Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
vectorplexus.com is at https://vectorplexis.com until further notice. ×
  • Create an account

    Want more? Register now and get full access to our community!

SAM Morphs for RaceMenu 1.0.5

   (16 reviews)

4 Screenshots

About This File

This is a RaceMenu plugin that adds SAM morphs without using any of SAM's scripts.  It's mainly intended to add SAM morphing features to SE, but a version for Oldrim is also provided.

Using armor refits for SAM is highly recommended.  For SE users, the refits must be converted to SE format using NIF Optimizer.

RaceMenu SE 0.2.4+ requires .tri morphs to be using the newer format exported by Outfit Studio.

Main Features

  • Body Morphs for different body types
  • Texture selection for custom textures
  • Body hair overlays for extra body hair control
  • BodyGen Morphs for diverse body types on all male NPC's based on class (optional)

Body Morphs

  • Samson/Samuel morphs with a toggle for skeleton scaling
  • Genital morphs based on SAM genital bones scaling formula
  • Foreskin morph to toggle foreskin
  • Individual bone scaling used in Samson/Samuel morphs for finer tuning
  • Genital skeleton scaling for compatiblity with genital accessories

sliders.thumb.jpg.57271cf8825e792707d2fb514d32d383.jpg

Texture Selection (SAM Light only, textures not included)

  • Swap to different diffuse, normal, and specular maps for the body, hands, and feet*
  • Requires refits with body parts correctly named for SAM (SAMBody, SAMHands, SAMFeet, SAMGenitals, SAMForeskin)
  • Textures follow the naming convention BaseName_xx.dds (diffuse), BaseName_xx_msn.dds (normal), BaseName_xx_s.dds (specular) where xx ranges from 01 to 10
    • For example, base texture malebody_1.dds would be named malebody_01.dds, malebody_02.dds, malebody_03.dds, etc.
  • Feet textures have the BaseName of MaleFeet (default races), ArgonianMaleFeet (Argonian), and FeetMale (Khajiit)

*feet uses body texture by default

Usage

Three custom spells are automatically added under Powers.

  • SAM Morphs (Self)*
    • Opens a minimal version of RaceMenu on the player character
  • SAM Morphs (Target)*
    • Opens a minimal version of RaceMenu on the target character
  • SAM Textures Config
    • Configures setting for feet texture mode and resets texture overrides

*requires UIExtensions

Requirements

*not required, but SAM assets are required in some type of setup (like SOS).  SAM scripts/.esp/.dll are not used.
**only required for editing morphs on NPC's

Manual Installation

  • 00 Textures for overlays
  • 01 Base mod for either Oldrim or SE
  • 02 BodyGen morphs (1 for basic setup, 2 for overrides from other mods) (optional)
  • 03 Genital Morphs if not using SAM Light (optional)

Notes

  • Foreskin morph requires SAM Light "un-cut" option during installation.
  • BodyGen for RaceMenu SE can make the game unstable based on individual setups.
  • BodyGen morphs are saved in the SKSE co-save alongside the game save.  NetImmerse Override Cleaner can be used to remove the morph data in Oldrim saves.  I'm not aware of any equivalent tool for SE.
  • Body hair overlay only applies to the main body mesh, not the genitals.  This is due to how the overlay system was designed.
  • RaceMenu for NPC's will show them in a T-pose during slider changes.  This is intentional and required when updating skeleton scaling since the game is paused.  NPC will resume animations once the menu is closed.
  • Genital morphs don't use genital skeleton scaling and are intended for BodyGen randomization.
  • If used alongside the full SAM, the morphs and scaling are not synchronized and will add on top of each other.

