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KouLeifoh

Download — SAM Morphs for RaceMenu

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On 12/17/2018 at 9:38 AM, Ulfberth said:

Recently i've found a issue with sliders like spine, pelvis left thigh and right thigh not being saved after you load the game (samson and samuel sliders do fine). Is this something you can do about or it's racemenu's fault itself?

It's a bug with RaceMenu SE 0.2.12 (specifically skee64).  I haven't looked at the source code yet, but there seems to be a parsing error in the way skee64 serializes morphs/transformations to be saved when a game save is made.  It doesn't save morphs/transformations that use keys that end with .esp (my mod uses the key RaceMenuPluginSAM.esp for individual skeleton scaling while scaling from morphs have morph names added to the end of the key).  If I change the key to RaceMenuPluginSAM or even RaceMenuPluginSAM.es, then the transformations will be saved.  XPMSE/CBBE sliders are also affected.  The simple solution on my end would be to change the key, but this will affect existing saves unless I do a one-time cleanup to remove bloat from the old key.

 

31 minutes ago, tybi002 said:

skyrim SE: 1.5.53

skse64 2.0.9

racemenu 0.2.12

thank you

RaceMenu 0.2.12 is for SE 1.5.62.  Due to version mismatch with skse64, skee64 (part of RaceMenu) isn't loaded.  RaceMenu 0.2.7 is what you can use, but that version has issues with bodygen.

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8 hours ago, KouLeifoh said:

It's a bug with RaceMenu SE 0.2.12 (specifically skee64).  I haven't looked at the source code yet, but there seems to be a parsing error in the way skee64 serializes morphs/transformations to be saved when a game save is made.  It doesn't save morphs/transformations that use keys that end with .esp (my mod uses the key RaceMenuPluginSAM.esp for individual skeleton scaling while scaling from morphs have morph names added to the end of the key).  If I change the key to RaceMenuPluginSAM or even RaceMenuPluginSAM.es, then the transformations will be saved.  XPMSE/CBBE sliders are also affected.  The simple solution on my end would be to change the key, but this will affect existing saves unless I do a one-time cleanup to remove bloat from the old key.

 

RaceMenu 0.2.12 is for SE 1.5.62.  Due to version mismatch with skse64, skee64 (part of RaceMenu) isn't loaded.  RaceMenu 0.2.7 is what you can use, but that version has issues with bodygen.

understand, thanks for your reply

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Is it possible to use it along with regular SAM? Or only Light version? I tried to install it but I got a weird glitch where my character still had underwear on with the schlong showing up over it. 

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Hi, thanks for your mod. I know it's not your responsibility, but I was wondering if someone can explain how to edit the templates.ini

If I change the values like [email protected] - 0.2 that would be the same as like setting it to 20 samson right?

But is there a way to edit it like regular SAM where the combined samson/samuel values won't go over the npc's max weight? 

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3 hours ago, prisinkia said:

Hi, thanks for your mod. I know it's not your responsibility, but I was wondering if someone can explain how to edit the templates.ini

If I change the values like [email protected] - 0.2 that would be the same as like setting it to 20 samson right?

But is there a way to edit it like regular SAM where the combined samson/samuel values won't go over the npc's max weight? 

>EncClassThalmorMissile "Thalmor Archer" [CLAS:00072891][email protected]|[email protected]|[email protected],[email protected]|[email protected]|[email protected]

This is taken from one of the templete for generic NPCs.

  • Samson is randomly assigned to the generic NPC(s) in game from the following three variants: Samson -10; Samson 0; Samson 10
  • Samuel is randomly assigned to the generic NPC(s) in game from the following three variants: Samson -30; Samson -20; Samson -10

As for your last question, the answer is no.

Without custom script of SAM it would be impossible to achieve it, I suppose.

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Samson/Samuel morphs using the 0-100 scale is actually treated as a multiplier.  A morph value of 100 would be 1.0.  Since SAM uses the 0-100 scale, I kept that same scaling for the sliders.

It's not possible to enforce a variable restriction on BodyGen values.  You can only list the possible morph values.  Anything extra needs to be done in a script.

