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(Very) Crude Hot Fixes of Vanilla Cloth Refits for Citizens and Mages (LE/ SE) 2.2

   (1 review)

14 Screenshots

About This File

Release Note for v 2.1a+ :

Now this package does no longer requires the default vanilla Skyrim refit (in SAM's Download file section) for some torso refits. Together with rhavik's SAM - Vanilla Armor Refit  (LE/ SE), my three refit packages (with the optional Briarheart conversion) should now cover the entire vanilla armor/ clothes refit, and should be compatible also with the latest Racemenu SE as well as SKSE64 without any manual conversion.

 

[Note for v 2.1a's optional package]:

Thanks for the bug report from @Alarik, i've learned that the talented Briarheart SAM conversion by @Jamesalexian unfortunately works only with USLEEP that fundamentally alters the handling of the Briarheart naked skin, only in Skyrim LE as well. He also helped me with the repeated experiments of the tweaked meshes especially in Skyrim SE.

What I did to the original conversion is only three minor tweaks:

  • cleans the additinal extra skeleton nodes up, making the meshes compatible with SAM default skeleton as well.
  • builds the briarheart meshes for non-USLEEP (USSEP) users
  • converts LE meshes to SE (and arranged directory structure in accordance with USSEP).

So, please choose the correct one for your Skyrim (LE/ SE, with USLEEP (USSEP) or without USLEEP (USSEP)) among four download options, and if you like it, please take a visit at @Jamesalexian's original download page and endorse it!

 

+++

 

Some clippings in the backside especially while crouching, but No neck seam anymore. 

The hugh drawbacks of SAM for mine has been the lack of the full compatible vanilla CLOTHES (not armors) for long, even with the default vanilla outfit refits in SAM's download section. Once we go into the settlement and talk with some (male) vendors, we cannot but notice the neck seam of the blacksmith as well as magically slim cloth hiding the pot belly of the middle age trader soon. College professors (at least in my poor laptop) tend to accompany some floating bodies with their robes. I cannot put up with them anymore.

This package is meant as a temporal hotfix for this matter until anyone more skillful will work with this problem: I cannot claim the quality of the meshes even as mediocore (just a quick and dirty conforming work by Outfitstudio), but at least they are compatible with SAM's Samson and Samson sliders (from ca. -20 to +80) and no noticeable visual glitch like the neck seam, I hope.

Although I only play Skyrim in LE, I also prepared the SE package by SSE NIF optimizer (not tested in the game by myself). If you find any problem for this package, please also notice to me.

 

How to use:

  • Overwrite the default vanilla outfits with the meshes from this package.
  • v 1.1.0+: Updated as well as the earlier meshes are all included in the latest package. Overwrite the default mesh with them, too. (You don't have to download all the versions I've uploaded. Only the latest one will suffice).

 

What is currently NOT covered (v 2.2):

  • Sheogorath (not obtainable in the vanilla game)
  • Nocturnal; Psijic (not obtainable in the vanilla game/ boots is not weight slider-supported, if I remember correctly)

 

Except for these few exceptions, now all the vanilla [Clothing] equipments can be compatible with SAM (complements each other with rhavik's Vanilla Armors).

 

To be Done:

  • To deal with the imminent bugs (and bad clipping) within this package.
  • To restore InvMarker in the worked meshes, though I don't know their significance for the mesh (only something with inventory model)/

 

Credits (in addition to Vector and Bethesda):

  • USLEEP team: for updated meshes for some clothes like Magejourneyman and Barkeepers
  • jorrob96 for his tutorial for refitting:
  • Forum on the importance of set 'CT_Mutable' flag:
  • /u/Hump_my_face at /r/skyrimmods/: for checking and fixing the problematic wristguard mesh to be handled with OS.
  • @Jamesalexian for the original SAM converted mesh of Briarheart naked skin.
  • @Alarik for the bug reports of the Briarheart skin as well as tester of updated Briarheart skin both in LE and in SE.

 

Permissions:

Do what do you would like to (preferably with credit).


What's New in Version 2.2   See changelog

Released

2.2:

  • Updates some meshes as well as .tri files to make them compatible with the new custom texture swapping function of SAM Morphs for Racemenu v 1.0.4+
  • (2.1a): adds optional packages for the cleaned/updated version of SAM compatible Briarheart skin (All the credits for these additional meshes should be given to @Jamesalexian, and @Alarik for detailed bug reports as well as avid tester). Please choose the correct version (LE/ SE, and with / without USLEEP/ USSEP). 
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  • Thanks! 8
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On 2/1/2019 at 11:14 PM, y_sengaku said:

Thank you for your response, but whether SAM or SAM light makes no difference for this case (since the rugged cloth mesh includes whole the body from the neck down).

