good0593 27 Posted February 1 (edited) I try made malebody_1_msn.dds by Skysight skin muscles for SAM. To SAM Light. FavoredSoul more abs Ixum Normal MAP S25 - SAM Light.7z FavoredSoul more abs Ixum Normal MAP S50 - SAM Light.7z FavoredSoul more abs Ixum Normal MAP S75 - SAM Light.7z FavoredSoul Normal MAP S50 - SAM Light.7z FavoredSoul Normal MAP S75 - SAM Light.7z Require SAM Light Unfortunately, only one can be chosen. SAM Light muscle is rare. Relative to LE SAM. Hope SAM Light SAM Morphs for RaceMenu can choose more muscles. EX: I hope can choose malebody_1_msn.dds malebody_2_msn.dds malebody_3_msn.dds malebody_4_msn.dds malebody_5_msn.dds malebody_6_msn.dds malebody_7_msn.dds malebody_8_msn.dds malebody_9_msn.dds malebody_10_msn.dds malebody_11_msn.dds malebody_12_msn.dds to malebody_XX_msn.dds Edited February 2 by good0593 2 Share this post Link to post Share on other sites
y_sengaku 202 Posted February 2 (edited) 8 hours ago, good0593 said: I try made malebody_1_msn.dds by Skysight skin muscles for SAM. To SAM Light. While to apply muscle normal map is technically possible, it uses massive VRAM (due to the overlay's function we cannot compress the textures without quality loss) so it's not so realistic. SE is different only since SE can employ BC7 compressed format, the most effective compression (25% of the uncompressed original) without noticeable quality loss. You can easily convert your normal maps into overlays just as you make a racemenu tattoo overlay mod. Edited February 2 by y_sengaku Adds some information Share this post Link to post Share on other sites
good0593 27 Posted February 2 23 minutes ago, y_sengaku said: While to apply muscle normal map is technically possible, it uses massive VRAM (due to the overlay's function we cannot compress the textures without quality loss) so it's not so realistic. SE is different only since SE can employ BC7 compressed format, the most effective compression (25% of the uncompressed original) without noticeable quality loss. You can easily convert your normal maps into overlays just as you make a racemenu tattoo overlay mod. Please is there a tutorial link? Share this post Link to post Share on other sites
y_sengaku 202 Posted February 2 19 minutes ago, good0593 said: Please is there a tutorial link? (NB: NSFW plus female nude) http://winkingskeever.com/how-to-create-new-body-paints-and-overlays-for-racemenu-part-1/ It's in fact OK to skip to Part 2. >Event OnBodyPaintRequest() >AddBodyPaint(“NAME OF BODYPAINT”, “Actors\\Character\\Character Assets\\Overlays\\YOURFILENAME.dds”) >EndEvent Change 'Yourfilename.dds' in the script code above to your muscle normal map's file name and try. Share this post Link to post Share on other sites
good0593 27 Posted February 2 (edited) 4 hours ago, y_sengaku said: (NB: NSFW plus female nude) http://winkingskeever.com/how-to-create-new-body-paints-and-overlays-for-racemenu-part-1/ It's in fact OK to skip to Part 2. >Event OnBodyPaintRequest() >AddBodyPaint(“NAME OF BODYPAINT”, “Actors\\Character\\Character Assets\\Overlays\\YOURFILENAME.dds”) >EndEvent Change 'Yourfilename.dds' in the script code above to your muscle normal map's file name and try. Thank you, But, Not a tattoo option. My idea is this. Edited February 2 by good0593 Share this post Link to post Share on other sites
mojito817 34 Posted February 2 13 hours ago, good0593 said: Thank you, But, Not a tattoo option. My idea is this. I did it and it works perfectly on my setup. (SSE, Nvidia 1050ti, Intel i3). Several hours of gameplay without ctd. I wrote some scripts to add the option to kouleifoh's racemenu to choose between several body hair, diffuse texture sets (3mw, tanlines and kouleifoh) and normal texture sets (Sam, 3mw and skysight) so each npc looks really different. This requires a spell on each npc to update the textures, just like Sam full. So this is definitely possible and even quite easy for someone who can write scripts. Personally, I just don't have the time to write a whole "clean" mod and maintain it. Share this post Link to post Share on other sites
good0593 27 Posted February 2 20 minutes ago, mojito817 said: I did it and it works perfectly on my setup. (SSE, Nvidia 1050ti, Intel i3). Several hours of gameplay without ctd. I wrote some scripts to add the option to kouleifoh's racemenu to choose between several body hair, diffuse texture sets (3mw, tanlines and kouleifoh) and normal texture sets (Sam, 3mw and skysight) so each npc looks really different. This requires a spell on each npc to update the textures, just like Sam full. So this is definitely possible and even quite easy for someone who can write scripts. Personally, I just don't have the time to write a whole "clean" mod and maintain it. This is great. Can you write a lesson? Or you can contact KouLeifoh . hope SAM Morphs for RaceMenu can add this option. Thank you . Share this post Link to post Share on other sites
