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  1. 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.
  2. 7 points
    My original intention was to increase the poly count and smooth the SAM feet mesh to fix some normal map issues by using texture baking. I managed to create a usable version of the high poly mesh in-game and decided to share it as is. Morphs for Samson/Samuel were added, but I haven't personally tested them. Weights 0-100 work fine, so the morphs should work as well. Consider this as a test for the time being since there are still some fine tuning needed. The difference might not be that noticeable in general gameplay, but the increased mesh detail is there (easily seen on the toes and heels in the screenshot below using my unfinished custom textures). SAMFeet High Poly test.zip
  3. 7 points
    I've tried that one as well, but I remember having lots of issues with it. I only wanted to use it for full resolution screenshots in portrait format anyway, so I started to hotsample instead, i.e. run the game in custom/ very high resolution and crop the image to the desired aspect ratio afterwards. I'll go into detail about that now: HOW TO TAKE SUPER HIGH RES SCREENSHOTS BEYOND YOUR NATIVE SCREEN RES USING SRWE If you'd like to take screenshots in a resolution that is higher than that of your monitor, this is how to do it. Normally, you are restricted by your monitor's native resolution in terms of how high you can go and which aspect ratios you can use. There are several ways to get around that, one of them being the program SRWE ("Simple Runtime Window Editor"). With that you can go 4k, super widescreen, portrait format, basically whatever you want, independent from your monitor's native resolution. A fair warning though, I'm not going into every little detail, so this tutorial is geared more towards advanced users. Also, you will need a fairly decent computer if you want to run Skyrim in ultra high resolutions such as 4k and above. Duh. Step 1: Get SRWE Get the latest version of SRWE here. It doesn't need to be installed, just put the .exe wherever you want. Step 2: Make sure you are taking screenshots using ENB or the SMAA injector Generally speaking, there are up to 5 different ways to take screenshots in Skyrim: through Skyrim directly (default key: printscreen) through Steam (default key: F12) through ENB ( default key depends on the enb preset) through a third-party app, e.g. SMAA injector or FRAPS The two best options are the SMAA injector and ENB (here's a rundown of why). All other options should be avoided as they won't work correctly with this setup. If you are using an ENB preset that comes with the SMAA injector (e.g. SnapDragon Prime), simply open injector.ini in your Skyrim folder and define which key to use for taking screenshots (I personally like to use divide on the numpad, keycode 111). If your ENB preset doesn't use the SMAA injector, you can either just add it yourself if you want or use the ENB screenshot function instead. The key for that can be changed to your liking in your enblocal.ini file. Step 3: Make sure Sykrim runs in windowed mode For SRWE to work, you HAVE to run Skyrim in windowed mode. First, turn Onetweak off if you have it installed (check it out if you don't know about it, it's actually pretty nifty). This step may seem odd, but Onetweak will keep you from messing around with windowed mode and screen resolution, so it needs to go for now. You can simply reactivate it when you're done, it's just an skse plugin and removing it won't hurt your savegame or anything. There may be other mods out there that will keep this from working, Onetweak is just one that I identified myself. Next, open your enblocal.ini and change your window options to this: [WINDOW] ForceBorderless=true ForceBorderlessFullscreen=false Done. Step 4: Define your custom resolution Open your Skyrimprefs.ini ( remember to open it through MO if you're using it), find these two lines under Display and change them to whatever you want: [Display] iSize H= iSize W= For example, 4k would be H= 2160 and W= 3840. Go ham. Save and close. Step 5: Do the thing Here's a good tutorial on how to actually use SRWE, with pictures and everything. Additionally, here's a basic rundown for your convenience: Run SRWE, then run Sykrim. If you defined a resolution that is higher than that of your monitor, you should now see only a partial image with the rest cut off. Normally, this would be the point at which you would start to cry and pull your hair out becasue you kind of can't see shit. But hooray: SRWE comes to the rescue. Alt-tab out of Skyrim and switch to SRWE. Click on "Select running application" and choose Sykrim. Now, play with the window position and size until Skyrim fits your screen again. Save your settings as a profile so you don't have to type in everything again the next time you use SRWE. Boom, you are now ready for glorious 4K screenshots, despite playing on a petty FullHD monitor or whatever. Running Skyrim in 4K without an ENB preset is actually quite doable. I am rocking a GTX 1060 and an old i5 3570K and I can handle Vanilla Skyrim in 4K at 60fps no biggie. However, add ENB and things will look very different indeed. My framerate drops to well below 20, even in simple scenes. So, the compromise is to disable ENB in-game (usually by pressing SHIFT+F12, can be redefined in enblocal.ini), set up your shot, then re-enable ENB and take the screenshot; turn ENB off again, rinse and repeat. Finally, check in your Skyrim folder that your screenshots do indeed have the resolution you entered into your Skyrimprefs.ini. If they don't, you did something wrong. If they do, cool. If you're a fucking pimp who plays on a 4K monitor already, you can ignore all this and simply laugh at the rabble from your high horse. For everyone else, this is how to pretend that you have something nice for once.
