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KouLeifoh

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Everything posted by KouLeifoh

  1. KouLeifoh

    Download — High Poly Head

    View File High Poly Head High poly heads for human males and females based on the vanilla meshes. A simple name for a not-so-simple mod. Available for both LE and SE. Features smooth high poly male and female heads complementary high poly brows, beards, and scars to fit new head shape includes morphs for RaceMenu's extended sliders compatible with vanilla-based head textures compatible with existing presets for the vanilla male/female head meshes (excluding sculpt data) optional support for Expressive Facial Animation Requirements RaceMenu (LE, SE) Expressive Facial Animation Male Edition (LE, SE) [optional] Expressive Facial Animation Female Edition (LE, SE) [optional] Manual Installation 00 - Base mod (required) 01 - Loose files needed for FaceGen creation in the Creation Kit (optional) 02 - adds Expressive Facial Animation Male edition (optional) 03 - adds Expressive Facial Animation Female edition (optional) 04 - remove sunken vampire face morphs (optional) Usage For the player character, use the Face Part slider in RaceMenu to switch to the high poly head For NPC/follower mods, add this mod as a master, swap the vanilla head parts with the high poly version, then generate new FaceGen data (Ctrl + F4) in the CK Known Issues minor clipping with certain vanilla hair meshes scars appear darker than vanilla in SE Tools Used 3DS Max Nifskope Animation Tools N2 Permissions You may use this mod for your NPC/follower mods that will be shared with others. You may add extra RaceMenu morphs. You are not allowed to modify (in part or in whole) and claim it in its entirety as your own. This is not a damn CBBE BodySlide preset. You are not allowed to reupload this mod to other sites. For other usage not mentioned, please ask me first. Submitter KouLeifoh Submitted 12/19/2019 Category The Elder Scrolls V: Skyrim Special Edition compatible Yes  
  2. For anyone interested, HDT-SMP was just released for Skyrim Special Edition. That site is in chinese and you need to register and reply to that thread in order to see the download link. It's easy to nagivate if you use something like Chrome to auto translate. Unlike HDT-PE (based on Havok physics), HDT-SMP uses Bullet physics. Development for HDT-PE halted once Intel stopped providing the Havok Content Tools for free. Apparently, Havok was purchased by Microsoft around that time. It took a bit of research, but I got HDT-SMP working with my HDT BBB body mod for SAM. Since HDT-SMP is not the same as HDT-PE, new physics settings had to be used. Also, the global configuration is based on shapes (meshes) instead of bones like HDT-PE. I still need to tinker with the xml files to get the physics just right for the male body.
  3. Version 1.6

    24,286 downloads

    Add HDT butt, breast, and belly bounce physics to SAM's body mesh with this mod. Features supports HDT Physics Extensions (PE) for LE and Skinned Mesh Physics (SMP) for SE butt, breast, belly bounce scrotum bounce (optional for PE) thigh jiggles full body collisions (not extensively tested) Requirements SAM or SAM Light HDT-PE (LE only) or HDT-SMP (SE only) XPMSE (LE, SE) or my modified SAM skeleton *game will crash if an unsupported or vanilla skeleton is used Installation If using a mod manager, just follow the installer. Manual Installation _LE (PE) or _SE (SMP) - base SAM body 01 - PE or SMP config 02 - modified SAM skeleton (optional) My modified SAM skeleton includes the butt, breasts, belly, and front/rear thigh nodes as well as the changes from Realistic Ragdolls and Force. Credits HydrogensaysHDT for PE/SMP Vector for the creation of Shape Atlas for Men
  4. KouLeifoh

    Download — High Poly Head

    The male Khajiit head mesh has a mane that just floats around the neck along with overlapping UV mapping. Design-wise, I still need to figure out how to fix it without breaking existing textures.
  5. It's a simple concept. Slot 52 is generally used for genitals/underwear. Management of slot 52 requires a specfic setup that often involves using scripts and event listeners. Node scaling won't work if the slot 52 genital/underwear uses the same nodes. SAM Light is designed to be used without a script. It's a basic body replacer where the genitals are placed on slot 32 (same as body). It's not compatible with slot 52 genital/underwear when nude. I'm not a fan of using event listeners for this purpose and am always hesitant when people ask for slot 52 management (among other things) to be added to SAM Light.
  6. KouLeifoh

