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ElderVerK

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About ElderVerK

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  1. The SAM penis if you're not using SavrenX's SOS patch, uses Slot 32, which is the same as the main body. The tops replace the body slot, and since they were made for SOS (slot 52) the mesh they come with has no penis. You need to manually place the schlong inside the meshes for it to show (IDK if SAM Light has a revealing keyword that you can apply instead, or if copying the SOS keyword with xEdit into the plugin works without SOS). To have this problem, it sounds like you just gave the clothes the SAM sliders and then kept the SOS body. That can cause texture issues (and possibly gaps between hands, feet and the body) since the SAM textures are only meant to fit the SAM Light body. To solve these problems when refitting you should import the clothes on the SAM project, remove the clothes' base body, use the brushes to adapt the clothes, and then delete the vertices of the body mesh which you don't need. Another problem with the modern clothes is that the pants, meant for a SOS setup, often use Slot 52 to hide the penis. Using SAM alone will make the penis clip through the pants, and that might be trickier to fix since you can't simply use slot 32 on the pants, as that would unequip the body. I would upload my own refit, but I'm not sure I have the permissions to do that, and also since I use the SOS setup for the genitals I'd have to find a way to make the pants work for a Slot 32 penis.
  2. I'm not really good at explaining things, but I'll try my best: First thing, if you don't have them already, download the body projects from here. Then, open BodySlide (not Outfit Studio), and select the body you're using from the drop down (High Poly, HDT, both, neither...) and click the little outfit studio icon on the right: This way Outfit Studio will load the body mesh with the relevant sliders fully functional. Now beware, if you have the 0 to 1 weight sliders the low weight body mesh will be loaded, and you'll need to drag and drop the low weight underwear mesh. If you have 1 to 0, you'll need to work with the high weight meshes. Now you can hide the genitals since they aren't needed and will be deleted later on, but for now just hide them. Then select your preferred underwear (I'm using one from El Men's pack, which I used to replace the SOS default underwear, but the process is the same for everything that goes over that area. I used it for pants as well) and use CTRL+C to copy the slider information into the underwear mesh which, having been loaded separately from it's tri file would otherwise lose important informations like weight morphing. The default values are alright, so just click okay on the pop-up window: Now comes the bulge-y part: click on the pencil next to the PenisSize slider to highlight it. On the top side of the screen select the inflation brush. Paint the bulge shape you want to have with the slider maxed out (the program will automatically build the 1-99 vertices positions). (whoops, I turned an arrow into a rectangle... that one should have a pointy end towards the highlighted slider) Note: On certain shapes the inflate function doesn't look too good. If that's the case and you know what you're doing, you can also use the scale function. You need to mask the vertices you don't need (or the ones you need and then invert mask, if you find it quicker), and then use the tools listed vertically on the left side of the screen and manipulate the shape with them. The tool labeled with number 5 is a bit tricky to utilize, but can be useful as it allows you not only to move, but to scale either the whole thing (by clicking on the central, black cube and dragging - not reccommended in this case) or the singular axis, by clicking on the colored cube and dragging. a combination of its functions is the most effective solution, but it can be frustrating since it can also cause Outfit Studio to altogether crash under myterious circumstances, so you have to start again from scratch. You can double the trouble by deselecting the PenisSize slider, highlighting the ScrotumSize slider and inflating the underside of the bulge, but it's not necessary if you don't like them (when one slider is highlighted you can play with the other sliders so you get a feel of how it'd look in game with those settings. You can also give bigger bulges to high weight bodies if you wish by repeating the inflation with the weight, or SAM sliders highlighted, as the sliders data add upon each other rather than overwriting themselves): Once you're done painting the bulge to your satisfaction at all slider positions you wish, you need to: 1)deselect all the sliders, and bring them back to 0%; 2)delete the genital shapes; 3)go to File>Save Project As; 4) fill the pop-up window with the required informations: Display name is the name you'll find the project under the drop down in Body Slide | Output file name is the name of the mesh used by the game minus "_0" and "_1". In my case I wanted to replace the Maleunderwear meshes, so that's the name I needed to give it to build a reaplacer. | Output data path is the folder in which the meshes will be created by Body Slide (warning: it'll overwrite the existing ones without warning, so make a back-up just in case) | Use Low/High weight output so it automatically creates the _0 and _1 meshes. | Once you've filled