  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
    Things I currently have planned: Non HDT versions of armor/clothing (a lot of vanilla clothing won't have hdt. they're just too low poly so you end up with clipping and sharp points.) Standalone versions (this is easy to do, I just hate working in the creation kit with how randomly it crashes. if you don't want to wait and make standalone versions yourself feel free to upload them) Look into the mismatched mage robes Revealing bandit armor
  6. 6 points
    Being Expressive A quick note: I highly recommend using MFG Console mod. While everything I'm going to show is basic console commands, MFG adds a proper interface and some command shortcuts that make everything much easier. I also recommend this mod for every aspect of screenshot taking. It helps with item spawning and control as well as anything NPC related. The command you need to know is "MFG" and its 3 counterparts: "modifier" "phoneme" & "expression". Expression is self-explanatory. There are 7 basic expressions, each represented by a number: anger 0 fear 1 happy 2 sad 3 surprise 4 puzzled 5 disgust 6 neutral 7. There are more than this (about 16 in total) but they are essentially copies. Each expression has a 'dialogue' version which is just more subtle version. Modifier is facial movement that isn't mouth related. Eyes & brows essentially. Phoneme is the different mouth shapes we make while pronouncing words. Here's an example of piecing together different phonemes, modifiers and expressions. On the right of the screen is why I recommend the MFG console mod. It shows which parts are activated and makes it easy to keep track of. To activate these different parts the command is essentially the same: MFG modifier x x MFG phoneme x x MFG expression x x The first x is the part number and the second x is the amount (0 to 100). In this shot I wanted him mildly happy so the command was "mfg expression 10 20" I also wanted the guy on the left to be looking over at the demon guy so the command was "mfg modifier 9 80" The demon has a toothy smile which is "mfg phoneme 4 100" Another example of the kinds of things you can do: As a final note there is a short version of the commands. MM, ME & MP. So "mfg phoneme 4 100" can become "mp 4 100". Don't forget "mfg reset" which puts everything back to 0. Any sort of loading, either from saves or area loads will reset things too.
  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. 5 points
    Tips: Our Little Secret Take a look at his shot, looks normal right? (Besides the comical editing to make it SFW) To make the shot work how I wanted, I actually cheated a little bit. Here is a view from the back: Horrible clipping, with his right arm going straight through that guys back. Something else you wouldn't have noticed: Vincent is a little shorter than the other guys so I gave him a magical little boost. My point being that if you can't see it in the shot: don't worry about it. Don't think about the scene as a whole, you're only going to capture it from 1 angle.
  9. 4 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
  10. 4 points
    Hi Everyone, I'm embarking on my first major mod but I have almost no idea where to start. So given the gorgeous body mod from Vectror, I wanna build a new class of magic including new animations and a quest to get the magic from sangiune the lord of debauchery, from time to time I want to post some my work progress here and probably seek some help or suggestions. It was frankly all inspired by this image from this great artist http://silencio-gga.blogspot.ca/, I would love to do models for all his armor From this set of artwork, but I'm gonna start with the cum magic, semen sorcery, and the hedonic arts. I love this site, I love vectors work and I hope that I can become a contributing member of this great site and contribute to making Skyrim a little gayer. If you have any suggestions or ideas please feel free to shoot me a reply. Sky

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