mojito817 34 Posted February 2 21 minutes ago, good0593 said: This is great. Can you write a lesson? Or you can contact KouLeifoh . hope SAM Morphs for RaceMenu can add this option. Thank you . I already contacted kouleifoh some days ago but he's not interested (he doesn't like the concept of a script based on a spell on every NPC). I respect his decision. Write a lesson? it depends on your level of knowledge of papyrus. I can give snippets of code if you know what to do with them. I forgot to thank you in my last post, I'll add your msn files to my collection ;) Share this post Link to post Share on other sites
good0593 27 Posted February 2 (edited) 7 minutes ago, mojito817 said: I already contacted kouleifoh some days ago but he's not interested (he doesn't like the concept of a script based on a spell on every NPC). I respect his decision. Write a lesson? it depends on your level of knowledge of papyrus. I can give snippets of code if you know what to do with them. I forgot to thank you in my last post, I'll add your msn files to my collection I code is not familiar. But I want to learn. Can give snippets of code? Thank you. Edited February 2 by good0593 Share this post Link to post Share on other sites
KouLeifoh 1,240 Posted February 2 I mean.. I already started working on something like that just recently. It works purely from RaceMenu without the use of event listeners on NPC's. The texture paths are currently hardcoded, and I need to move them to the .esp to make it easier for users to edit without touching the scripts. The goal is to have a framework where different body textures (diffuse/normal/specular) can be assigned for more variety. It's still in early development and I don't even have racial checks yet. This screenshot is a proof of concept that will be expanded upon later. This will be for SAM Light only since SAM already uses scripts for texture overrides. 3 Share this post Link to post Share on other sites
mojito817 34 Posted February 2 22 minutes ago, KouLeifoh said: I mean.. I already started working on something like that just recently. It works purely from RaceMenu without the use of event listeners on NPC's. The texture paths are currently hardcoded, and I need to move them to the .esp to make it easier for users to edit without touching the scripts. The goal is to have a framework where different body textures (diffuse/normal/specular) can be assigned for more variety. It's still in early development and I don't even have racial checks yet. This screenshot is a proof of concept that will be expanded upon later. This will be for SAM Light only since SAM already uses scripts for texture overrides. This sounds good but how do you prevent the textures from resetting when the actor changes armour or undresses without event listeners ? Share this post Link to post Share on other sites
good0593 27 Posted February 3 14 hours ago, KouLeifoh said: I mean.. I already started working on something like that just recently. It works purely from RaceMenu without the use of event listeners on NPC's. The texture paths are currently hardcoded, and I need to move them to the .esp to make it easier for users to edit without touching the scripts. The goal is to have a framework where different body textures (diffuse/normal/specular) can be assigned for more variety. It's still in early development and I don't even have racial checks yet. This screenshot is a proof of concept that will be expanded upon later. This will be for SAM Light only since SAM already uses scripts for texture overrides. Very happy, very looking forward to a better SAM. Thank you. Share this post Link to post Share on other sites
KouLeifoh 1,240 Posted February 3 23 hours ago, mojito817 said: This sounds good but how do you prevent the textures from resetting when the actor changes armour or undresses without event listeners ? Node Overrides (what SAM uses) will require event listeners since they seem to be volatile whenever there's a change (like equipment). Skin Overrides, on the other hand, will do the job without the need for event listeners, but they have a serious "bug" where the overrides will apply to all biped slots if there's no armor equipped in the slot mask. Saving and then reloading with these overrides still active will cause a CTD. It took me hours to figure out a passable workaround for it involving temporary equipment on naked slots. Share this post Link to post Share on other sites