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KouLeifoh

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Everything posted by KouLeifoh

  1. The process is a bit technical. The basic idea is to add the custom morphs to the existing *chargen.tri files as an additional type (eg. NoseType6). The custom race will then need to be modified accordingly for this. This should allow you to use custom morphs on the vanilla sliders regardless of which RaceMenu version you're using. The caveat is that you won't be able to simultaneously use other morphs on the same slider (eg NoseType1 + custom NoseType6).
  2. It's a simple enough conversion. In fact, it didn't take me that long to do so. I'll include it as an option in a future update. In the meantime, I'll add it here for anyone who wants to use it now without having to wait. High Poly Head - Aesthetic Elves.zip
  3. If the NPC is made with this mod as a master, then all animations will work fine. If the NPC is made as a standalone, then the .tri files included with this mod are required for animations to work.
  4. You have to manually install the extra textures from my SAM Light Texture Add-on and rename them for SAM Morphs to load them. It's all mentioned in the description for the SAM Morphs mod.
  5. If you have the textures for them, SAM Morphs' texture feature lets you replace the full body texture of any SAM compatible NPC. Awhile back, I added a separate genital texture swap in a private build before shifting focus to working on the high poly head mod. The idea was to let SAM Light use a separate high res texture for the genitals for screenarchery. It essentially morphs SAM Light's genital to original SAM (just shy of having full genital management for things like standalone underwear and revealing armor).
  6. I recommend using a mod manager (Mod Organizer, Nexus Mod Manager, etc) to install any mod. It'll just make life easier.
  7. Open RaceMenu, go to the Head tab, and change the Face Part slider to 2 (beast races) or 3 (human races) to switch to the high poly head.
  8. The brows are there on the Brows slider, but eye lashes are part of the eye mesh which isn't covered by this mod.
  9. Your custom SkinNaked armor is probably overriding the default armor used by the werewolf race when transformed. Try adding the NakedTorsoWerewolfBeast [ARMA:000CDD87] armor-addon to your custom SkinNaked armor. This should allow the player's werewolf transformation to use a werewolf-race compatible armor-addon. A similar thing will be needed for Vampire Lord as well (DLC1NakedVampireLord [ARMA:020023F4]).
  10. I don't remember turning invisible as a werewolf when I last played the Companions questline. The original SAM uses a custom mesh and morphs for werewolves and has a script to manage them. SAM Light doesn't touch werewolves or use any scripts. Check to make sure you're not using a mod that changes the player NPC record. There are some that change the player's default body to a custom one.
  11. Speaking of old screenshots, my characters and ENB choices changed over the years as my modding aspirations evolved. I have a lot of random screenshots, but I picked a notable one from each year starting from 2016 (release of SE). It seems there's a large number of us who spends more time modding than actually playing the game.
  12. It just won't be compatible with the updated version I've been working on.
  13. Elves fall under the human category since they share the same head mesh as other races in the same category. Human: Breton, Dark Elf, High Elf, Imperial, Nord, Redguard, Orc, and Wood Elf Beast: Argonian and Khajiit The categories are based purely on the 3D models, not lore. Dremora and Elder races also share the same head mesh as the human category.
  14. I may have found a proper fix to prevent the head mesh from reverting back to vanilla when changing to a vampire race. It involves removing the Overlay Head Part List flag from vampire races (of the vanilla playable races). This can be easily done in xEdit (copy vampire races as overrides into a new .esp file, remove the Overlay Head Part List flag, and save). I'll include the fix as an option in the next update along with high poly head meshes for Khajiit and Argonian races.
  15. Any decent image editor that can import/export .dds files will do. I'd imagine Gimp should work. My program of choice is Photoshop. This is an example of what sharpening can do to the normal map (original on the left, sharpened abs on the right). In Photoshop, I used the lasso tool to make a soft selection around the abs and then used the smart sharpen filter to have control over the result. Since the texture has skin pores, sharpening will darken the pores (essentially creating noise). It's best to only sharpen specific areas to avoid creating texture seams due to noise. Results will vary depending on texture.
  16. It's difficult to manually edit these types of textures since they're generated from 3D Modeling programs.. Each color channel represents how light/shadow reacts on the model when light hits the model in a specfic direction. Sharpening the transitions between light and shadow should achieve the effect you want.
  17. There are 2 issues: My handsfix meshes included with SAM only covers the 3rd person hands. The 1st person hands are still using the bugged mesh (there are slits on the wrists). The fix is to duplicate my handsfix and rename them to 1stpersonmalehands_0.nif and 1stpersonmalehands_1.nif. The Skyrim refit pack you're using doesn't include all 1st person models.
  18. Your second screenshot suggests that the vampire head morph was used. The head mesh shouldn't change unless a race change occurs or RaceMenu is used. Check to make sure that you're not using a mod that actively changes the player's race (eg. a mod that changes player to/from vampire based on feeding habits).
  19. With the Niftools plugin (or a variant of it), 3DS Max can easily import/export .nif without having to jump through hoops like Blender.
  20. The ability to pose the skeleton in Outfit Studio is an amazing addition. Albeit basic, it's more than enough to help fix problematic areas. I'll be able to do full gloves again without having to struggle with finger weights. It was a nightmare trying to fix them in 3DS Max.
  21. I wasn't satisfied with the Citrus head mesh and decided to make my own. Use the No Sunken Vampire Face option in the installer to remove the vampire head morphs. Keep in mind that the head will revert back to the vanilla head mesh whenever changing to the vampire race. This is an issue with the game and/or RaceMenu itself. One fix is to use the high poly head as a default, but this requires new FaceGen data to be created for all affected NPC's.
  22. That entry is from my custom morphs.ini specifically for my high poly meshes. The morphs.ini I'm referring to is the original one packaged with RaceMenu. The file you renamed is for the vanilla eye mesh. Those morphs are only for RaceMenu's Expressions tab (these morphs are internally named EXPR_Aah, EXPR_BigAah, EXPR_BlinkLeft, etc). The original Enhanced Facial Animation mod is required for the eye/mouth morphs to function outside of RaceMenu (these morphs are internally named Aah, BigAah, BlinkLeft, etc). While the Nexus is a good hub for mods, I have personal issues with the type of community that it fosters and would rather not be a part of it.
  23. I made a quick template for it found here. Once I update my texture addon, I'll add a proper template to the downloads.
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