these fields, don't forget to click "To Project" Also pay extra attention at the "Copy reference shape into output". If your mesh needs it, you need to check the box. mine didn't, but underwear often do need the body. Open your original mesh with Nifskope and decide whether the replacer you are creating needs the SAMBody shape or not. Now, for the grand finale: once you've filled all the fields, click save and then close both Outfit Studio and Body Slide. Then open body slide again (project list needs to refresh otherwise if it's a new project you won't find it, if you're working on an existing project it might not update properly. Find the project you just saved, and inspect that it works in the preview window. Once you make sure everything works correctly and like how it's turned out, don't forget to set the weight slider on the high weight side of the Body Slide window to max. You can play with the weight in the preview window through the bar on top. Once everything is in place, simply click "Build" and you're done. Go in game and play with the sliders while wearing the underwear to make sure everything works there as well (there's some difference between the game and OS, so sometimes what looks good in it actually clips in game, so pay attention to that). Extra step, probably optional but sometimes using a mesh that already had it's own .tri reference caused me trouble. If the sliders refuse to work properly, it's likely because the game is using the wrong .tri reference written inside the .nifs. If this happens, you want to go into the game installation folder and then to Data\CalienteTools\BodySlide\ShapeData\<projectname> folder, open the .nif in there with nifskope, go down to the mesh with a NiString Extra Data, and delete branch. A pop-up will appear saying the action cannot be undone. Accept, save, and close Nifskope. Open Body Slide again, select the project, and build it again (paying attention to the weight sliders). And now it should work. Let me know how it goes for you.
  3. I tried to SAMify him as well, I was able to make the body and everything work but he wouldn't accept face textures in any way. I looked into the .nif and I looked into the CK, everything pointed to the correct files but whenever I spawned him he had a blue/violet face. I've ended up uninstalling him and I've not yet tried again.
  4. Deleting the vertices of the body mesh that are not visible when wearing the armor is the simplest and most effective solution. For that armor this means removing almost everything except the collarbone, forearms and calves, if and only if the gloves and boots are separate pieces and the head would otherwise appear floating. This could also work as a solution for the person you quoted, but without pictures of their armor I cannot say for sure.
  5. It's been a long while since I downloaded this mod, but I'm quite sure they are in the original mod, which is listed as a requirement in the description.
  6. If you use SAM's dick size sliders alone, you need to load the SAM body with genitals project in Outfit Studio, then highlight the appropriate sliders and make a bulge with the inflate brush (Edit: or mask the vertices you don't need and use the scaling function). I did it on the DH Hussar Armor conversion but since I use SAM-SOS patch I don't use SAM penis sliders at all for my character. I think I did check that it worked in game, but haven't really kept it after making sure the mod was ready for publishing. Of course the two size sliders add on top of eachother so if you use the SOS patch it's going to result in a laughably big penis like Kreiste said. If there's a SOS body project that comes with its own penis slider you could make it work with that one so it works with SOS, but I don't know of any.
  7. View File [SE] SAM - DH Hussar Armor Conversion Original description by iBushWookie on Nexus: Deaths Head Hussar Armour Ever wanted to know what it would feel like to be empress of Skyrim? Then you'll love this mod! Subjugate the realm as the Kaiserin herself..... And look damn fine whilst doing it! ----------------------------------------------------------------------- BE SURE TO DELETE ANY LOOSE FILE BEFORE UPDATING. The .esp has been rewritten and converted to ESP-FE, so you'll probably loose the items from your inventory either way. Installing the update on a clean save will help prevent loose files from overwriting the updated ones present in the .bsa archives. Requirements: https://www.nexusmods.com/skyrimspecialedition/mods/45395 Original file. the .esp is the same as the one that comes from here, so only the textures .bsa is needed. Any mod that provides a working cloak.xml file to enable physics on the cloak. A few points worth noticing, in no particular order: The armor is not placed anywhere in the world. To obtain it, you can use the AddItemMenu mod. The hats are marked as circlets, so you will keep your hair while wearing them. A few items have a messed up world object (no physics, not interactable even though the console, hangs in mid-air). I'm still learning how to fix that. To conclude, I thought it'd be quite funny to give the pants a slight bulge that grew with the SAM penis and scrotum size sliders, so I did. I included the BodySlide files in case anyone wants to get rid of, enhance, or otherwise customize any aspect of the set. If you don't need them and find them just cluttering your bodyslide dropdown, you can of course remove them. IMPORTANT: There is an issue on my end that