    Download — High Poly Head

    I took a break from modding for a month and came back to a bunch of repeated questions. It'll take me awhile to go through all of them. 😅 To clarify a few things: This mod only includes head meshes/morphs. No eye meshes/morphs are included. If you use an eye mesh fix that changes vertices/UV, this will break the eye morphs included with RaceMenu. The high poly heads are based on the vanilla meshes for compatibility reasons. This includes flaws in the UV mapping. The only fixes I made were skin shader adjustment (male head) and UV edge adjustment in the back of the head (female head). For those that want the UV eye socket adjustment fix for the female head, I can add it as an optional addon in a future update. This will also require generating new FaceGen data for affected NPC's. RaceMenu presets with sculpt data for the vanilla head are not compatible. Importing them will likely result in a deformed head shape.
  7. Version 1.5

    19,440 downloads

    This is a high poly conversion of SAM meshes. The resulting meshes are smooth and contain around 4x the amount of vertices while still being usable for general gameplay. It started out as something for my own personal use, but I decided to share it with everyone. Compatible with SAM and SAM Light for both LE and SE. High Poly Body Mesh high poly body for both SAM and SAM Light variants underwear was given high poly treatment there are some minor sharp edges on certain poses due to weights if you're on a low end system and worried about performance, stick with the default body mesh High Poly Genital Mesh new high poly genitals for both SAM and SAM Light smoother edges are noticeable when zoomed in High Poly Hand Mesh high poly hands for playable human and beast races new mesh is based on the vanilla HandMaleBig mesh optional fingernail mesh to enhance details hand mesh v2 requires manual texture editing for fingernail textures High Poly Feet Mesh symmetrical feet meshes (original mesh had a smaller right foot) optional toenail mesh to enhance details even further feet mesh v2 requires manual texture editing for toenail textures High Poly Tail Mesh new high poly tail meshes for Argonian and Khajiit races vertex weights smoothed to look less blocky during movement Refits full vanilla refits made specifically for high poly SAM minor clipping may occur during movement currently does not include: briarheart body mesh or USLEEP/USSEP changes Fingernail/Toenail Mesh Texture v1 mesh uses a separate texture for the fingernails/toenails. Color won't change, but certain skin tones might make the nails look out of place. v2 mesh requires the fingernail/toenail textures to be on the same texture as the hand/body. This allows the use of the skin shader to change the color of the nails to match skin tone. Use the provided texture resources to copy and paste the fingernails into the hand textures and the toenails into the body textures. Installation If using a mod manager, just follow the installer. Manual Installation 00 and 01 - high poly body + genital meshes, select between SAM or SAM Light (cut or uncut) 02 - hand mesh, select between high poly hand with or without fingernail meshes 03 - feet mesh, select between high poly feet with or without toenail meshes 04 - high poly tail meshes for Argonian and Khajiit 05 - refits, each subfolder covers a specific armor part (body, hand, feet), base folder covers all armor that does not include skin Credit goes to Vector for the creation of Shape Atlas for Men.
  8. View File SAM Light Texture Add-on Custom skin textures I created for SAM Light for personal use. It's reached a point where I feel it's ready for everyone else to use. These textures are for human races only. Each texture set is custom made and meant to be used together. Hand and feet textures include fingernails/toenails and are meant to be used with hand/feet meshes from SAM High Poly Conversion. Face textures include high quality ears and no problematic seams commonly found in the back of the head. Requirements SAM Light Diffuse Maps created from various photo references slightly saturated and mainly tailored for Nords skin tone might be off for non-Nord races includes body hair options optional tanline body available in 2k (uncompressed) Normal Maps (_msn) baked from high poly models and blended with skin pores for extra details face maps use vanilla maps as base and blended to remove neck seams available in 4k and 2k (uncompressed) Specular Maps (_s) designed specifically to highlight fine skin pores while not being overly glossy available in 4k and 2k (compresed and uncompressed variants) Subsurface Maps (_sk) effect is subtle in Oldrim but much more noticeable in SE created from diffuse maps available in 1k (compressed and uncompressed variants) Face Complexion Maps custom-made complexion maps rough maps are freckles and age maps are sharper and appear younger than vanilla certain NPC's may look different due to age complexion available in 1k uncompressed (RGB 64:64:64) Installation If using a mod manager, just follow the installer. The quality 4k options are meant for screenarchery, but they're usable for general gameplay if you have a capable system. Manual Installation 00 Diffuse textures in _bodyBase, _hands, _head folders are required choose one body texture from _bodyDefault (normal body) or _bodyTan (tanline body) folders 01 Normal textures in _hands and _head folders are required. choose between 2k body (_body2k) or 4k body (_body4k) optionally install texture in _headCustom folder for custom head texture 02 Specular Quality: pick one body texture from _body2k or _body4k folder, then install all textures in _quality2k folder Performance: install all textures in the _performance2k folder 03 Subsurface Quality: install all textures in the _quality1k folder Performance: install all textures in the _performance1k folder 04 Face Detail optional for custom face complexion maps What about SAM (full)? Due to the vast amount of normal maps used, I decided to only support SAM Light since it uses only one set of normal maps. The other maps can be used for SAM, but some editing is needed if you want the genital textures. Please do not modify and share without my permission. Credit goes to Vector for the creation of Shape Atlas for Men. Submitter KouLeifoh Submitted 01/13/2019 Category The Elder Scrolls V: Skyrim
  9. Version 1.0.5

