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Everything posted by KouLeifoh

  1. Due to the way I start the cloak effect for managing texture swapping, you need to use the SAM Morphs power to change textures instead of the full RaceMenu. Once that cloak effect is active, you can safely change player textures in the full RaceMenu. Keep in mind that if no texture slider is used for the player/NPC, the cloak effect will be removed for performance reasons. I'll change the logic and expand its functionality in a future update.
  2. I don't use a mod manager, but if replacing the textures installed in MO2 doesn't work, you may have to manually install them in the Skyrim folder.
  3. @burundio Those are added by the normal map texture (specifically for Breton race). There isn't much you can do other than manually editing the texture or using a different one entirely. Since you're using my SAM Light texture add-on, the next update will include different levels of vanilla normal map details for each race.
  4. I don't mind the overall head shape that much, but what bothers me the most is the eye shape. They look so alien compared to other medival-fantasy games. If you just want to make some minor edits, Outfit Studio has come a long way and can be used to quickly edit head .tri files. The eyes/mouth meshes do not have racial morphs. As a proof of concept, I merged the racial morphs for elves/nords (50% each) for each elven race while keeping the slim elven base head and ears (all done in 3DS Max). This is the resulting Dark Elf with some minor adjustments. The normal map is a blend of a smooth map with the vanilla map. On a side note, I managed to create functional 3D eyelashes while trying to decouple the eyelash hair cards from the eye mesh. They're not really practical for gameplay since they have nearly the same amount of vertices as the high poly head mesh. 🙃
  5. @Raydonn I've already mentioned this elswhere, but there's no actual Male tag in the game. The Female tag exists and is used specifically for female NPCs. Males are determined by the inverse of the Female tag. This means that things like animals and creatures are considered to be Male. Using the Male keyword for BodyGen will also apply the morphs to every animal/creature. This can be easily checked in-game. One can argue that it's harmless since there is likely no associated morph for affected animals/creatures (all morph data are still saved in the skse co-save), but it's not a good programming/modding practice to modify things outside the scope of a mod. The reason I opted for manually defining morphs for each individual NPC was to follow the original SAM mod which used defined Samson/Samuel values based on class archetypes (warrior, mage, thief, etc). I created a custom xEdit script to auto generate the BodyGen entries for every male NPC in the game (over 2k). Don't use the Enable Scaling morph in BodyGen. It does nothing on its own. I use morphs to store certain values for each NPC to avoid bloating the main game save. Defining a range for a random morph value is valid, but the main reason I used rigid values was to keep them looking nice and clean when viewed in RaceMenu. There will be lots of numbers beyond 2 significant bits otherwise.
  6. They're similar to Shout abilities. Press the Shout key to use them.
  7. Testing Ethereal Elven Overhaul support for my high poly head mod. Despite numerous requests, I'm still not quite sold on it compared to EFM.
  8. HDT-BBB for SAM is not compatible with SavrenX SoSAM Light without some editing.
  9. It simply uses NiOverride to set the morph value on slider change and updates the target character to show the change. Samson/Samuel morphs use a 0-100 range to match the orignal SAM mod while the actual morph value is internally divided by 100. The texture sliders also use morph values to avoid bloating the main game save file (morphs are saved in the skse co-save and can be safely cleared). The source file isn't available since it's messy and I didn't want people stealing code. The code is long overdue for restructuring whenever I get around to updating it again.
  10. I've been seeing a lot of variants on Eivor lately from different folks and decided to give it a try. The high poly head mesh was reshaped in 3DS Max using Eivor's actual head mesh from ACV as reference.
  11. @SaiyanBroly Depending on how detailed the normal map is for the head, ENB SSAO and sharpening may make the shadows/wrinkles more noticeable. @TheOldManJock I plan to add support for it, but there's currently no ETA. It'll only affect the player and newly generated FaceGen for NPCs.
