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Everything posted by KouLeifoh

  1. @ddddddd I've already answered that in a previous post. You'll have to duplicate all records for high poly female head parts and switch them to male.
  2. That feature is achieved through BodyGen (part of RaceMenu).
  3. I added a conditional check in the powers that requires the target to be a playable race to prevent certain bugs. Daedra/Dremora, Afflicted, Elder, etc are not considered playable races. This also saves me the trouble of having to manually script the texture options for each race.
  4. @Julliette Don't extract the files unless you plan on doing manual installation. Use NMM to install the original .zip file. My install script will give you a list of options for easy installation. @nyxie627 By default, vanilla NPC's will use vanilla assets. When you swap head parts in the CK, you will need to save it as a mod (.esp) that needs to be enabled to see the changes in-game. Simply exporting FaceGen is not enough since the vanilla facial animations are not compatible with my high poly head meshes. I don't recommend using only the CK if you plan on switching a large number of NPC's from the vanilla head to the high poly head since it can be a very tedious process. With the right scripts, xEdit can automatically switch them fairly quickly, but the CK will still be used for FaceGen creation afterwards.
  5. @dude2324 It may happen at some point, but no promises. The entire process is really tedious since I need to manually adjust each hair for shape and consistency after conversion. @[email protected] @Cayde-6 @Julliette It's installed just like any other mod. If you're new to modding, I recommend using a mod manager like Mod Organizer 2 to simplify installation. Manual installation is only intended for advanced users. @monkeyangie Ethereal Elven Overhaul uses custom racial head shapes and morphs. Presets for EEO characters will look different when used on a vanilla-based head. Since it uses a custom head, a special patch is needed to prevent conflicts with EEO-based NPC's.
  6. The simplest answer is yes, but you need to provide the extra textures (and rename them accordingly) to use that feature. In a future update to this mod, I'll include an option to install all extra textures to be used as optional textures for SAM Morphs for RaceMenu.
  7. BodyGen edits are done outside of the game using the included templates and any text editor. UIExtensions is required for in-game editing.
  8. @Bunnilda Due to how I apply the cloaking effect for texture changes, you'll need to use the SAM Morphs (Self) power for the initial texture change to apply the cloak. Any texture changes after that can be done in the full RaceMenu.
  9. You're confusing what BodyGen actually does. It only applies morphs and nothing else. The original SAM only uses Samson and Samuel morphs. Everything else (including genital scaling) was done through skeleton scaling with scripts. I added custom morphs for genitals to allow genital options with BodyGen. All the other sliders are handled through a script from RaceMenu. The Enable Scaling slider does nothing on its own outside of RaceMenu (morphs will still function without it). Enabling it in RaceMenu will apply a series of skeleton bone scaling (via script) based on Samson/Samuel morph values to the target character. Its purpose is to complement Samson/Samuel morphs. If Samson/Samuel morphs aren't working with Enable Scaling set to 0, then your current armor/body does not support it. The simplest test is to set Samuel to 100 to see the large belly morph. The bone scaling done by the Enable Scaling slider will not have this effect.
  10. Make sure you're using the latest version of RaceMenu especially if you're playing SE.
  11. @theMothPriest Expressive Facegen Morphs is not compatible with my high poly head mod. I'll be adding support for it once it gets updated with male head morphs. @WeirdChamp49 I had the high poly head meshes use the same lighting/specular/glossiness settings as their matching body meshes for consistency. A shader mismatch is the cause for the infamous vanilla male head texture neck seam. In the case of the female argonian head mesh, the specular/glossiness have drastically been reduced on the vanilla head to counter the shiny specular map. Using the specular/glossiness settings from the female body mesh for the high poly female argonian head makes the shiny specular map more apparent. If you plan on using the high poly head mesh for all female argonian NPC's, then the simplest fix is to use a slighly darker specular map for the head. Bethesda already darkened the neck area to hide any neck seam.
  12. Use my SAM Morphs for RaceMenu mod if you want to add morph features that aren't included with SAM Light. Refits converted for SE will be required though.
  13. I'm using Total Character Makeover for the female textures.
  14. That's basically it. When you save the first time after disabling bodygen and body morphs, the skse co-save should be smaller since morphs are no longer saved. They will be reapplied with new values from the template/morph ini files once bodygen and body morphs are re-enabled.
  15. After disabling BodyGen and BodyMorphs, load the save to confirm that the morphs have been removed by using the target spell. Disabling those options should have cleared all morphs from the skse co-save.
  16. That's a RaceMenu slider head morph for elf ears. I added support for that along with ear presets for males for my high poly head mod.
  17. It shouldn't have that much of an impact on a modern system. By comparison, NPC overhauls that swap out the vanilla hair mesh with custom ones (Apachii, KS, etc) generally have a higher poly count than my head meshes. If those overhauls don't cause performance issues, then the high poly head meshes shouldn't be an issue either.
  18. Compared to my other big mods, I didn't think this one would be an issue for downloading. Here's a temporary Google Drive mirror for the latest version.
  19. I see what the problem is now (no pun intended). There's a rendering issue whenever RaceMenu swaps head meshes. RaceMenu is possibly not updating them correctly. The morphs themselves are fine though. To fix the rendering issue, just close RaceMenu and open it again to properly update the head mesh.
  20. The plan is to have the user select one as the default during installation and then add the rest as optional textures to be applied using my SAM Morphs plugin for RaceMenu.
  21. Unless there's a difference between the sliders included with RaceMenu for LE and SE (I used RaceMenu SE sliders as a base for the head), they should be interchangable when swaping between the vanilla head and the high poly head.
  22. @darksynth0 @wotwot Support will be added in a future update but not before a male version of the mod. I want to keep them grouped together and limit the amount of frequent small updates for a mod such as this. @Mogenshin Yes, it should work fine with the vanilla eye mesh. Importing presets with sculpt data meant for the vanilla head mesh will also cause issues. Ideally, the test should be done on a new character with the vanilla head mesh to isolate any possible issues with presets/eyes. There are some mods that modify both the vanilla head and eye morphs. Swapping one of them will break those mods.
  23. The XPMSE RaceMenu plugin adds its own set of sliders (mainly used for general skeleton scaling and weapon positioning). It is not related at all to my mod which focuses specifically on SAM.
  24. @babix They're not compatible. That mod is for the original vanilla head mesh. I may eventually add support for it once there's a male version and updates have stabilized since it takes awhile to convert all the morphs, especially for males due to beards.
  25. @mithindis The mane isn't actually attached to the head mesh. It just floats there and uses alpha blending to hide the neck seam by simulating overlapping fur. I had to split them for separate conversions and didn't want the mane to deviate too much from the base shape. The mane can be manually smoothed, but I'll need to figure out how to do it without having to redo all the morphs since they're just deltas from a base shape. @Disciple Dark I haven't extensively tested it myself, but there may be an issue with overhaul mods that require the High Poly Head as a master due to how ESL is loaded at the opposite end (0xFE instead of 0x00). If you don't use such mods, the ESM/ESL format should be fine.
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