    13,809 downloads

    This is a RaceMenu plugin that adds SAM morphs without using any of SAM's scripts. It's mainly intended to add SAM morphing features to SE, but a version for Oldrim is also provided. Using armor refits for SAM is highly recommended. For SE users, the refits must be converted to SE format using NIF Optimizer. RaceMenu SE 0.2.4+ requires .tri morphs to be using the newer format exported by Outfit Studio. Main Features Body Morphs for different body types Texture selection for custom textures Body hair overlays for extra body hair control BodyGen Morphs for diverse body types on all male NPC's based on class (optional) Body Morphs Samson/Samuel morphs with a toggle for skeleton scaling Genital morphs based on SAM genital bones scaling formula Foreskin morph to toggle foreskin Individual bone scaling used in Samson/Samuel morphs for finer tuning Genital skeleton scaling for compatiblity with genital accessories Texture Selection (SAM Light only, textures not included) Swap to different diffuse, normal, and specular maps for the body, hands, and feet* Requires refits with body parts correctly named for SAM (SAMBody, SAMHands, SAMFeet, SAMGenitals, SAMForeskin) Textures follow the naming convention BaseName_xx.dds (diffuse), BaseName_xx_msn.dds (normal), BaseName_xx_s.dds (specular) where xx ranges from 01 to 10 For example, base texture malebody_1.dds would be named malebody_01.dds, malebody_02.dds, malebody_03.dds, etc. Feet textures have the BaseName of MaleFeet (default races), ArgonianMaleFeet (Argonian), and FeetMale (Khajiit) *feet uses body texture by default Usage Three custom spells are automatically added under Powers. SAM Morphs (Self)* Opens a minimal version of RaceMenu on the player character SAM Morphs (Target)* Opens a minimal version of RaceMenu on the target character SAM Textures Config Configures setting for feet texture mode and resets texture overrides *requires UIExtensions Requirements SKSE / SKSE64 RaceMenu (Oldrim, SE) SAM Light* UIExtensions** (Oldrim, SE) *not required, but SAM assets are required in some type of setup (like SOS). SAM scripts/.esp/.dll are not used. **only required for editing morphs on NPC's Manual Installation 00 Textures for overlays 01 Base mod for either Oldrim or SE 02 BodyGen morphs (1 for basic setup, 2 for overrides from other mods) (optional) 03 Genital Morphs if not using SAM Light (optional) Notes Foreskin morph requires SAM Light "un-cut" option during installation. BodyGen for RaceMenu SE can make the game unstable based on individual setups. BodyGen morphs are saved in the SKSE co-save alongside the game save. NetImmerse Override Cleaner can be used to remove the morph data in Oldrim saves. I'm not aware of any equivalent tool for SE. Body hair overlay only applies to the main body mesh, not the genitals. This is due to how the overlay system was designed. RaceMenu for NPC's will show them in a T-pose during slider changes. This is intentional and required when updating skeleton scaling since the game is paused. NPC will resume animations once the menu is closed. Genital morphs don't use genital skeleton scaling and are intended for BodyGen randomization. If used alongside the full SAM, the morphs and scaling are not synchronized and will add on top of each other. Credits expired6978 for RaceMenu and UIExtensions Vector for the creation of Shape Atlas for Men