  12. @tate56 It needs to be said, but make sure you're running the script on your patch, not the CC content. It's the same method as patching vanilla NPCs. You create an override patch of those NPCs and then run the script on that patch, not Skyrim.esm. If it's the CC content itself that is causing load order issues, then temporarily remove the ESL flag from it. @DreamZoned I'm glad you were able to fix it before I even got around to it.
  13. @Lyzder During installation, pick either cut or uncut versions for SAM Light. The original SAM requires the underwear option. @LovinInDeep Make sure the hands (and morphs) are not being replaced by another mod. The morphs will fail if they don't match the mesh they're intended for. Also don't use LE meshes in SE since morphs do not work on LE meshes. @Hungustus I already posted a temporary Google Drive mirror here. @Nachtigall Miseme Load it after SAM Core since it'll replace the assets. It doesn't matter for XPMS since no skeleton is included.
  14. @Oozaru85 No, I won't create morphs for sliders that aren't already available. The one exception I made was adding internal support for the extra RaceMenu sliders added by the original EFM mod which added finer tuning to the eyes/nose/lips and overall face ( 83 sliders with 134 morphs). @tate56Temporarily remove the ESL flag from your patch (and High Poly Head.esm if you added it) before running the script. The load order detection code will fail otherwise.
  15. SAM Light, SOS, and Skyrim Better Males are all male body replacers. Only use one of them since they all replace the same thing: the male body.
  16. Of course, this will overwrite the textures included with SAM Light. Don't use the SAM Texture tab in RaceMenu unless you install your own textures. None are included in my SAM Morphs for RaceMenu mod.
  17. This particular lighting in the vampire castle really makes my skin textures pop.
  18. The SAM Morphs for RaceMenu mod does not include textures for the SAM Texture tab (it's literally in the description). The issue you're having is when you're trying to use textures you don't actually have (body turns purple for missing diffuse, flat for missing normal, super shiny for missing specular). Leave them all at zero and use the SAM Morphs config spell to reset all textures as a last resort. If the issue persists, then it's caused by another mod or a RaceMenu preset.
  19. Here's a temporary Google Drive mirror of the current version (v1.5).
  20. @vyrmina When you manually swap the head mesh back to high poly as a vampire, that seems to introduce other bugs. It's likely due to the game engine and how head mesh swapping was implemented by RaceMenu. The general solution is to close RaceMenu after head swapping and then open it again. There isn't much else I can do about it. @Kitrexx Since you're using the vanilla Nord race, there should already be a Face Part slider that goes up to value 2 (value 0/1 is the vanilla head mesh, value 2 is the vampire vanilla head mesh). My high poly head mod will add 2 more to that list (high poly versions of value 1 and 2). If the Face Part slider doesn't change from zero, then RaceMenu isn't fully working (possibly a load order or version issue).
  21. @Nachtigall Miseme The weights are meant for bounces/jiggles only, not mesh scaling. @eterniia The belly bounces only slightly (vertically) and that's intentional. It can be easily tested using Samuel morph and toggling sneak animation.
  22. @Oozaru85 The short answer is no. I don't want to circumvent permission issues and have it available for only a select few.
  23. It's Leon's hair from RE2R that I ported for personal use. I have a few other hair meshes that are in the same boat. After taking a break from Skyrim to play other games, I nearly forgot about what I was working on. Don has been waiting for the update since before the pandemic. 😄
  24. EFM replaces the vanilla morphs. So, it's not really possible to tell by just looking at the preset in a text editor. Vortex might be looking for a specific mod structure in the .zip file. I don't personally use a mod manager, but I do test all of my mods in MO2 for any installation issues. Try changing weight/equipment to force a refresh. I don't have that issue with using the high poly head mod with HDT-SMP. The vampire fix just removes the vampire "overlay" to the head mesh on vanilla races to prevent the high poly head from changing back to the vanilla head mesh. Only vanilla races are supported by RaceMenu out of the box. If you're using a custom race, it needs some changes to make any of the extra sliders in RaceMenu to work. Only RaceMenu is supported since it allows the head mesh to be changed in-game.
  25. It's just the default SAM underwear that I retextured.
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