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About Vortiscroc

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  1. Oh, I tried reinstalling it from the mod and it looks like it works alright with Samson scaling if you're wearing the torso armor in addition to the gauntlets, but wearing the gauntlets by themselves gives me a wrist gap unless I'm at 0 or 100 weight. Unless I installed things wrong, which is very possible, heh.
  2. I accidentally deleted the ones I was working on while copying the originals over to check something The ones from the original upload have different file sizes, I wasn't sure which one to include so I got both here. I'm trying to get just the gloves from this armor to work: It looks like it functions normally when the vanilla weight slider is at either exactly 0 or 100 (although without the beast race claw model) Thanks! glovesm.tri glovesm_0.nif glovesm_1.nif
  3. That makes sense. I don't know anything about scripting so I was trying dumb stuff like trying to find the part of the SAM scripts that handles that and pasting into the WM script, but I just broke things, heh. I ended up running SAM Light in addition to regular SAM and copied and renamed all the base, Samuel and Samson msn texture files as maleargonianbody_01_msn.dds through maleargonianbody_10_msn.dds and I just use the SAM Light self edit spell to swap between them like air suggested. I'd love it if the author patched it in, but I don't know if they're around anymore. Thanks for the response!
  4. I'm trying to refit a pair of gauntlets that have a wrist showing, but they're refusing to respond to any Samson or Samuel morphs. Not even a big vertex explosion mess. I'm not sure what's going on, I've used this method to refit a lot of torso armors without a problem, but these gauntlets are giving me a lot of trouble. I replaced the hand in the armor model with the SAM hands, and used another copy of SAM hands as the reference to morph it, and saved that data as the glovesm.tri file. I also made sure the NiStringExtraData in all the parts points to the glovesm.tri file. I deleted the extra sets of hands and exported the _0 and _1 gloves .nifs. When I drop either of the _0 or _1 nifs into Outfit Studio and import the glovesm.tri morph, both of them behave as they should when I move the Samson and Samuel sliders around, but in-game they aren't responding to SAM settings or vanilla weight settings either. Is there something I'm missing that I should check out here?
  5. Ah cool, that's a neat idea. I didn't know SAM Light worked with Oldrim. I'll take a look at that and see if I can get it to work. I may just switch over to Special Edition altogether since SAM was the only thing keeping me with the old version. Thanks for the help!
  6. Thanks for SAM! I've loved it for years now. I asked about this on the mod's Nexus thread too, but I thought I'd check in here in case someone else had figured out a solution to this issue. I started a new Oldrim playthrough with SAM and this time I'm using ousnius's WeightMorphs mod: https://www.nexusmods.com/skyrim/mods/70243 It's working really great for the most part, except that when WeightMorphs alters the Samson/Samuel values, it's still sticking with the basic 0/0 body texture and stretching it out. If I change the Samuel values directly through the SAM menu in MCM, it still works normally. Basically, I want to be able to play a character that has some nice normal mapped abs at low Samuel values and transitions into the 25, 50 and 75 Samuel textures when the WeightMorph mod changes the values. I can kinda sorta get around it by playing a character with a weight of 24 or lower so that it uses the base smoothish texture there that looks okay when stretched out by the Samuelized mesh, but it's not an optimal solution. Anyway, thanks for all the awesome mods!
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