  10. View File SAM Morphs for RaceMenu This is a RaceMenu plugin that adds SAM morphs without using any of SAM's scripts. It's mainly intended to add SAM morphing features to SE, but a version for Oldrim is also provided. Using armor refits for SAM is highly recommended. For SE users, the refits must be converted to SE format using NIF Optimizer. RaceMenu SE 0.2.4+ requires .tri morphs to be using the newer format exported by Outfit Studio. Main Features Body Morphs for different body types Texture selection for custom textures Body hair overlays for extra body hair control BodyGen Morphs for diverse body types on all male NPC's based on class (optional) Body Morphs Samson/Samuel morphs with a toggle for skeleton scaling Genital morphs based on SAM genital bones scaling formula Foreskin morph to toggle foreskin Individual bone scaling used in Samson/Samuel morphs for finer tuning Genital skeleton scaling for compatiblity with genital accessories Texture Selection (SAM Light only, textures not included) Swap to different diffuse, normal, and specular maps for the body, hands, and feet* Requires refits with body parts correctly named for SAM (SAMBody, SAMHands, SAMFeet, SAMGenitals, SAMForeskin) Textures follow the naming convention BaseName_xx.dds (diffuse), BaseName_xx_msn.dds (normal), BaseName_xx_s.dds (specular) where xx ranges from 01 to 10 For example, base texture malebody_1.dds would be named malebody_01.dds, malebody_02.dds, malebody_03.dds, etc. Feet textures have the BaseName of MaleFeet (default races), ArgonianMaleFeet (Argonian), and FeetMale (Khajiit) *feet uses body texture by default Usage Three custom spells are automatically added under Powers. SAM Morphs (Self)* Opens a minimal version of RaceMenu on the player character SAM Morphs (Target)* Opens a minimal version of RaceMenu on the target character SAM Textures Config Configures setting for feet texture mode and resets texture overrides *requires UIExtensions Requirements SKSE / SKSE64 RaceMenu (Oldrim, SE) SAM Light* UIExtensions** (Oldrim, SE) *not required, but SAM assets are required in some type of setup (like SOS). SAM scripts/.esp/.dll are not used. **only required for editing morphs on NPC's Manual Installation 00 Textures for overlays 01 Base mod for either Oldrim or SE 02 BodyGen morphs (1 for basic setup, 2 for overrides from other mods) (optional) 03 Genital Morphs if not using SAM Light (optional) Notes Foreskin morph requires SAM Light "un-cut" option during installation. BodyGen for RaceMenu SE can make the game unstable based on individual setups. BodyGen morphs are saved in the SKSE co-save alongside the game save. NetImmerse Override Cleaner can be used to remove the morph data in Oldrim saves. I'm not aware of any equivalent tool for SE. Body hair overlay only applies to the main body mesh, not the genitals. This is due to how the overlay system was designed. RaceMenu for NPC's will show them in a T-pose during slider changes. This is intentional and required when updating skeleton scaling since the game is paused. NPC will resume animations once the menu is closed. Genital morphs don't use genital skeleton scaling and are intended for BodyGen randomization. If used alongside the full SAM, the morphs and scaling are not synchronized and will add on top of each other. Credits expired6978 for RaceMenu and UIExtensions Vector for the creation of Shape Atlas for Men Submitter KouLeifoh Submitted 08/22/2018 Category The Elder Scrolls V: Skyrim
  11. KouLeifoh

