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KouLeifoh

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KouLeifoh last won the day on November 6

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About KouLeifoh

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  1. KouLeifoh

    HDT BBB Bounce for SAM

    That doesn't tell me which options you used (PE or SMP, SAM or SAM Light, original or high poly body). Based on the problem you're describing, that sounds like an nioverride issue whenever the CT_STATIC consistency flag (instead of CT_MUTABLE) is used on a mesh (textures turn purple after awhile). I've checked through my files and only the original underwear SAM body is using the CT_STATIC flag for the underwear. The purple texture issue also happens if you load a RaceMenu preset that includes overrides for skin textures you no longer have.
  2. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    You seem to have a bad habit of throwing around false accusations at me and I often just ignore it. Modding should be done for the enjoyment of it, not for some validation from others (you often edit/delete posts when you don't get a response). I'm generally anti-social as of late and don't respond to much. It's not a dig at anyone here. You need to take a step back, breathe, and not take things too serious.
  3. KouLeifoh

    SAM High Poly Conversion

    You'll have to modify the toenail mesh itself for something like that since it's not flat.
  4. KouLeifoh

    SAM High Poly Conversion

    That's a common server issue some users here face when trying to download large files. There isn't much I can do about it. I'd often have issues trying to even upload large files.
  5. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    Eventually. Textures can be modified to make the transition seamless, but without weight slider support, it'll only look good for one weight.
  6. KouLeifoh

    HDT BBB Bounce for SAM

    That seems to be caused by having the NPC Genitals06 [Gen06] bone still keyframed in my .xml's. It was used for collision detection. I removed all genital bones and uploaded a hotfix for it.
  7. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    The gap between the tail and the body? The tail doesn't have a weight slider and was designed to fit the vanilla body. Since the SAM body has a slimmer waist, there's a big gap between the tail and body at weight 0. It can be easily fixed by moving the vertices of the tail deep into the body.
  8. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    Fur test. The normal maps I created turned out better than I had expected.
  9. KouLeifoh

    HDT BBB Bounce for SAM

    SavrenX Schlong of SAM Light is a hybrid of SAM + SAM Light and is considered a body replacer. You'll have to modify the HDT BBB SAM body to make it compatible. With that being said, check the SMP log files to see if the mod actually loaded and if there are any other issues.
  10. KouLeifoh

    HDT BBB Bounce for SAM

    If you have the previous version installed, it modified the global config (SKSE\Plugins\hdtSkinnedMeshConfigs\defaultBBPs.xml) to apply SMP physics to all supported named meshes. This normally wouldn't be an issue for a generic catch-all setup without collisions, but I added collision meshes to the body to avoid using the full body for collision detection (high poly SAM body has over 12k vertices compared to regular SAM at 3k). My current setup only applies SMP to the naked body to help reduce overall CPU usage. The fix is to simply remove the following line from defaultBBPs.xml: <map shape="SAMBody" file="SKSE\Plugins\hdtSkinnedMeshConfigs\SAMBody.xml"/>
  11. KouLeifoh

    HDT BBB Bounce for SAM

    It must be the universe telling me to test the regular SAM more often. Only regular SAM (high poly) for LE is missing the updated folder path in the installer when I changed the folder structure for easier management. I uploaded a hotfix for it.
  12. KouLeifoh

    SAM High Poly Conversion

    I simplified it to just HDT-PE for LE and HDT-SMP for SE and added thigh jiggles to both. As usual, they both will have a default preset (more firm and tailored to my own taste) and a bouncy/jelly preset for those that prefer it. The sharp edges I was having during bounce is mostly fixed/reduced. I had to study the CBBE SMP body to figure out what I was doing wrong and ended up redoing the vertex weights for both original and high poly SAM. It looks much better now with bounce. There are still some sharp edges since the male chest doesn't have giant balloons to hide them.
  13. KouLeifoh

    SAM High Poly Conversion

    Eventually. I've been experimenting with trying to smooth the weights for the bounce, but the results weren't that great. I did manage to add thigh jiggles though (SMP only).
  14. KouLeifoh

    SAM High Poly Conversion

    Since the Nifskope plugin for 3DS Max doesn't have slot numbers, I normally just leave them to slot 32 / main body unless they use partitions. I forgot to change the slot to 52 after exporting. I'll upload a hotfix for it for LE. While the SE version will also be slot 32, I only included it as a resource since full SAM doesn't function in SE.
  15. KouLeifoh

    SAM Morphs for RaceMenu

    The UpdateModelWeight() issue was fixed back in v1.0.4. The crash you're experiencing is specific to how morphs are conflicting Crash Fixes' memory allocation. The solution is to set AlignHeapAllocate = 1 in CrashFixPlugin.ini (read the relevant notes as a precaution though). As for BodyGen, refits for SAM are required. Otherwise, you'll only notice the difference when you fully strip each NPC you see. You can check the Documents\My Games\Skyrim\SKSE\skse_nioverride.log file to verify that BodyGen morphs are being applied to nearby NPC's. skse_nioverride NetImmerse Override Enabled BodyMorphInterface::ReadBodyMorphs - Read 2216 target(s) from Meshes\actors\character\BodyGenData\RaceMenuPluginSAM.esp\morphs.ini Reverting... Loading... NIOVSerialization_Load - Loaded 0ms MorphCache::CacheFile - Loaded meshes\actors\character\character assets\malefeet.tri (18458 bytes) MorphCache::CacheFile - Loaded meshes\actors\character\character assets\malehands.tri (23645 bytes) MorphCache::CacheFile - Loaded meshes\actors\character\character assets\malebody.tri (266063 bytes) MorphCache::CacheFile - Loaded meshes\actors\character\character assets\1stpersonmalebody.tri (9850 bytes) SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Stormcloak Soldier SKSEInitScriptSink::ReceiveEvent - Applied 6 morph(s) to Imperial Soldier SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Imperial Soldier SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Stormcloak Soldier SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Stormcloak Soldier SKSEInitScriptSink::ReceiveEvent - Applied 5 morph(s) to Imperial Soldier
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