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KouLeifoh

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KouLeifoh last won the day on August 29

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About KouLeifoh

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  1. @icyhugs @ kreiste The hair and bandanna do make him look like Elc, but it's actually Biggs from FF7R. I also ported his shirt, but I didn't want to deal with the armpit weights.
  2. I used a modified version of NAT ENB along with ELFX for those screenshots. Character skin tends to look a bit too bright yellow outdoors for light skin tones. I've since switched to Rudy ENB and modified it to my own taste. The indoor lighting still needs some tweaking. I ported Biggs' outfit just for fun.
  3. SAM dynamically changes the normal map textures based on weight and Samson/Samuel morphs. SAM uses 11 different texture sets (default body has different textures for weight 0, 25, 50, 75, and 100 while Samson and Samuel have different textures for morphs at 25, 50, and 75). This format is replicated for both Argonians and Khajiits. Look at the original SAM textures for the exact filenames used. In comparision, SAM Light only uses a single texture set and is much easier to manage.
  4. @Bushwalker2 Make sure High Poly Head.esm is loaded before any NPC mod. Also, be sure to use the updated scripts for the 1.4 update. Try manually adding High Poly Head.esm as a master to your mod before running the script. The error you're getting is likely due to trying to reference a master that's loaded after your mod. I didn't put a check in the script for this case. @B4strdo The EFM support includes high poly morphs for my head, brows, beards, and scars that will look the same as the original EFM made for the vanilla head mesh. In other words, I converted them to high poly and made them compatible with my High Poly Head mod. The original EFM mod is required for the eye/mouth/beard morphs. @Leroyjunkins The vanilla female head morphs haven't changed since the v1.1 release. Support for EFM was added in v1.3, and if you opted to install that, then your existing presets may look dramatically different. Keep in mind that the EFM option also requires the original EFM mod (for the eye and mouth morphs). Eyes/mouth may pop out of the face without them due to mixing EFM morphs with vanilla morphs. Another layer of issue is if you're using an NPC replacer/overhaul mod that uses High Poly Head assets as a standalone. Some of them did not change the internal path for the assets and will overwrite the same files used by my mod.
  5. @lareri I don't quite understand what the problem is. @Matsuho It sounds like an issue of sculpt data left over from importing a preset. It's not clearing properly and ends up creating deformations as you adjust the sliders. @nobody29 @Oubliette Are any of you using NPC replacers/overhauls that use my High Poly Head assets? It has come to my attention that some of them were created as standalones, but the internal path for the assets wasn't changed. So they will overwrite the same files used by my mod. An example of this problem is if the NPC replacer/overhaul was created using vanilla morphs and the morphs were included, it will create morph issues when you install EFM support for High Poly Head. EFM eye morphs with vanilla head morphs will create the issue shown in your screenshots. This is an issue for the mod authors to fix, but you can get around it by not installing the high poly head assets included with their mods. All the morphs are already baked into the Facegen of each NPC during creation.
  6. @NadaShimada It's meant to be used on your own NPC mod .esp. The basic idea is to populate a custom .esp with NPC records and then use my scripts to filter them by supported races and auto swap vanilla head parts with my high poly versions. From there, it'll be ready for Facegen export in the CK. @Oubliette I've used that mod for the longest time and never had an issue with it. My High Poly Head mod does not include any eye mesh and was designed to support the vanilla eye shape. That mod only changes the eye shaders used, not the actual shape of the eye mesh.
  7. My base mod doesn't modify anything outside of RaceMenu. If you install the optional vampire fix, then that might conflict with another mod you're using that also modifies the vanilla vampire races.
  8. Simply unequip all armor before using RaceMenu.
  9. While working on the next update to my high poly head mod, I got sidetracked and ended up redoing my head textures. I used the EFM racial head morphs and baked some clean normal maps to use as a base while layering them with the vanilla normal maps (cleaned up in Photoshop) to keep the original vanilla look on NPC's. The skin pores look a bit rough under certain lighting and need some adjustments later.
  10. Bones used for physics calculations aren't really meant to be scaled. You're always at the mercy of the underlying physics, vertex weights, and animations. The ideal approach is to use custom morphs for the shape you want. It can be easily created in Outfit Studio, but getting them into the game is an entirely different issue.
  11. @ToastyToast13 Make sure you're using SAM-compatible armor. The best test is to always test without equipping any armor and see if the texture changes on the nude body. Also, make sure you're not using a custom race. I hardcoded the texture paths for the playable vanilla races only. SAM Morphs (Self) does not have a check for player race.
  12. @bokentekina Use the Google Drive mirror. It's the very first link in the downloads. People really need to stop posting 1 star reviews due to site issues. I've no control over that. @jessevjames89 Don't manually extract anything. Just use a mod manager to install the original .zip and follow the installer script.
  13. Load order doesn't matter since this mod does nothing by itself. However, if you use mods that require it, I recommend loading this mod after the vanilla masters and/or the unofficial Skyrim patch.
  14. From the CK wiki: I'm guessing that with it on, it'll try to apply a vampire head morph to the default head used by the NPC's race. This is often the vanilla head mesh for vanilla races. I've yet to do a full playthrough as a vampire to test this further.
  15. That's normal. The SAM body vertex weights don't match vanilla. So there will be some clipping during movement. One way to fix it is to open each armor in Outfit Studio and copy the weights over from the armor to the body parts. I've been meaning to do it for a future update.
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