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KouLeifoh

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Everything posted by KouLeifoh

  1. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    I'm using Mystical Ages since the preset was designed specifically for it. I've tried Obsidian Weather for half a playthrough, but after having used NAT for so long, it just felt off when paired with PRT ENB. IIRC, weather-based config on Oldrim requires ENBHelper.dll, but it currently doesn't exist for SE. I remember Boris saying that adding that to SE ENB isn't a high priority for him. As a replacement for it, NAT tries to fake the different weather effects by applying shader effects to the player/NPC's based on the current weather and time of day. I love the volumeric lighting effects of vanilla SE, but weather mods (specifically NAT) tend to lower their effects too drastically.
  2. KouLeifoh

    Download — SAM Morphs for RaceMenu

    From what I understand, the issue is the morph key. Every morph data has a name + key attached to it. For example, Samson is a morph name and changes made to it have a key attached to that change. This allows multiple mods to modify the same morphs without conflicting with each other. By default, morph values with multiple keys will be added together. XPMSSE uses the key XPMSE.esp for all its morphs while BodyGen uses RSMBodyGen as its key. My mod intentionally uses the same key as BodyGen to allow the players to change those morph values rather than create new ones. In one of the recent updates to RaceMenu SE, the way BodyGen was handled got changed (I suspect it's to fix crashing issues people were having). If BodyGen is disabled, morphs using the key RSMBodyGen will be ignored when loading a save game. The simplest fix would be to use a different key, but I need to figure out an elegant solution without having multiple versions of the mod. EDIT: RaceMenu SE 0.2.7 (skee64 alpha 8 release) has a bug where disabling BodyGen also disables BodyMorphs. XPMSSE uses a cloaking spell effect to apply weapon styles and doesn't rely on BodyGen to function. Are you using SOS + assets from SAM (full)? If that's the case, the genital .nif files must be converted to SE format using SSE NIF Optimizer. While SE does support Oldrim .nif (mostly), it converts them to SE format internally during gameplay and RaceMenu can't properly access/use this internal conversion for applying morphs.
  3. KouLeifoh

    SAM High Poly Conversion

    The shapes are roughly the same size as the low poly SAM. There shouldn't be an issue with clipping unless the armor you're trying to refit is skin tight.
  4. KouLeifoh

    Download — SAM Morphs for RaceMenu

    From my limited testing, if you disable BodyGen in the skee64.ini file, RaceMenu SE won't load morphs (possibly with the BodyGen morph key) from save files. I used the same morph key as BodyGen for my mod to allow players to change the values in RaceMenu. This change must've been recent since the version I developed the mod for was 0.2.4 and that didn't have an issue with it. For the next version, I may have to create a duplicate tab in RaceMenu that uses a different morph key for players that have BodyGen disabled. Ideally, it should be done on the same tab, but I'm not aware of a way to dynamically update all the sliders after the tab has been loaded. The genitals .tri morphs are included as an optional install in the installer.
  5. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    I think I found my new favorite ENB preset for my next playthrough (Mythical ENB modified for my own personal taste). Also, I apologize to those that have sent me messages (private or otherwise) and did not get a response. For my own personal sanity, I needed a break from Skyrim for awhile. I'll be back to modding and general activity in a month or so for my annual winter playthrough.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. 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).
  11. 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.
  12. 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.
  13. 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.
  14. That's not quite a vanilla setup. You have massive character/NPC overhauls with things like WICO which has its own compatibility issues.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. KouLeifoh

    SAM Morphs for RaceMenu

    The body going invisible is an issue with RaceMenu itself (specifically the skee.dll plugin). NiOverride had to be rewritten for SE with regards to meshes since the format got changed. If the body goes invisible while using the sliders, the best thing to do is restart the game. While the issue isn't common, it does happen. If it happens every single time, then something else is wrong. In this case, the only thing I can suggest is to do an incremental install and test to see if the sliders work properly before adding the next mod.
  21. SE was updated recently to 1.5.50. If you updated the game, you also need to get the updated SKSE64, RaceMenu, and any other SKSE plugins you may be using. I'm still on 1.5.39 for the time being due to the unknown future of HDT-SMP. Also, crashing while unequipping everything can be a sign of missing bones on the skeleton. Make sure you didn't overwrite SAM or XPMSE skeleton with a vanilla one.
  22. KouLeifoh

    [NSFW] Screenshot Showoff Thread

    Same bloke, slightly different normal map. Skin pores on the face can be seen without the texture blur caused by heavy bloom/txaa. I still need to fix the lighting on the neck.
  23. KouLeifoh

    penis animation or hdt not working

    As mentioned, the skeletonbeast.nif is changed by that mod. That skeleton is shared by both Argonians and Khajiits. I've looked at the skeleton in that mod and it doesn't include any of the genital bones used by SAM. Installing XPMSE over it would defeat the purpose of the mod. If you still want to use it, the only solution is to manually copy over the genital bones using NifSkope. For the HDT physics stuff, you'll have to copy over the butt, breasts, and belly bones too.
  24. There's always the possibility of customizing specific NPC's instead of using a template. It just becomes very tedious going through a list of over 2k NPC's.
  25. KouLeifoh

    SAM Morphs for RaceMenu

    Morphs have a key attached to them to prevent overrides. SAM (full) morphs and BodyGen morphs use different keys. They won't conflict and will just add on top of each other. This mod is using the same key as BodyGen to allow BodyGen morphs to be viewed and changed in RaceMenu. I typically use weight 50 or 75 with a small range of 20-30 in Samson for muscles and -10 in Samuel if I want slightly slimmer hips. Normal maps make a difference too.
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