Credits

  • expired6978 for RaceMenu and UIExtensions
  • Vector for the creation of Shape Atlas for Men

What's New in Version 1.0.5   See changelog

Released

  • added cloaking ability to reapply custom textures to affected NPC's in range.  Cloak is only active when at least one NPC is using custom textures.  Use SAM Morphs (Self) or SAM Morphs (Target) spell at least once to enable effect in existing game.
  • Like 108
  • 🍑 3
  • Hot 12
  • Hyper! 4
  • Thanks! 5
  • Thumbs up 5



User Feedback

Recommended Comments



replace MaleBody_1_msn.dds OK.

S75-1.thumb.jPG.e6ef91b9a76d7780836f77ee9b2f0130.jPGS75-2.thumb.jPG.278a5e38c052f856a72e44a5cd73e7ce.jPG

But,

\Data\Textures\actors\character\male\

SAMBody_01_msn.dds

SAMBody_02_msn.dds

SAMBody_03_msn.dds

SAMBody_04_msn.dds

SAMBody_05_msn.dds

SAM Morphs for RaceMenu Use Body Normal.

splash1.jpg.8fd0c19e33cdd2bdab6bd459aad6

Use failed.

001.thumb.jPG.fa8b066791d86e72384cab956516155d.jPG

002.thumb.JPG.aab38d1e005a5286c8b5c0fbc107c902.JPG

How to succeed?

Edited by good0593

Share this comment


Link to comment
Share on other sites

For the custom normal textures, it should be the format BaseName_xx_msn.dds.  The default file is  MaleBody_1_msn.dds.  The BaseName would be MaleBody.  So, the textures should be named MaleBody_xx_msn.dds.  I know it's confusing since the BaseName refers to the texture name, not the SAM body part.  In retrospect, using the SAM body parts as the base names would've been easier.

Share this comment


Link to comment
Share on other sites
11 hours ago, KouLeifoh said:

For the custom normal textures, it should be the format BaseName_xx_msn.dds.  The default file is  MaleBody_1_msn.dds.  The BaseName would be MaleBody.  So, the textures should be named MaleBody_xx_msn.dds.  I know it's confusing since the BaseName refers to the texture name, not the SAM body part.  In retrospect, using the SAM body parts as the base names would've been easier. 

"Requires refits with body parts correctly named for SAM (SAMBody, SAMHands, SAMFeet, SAMGenitals, SAMForeskin)"
I misunderstood. Should add a description.
"\Data\Textures\actors\character\male\
Textures follow the naming convention
BaseName_xx.dds (diffuse, EX: MaleBody_xx.dds )
BaseName_xx_msn.dds (normal, EX: MaleBody_xx_msn.dds)
BaseName_xx_s.dds (specular, EX: Malebody_xx_s.dds)
Where xx ranges from 01 to 10"

Since the named MaleBody_xx_msn.dds OK.
\Data\Textures\actors\character\male\
MaleBody_01_msn.dds
MaleBody_02_msn.dds
MaleBody_03_msn.dds
MaleBody_04_msn.dds
MaleBody_05_msn.dds
Use the default file name is OK. Thank you.

But,

Color difference.
Incompatible: SAM original and other Textures.

Need to add
Head Diffuse
Head Normal
Head Specular
Use SAM Light Texture Add-on Head texture.

 

Edited by good0593

Share this comment


Link to comment
Share on other sites

The tabs won't load if they fail the NiOverride/SKEE check.  If you're updating RaceMenu, make sure you don't have loose scripts.  I don't have debug trace code enabled in the release versions.

Share this comment


Link to comment
Share on other sites

Texture Selection seems only work on player.Npc like followers will change back to default when map changes or after reading.Textures used form your SAM Light Texture Add-on v1.1,just choice hair texture and renamd malebody_1.dds.

Edited by yangjohn

Share this comment


Link to comment
Share on other sites

That's a known issue since I did a basic implementation to allow the effect on NPC's.  I'll have to add a cloak ability to reapply the effect to nearby NPC's.

