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KouLeifoh last won the day on October 31

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About KouLeifoh

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  1. You've included SAM body textures as the default male textures alongside your custom ones. Also, your custom meshes are missing. Based on the textures alone, they look really good for 2k. The UV layouts are wildly different than vanilla though. My only suggestion is to desaturate the textures a bit if you want to use different skin tones in-game. With regards to the head mesh, its default shape is at weight 100. The "skinny morph" is used to adjust the neck to fit the body at weight 0. The proper way to pack custom assets is to gather them into a folder using the same structure as the game and then use the included archive program to manually pack them. The CK will often include (or exclude) certain files.
  2. KouLeifoh

    SAM Morphs for RaceMenu

    It sounds like you're using SAM (full) alongside my mod. I can't guarantee its functionality since SAM may be clearing all morphs (including mine) before applying its own morphs as a way to reset things after a screen transition.
  3. KouLeifoh

    Download — SAM Morphs for RaceMenu

    I spent many hours trying to figure out why the CTD happens when bodygen is enabled (even with a vanilla setup). It's an issue with RaceMenu SE itself. Other players who aren't using my mod are reporting a CTD after awhile when bodygen is enabled. Since the mesh format changed for SE, I figured it may just be how Expired implemented body morphs and the changes needed for bodygen to function. Body morphs work fine on the player character and other NPC's, but once bodygen is enabled, the game becomes unstable for me. For now, you can disable bodygen in the skee64.ini file (part of RaceMenu SE) or simply don't install the bodygen option of my mod.
  4. It's not exactly fair to take screenshots with heavy lens dirt/flare with indoor/ambient lighting in Oldrim ENB and compare them to a screenshot taken outdoors in direct lighting in SE. The lighting in SE is completely different. Unlike Oldrim where the subsurface maps aren't that noticeable, they do make a difference in SE. SAM's solid black subsurface maps make the body look muddy. ENB's SSS feature is suppose to ignore that entirely, but its quality depends entirely on your textures and settings. The game's native character lighting needs to be disabled (it's bugged in SE but fixed in FO4). I currently use PRT ENB (with custom setttings and SMAA added), NAT (tweaked, scripts disabled), and ELFX (indoors only) to cover the main weather/lighting options in SE. The blurriness is due to the game's native TXAA. I ended up disabling it and manually adding SMAA 1x to the ENB post processing.
  5. KouLeifoh

    Download — SAM Morphs for RaceMenu

    It'll work as long as the follower is male and using a playable race. That condition can be removed from the .esp, but I currently don't have any safeguards in the scripts to check for incompatible skeletons. Assuming the custom race is set as playble, you can still use skeleton scaling for them, but for actual morphs, the SAM body is required. Using the SAM body for a custom race is possible, but it depends if the race is using custom textures (which may not be compatible with SAM body UV).
  6. KouLeifoh

    Download — SAM High Poly Conversion

    Texture options are limited for SAM. You can get away with using a better diffuse/specular map, but the normal maps matter a lot. The main reason I shy away from doing a full SAM texture replacer is due to the large number of normal maps it uses (8 weight sets x 3 body parts [body,hand,genital] x 3 races [human,argonian,khajiit] = 72 normal maps).
  7. KouLeifoh

    SAM Morphs for RaceMenu

    The scaling feature being kept after loading a preset is just a visual bug. When you load a preset, all scaling and morphs will reset and changed according to the preset. The skeleton scaling will still appear to be in effect, but that's due to the cache. After loading a preset, save the game, exit to the title screen (to flush the cache), and then reload the save to see the actual preset in effect. XPMSE uses an alias script to change weapon styles and may not refresh upon loading a preset. PRT ENB with custom settings and ELFX for dramatic interior lighting.
  8. I almost forgot about that "bug" in the vanilla game. Both Altmer and Bosmer don't have a 1st person body defined in their NakedTorsoHighElf / NakedTorsoWoodElf records and will default to using the full body. Since the genital bones don't exist in the 1st person skeleton (SAM only uses a modified 3rd person skeleton), the game will crash when removing armor from either race. The solution was to add the missing 1st person body to those records and save as an .esp (used by full SAM but not SAM Light). I may need to see if I can modify the 1st person skeleton to avoid using the .esp as a fix.
  9. KouLeifoh

    KenDolls, SOS issue

    I'm confused here. Are you using SAM assets on SOS or using both SOS (full) and SAM (full) together? They simply don't play well together by design.
  10. That's not quite a vanilla setup. You have massive character/NPC overhauls with things like WICO which has its own compatibility issues.
  11. So morphs aren't an issue. Can you try installing with the "un-cut" option instead to see if there's an issue with the "underwear" option.
  12. Can you try running the game without RaceMenu (and skee64.dll) to see if the crashes still exist? Make sure you use a vanilla setup to eliminate possible conflicts from other mods. Other than the morph for the underwear version using the old format, I don't have any crashing issues. My testing was done on SE 1.5.39 and RaceMenu 0.2.4.
  13. Since you mentioned manually converting SAM Light from Oldrim, did you also convert the Auxbones used for genital animations to 64bit? The 32bit version for Oldrim isn't compatible with SE. My SAM Light installer has the Auxbones in both format depending on which base game you select. If you haven't done so already, download the latest version of SAM Light since that has the updated morphs required for my SAM Morphs mod. I don't recommend a manual install unless you know what you're doing.
  14. What I suggest doing is installing things one at a time and see when the crash occurs. The only difference between having armor equipped and being nude is the genital bones. SAM Light should work as-is without issues. SAM Morphs add another layer of complexity due to RaceMenu and its issues.
  15. KouLeifoh

    KenDolls, SOS issue

    I haven't used SOS in a long time, but the version I used implemented "revealing" armor by tagging individual armor as revealing in its MCM. Moving the genitals up and down seems like it's done by using NiOverride to move the genital bone. SAM handles the genitals differently than SOS. While both use slot 52 for it, SOS manages it by equipping/unequipping it dynamically while SAM simply changes its alpha. As for the underwear, SAM's underwear is part of the body slot 32 and is hidden by changing its alpha.