I double-checked ths mesh's structure with that of vanilla outfit, but found no irregularity there.

You can alternatively try the one in Kouleifoh's high poly package, but it is only that one that really differs from other rugged clothes replacer.

"Updates some meshes as well as .tri files to make them compatible",  So before is .tri the reason.

After this update 2.2, OK

Thank you.

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4 hours ago, good0593 said:

"Updates some meshes as well as .tri files to make them compatible",  So before is .tri the reason.

After this update 2.2, OK

Thank you.

Thank you for your reporting as well as confirmation! 

The problem is actually not .tri file, but the name strings in the refit meshes.

Two weeks ago I didn't exactly realize how the script of SAM - full recognized the 'body mesh' to apply the swapped texture to it (since no documentation for the modders is extant). I erroneously assumed that decal setting might have be responsible, but the latest SAM Morphs for Racemenu added the texture swap function on similar conditions as SAM - full.

 

Unfortunately, the change of the name strings in the refit required many .tri files to be re-built again, since .tri morph function in game need corresponding name strings in the mesh file like 'SAMBody', 'Hide skin: 0', and 'Fur' to establish the relationship between the mesh and .tri file. Just to change such name strings would break this correspondence and refit itself, and that's why the many outfit remeshes of semi-official Vanilla outfit in SAM - full did not work as intended. Their notorious 'Neck seam' was in fact caused by the broken correspondence between the original .tri file and renamed strings in the body part mesh that had originally meant to make them susceptible to the texture swapping script. So it took for a while for me to understand the situation and to export .tri files. Thanks again for your patience.

Edited by y_sengaku
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First - thank you for your conversion work, it was one of the main reasons I decided to try SAM rather than stick with SOS.

I'm finding that the Fur lined Boots (the Jarl's boots) are disappearing in my game. I'm not sure why? I was using 2.1 and thought that might be it, but they're still invisible on 2.2.

The characters I've used for testing are within the normal range for SAM. I can post a screenshot if that would help, but I suspect I'm missing a mesh or texture?

 

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2 hours ago, Keldaryth said:

I'm finding that the Fur lined Boots (the Jarl's boots) are disappearing in my game. I'm not sure why? I was using 2.1 and thought that might be it, but they're still invisible on 2.2.

Thank you for your comment as well as possible bug report. 

I've just confirmed that the latest package  (v 2.2 LE) works fine for Fur Lines Boots in my Skyrim, however, as shown in the following SSs.

Could I ask some questions for your Skyrim with SAM?

  • LE or SE, and if SE, which version of Racemenu SSE are you using?
  • Are the boots invisible only (i.e. they have the boots in their inventory, but not shown in game)? Or is the NPC really have a pair of the boots? (If possible, use console to get a new pair of the fur lined boots [ClothesJarlShoes "Fur-Lined Boots" [ARMO:0005DB7E]] and check whether it is invisible with your PC?)
  • Have you installed Kou's SAM High Poly Conversion? AFAIK the optional package of that mod is only one that allegedly makes the fur line boot compatible with SAM on addition to this package (and I haven't checked these outfit replacers so throughly).

20190312152800_1.thumb.jpg.4227d2bc404475c0cdc2a8a941cf882d.jpg

20190312152735_1.thumb.jpg.28cd45688e9990a0bba6dd9691a5cadb.jpg

Edited by y_sengaku

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I'm actually playing vanilla skyrim - haven't picked up LE and don't really want to play SE without mods.

The boots are invisible only and don't show on the PC. I used a removeitem and the jarl's feet appeared. I haven't installed the high poly conversion. I did install a number of custom armours from here - mostly the Modular armours and a few revealing ones, but probably no more than a dozen. I think only the Barbarian Steel Armour overwrote anything in terms of the Vanilla refit, but I don't think it affected this one.

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11 hours ago, Keldaryth said:

The boots are invisible only and don't show on the PC. I used a removeitem and the jarl's feet appeared. I haven't installed the high poly conversion. I did install a number of custom armours from here - mostly the Modular armours and a few revealing ones, but probably no more than a dozen. I think only the Barbarian Steel Armour overwrote anything in terms of the Vanilla refit, but I don't think it affected this one.