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On 2/1/2019 at 9:00 PM, y_sengaku said:

>EncClassThalmorMissile "Thalmor Archer" [CLAS:00072891][email protected]|[email protected]|[email protected],[email protected]|[email protected]|[email protected]

This is taken from one of the templete for generic NPCs.

  • Samson is randomly assigned to the generic NPC(s) in game from the following three variants: Samson -10; Samson 0; Samson 10
  • Samuel is randomly assigned to the generic NPC(s) in game from the following three variants: Samson -30; Samson -20; Samson -10

As for your last question, the answer is no.

Without custom script of SAM it would be impossible to achieve it, I suppose.

 

On 2/2/2019 at 1:34 PM, KouLeifoh said:

Samson/Samuel morphs using the 0-100 scale is actually treated as a multiplier.  A morph value of 100 would be 1.0.  Since SAM uses the 0-100 scale, I kept that same scaling for the sliders.

It's not possible to enforce a variable restriction on BodyGen values.  You can only list the possible morph values.  Anything extra needs to be done in a script.

 

Understood. Thank you 😃

I wonder, if with the latest RaceMenu something has changed? This template seems not to work with it

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If you have other mods that use BodyGen morph templates (like XPMSE), use BodyGen 2 option in my installer to avoid conflicts.

Once BodyGen generates morphs for specific NPC's, changes to the templates will not affect them.  There's a tool for clearing morph data on Oldrim SKSE co-saves to force BodyGen to generate new morphs.

On SE, it might be harder or easier depending on how you look at it.

  • open \Data\SKSE\Plugins\skee64.ini, set bEnableBodyMorph and bEnableBodyGen to 0
  • load game and then save game (SKSE co-save is now smaller due to all morph data being cleared)
  • make changes to BodyGen templates
  • open \Data\SKSE\Plugins\skee64.ini, set bEnableBodyMorph and bEnableBodyGen to 1
  • load new save to see changes

This method seems easier to me since it doesn't involve an external program.  NiOverride for Oldrim, on the other hand, doesn't have the bEnableBodyMorph setting since it's enabled by default.

Edited by KouLeifoh

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1 minute ago, KouLeifoh said:

Once BodyGen generates morphs for specific NPC's, changes to the templates will not affect them.  There's a tool for clearing morph data on Oldrim SKSE co-saves to force BodyGen to generate new morphs.

On SE, it might be harder or easier depending on how you look at it.

  • open \Data\SKSE\Plugins\skee64.ini, set bEnableBodyMorph and bEnableBodyGen to 0
  • load game and then save game (SKSE co-save is now smaller due to all morph data being cleared)
  • make changes to BodyGen templates
  • open \Data\SKSE\Plugins\skee64.ini, set bEnableBodyMorph and bEnableBodyGen to 1
  • load new save to see changes

This method seems easier to me since it doesn't involve an external program.  NiOverride for Oldrim, on the other hand, doesn't have the bEnableBodyMorph setting since it's enabled by default.

Oh yes I'm aware 😃

I tried on a new save after installing the 3-2-0 update to racemenu yesterday and it seems no one had any morphs. But after reverting it works fine. I'm not sure if perhaps there was a change in how the templates work

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Make sure you disable bEnableFaceOverlays since that was left enabled by mistake in v0.3.2.  I've been testing some stuff on that version and the morphs seem to work just fine.

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1 hour ago, KouLeifoh said:

Make sure you disable bEnableFaceOverlays since that was left enabled by mistake in v0.3.2.  I've been testing some stuff on that version and the morphs seem to work just fine.

Thanks!! I didn't see that. Now it's working!

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Hello,

Really thank for the update.

Can I ask a questiion for confirmation?

Where/ which directory should we suppposedly put BaseName_[xx/xx_msn/xx_s].dds in? One of either two below? or any other particular folder? 

  • \textures\actors\character\male
  • \textures\kl\overlays

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They go in the same folders as the default ones.

Default race: \textures\actors\character\male

Argonian: \textures\actors\character\argonianmale

Khajiit: \textures\actors\character\khajiitmale

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Nice job for the textures !

So you finally opted for node overrides with event listeners...I guess the skin override was too buggy.

 

The only thing missed now is texture randomisation among NPC's, that's why I'll keep using my own version but still, thank you for keeping this mod alive !

 

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