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Felio

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Felio last won the day on March 18 2018

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  1. You need armor refitted for sam: the wrist gap appears because the hands are morphing and the arms aren't.
  2. I don't think there is a command to "empty a faction", afaik you should call on each actor that belongs to it the RemoveFromFaction() function which is not quite that easy because you don't have any way to get who's in that faction at a given time. Basically, since there's no accessible "member list" for a faction though papyrus, the only way is to check if any actor you encounter is in that faction and get him out. Problem is that once he's out of the faction the SAM setup spell would run and put him back in it, so every time you encounter an actor the function would runcausing (probably) all kind of results.
  3. @MelesseThe thing is, I have no idea how to call all members of a faction without registering them in a formlist or something. If I used the faction itself it would just keep on removing them and re-add them every time we encounter them, and it would make the mod even more script heavy than it is currently. It would be possible to reset a single actor (i.e. the one in the crosshair) or perhaps add a "rerun morph generation" hotkey, but I think it still would be faster to manually tweak them from the MCM. Also, I have never been able to make the hotkey option in the mcm work properly.
  4. Nope, I think that's it. In fact I used that button only back in the times when I had to uninstall SAM to perform a clean update, then I just left it there. On the other hand it does what the description does: it cleans the overrides (ALL overrides then, not just SAM's). To remove all characters from the setup faction there should be a function to call all memorized characters one by one and remove them from the faction to run the random morph generation again. It would be easier to uninstall sam, save in a secluded location (better yet in an uninhabited interior cell), perform a save cleaner, reinstalling SAM and setting it up before going out. @Dredd yes they stack and in fact are applied later. As I told you, the variation range serves also as a "limiter" for the Samson/Samuel morphs, but the class offset ignores that. Say you set up a race with a 50 Samson slider value and a 2 variation range: you'd expect that no character can go less that 30 Samson and over 70 Samson, but with class offset active a warrior with a generated value of 70 from the class offset gets a value of 90, while a beggar with a value of 30 gets instead a value of 10. Of course the values are checked to stay in the 0-100 range before applying those morphs, so that a beggar with 0 samson won't get a -20 morph, but this means also that characters can have a morphs less than the one expected form their class: if a warrior had, say, a generated -5 samson, the +20 would make it 15. Basically: variety.
  5. Well, most of the times I used it it worked, but it's skyrim we're talking about. It may happen that to rerun the setup on the NPCs you have around you have to exit and re-enter the cell, or the script doesn't fire or reload the game. It may also mhappen that if you reset a single NPC its overriedis are immediately re-applied as the same because it takes them from the actor tab. If the button was re-purposed, then I don't know when and how. There's also another factor: the morph generation uses a random factor, and since in scripting random is never entirely random it may happen that in the same zone most people are setup with similar values because the function yelds the same results (i.e. all guards of whiterun or all NPCs of Dragon Bridge). If your edits are not dramatically different from the old values (i.e. you change the average samson of the nord from 0 to 100), you may not notice a difference between the old setup and the new. Anyway, on the class offsets: the scripts uses "class archetypes" categorizing each NPC class in one of these and giving these hard coded values: Citizen Archetype (Bards, Farmers, Commoners in general): +10 Samuel Famished Archetype (Beggars, Prisoners): -20 on both Samson and Samuel Laborer Archetype (Blacksmith, Lumberjacks, Miners, etc.): +20 Samson, +10 Samuel Mage Archetype (all classes marked as "Conjurer", "Mage", "Necromancers", etc.): -20 Samson Rogue Archetype (All classes marked as "Scout", "Archer", "Ranger", "Assassin", etc.): - 20 Samuel Sloth Archetype (Basically the merchant classes, like "Apotecary", "Vendor" etc.): +20 Samuel Soldier Archetype (All classes marked as "Guard" and "Soldier"): +20 Samson, +10 Samuel Warrior Archetype (all classes marked as "Warrior", "Barbarian", "Vigilant", etc.): +20 Samson So, basically, if the morph generation for an NPC from the race settings is 50 Samson, 50 Samuel, if the class offset is active the NPC will be 30/50 if it's a mage, 50/30 if it's a rogue, 70/50 if it's a warrior, etc. As I said, there is no way to edit these values, however I am reworking my SAMPLE mod that was previously on HoT and I have added a MCM tab that makes them editable (Vector himself suggested it once).