I haven't been able to fix nor find what's causing it. That is, when in first person, the male gauntlets appear extremely distorted. It might just be a conflict of some sort on my end since nobody has complained yet on the Nexus version (which is adapted to the Vanilla male body), but I don't know for sure. Should the problem exist on your versions as well, let me know if you have any idea how to fix it, and I'll try to do my best. This conversion is mainly a "proof of concept" if the term applies: basically I had just noticed @shadowinged's Femboy preset and I wanted to test if that shape could make it easier to port female armors to the male body since I had previously tried to convert some clothes simply by using the inflate/deflate functions of Outfit Studio and that's been a nightmare of malformations. I converted the armor to their preset, and then imported the high weight version of the converted armor on the low weight male body, which made the refit way easier. No particular reason in choosing this armor to try this technique other than the fact that it was published at a similar time so it was the quickest I could grab, plus I wanted the furry hats. I tested the armor a bit in game, the three sliders (weight, samson, samuel) all work and there should be next to no clipping, but my testing was mostly stationary. If there are some issues during some animations let me know and I'll see what I can do to fix them. Thanks to: iBushWookie on Nexus, for making the original armor and permissions to post this refit; Shadowinged/Khazhak for their CBBE preset, without which this wouldn't have been possible; The resources here at VectorPlexus and the amazing people who made them. User th1098 from the Fallout 4 modding community for the new Sabre model, which can be found free to download here. Enjoy! Submitter ElderVerK Submitted 02/10/2021 Category The Elder Scrolls V: Skyrim Special Edition compatible Yes Created by Conversion by VerK  
  8. Version 2.2.0

    54 downloads

    Original description by iBushWookie on Nexus: Deaths Head Hussar Armour Ever wanted to know what it would feel like to be empress of Skyrim? Then you'll love this mod! Subjugate the realm as the Kaiserin herself..... And look damn fine whilst doing it! ----------------------------------------------------------------------- BE SURE TO DELETE ANY LOOSE FILE BEFORE UPDATING. The .esp has been rewritten and converted to ESP-FE, so you'll probably loose the items from your inventory either way. Installing the update on a clean save will help prevent loose files from overwriting the updated ones present in the .bsa archives. Requirements: https://www.nexusmods.com/skyrimspecialedition/mods/45395 Original file. the .esp is the same as the one that comes from here, so only the textures .bsa is needed. Any mod that provides a working cloak.xml file to enable physics on the cloak. A few points worth noticing, in no particular order: The armor is not placed anywhere in the world. To obtain it, you can use the AddItemMenu mod. The hats are marked as circlets, so you will keep your hair while wearing them. A few items have a messed up world object (no physics, not interactable even though the console, hangs in mid-air). I'm still learning how to fix that. To conclude, I thought it'd be quite funny to give the pants a slight bulge that grew with the SAM penis and scrotum size sliders, so I did. I included the BodySlide files in case anyone wants to get rid of, enhance, or otherwise customize any aspect of the set. If you don't need them and find them just cluttering your bodyslide dropdown, you can of course remove them. IMPORTANT: There is an issue on my end that I haven't been able to fix nor find what's causing it. That is, when in first person, the male gauntlets appear extremely distorted. It might just be a conflict of some sort on my end since nobody has complained yet on the Nexus version (which is adapted to the Vanilla male body), but I don't know for sure. Should the problem exist on your versions as well, let me know if you have any idea how to fix it, and I'll try to do my best. This conversion is mainly a "proof of concept" if the term applies: basically I had just noticed @shadowinged's Femboy preset and I wanted to test if that shape could make it easier to port female armors to the male body since I had previously tried to convert some clothes simply by using the inflate/deflate functions of Outfit Studio and that's been a nightmare of malformations. I converted the armor to their preset, and then imported the high weight version of the converted armor on the low weight male body, which made the refit way easier. No particular reason in choosing this armor to try this technique other than the fact that it was published at a similar time so it was the quickest I could grab, plus I wanted the furry hats. I tested the armor a bit in game, the three sliders (weight, samson, samuel) all work and there should be next to no clipping, but my testing was mostly stationary. If there are some issues during some animations let me know and I'll see what I can do to fix them. Thanks to: iBushWookie on Nexus, for making the original armor and permissions to post this refit; Shadowinged/Khazhak for their CBBE preset, without which this wouldn't have been possible; The resources here at VectorPlexus and the amazing people who made them. User th1098 from the Fallout 4 modding community for the new Sabre model, which can be found free to download here. Enjoy!
