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Dredd last won the day on May 22 2018

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  1. SAM and Wetfunction are somewhat incompatible because both apply specular maps to characters, but only one specular map can be applied at a time. SAM updates whenever something is equipped or unequipped, while Wetfunction updates on a whole bunch of different events (touching water, moving, sex events, etc.). So when the mods "clash", it can happen that specular maps unload altogether and the characters look "dry". To avoid those conflicts, you can deselect specular maps and texture swapping in the MCM of Wetfunction. Wetfunction will still apply glossiness, which will usually look wet enough in combination with SAM's specular maps.
  2. It's possible that characters without a schlong have something equipped that takes up the same item slot as the schlong. You can test that by targeting a dismembered NPC in the console and entering the command unequipall If their schlong does appear, you can open their inventory by entering the command openactorcontainer 1 to see their items and test which of them removes the schlong. If unequipall doesn't help, another mod that adds genitals may be at fault if you have any installed, like SOS or More Nasty Critters. Lastly, the skeleton could be the problem. Install XPMSE if you haven't and make sure it doesn't get overwritten by anything. Also, untick the SOS add-on in the FOMOD installer of XPMSE, SAM doesn't need it.
  3. There are very few male voice packs in general, but it's easy to make your own. All you need is a mod called Sexlab Extra Voices, a sound file or a video with good audio quality and an audio program like Audacity. You basically cut out the sounds you want to use, save them in the correct file format and arrange them in a bunch of folders. Here's the mod along with the whole guide: https://www.loverslab.com/files/file/1078-sexlab-extra-voices/ The only tricky part is getting permission from your audio source if you plan on making your voice pack available to others, which is probably why there aren't that many voice packs in the first place.
  4. The unofficial patch was part of the whole HoT meltdown back in the day, so bringing it back might be a no-go.
  5. Render gave me his permission, so here we go. It's only the schlong diffuse, install like any other mod and overwrite "Masculine Argonian texture for SAM" with it. Standard version only. SAM - Masculine Argonian schlong diffuse with red cockhead.rar
  6. I'm still on LE because, you know, "never stop a running system". But people who start from scratch may be better of with SE, especially if they just want to play the game. That said, I'm going to try my hands on SE one more time over the holidays to see if I can create something that comes close to my current setup, which looks something like this (NSFW):
  7. I did that simply by editing Render's textures in photoshop. It's a dirty hack, but it works. I upscaled them as well, looks fairly okay. I could ask Render for permission to put them up here somewhere. NSFW example in the spoiler.
  8. Do you have the Dawnguard DLC? If not, disable SAM - Dawnguard Patch.esp
  9. Cool stuff! Getting permission from Vector himself may be difficult since he appears to have stepped away from the modding community for good, but as long as you adhere to the EULA, you can't go wrong. Most relevant paragraph: And about c), the watermark: So, no money, no rape/cp/bestiality, a link back to this site and maybe even the logo somewhere in the video and you'll be the poster child of making SAM videos ?
  10. Cool dude, thank you for your hard work! I've been messing around with this file and FloppySOS and they seem to work together really well. Ironically, I havent' seen any belly distortion, but the body bounce looks good and the schlong collision works well without hurling the characters' balls into orbit like HDT BBB 1.5 does in conjunction with FloppySOS.
  11. If you are using KouLeifoh's HDT BBB Bounce, make sure to use version 1.4. Version 1.5 isn't compatible with FloppySOS.
  12. I have had the same problem with one or two armors here an there. I think they lack/ don't pass on the information SAM needs to morph the schlong, so the schlong is shown at default position instead. I'm afraid I don't know how to fix that, it could simply be a missing node or value, or it could be more complicated and require editing in Bodyslide.
  13. 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!
  14. Thank you so much, I was hoping somone would find it in their heart to refit at least some of these!
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