    High Poly Head

    Version 1.1

    4,110 downloads

    High poly heads for human males and females based on the vanilla meshes. A simple name for a not-so-simple mod. Available for both LE and SE. Features smooth high poly male and female heads complementary high poly brows, beards, and scars to fit new head shape includes morphs for RaceMenu's extended sliders compatible with vanilla-based head textures compatible with existing presets for the vanilla male/female head meshes (excluding sculpt data) optional support for Expressive Facial Animation Requirements RaceMenu (LE, SE) Expressive Facial Animation Male Edition (LE, SE) [optional] Expressive Facial Animation Female Edition (LE, SE) [optional] Manual Installation 00 - Base mod (required) 01 - Loose files needed for FaceGen creation in the Creation Kit (optional) 02 - adds Expressive Facial Animation Male edition (optional) 03 - adds Expressive Facial Animation Female edition (optional) 04 - remove sunken vampire face morphs (optional) Usage For the player character, use the Face Part slider in RaceMenu to switch to the high poly head For NPC/follower mods, add this mod as a master, swap the vanilla head parts with the high poly version, then generate new FaceGen data (Ctrl + F4) in the CK Known Issues minor clipping with certain vanilla hair meshes scars appear darker than vanilla in SE Tools Used 3DS Max Nifskope Animation Tools N2 Permissions You may use this mod for your NPC/follower mods that will be shared with others. You may add extra RaceMenu morphs. You are not allowed to modify (in part or in whole) and claim it in its entirety as your own. This is not a damn CBBE BodySlide preset. You are not allowed to reupload this mod to other sites. For other usage not mentioned, please ask me first.
  12. KouLeifoh

    SAM Light

    Version 1.3

    15,349 downloads

    This is a modified version of SAM that removes dependencies on scripts and .esp to allow the genitals to show when fully nude by resizing and placing the genital texture on the body texture layout. As a result, body morphs are not supported. It's a basic body replacer along the same lines as Better Males and SOS Light. Compatible with classic Skyrim and Special Edition. This mod is not an official release of SAM. Therefore, if you encounter any issues with it, please do not contact Vector about them. Difference between full SAM Lightweight due to no scripts or .esp used No body morphs* No dynamic body type and genital adjustments No dynamic body texture options Revealing armor with "SAMRevealing" node not supported Werewolf and Vampire Lord not supported *morph functionality can be added with SAM Morphs for RaceMenu Installation If using a mod manager, just follow the installer. Manual installation 00 and 01 are required for core functionality. 02 Genital Option - Select between Cut, Uncut, or Underwear (non-nude) version 03 Human Body Texture - Select one body texture for human races 04 Khajiit Body Texture - Select one body texture for Khajiit race Custom Textures If you'd like to use your own body textures, use the layout template to resize and align the genital correctly. Base texture 2k, resize genital texture to 256x256 Base texture 4k, resize genital texture to 512x512 Align genital texture in the green box, create selection mask with the green color, and delete the selection. Due to genital texture resizing, minor texture seams may be visible. Regarding Refits Armor refits are not required for basic functionality. They're only needed if you use SAM Morphs for RaceMenu and want the morph features. Credit goes to Vector for the creation of Shape Atlas for Men.
  13. View File SAM High Poly Conversion This is a high poly conversion of SAM meshes. The resulting meshes are smooth and contain around 4x the amount of vertices while still being usable for general gameplay. It started out as something for my own personal use, but I decided to share it with everyone. Compatible with SAM and SAM Light for both LE and SE. High Poly Body Mesh high poly body for both SAM and SAM Light variants underwear was given high poly treatment there are some minor sharp edges on certain poses due to weights if you're on a low end system and worried about performance, stick with the default body mesh High Poly Genital Mesh new high poly genitals for both SAM and SAM Light smoother edges are noticeable when zoomed in High Poly Hand Mesh high poly hands for playable human and beast races new mesh is based on the vanilla HandMaleBig mesh optional fingernail mesh to enhance details hand mesh v2 requires manual texture editing for fingernail textures High Poly Feet Mesh symmetrical feet meshes (original mesh had a smaller right foot) optional toenail mesh to enhance details even further feet mesh v2 requires manual texture editing for toenail textures High Poly Tail Mesh new high poly tail meshes for Argonian and Khajiit races vertex weights smoothed to look less blocky during movement Refits full vanilla refits made specifically for high poly SAM minor clipping may occur during movement currently does not include: briarheart body mesh or USLEEP/USSEP changes Fingernail/Toenail Mesh Texture v1 mesh uses a separate texture for the fingernails/toenails. Color won't change, but certain skin tones might make the nails look out of place. v2 mesh requires the fingernail/toenail textures to be on the same texture as the hand/body. This allows the use of the skin shader to change the color of the nails to match skin tone. Use the provided texture resources to copy and paste the fingernails into the hand textures and the toenails into the body textures. Installation If using a mod manager, just follow the installer. Manual Installation 00 and 01 - high poly body + genital meshes, select between SAM or SAM Light (cut or uncut) 02 - hand mesh, select between high poly hand with or without fingernail meshes 03 - feet mesh, select between high poly feet with or without toenail meshes 04 - high poly tail meshes for Argonian and Khajiit 05 - refits, each subfolder covers a specific armor part (body, hand, feet), base folder covers all armor that does not include skin Credit goes to Vector for the creation of Shape Atlas for Men. Submitter KouLeifoh Submitted 04/11/2018 Category The Elder Scrolls V: Skyrim  
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. Version 1.1

