-vanilla male actors from the following settlement mods: for CRF; CFTO ; Bells of Skyrim; Hold Border Consistency Patch And sorry for asking you again and again with very trivial detail. Doesn't Sam Morphs (target) work against the elder race (as a non-playable race) male actor? I make this question just out of curiosity as well as for confirmation, since I've just found that the spell had no effect on Nils of Windhelm (01414b). (I know the original SAM already exclude elder males)

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