Jump to content

KouLeifoh

 Author
  • Content count

    501
  • Joined

  • Last visited

  • Days Won

    84

KouLeifoh last won the day on December 28 2019

KouLeifoh had the most liked content!

Community Reputation

1,383 Excellent

About KouLeifoh

  • Rank
    HYPER Poster

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. KouLeifoh

    SAM Morphs for RaceMenu

    Templates in templates.ini can't reference other templates. It needs to be changed to: VendorFood "Food Vendor" [CLAS:00013256][email protected]|[email protected],[email protected]|[email protected] or for all random within range: VendorFood "Food Vendor" [CLAS:00013256][email protected]:[email protected],[email protected]:[email protected] I used morphs to store the texture indices for each NPC. This prevents main game save bloat and only affects the SKSE co-save. Random morphs can be used for textures with texture change applied through cloak, but this may make the game unstable with my current implementation.
  2. KouLeifoh

    Download — High Poly Head

    The Face Part slider only changes the head mesh. You'll need to manually change the brows to its high poly version using the Brows slider. It changes both brow mesh and texture.
  3. KouLeifoh

    High Poly Head

    @Lycanthroat RaceMenu itself has a "bug" when using custom head textures and changing the face parts. You need to force a model update by changing player weight to fix the texture issue. As for the head export, it seems to work fine for me. I created a custom race using the vanilla head, changed the face part to the high poly head in RaceMenu, and then exported the head in Scupt. The high poly head mesh is there, though slightly morphed by the skinning data. I tested this on both LE and SE (1.5.97) using the vanilla female skeleton. I'm not sure if the Ningheim race is doing something different that's causing issues for the head export. If the Ningheim race is only used by the player, you can try swapping the headpart record from vanilla to high poly in the mod itself to force it to use the high poly head as default. Vampire races (even in vanilla) have a lot of issues on its own with regards to head morphs and RaceMenu. Fixing those issues might be beyond the scope of this mod. @netchjelly If the follower is using only vanilla sliders for the head, then you can follow the usage directions in the description and just export new FaceGen data in the CK. Things get complicated if the follower is using a custom sculpted head mesh. In 3DS Max, the basic idea is to use the Morpher modifier on the vanilla base head mesh, set its morph to the sculpted follower head mesh, and then use the Skin Wrap modifier on the high poly base head mesh to deform with the vanilla base head mesh. As the vanilla base head mesh morphs into the sculpted follower head shape, the high poly head will also deform to match the follower's head shape. Some manual adjusts will be needed for the neck, eye sockets, and lips. @yag1z As mentioned in the description, the head parts need to be manually swapped in a custom .esp and then new FaceGen data needs to be generated in the CK. I contemplated on making a generic vanilla NPC replacer mod, but it'll invite a barrage of questions about black face and large download issues. @Biobob23 Vanilla head sculpts aren't compatible. They need to be redone using the high poly head. Texture mods made for the vanilla head meshes are compatible with the high poly head meshes.
  4. KouLeifoh

    SAM Morphs for RaceMenu

    While it's possible for me to add a random texture feature on the current code, it may make the game unstable due to how I implemented the texture swap. I will need to find a safe way that works on both LE and SE.
  5. KouLeifoh

    High Poly Head

    @yag1z It's based on the vanilla male head mesh. So it's compatible with anything that uses it. I just changed the shader to match the body to fix the lighting issue that's present on the original head mesh. If you use a body mod that doesn't use the vanilla shader settings (like Dizona body), then you'll have to manually adjust the shader to make it compatible.
  6. KouLeifoh

    SAM Morphs for RaceMenu

    Random morphs can be easily done by using the format: [email protected]:Y where the morph MorphName is set to a random value (inclusively) between X (minimum morph value) and Y (maximum morph value). The resulting decimal values aren't truncated when viewed in RaceMenu. To keep it clean, I use the format: [email protected]|[email protected] where the morph MorphName is set to X value OR Y value. Random textures aren't possible with this mod since it'll require work on the user end to define what textures are available.
  7. KouLeifoh

    Download — High Poly Head

    @th3unkn0wn You're making it more complicated than it needs to be. All you need to do is add High Poly Head.esm as a master to CustomRaces.esp and then change the head part for the custom race record to the equivalent high poly head part from my mod (eg. 00KLH_FemaleHeadBreton "FemaleHeadBreton" [HDPT:XX000A08]). No other changes or files to copy needed. As for the RaceMenu sliders, you may need a custom races.ini (\meshes\actors\character\facegenmorphs\CustomRaces.esp\races.ini) to assign sliders to custom races if the RaceMenu sliders aren't available in-game. Since you mentioned that the extra RaceMenu sliders already work for the Citrus head, you may already have a custom races.ini for it.
  8. KouLeifoh

    SAM Morphs for RaceMenu

    The arm and armpit hair overlays are tied to my texture addon. Once I get around to updating that mod, I'll be updating this mod as well.
  9. KouLeifoh

    SAM Light Texture Add-on

    Arm/armpit hair is still on my Todo list. The anus texture is there, but it's only visible during certain animations where the butt cheeks are spreaded apart (like a leg kick).
  10. KouLeifoh

    SAM High Poly Conversion

    The amulet weights are still vanilla. Redoing the weights for it would cause it to clip even more with the vanilla armor. It's a tedious task to redo the weights, let alone redo it for all armor. I've resigned myself to leave it as is since I'd rather work on other projects.
  11. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    Expressive Facial Animations has some exaggerated expressions, but the sad expression looks like the most emotive one.
  12. KouLeifoh

    I need help with sam morphs race menu

    It's a targeted spell (shout). Approach a male NPC in talking distance and use the spell (shout key). A mini RaceMenu should open up. This looks best in 1st person mode.
  13. KouLeifoh

    High Poly Head

    Support for Expressive Facial Animations is planned, but I just didn't have time to include it in the initial release. Aside from the beards, it'll be an easy conversion.
  14. KouLeifoh

    First Person with Sam light

    For what it's worth, I use Immersive First Person and it works fine with HDT-SMP and custom armor without any changes needed. You'll need the unofficial fan builds for the later SE versions.
  15. KouLeifoh

    Download — High Poly Head

    The sunken vampire faces can be removed by clearing the VampireMorph morph from all the head parts (chargen.tri) using Outfit Studio. It's a tedious task considering there are also 45 beards to modify. I can add that as an option for those who prefer it in the next update. I tested the high poly head in the sculpt tab and got a constant 60 fps. All 3 high poly parts (head, brows, beard) were enabled for editing. To try and get the fps to drop, I loaded one of the high poly hair meshes I have (28k vertices) and enabled it for editing. This dropped the fps down to 20. All tests were done at 4k (without ENB) on the latest versions of SE (1.5.97) and RaceMenu (0.4.12) running on an i7-7700K with GTX 1070 8GB GPU. It might just come down to GPU and how Expired programmed the sculpt rendering.
×