    7,640 downloads

    Custom skin textures I created for SAM Light for personal use. It's reached a point where I feel it's ready for everyone else to use. These textures are for human races only. Each texture set is custom made and meant to be used together. Hand and feet textures include fingernails/toenails and are meant to be used with hand/feet meshes from SAM High Poly Conversion. Face textures include high quality ears and no problematic seams commonly found in the back of the head. Requirements SAM Light Diffuse Maps created from various photo references slightly saturated and mainly tailored for Nords skin tone might be off for non-Nord races includes body hair options optional tanline body available in 2k (uncompressed) Normal Maps (_msn) baked from high poly models and blended with skin pores for extra details face maps use vanilla maps as base and blended to remove neck seams available in 4k and 2k (uncompressed) Specular Maps (_s) designed specifically to highlight fine skin pores while not being overly glossy available in 4k and 2k (compresed and uncompressed variants) Subsurface Maps (_sk) effect is subtle in Oldrim but much more noticeable in SE created from diffuse maps available in 1k (compressed and uncompressed variants) Face Complexion Maps custom-made complexion maps rough maps are freckles and age maps are sharper and appear younger than vanilla certain NPC's may look different due to age complexion available in 1k uncompressed (RGB 64:64:64) Installation If using a mod manager, just follow the installer. The quality 4k options are meant for screenarchery, but they're usable for general gameplay if you have a capable system. Manual Installation 00 Diffuse textures in _bodyBase, _hands, _head folders are required choose one body texture from _bodyDefault (normal body) or _bodyTan (tanline body) folders 01 Normal textures in _hands and _head folders are required. choose between 2k body (_body2k) or 4k body (_body4k) optionally install texture in _headCustom folder for custom head texture 02 Specular Quality: pick one body texture from _body2k or _body4k folder, then install all textures in _quality2k folder Performance: install all textures in the _performance2k folder 03 Subsurface Quality: install all textures in the _quality1k folder Performance: install all textures in the _performance1k folder 04 Face Detail optional for custom face complexion maps What about SAM (full)? Due to the vast amount of normal maps used, I decided to only support SAM Light since it uses only one set of normal maps. The other maps can be used for SAM, but some editing is needed if you want the genital textures. Please do not modify and share without my permission. Credit goes to Vector for the creation of Shape Atlas for Men.
  23. 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).
  24. 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.
  25. KouLeifoh

    Screenshot Showoff Thread — Part 1

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