OK, I assume I can identify the cause of our possible problem. 

yarlshoes01_SAM_hotfix.esp

 

Have you installed USLEEP?

When I fixed the meshes of fur-lined shoes mesh in last autumn, I used USLEEP version of meshes as a base, but USLEEP tweaks the slot number of this shoes to hide also calves (38), not only the feet itself (37).  Without the corresponding tweak of .esp/.esm, my refit mesh will possibly be invisible due to the outfit slot number mismatch between the mesh and the outfit data. 

To fix this kind of potential problem is actually twofold: 

  1. Introduces the similar tweak as USLEEP by .esp, as attached above. The patch file does not have any master dependency (not USLEEP, no SAM, just vanilla Skyrim.esm only). Also it's perfectly fine to merge with other file, since AFAIK there is only USLEEP tweak an Armor Add-on (that defines which outfit slot number the outfit  will hide) of Fur-lined Shoes among various Skyrim mods. 
  2. Fixes also totally vanilla meshes, refit them, and upload them as separate package for those who do not use the unofficial patches.

 

Anyway, can you try this small patch when you have some time? 

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Absolutely I can... and it worked.

I don't have USLEEP as I don't have LE - I only have skyrim, no expansions. It's on the list of once I have money, but at the moment that's all I have :)

It worked great and no more invisible jarl feet, thank you so much for your quick response and support.

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Does the mod cover the vanilla robes? All the college and monk robes have clipping issues where the body clips through the clothing, but all the normal clothes are replaced just fine.

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Does the mod cover the vanilla robes? All the college and monk robes have clipping issues where the body clips through the clothing, but all the normal clothes are replaced just fine.

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1 hour ago, ShastaWuffy said:

Does the mod cover the vanilla robes? All the college and monk robes have clipping issues where the body clips through the clothing, but all the normal clothes are replaced just fine.

This package covers all the vanilla collage as well as monk, necromancer robes, and I don't have any problem neither of LE or SE package.

  • Which version of Skyrim do you play?
  • Have you double-checked whether any other replacer/ re-mesh, including High-Poly ones in this site, overwrite the mesh of  this package?
  • Have you equipped other misc armor/ equipment mod when you find any visual problem, such as clipping?

The clipping of the monk robe mesh is in fact suggestive, since AFAIK monk vanilla (and tweaked version of this package) robe mesh only has a very tiny part (!) of body mesh around the neck. Inside the robe, it is actually hollow (i.e. no body mesh).  So, if the body appears, its clipped body mesh cannot derive from this package. 

Edited by y_sengaku

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I play LE, and the only mod I have that would otherwise impact them is the vanilla skyrim refits that are on the original SAM mod page. I made sure that this refit is lower in the load order. The parts that clip through are the torso, arms and legs, and it's only on the monk robes and all of the different mage robes. I also went into the "manage file conflicts" thing on vortex to make sure each file is using this refit.

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36 minutes ago, ShastaWuffy said:

I play LE, and the only mod I have that would otherwise impact them is the vanilla skyrim refits that are on the original SAM mod page. I made sure that this refit is lower in the load order. The parts that clip through are the torso, arms and legs, and it's only on the monk robes and all of the different mage robes. I also went into the "manage file conflicts" thing on vortex to make sure each file is using this refit.

I strongly recommend rhavik's refit rather than the optional package of SAM (see below). Mixing two kind of the mesh and .tri morph files from different package may seriously disturb the morph function.  

>Now this package does no longer requires the default vanilla Skyrim refit (in SAM's Download file section) for some torso refits. Together with rhavik's SAM - Vanilla Armor Refit  (LE/ SE), my three refit packages (with the optional Briarheart conversion) should now cover the entire vanilla armor/ clothes refit, and should be compatible also with the latest Racemenu SE as well as SKSE64 without any manual conversion.

I've checked my package, and I'm almost 100% sure the visual setting of the robe mesh in this package is the same as vanilla except for morphing function.

20200711095601_1.thumb.jpg.b47503b61abaa0eefbb264a6dc13731b.jpg

20200711095801_1.thumb.jpg.e0854df41af469c0fa81d7e1a6686c73.jpg

 

If you mean your 'clipping' issue as the same as my 2nd SS in the spoiler section, it's totally a vanilla thing.

Beth did really not taken the possibility into consideration that anyone would try to put monk/ necromancer robe together with arms and  leg outfits except for short sandals or skinny boots.

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