  9. Does anyone know why this happens? I initially wore the outfit at SAMson 100 while checking it with the others I made so far, so I thought that some of the vertices that were farthest from the reference shape didn't conform to the SAM sliders (it happened to shoes and the backpack in the past, but the fix I used for those didn't work here), but it in game it happens with all sliders (Weight, SAMson, SAMuel) at 0 as well, while in OutfitStudio it doesn't happen at all. Also for some reason the gloves are equally fucked up in first person in game, but appear fine at all slider positions in OS.
  10. Yesterday I decided it was time to learn how to refit properly, and it turned out to be easier than expected, although definitely still not easy. No way near perfect yet (pants are my enemy, and I'm still trying to understand how to compensate between Outfit Studio's preview and the actual result since for some reason what looks good in OS still clips in game) but I'm having fun throwing sliders at everything I can get my hands on lol. Both weight and SAM sliders work, but I prefer playing with everything at 0. I've done the whole of Modern Clothes and Natsuno outfit (minus the dress) in a single go, and I'm thinking of doing a non skimpy version of the TERA armor packs next because I've seen some that look great but are almost completely cut away by the existing pack. I'm probably being a little bit too ambitious with this project, but it's (probably) not as hopeless as me taking decent screenshots, sculpting a good looking face in Racemenu or finally giving activation conditions to those overlays lol
  11. Yeah, if the textures path isn't the issue then it's definitely the mesh's problem. The mesh from this mod have SOS UV maps, which aren't compatible with SAM Textures. The UV map is basically a projection of all the vertices that make up the 3d mesh on the 2d texture file, so that each triangle takes up a piece of the cake. Applying the whole body textures across the schlong can happen when the UV map of the mesh extends across the whole dds which is what the SOS meshes have as UV map. (The upper half is what I understand is your situation. I made the texture path go to malebody.dds to replicate your situation because I don't have SOS texture folders anymore and in the end that's the texture that's being applied to the shape, regardless of folder structure) To make it look like the lower half I'd suggest downloading SAM (normal or high poly) again, loading the body in Outfit studio or nifskope, delete the SAMbody shape (it's separate from the SAMgenitals shapes so it's very easy to do) and change the schlong's partition from 32 to 52, which is what I did to fix the issue. After that you can either replace the SOS textures, or especially if you use heavy 4k body textures you can save some disk space by opening the Schlong's esp in the CK and alter a few lines under "Texture set".
  12. You weren't very descriptive of the steps you've taken "so that it works properly" so I'll probably say the obvious, but have you also changed the texture paths in the Creation Kit? As far as I understand the issue, you've taken the SAM Light Schlong and used it to replace the SOS one, but SOS has texture paths for each race written in the Creation kit which override the texture path you find in the .nif. Since the UV map between the SAM and SOS schlongs changes quite a bit, you need to change the texture sets in the creation kit to match the set of textures that goes with the shape. That might make swapping textures through SAM morphs incompatible depending on whether or not SOS ovverrides the texture change with it's own paths.
  13. If you don't want NPC appearance to change, I think you need to make a custom race for your Dragonborn, as all Man and Mer races share the same textures (except for the _msn one) AFAIK.
  14. Low poly mesh or low definition textures? If the problem is the mesh you could try taking the schlong mesh from High Poly Body, remove the body, change the slot to 52 and replace the mesh. I did this recently when switching from another body to SAM, but I've had several issues with textures not beding correctly around the mesh and creating an awful mess. Sometimes textures are tailored to a specific mesh and switching either just doesn't work. In that case, if Polys are more important than textures, you could consider switching to SAM Light Texture addon (I don't play Argonians so I don't know how different the two texture sets are), and changing the genital texture path in the Creation Kit to the regular body textures. EDIT: I had a doubt so I downloaded the Addon again and it doesn't look like that mod has body textures for the beast races. On the other hand, I distinctly remember having beast textures with the Schlong integrated on the same .dds as the rest of the body, since I went through the process I've described recently. They probably come with one or another SAM mod on this site, I just don't remember which, sorry. If the problem is the texture you need to restore the textures of the other mod if they have been overwritten, and then check inside the CK if the Texture Addon points to the correct path. I see this mod doesn't have schlong textures while the other mod uses the SAM Full (which only works on LE) approach to textures, which gives the schlong textures a different path from the textures used by SOS and so would be ignored by this mod's SOS addons. You either need to select the texture set you use, rename them and drop them in the correct folder replacing the SOS textures, or change te texture path in the CK. These are the steps I'd try or have tried since I've also had problems matching Schlong meshes and textures when I switched to SAM Light, but I'm neither an expert in modding nor familiar with the inner workings of SAM, so if they don't work or someone else with more experience is able to direct you better disregard this and listen to them.
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