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y_sengaku

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About y_sengaku

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  1. y_sengaku

    Skimpy Wolf Armor Standalone Help

    I suppose that the basic procedure should be the same as I had explained you (on stand-alone hide armor) below:
  2. y_sengaku

    SAM Morphs for RaceMenu

    Have you overwritten Racemenu SE 2.0.11 with the SKEE64 alpha 10a? According to the author, 2.0.11 alone is not enough to function morphs. https://vectorplexus.com/topic/677-download-%E2%80%94-sam-morphs-for-racemenu/?do=findComment&comment=7361
  3. View File Crude Refits of DLC DG Armors & Clothes for SAM (LE/ SE) 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: 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). Submitter y_sengaku Submitted 12/06/2018 Category The Elder Scrolls V: Skyrim  
  4. Version 1.1.0

    115 downloads

    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).
  5. There are mainly two different methods of refitting the outfit with SAM sliders. I rely on the even simpler way than the new (and compatible with the latest Racemenu SE) method below:
  6. Thank you very much for your detailed incompatibility report as well as the proposal for possible solutions. I haven't noticed such incompatibility between WAF/ CCF (LE version of WACCF) and SAM refit, though both WAF and CCF have been occupied in my LE load order for long. I also wish to look into this issue whether it is also applicable to LE. Do you know any mod that actually gives skeletons the modified AA outfit?
  7. y_sengaku

    Download — SAM Morphs for RaceMenu

    Is the ones from SAM Morphs for Racemenu (optional) isn't compatible with the latest Racemenu SE?
  8. y_sengaku

    SAM Morphs for RaceMenu

    Thanks. Then, forget about anything in my post about that concerns Racemenu/ NIoverride. The problem can be a bit simpler. Have you installed any of Kirax's outfit mod for SE and equip it? They are only tuned with maximum weight (100: _1.nif only) so that they tend to have some gaps in necks, wrists, and ankles when your PC is set less than weight 100. Source: https://vectorplexus.com/files/file/106-sam-morphs-for-racemenu/?do=findComment&comment=1436
  9. y_sengaku

    SAM Morphs for RaceMenu

    I'm not entirely sure, but similar trick (default non-HDT SAM light plus HDT-SMP/ High Poly version of SAM light SE) may work. Also, can I ask also a question on your 'wrist problem' in SE? Vinceagashi's post (morphing problem of the equiped outfit) or Sorajmoe's post (some incompatiblity between body mesh and Racemenu-NIoverride) above, which one is exactlyclose to your problem?
  10. y_sengaku

    SAM Morphs for RaceMenu

    Hello, Concerning your wrist problem, if you use Racemenu LE v 3.4.5, either of the following two are recommended: Install HDT Physics Extensions, though HDT BBB Bounce for SAM either for SAM light or full is perhaps not necessary Downglades your Racemenu LE from v 3.4.5 to v 3.2.2. The latest Racemenu does not like non-HDT environment in somewhat curious way.
  11. Hello, Afendor have already refitted all the outfits (torso-cuirass, boots, gauntlets, and helms) added by DLC Dawnguard in his package (in contrast to his Dragonborn one), though in old method that is unfortunately not compatible with Racemenu SE 0.2.4+. It means that you don't need such '(Very) Crude Hot Fixes of DLC Dawnguard Armors and Clothes (LE/ SE) with his package as long as you play either in LE or in SE with Racemenu SE (until 0.2.3) since the morphs will work without any noticeable problem in such 'legacy' settings. Yes, as you suppose, I'm currently planning to re-do all the outfits from DLC DG as I did here for the better compatibility with the latest Racemenu SE, but not now (probably I don't have enough time to spare before Christmas).
  12. According to the post below, even the original author (Vector) did not keep the earlier release(s) of SAM in his hand:
  13. [x-post from the support thread for the vanilla clothes]: Due to the new (a kind of TBBP) CBPC - CBP Physics with Collisions for SSE and VR for SE v 1.5.53 (and corresponding SKSE64/ latest Racemenu SE 0.2.7), I'm planning to extend my refit with the latest compatible .tri also to the torso/ cuirass meshes of the clothes that had been originally covered by the default vanilla refit, though CBPC seems not to be so sensitive to the morph changes rather than the direct skeleton scale changes (and it currently lacks the support for the scrotum node for collision/ jiggling). While I have little time for modding in coming November and December, I hope I can finish the conversion for the additional meshes respectively of vanilla Skyrim as well as DLC DB by Christmas. Problem is, however, is the armor/ clothes from DLC DG (though not so many)........ 
  14. Due to the new (a kind of TBBP) CBPC - CBP Physics with Collisions for SSE and VR for SE v 1.5.53 (and corresponding SKSE64/ latest Racemenu SE 0.2.7), I'm planning to extend my refit with the latest compatible .tri also to the torso/ cuirass meshes of the clothes that had been originally covered by the default vanilla refit, though CBPC seems not to be so sensitive to the morph changes rather than the direct skeleton scale changes (and it currently lacks the support for the scrotum node for collision/ jiggling). While I have little time for modding in coming November and December, I hope I can finish the conversion for the additional meshes respectively of vanilla Skyrim as well as DLC DB by Christmas. Problem is, however, is the armor/ clothes from DLC DG (though not so many)........ [Added]: Link to the experimental files for SKSE 64 2.0.7/ SSE 1.5.13 (for Racemenu SE 0.2.3, the latest one that are compatible with older .tri files): https://www.loverslab.com/topic/111105-cbpc-cbp-physics-with-collisions-for-sse-and-vr/?do=findComment&comment=2429983
  15. Thank you for close up SS. Then, to double-check whether the reference skeleton of base body/ genital mesh is really male skeleton.nif or not. The mismatch between reference skeletons of both meshes (Outfitstudio uses female one by default, and to adjust the mesh by OS often change the reference skeleton) also can such kind of gaps.
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