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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



@good0593  I'll need to change the script to allow a variable amount of texture sets instead of a fixed 10.  This will be added in a future version.

@foge01  The sliders start at zero with zero being the default.  The textures should be named 01, 02, 03, etc for slot 1, 2, 3, etc.  So, if you want a custom texture at slot 2, you would rename using 02.

  • Like 1

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Oops, pulling my question out of a review: would you consider making the SAM morphs spells castable on female targets? When I use it on males, I see the UUNP tab available, which makes me think that I could use it to edit a female actor's UUNP morphs in game. I know it's outside the scope of this mod, but if there isn't some deep technical reason why it's impossible, it would be incredibly helpful for debugging bodygen configurations.

 

** Never mind, I found the condition in the ESP. If this is a terrible idea, I'll figure it out for myself. :D

Edited by MariaKeru

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When I use diffuse the body glows purple, when I use specular the body shines like a barbie doll, when I use normal the body becomes dull with no details, any idea what I could have done wrong? I've got sam lite, sam racemenu, sam high-poly and high-poly face mods.

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@Elixage  As I've mentioned before (and it's in the description of this mod), textures are not included.  You'll have to provide them yourself and rename them accordingly.

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On 8/6/2020 at 7:21 AM, KouLeifoh said:

@Elixage  As I've mentioned before (and it's in the description of this mod), textures are not included.  You'll have to provide them yourself and rename them accordingly.

 
which textures would fit best ?

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@ kreiste Doing what @AOF suggests is one way around it.  I might just have to change the check altogether to something that works for custom races as well.

@mikaakim Some people opt to use my SAM Light texture add-on for the extra textures that aren't used by the installer.  It's entirely up to you.

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5 hours ago, KouLeifoh said:

@ kreiste Doing what @AOF suggests is one way around it.  I might just have to change the check altogether to something that works for custom races as well.

@mikaakim Some people opt to use my SAM Light texture add-on for the extra textures that aren't used by the installer.  It's entirely up to you.

Kind of wish there was a list of maps and textures that were compatible.  Digging through the downloads on this site is a little intimidating

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this mod is pretty cool, but when i create character, he show me with cloth so i can't see how the body look like, how to slove this problem?

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For some reason the samson and samuel doesn't work on argonians, it only resizes the hands

 

It works only when I have clothes on

Edited by K'Joor

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All males share the same default naked body mesh.  If argonians are the only ones that aren't affected by Samson/Samuel morphs, then you likely have a mod that is changing the default argonian body.

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On 11/13/2020 at 11:22 AM, KouLeifoh said:

All males share the same default naked body mesh.  If argonians are the only ones that aren't affected by Samson/Samuel morphs, then you likely have a mod that is changing the default argonian body.

I disabled all argonian related mods and still no luck, and I can't really disable mod by mod to determine which one is doing it. I have like 180 of them. What other popular mods could cause this?

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I don't really follow popular mod progress.  So it could really be anything.  Disable mods that alter races or add unique body meshes.

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@1234qweasz  Make sure you have UIExtensions installed properly.

@sentiao  They shouldn't conflict unless XPMS is reseting all skeleton changes regardless of key used.  I don't personally use it since it adds way too many things I don't need.

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ok I put

CWSoldierClass "Soldier" [CLAS:0010B1D8]=Enable [email protected]

at templates It work but randombody everytimes.bc BodyMorph TRI flush cache.😂

then I edited uBodyMorphMemoryLimit still random.

enb2020_12_30_18_57_04.thumb.jpg.10ed22ea62b4bf78bab77a471676b6db.jpg

then I set 0

enb2020_12_30_18_57_37.thumb.jpg.ab15399bcd59a2fc73c8e37d64c4c608.jpg

It work for now.If I leave cell body will reset pic1.I know bugs body.whatever

 

 

 

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The Enable Scaling slider does nothing on its own.  It needs to be toggled in RaceMenu because it activates a function I wrote that will do a series of skeleton scaling based on the current morph values of Samson and Samuel.  This is necessary because BodyGen only does morphs, not skeleton scaling.

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Hey man, nice mod! Really like it so far, but have one bug.

When I change the "Pelvis", "Left Thigh" and "Right Thigh" sliders on "SAM Body" tab in RaceMenu, my character's foot (or feet) sinks below the ground. I shot a glance at the comment section here but couldn't see anyone having the same issue :/ Is there any way that I can fix this? 

Thank you in advance.

The Elder Scrolls V  Skyrim Special Edition Screenshot 2021.02.03 - 02.12.17.52.png

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Anyway to separate the Schlong and Body normal maps? I'm using SOS with the SAM body and schlongs replacing all the SOS stuff, but my SAM schlongs still use the separate diffuse, not the one inserted into the body texture.
If there were some way to separate these texture maps, akin to how it's possible with the feet, then that would be really great, because currently if I apply any normal map diffuse, the entire body normal map is just applied over the schlong instead of applying a genital normal map named within the extra textures naming scheme.

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@quenae  That's normal since scaling the thigh bones will extend it away from the parent node (pelvis).  The fix is to move the pelvis bone up the Z axis.  I haven't experimented with it to see if the Z axis change will stick in-game.

@sentiao  By default, I have a check for playable races only to quickly filter out things like monsters and objects.  Dremora, Snow elf, and Vampire races will need to be manually added in the condition check of the .esp.

@gaymoleman69  In a private build, I added separate sliders for the genitals to decouple them from being affected by the body texture sliders.  This was done a year ago before I started working on the High Poly Head mod.  It'll be included in the next update whenever I get around to doing it.

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Heya, I have a question, when I want to edit Custom Race Followers, they won't respont to the Power I use.

Do I have to add their Races to your Mod in any way?

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The easiest way is to set the custom race as playable.  Adding the race to my mod would require adding it as a master and that will affect load order.

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