Share this comment


Link to comment
Share on other sites

The proper way would be to edit the templates.ini file in the BodyGenData folder and change the morph template for each class.  Samson 90 would be [email protected].  I don't recommend using the All tag since that'll apply morphs to animals and creatures too.  It's mostly harmless, but it does cause save bloat.  Keep in mind that these changes won't apply to NPC's that already had morphs applied by BodyGen.  You'll have to clear the morph data on the skse co-save.  Oldrim has a 3rd party tool for it while SE needs to have both BodyMorphs and BodyGen disabled in skee.ini and game resaved to clear all morphs.

Share this comment


Link to comment
Share on other sites
49 minutes ago, KouLeifoh said:

The proper way would be to edit the templates.ini file in the BodyGenData folder and change the morph template for each class.  Samson 90 would be [email protected].  I don't recommend using the All tag since that'll apply morphs to animals and creatures too.  It's mostly harmless, but it does cause save bloat.  Keep in mind that these changes won't apply to NPC's that already had morphs applied by BodyGen.  You'll have to clear the morph data on the skse co-save.  Oldrim has a 3rd party tool for it while SE needs to have both BodyMorphs and BodyGen disabled in skee.ini and game resaved to clear all morphs.

Thanks for reply,I'm using Revenge Of the Enemies ,can I add the custom classes by typing them into template.ini?

And if I start a new game,do I need to disable skee.in as well?

Share this comment


Link to comment
Share on other sites

You can add your own custom classes to templates.ini, but for them to be used, you have to assign them to NPC's in morphs.ini.  Mods that add new NPC's must be manually added to morphs.ini.  The ones I've included only cover the vanilla + DLC male NPC's.

Disabling BodyMorph and BodyGen in skee.ini is only needed if you want to reset BodyGen morphs in an existing save game.

Share this comment


Link to comment
Share on other sites
14 minutes ago, KouLeifoh said:

You can add your own custom classes to templates.ini, but for them to be used, you have to assign them to NPC's in morphs.ini.  Mods that add new NPC's must be manually added to morphs.ini.  The ones I've included only cover the vanilla + DLC male NPC's.

Disabling BodyMorph and BodyGen in skee.ini is only needed if you want to reset BodyGen morphs in an existing save game.

I get it,thanks for your help!

Share this comment


Link to comment
Share on other sites

So iv'e been off from Skyrim for a while and decided to get back to it and this time with The speical edition that I never paid much attention to. But now that it has SKSE and is open to more mods Iv'e decided to get back into Skyrim

So Iv'e downloaded this and the Sam light, I also have SKSE64 latest version.

The only mods I have installed right now is 
Racemenu Special  Edition v0-3-2

Sam Light 1.3

Sam Morphs for Racemenu 1.0.5

The Powers are there and I can select them however nothing happens when I activate the "SAM morph" Power.

The Texture configuration works.

The sliders are not showing up in the racemenu. When I open up the console I can see all the files when typing help "Sam" so it has loaded properly.

But I must be missing something?

P.S Sam light is working just as it should, schlong is showing and all.

I also installed UIextensions to see if I could edit an NPC but no luck there either.

Edited by jdronk

Share this comment


Link to comment
Share on other sites
25 minutes ago, y_sengaku said:

Have you installed XPMSSE?

No, I didnt know that was a requirement. I will look into it, thanks!

Share this comment


Link to comment
Share on other sites
41 minutes ago, jdronk said:

No, I didnt know that was a requirement. I will look into it, thanks!

 

1 hour ago, y_sengaku said:

Have you installed XPMSSE?

I tried this and still nothing. I installed XPMSSE First and then Sam light ( Didnt overwrite the skeletons) and then I installed Sam race menu morphs.

Share this comment


Link to comment
Share on other sites

I got it to work now, I had installed SKSE64 incorrectly.. forgot the add the Scripts into the data folder, silly me?

Share this comment


Link to comment
Share on other sites

Hi all,

How can I set to on,  the feature in racemenu "Enable Scaling" (in order to toggle skeleton scaling for Samson/Samuel morphs) to ALL male npcs ? 

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Add a comment...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.