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Found 2 results

  1. Anyone know how to fix this? My character's dick is fine. Its just Orcs, Elves, and all human races that have this problem. Beast races are fine and my character who is a nord is fine. Here is my mod list and a picture of the problem.
  2. Hello fellas, I've been lurking a bit, made an account, downloaded several lovingly-crafted mods, and decided it would be fun to try and make/upload my own soon. I'm no stranger to coding, but I don't want to dive head-first into a from-scratch mod. So, I figured I'd start my papyrus scripting journey by modifying a mod first. Naturally, I ran into some trouble in regards to how WeightMorphs and SAM update the player Actor values, so hopefully someone can help! This is for Skyrim Legendary Edition with SAM Full! When utilizing WeightMorphs LE in tandem with SAM Full, WeightMorphs has no problem updating the character bodymorph to the desired values set in the light and heavy pages. However, it does not update the body normal maps, leaving you with strange physiques such as a huge muscular guy with no definition or a big fat guy with ripped abs. In brief, this is a result of WeightMorphs updating only the bodymorph via a NiOverride function call without touching SAM's scripts. WeightMorphs adjusts the body morph during gameplay (running, eating some cheese wheels, character is now different). SAM applies changes only after adjusting the MCM sliders and closing the menu, but handles all relevant actor values such as weight (skyrim default slider), height, morph, textures, schlong, and underwear. To see the actual flow of events, open the spoiler below (warning: kinda long): To remedy this (in a rather hack-y manner, and purely just for testing purposes now), I edited the WeightMorphs.psc script to manually set the Samuel and Samson values after the NiOverride object sets the bodymorph using the provided PlayerRef property of type Actor. After this, I call the UpdateActor function found in the SAM_QuestScript.psc script with the booleans for updating the morph, weight, and texture set to true. Function UpdateWeight(Bool applyNow = True) ... // Male ElseIf PlayerSex == 0 If Weight >= 0.0 If MultSamuel != 0.0 //only WeightMorphs sees this... NiOverride.SetBodyMorph(PlayerRef, "Samuel", WEIGHTMORPHS_KEY, Weight * MultSamuel) //SAM sees these and will adjust slider values in MCM as needed (buggy) SAM_Data.setSamuel(PlayerRef, (Weight * MultSamuel)*100) //update morph, weight, textures Sam.UpdateActor(PlayerRef, false, true, true, true, false, false) Else NiOverride.ClearBodyMorph(PlayerRef, "Samuel", WEIGHTMORPHS_KEY) EndIf If MultSamson != 0.0 NiOverride.SetBodyMorph(PlayerRef, "Samson", WEIGHTMORPHS_KEY, Weight * MultSamson) SAM_Data.setSamson(PlayerRef, (Weight * MultSamson)*100) Sam.UpdateActor(PlayerRef, false, true, true, true, false, false) Else NiOverride.ClearBodyMorph(PlayerRef, "Samson", WEIGHTMORPHS_KEY) EndIf Else If MultLowSamuel != 0.0 NiOverride.SetBodyMorph(PlayerRef, "Samuel", WEIGHTMORPHS_KEY, -Weight * MultLowSamuel) SAM_Data.setSamuel(PlayerRef, (Weight * MultLowSamuel)*100) Sam.UpdateActor(PlayerRef, false, true, true, true, false, false) Else NiOverride.ClearBodyMorph(PlayerRef, "Samuel", WEIGHTMORPHS_KEY) EndIf If MultLowSamson != 0.0 NiOverride.SetBodyMorph(PlayerRef, "Samson", WEIGHTMORPHS_KEY, -Weight * MultLowSamson) SAM_Data.setSamson(PlayerRef, (Weight * MultLowSamson)*100) Sam.UpdateActor(PlayerRef, false, true, true, true, false, false) Else NiOverride.ClearBodyMorph(PlayerRef, "Samson", WEIGHTMORPHS_KEY) EndIf EndIf EndIf If applyNow NiOverride.UpdateModelWeight(PlayerRef) Else morphChanged = True EndIf EndIf effectsChanged = True EndFunction It does "work", but by its hack-y nature, the new normal map appears only after I equip/unequip a piece of armor that takes up the chest/body slot. So, my next step is to figure out how I can make loading body normals load "on the fly" like how WeightMorphs updates the body morphs. My current implementation's not ideal, but I'm low on ideas. Do you have any ideas for how I can approach this problem? Any better angles or things I'm missing? One thing I'm considering is introducing several more NiOverride functions like the base "NiOverride.SetBodyMorph" seen in WeightMorphs. It would be something along the lines of slamming the normals section of UpdateTexture into WeightMorphs. Problem is, I have no concrete idea what those functions do, given their arguments, and including these things in WeightMorphs.psc may continue along the lines of making a very hacky implementation. //after NiOverride.SetBodyMorph(...) //ObjectReference obj = actorRef as ObjectReference ... float weight = ActorRef.GetLeveledActorBase().GetWeight() sNormals = SAM_SKSE.GetNormals(ActorRef, iRace, weight) path = sNormals[0] nioverride.AddNodeOverrideString(obj, false, "SAMBody", 9, 1, path, true) nioverride.AddNodeOverrideString(obj, false, "SAMFeet", 9, 1, path, true) nioverride.AddNodeOverrideString(obj, false, "SAMHands", 9, 1, sNormals[1], true) nioverride.AddNodeOverrideString(obj, false, "SAMGenitals", 9, 1, sNormals[2], true) ... Thanks for reading, hope to hear from someone!
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