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Everything posted by KouLeifoh

  1. 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. 😄
  2. 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.
  3. It's just the default SAM underwear that I retextured.
  4. The SAM Light Texture Add-on is meant for SAM Light, not the original SAM. The original SAM uses a script to auto swap textures whenever you change player weight, equipment, morphs, etc.
  5. @BrianShinn Use the included high poly vanilla hair meshes. That will fix the clipping issues on the high poly head mesh. @bimbobuddhist If you select Expressive Facegen Morphs in the installer, then you also need the original mod since it includes morphs for the eyes. Also, if you're using eye mods that include their own meshes/morphs, they may not be compatible with Expressive Facegen Morphs. @Oozaru85 Adding internal support for the ECE sliders won't be difficult, but the slider data for them need to exist for RaceMenu without permission issues.
  6. Are you playing on LE or SE? On SE, that happens if you have both HDT-SMP and CBPC enabled.
  7. I blended the vanilla Orc face normal maps (original 512x512, cleaned and upscaled to 2k) with my custom ones and they look much better. Also added some color to the veins and started working on custom body hair. The preview images continue to blur out all the small details I added to the skin textures. 🙃
  8. @ezfreee I used the original .tri files as the base for my high poly conversions. As a test, I extracted the original femaleheadchargen.tri, rebuilt the .tri without any changes. and tested it in-game. The resulting vanilla nose#9 is the exact same shape as my high poly version. So, there's a bug with either the original .tri file or how 3rd party programs are reading it. It's a pain to fix it since it'll require a RaceMenu export along with some modified .tri files to preserve the nose shape on export (assuming the vanilla nose shape is desired over the current high poly nose shape). It's something I can work on for a future update.
  9. These look nice and I recognize the struggle of projection painting 🤡
  10. @Vallation SAM Light doesn't include any scripts or .esp. The SOS Genital sliders are added by XPMSE's RaceMenu plugin which I don't personally use. There are 2 sets of genital sliders on the SAM Body tab in RaceMenu: one uses morphs while the other uses skeleton scaling. They both achieve the same thing, but I created the morphs to allow genital size changes in BodyGen.
  11. The morphs on the SAM Body tab in RaceMenu should still work on SAM full. Only the texture swap feature requires SAM Light. Are you already using SAM refits? Morphs are useless without them. Aside from this, always test without wearing any armor since SAM's base body already supports morphs. At the very least, the skeleton sliders on the bottom half should work.
  12. That option only works for the player and newly generated FaceGen for NPCs. There's also the possibility that you're using an NPC overhaul mod that is overwriting files from this mod.
  13. That's unfortunately due to a low resolution of the genital textures. The original genital hair textures were 1k and got resized down to 256x256 to fit SAM Light's UV mapping. A compromise would be to use a 4k base body texture which essentially bumps the genital texture to 512x512, but this greatly increases vram usage without texture compression. I'll figure something out while working on the next update.
  14. Unfortunately, changes made as a vampire don't seem to persist when using the vampire fix.
  15. The easiest way is to set the custom race as playable. Adding the race to my mod would require adding it as a master and that will affect load order.
  16. It's generally okay as long as people ask beforehand and it's only uploaded here along with proper credits. I'm still slowly working on the update whenever I feel the inspiration for it, but the perfectionist in me is never satisfied. 🙃
  17. @ILive66Failed Aesthetic Elves morphs are included since they're entirely head morphs, but the original Expressive Facegen Morphs mod is required since they include eyes, mouth, and some beard morphs. Due to permissions, I won't include files that aren't changed from the original mod. @Teddy_M3 That could very well be how EFA was made (intentional or not). I just simply converted them. @rejrejiy That could very well be a RaceMenu issue in conjunction with any number of things like invalid mesh, skeleton, etc. All I can suggest is to test it out a nearly vanilla setup and slowly add your other mods until it crashes to figure out the exact issue.
  18. @quenae That's normal since scaling the thigh bones will extend it away from the parent node (pelvis). The fix is to move the pelvis bone up the Z axis. I haven't experimented with it to see if the Z axis change will stick in-game. @sentiao By default, I have a check for playable races only to quickly filter out things like monsters and objects. Dremora, Snow elf, and Vampire races will need to be manually added in the condition check of the .esp. @gaymoleman69 In a private build, I added separate sliders for the genitals to decouple them from being affected by the body texture sliders. This was done a year ago before I started working on the High Poly Head mod. It'll be included in the next update whenever I get around to doing it.
  19. It sounds like you were using another mod that was overwriting the physics of my mod since I intentionally limited the movement of the belly in comparison to the butt/breasts.
  20. @Qwerty40 It sounds like a skeleton issue. The game will crash if you're using a skeleton that doesn't have genital bones. Make sure you're not using a mod that overwrites the skeleton. If you're using XPMSE, make sure it's loaded near the end to prevent other mods from overwriting its skeleton. @Kiki981 Use my SAM Morphs for RaceMenu mod to easily change genital size and other morphs on NPCs in-game.
  21. It only affects the naked body and the included armor refits. The difference is subtle if you've never really noticed the blocky edges of the original SAM meshes.
  22. If you're using ENB, sometimes the Detailed Shadows and AO features will draw shadows only on the body (not head) and vice versa. There's really nothing I can do about that.
  23. @bridges02 They're mostly interchangeable, but it only matters when the genitals are involved. For example, armor for SAM Light with no genitals shown will work fine on SAM, but if the genitals are shown, then they will not look right since the UV texture mapping is different for the genitals.
  24. Make sure you install the correct version for either LE or SE. Using the LE version on SE will cause the morphs to fail.
  25. @HeartAttackMan It's fine as long as it's only uploaded to this site. SAM has its own EULA, and I don't want people to confuse my permission for this mod to extend to SAM itself.
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