Jump to content

KouLeifoh

 Author
  • Content count

    368
  • Joined

  • Last visited

  • Days Won

    62

Everything posted by KouLeifoh

  1. Version 1.2

    2,598 downloads

    This is Geralt's Ursine armor that I ported from The Witcher 3 for SAM with support for Samson/Samuel morphs. It's a partial port in that I didn't port the coat since it requires recreating from scratch and it's not something I'm currently interested in trying. With the absence of the coat, I instead ported the shoulder belt and fur from the Undvik armor. This set was intended to be used as part of my unarmed combat playthrough. The Witcher 3 applies texture blending during gameplay to create extremely detailed textures. To compensate for this in Skyrim, I increased the normal maps to 2k, blended the appropiate normal map detail textures, and applied the ambient occlusion map to the mesh using vertex colors. Armor parts: The armor parts can be crafted under the dragon armor section while the shoulder belt is in the Misc section. They share the same stats as the dragon plate armor set. The shoulder belt has no stats and is pureley cosmetic, but it can be enchanted with the same enchantments as jewelry. Requirements: Male skeleton from SAM or XPMSE (classic, SE) This mod is exclusive to www.vectorplexus.com and must not be uploaded anywhere else.
  2. KouLeifoh

    SAM Light

    Version 1.2

    3,819 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 not supported 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. Credit goes to Vector for the creation of Shape Atlas for Men.
  3. Version 1.0

    366 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 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) 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. 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. Credit goes to Vector for the creation of Shape Atlas for Men.
  4. 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. Features 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 Body hair overlays BodyGen morphs to apply Samson/Samuel morphs and randomized genital morphs to all male NPC's based on class (optional) Edit morphs/overlays on any male NPC with a minimal RaceMenu invoked from a custom spell (UIExtensions required) 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  
  5. 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. The current release covers body, hand, and feet meshes. Compatible with SAM and SAM Light. 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 Hand Mesh new 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 Refits new full vanilla refits made specifically for high poly SAM minor clipping may occur during movement currently does not include: briarheart body mesh, rings, amulets, 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 mesh, 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 - 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  
  6. KouLeifoh

    Download — SAM High Poly Conversion

    That's a known issue. I posted a hotfix for it here.
  7. KouLeifoh

    SAM Light Texture Add-on

    That doesn't make sense since the genital texture is also on the same body texture unless the body mesh is referencing textures not covered by SAM Light (briarheart, afflicted, Elder, Snow Elf).
  8. KouLeifoh

    SAM Light

    I double checked the SAM Light textures in Nifskope, and the issue lies mainly in the normal maps (and to a lesser extent, the diffuse maps). Since the normal maps aren't compressed, the issue originates from the original SAM. I can blend the textures together along neck to eliminate the seams and fix the seams in the back of the head while I'm at it. The fix from Seamless Males will still be needed if you want to eliminate the neck seams on males completely.
  9. 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 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) 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. 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. Credit goes to Vector for the creation of Shape Atlas for Men. Submitter KouLeifoh Submitted 01/13/2019 Category The Elder Scrolls V: Skyrim  
  10. KouLeifoh

    Download — SAM Light Texture Add-on

    You're right. I did name that incorrectly. It'll be fixed for the next update. Thanks.
  11. Good mythical morning. I keep going back to Mythical ENB to play with the visuals.
  12. KouLeifoh

    SAM Light Texture Add-on

    I was trying to keep the nipples pink and have them play nicely with Skyrim's skin shader. I may have to adjust the color since it only looks good on light skin tones.
  13. KouLeifoh

    SAM Light

    If you have the latest version of high poly SAM installed, then it already includes proper refits for SE. It's best to use one refit set unless you know which specific armor refits you want.
  14. KouLeifoh

    SAM Light

    Rhavik has refits for the vanilla SAM body for SE. If you use SAM High Poly Conversion, it also includes its own refits.
  15. KouLeifoh

    SAM Light

    Make sure you're using refits made compatible with SE. The old refits are using the old morph format that's no longer supported by RaceMenu for SE. That's a vanilla bug that also exists in Oldrim. The male head mesh uses a different lighting than the body for the skin shader. All male NPC's are affected. The solution is detailed on Seamless Males.
  16. All human races share the same body textures by default (with the exception of briarheart, afflicted, Elder, and Snow Elf). It'll be a lot of work to make distinctions between them when the body is covered most of the time unlike the face. For now, I just have one set for them with possibly an optional muscle variant for the normal map.
  17. Version 1.4

    5,742 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. The current release covers body, hand, and feet meshes. Compatible with SAM and SAM Light. 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 Hand Mesh new 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 Refits new full vanilla refits made specifically for high poly SAM minor clipping may occur during movement currently does not include: briarheart body mesh, rings, amulets, 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 mesh, 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 - 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.
  18. KouLeifoh

    SAM High Poly Conversion

    What bugs with argonians are you having? There are some fixes that can only be done through .esp which I want to avoid doing. I uploaded this mod to google drive as a mirror for those that have issues downloading large files from this site. SAM Light will be added as well once I get the next update finished. SAM High Poly Conversion v1.4.zip (google drive mirror)
  19. Custom normal face maps would look best on unique characters. The original normal maps would be the default option. I grabbed the vanilla normal face maps, cleaned them up a bit, upscaled them to 2k, and blended them with my custom ones to add skin pores and remove neck seams. The skin textures appear lighter due to my ENB SSS settings.
  20. My biggest concern is that my custom face texture might look too specific and make all male NPC's look too similar. It already makes older males look a bit younger. Normal maps for non-Nord races aren't done yet.
  21. KouLeifoh

    Download — SAM High Poly Conversion

    That's entirely up to you. My refits have the high poly body/hand/feet meshes included in the refits where needed. That's a known issue. Vertex weight painting isn't my strong suit. Ideally, the problematic vertices need to be weight blended with nearby vertices, but I'm still learning how to do this properly. I'm not aware of any 4k textures that are (publicly) available for SAM. Most of the time, 2k textures are fine.
  22. KouLeifoh

    SAM Morphs for RaceMenu

    That requires having the genital mesh attached to the body mesh and transfering the vertex weights. It ends up nearly doubling the amount of body types I'd have to maintain across all my mods. I already scrapped that idea prior to releasing this mod.
  23. Version 1.0.3

    3,404 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. Features 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 Body hair overlays BodyGen morphs to apply Samson/Samuel morphs and randomized genital morphs to all male NPC's based on class (optional) Edit morphs/overlays on any male NPC with a minimal RaceMenu invoked from a custom spell (UIExtensions required) 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
  24. KouLeifoh

    SAM High Poly Conversion

    That's an issue with cuirasslight_0.nif of the hide armor. It was one of the first armor I refitted months ago. I had auto-clean enabled in Nifskope and the parity between that and the unclean cuirasslight_1.nif caused NIF Optimizer to spit out different filesizes for both. This is only an issue for SE. I made a hotfix for it that will be added to the next update once it's meaty enough. The whole hide armor line has a lot of clipping issues on the vanilla meshes. It might require redoing the vertex weights entirely. hide armor hotfix SE.zip
×