  6. As I have insights of the coding I can confirm/specify some of these: Enable Automatic Race Settings: Clarification: If enabled, SAM will morph NPCs according to their race, but there's no default values hard-coded in the mod. Race adjustments must be defined manually in the "Races" tab, otherwise it's all set to 0 (and medium hair textures). Class Offset: Confirmed. If enabled, some hard-coded values of Samson and Sam will be added to the NPC during the morph generation according to their class. The values are hard-coded in the mod, and will be applied after all other criteria. Variation range: confirmed. The variation range it's a delta of values from the race-specific base value. Schlong and morphs values have this multiplied by 10, for textures is taken as it is. It also acts as a "limiter": if you set a race samson value to 50, and the variation range is 1, NPCs of that race will have have their samson morphs ranging from 40 to 60, but it will never be below or over these values. Since the function it's parabolic, it will be more likely that you will have values closer to the one you set (so most NPCs of the previous example will have values closer to 50 and few will have 40 or 60). Same thing goes for textures. If you set a race textures to be "smooth", a variation range of 1 will give them either "smooth" or "light" hair, with a variation range of 2 it goes up to "medium" but you'll never get "hairy" or "furball" textures. Overrides: clarification: morphs and scaling are overrides too. Cleaning the overrides basically resets the NPCs as you never encountered them. Pretty useful if you edit race settings and you don't want to fine-tune everything, or if your savegame starts to suffer from all the datas gathered (specially for random leveled NPCs). Race settings: confirmed. Editing these values will affect only values generated for NPCs encountered AFTER the edit, it's not retroactive. The perfect example od this is Advar/Ralof: when the mod gets activated entering Helgen keep if you set nord the race to have certain values it will not affect the guy you've entered the keep with, since he'll be already set up by the default values (all 0 + medium hair) Texture Lock: confirmed. This is specially useful if you don't want to have a race to get too much/less hairy but keep a high variation range for other values. (i.e. hairy altmer of hairless nords) Cut: confirmed. Werewolf: clarification: the tab works also without MT (works for me and I don't have it), but there's a thing here. The werewolf inherits sam/samson and schlong values from the base actor (i.e. if Farkas has 50 samson, his werewoilf form will have 50 samson) and saved values for the werewolves will carry over (i.e. if you set yourself to have red fur you'll always have red fur). However, werewolves are only recognised as werewolves in their wolf form and humans are only recognized as such in human form. What does it mean? It means that you can't set Sindig's morphs and schlong size in Bloated Man's Grotto (it's a different actor reference than the one you encounter in the falkreath jail) unless you don't use the setpqv SAM console commands (with the related mod), and you can't set Farkas' wolf form's fur and eye color until he transforms. Same goes for you: if you want to setrup your wolf form's options you have to transform first. Note also that every NPC that has multiple references, like Kodlak or Ulfric, they'll be set up differently every time you encounter them for the first time, so they can end up with different features (i.e. different samson values or different schlong size).
  7. Define "not working": do they not appear in-game? They don't morph? They don't change the body texture? Armors are just not skimpy after you installed the package? Mind that the Skimpy armors OVERWITE the meshes of the vanilla/refitted armor, so you might just have them installed in the wrong place (as "there were no overwrite conflicts") or the vanilla refits overwrite the skimpy armors.
  8. Ok, wait a second here: I did notice the DG patch was not installed but I also noticed Dawnguard was not present in the load order (the only DLC is Hearthfire) soi yes, that's correct, do NOT activate DG patch or it will CTD on entering the main menu Yes, you need to install the textures, which are a separate download due to the fact that the mod was (and is) still in a development stage and making it two separate downloads (core and texture) would save users from downloading 300+ mb each time thei want to update the scripts. So yes, Textures need to be downloaded and installed separately. Now, the Inventory and Magic menus look different because of SkiUI: the mod changes most of the the menus (inventory, magic, crafting and favourites). If you don't like them and/or want to bring back the vanilla menu I'd suggest you to look for a mod on nexus called "SkiUI Away" which -installed along SkiUI- leaves the MCM functionality (which is necessary for many mods) but removes the other Mod features of SkiUI (menu changes, the set quickslot etc.). I'd suggest you to try the SkiUI menus, in most instances they are easier and better than Vanilla interface (the only one I don't like much is the smithing crafting menu, but the others are pretty neat and easy to use) Netimmerse Override is a necessary mod for SAM to work (SAM uses it's scripts to apply the morphs, scale the skeleton and change the textures so without the nioverride.pex SAM doesn't work at all), it is not necessarily related to glitches. And by the way, what do you mean by "disappearing males glitch"?
  9. mmmh, ok, first I'm not quite sure your problem is. SAM not working can mean a ton of possible things, so if you can be more pecific on WHAT isn't working we can give you some more spot-on advice. Now, I am not sure about your load order: I advise you to move a bit things around on the list (select a mod and use the up and down green arrows on the left). The things I'd move would be: SKUI up on the list just under HeartFires SAM as the last mod on the list I have no idea where that Breton Race Update.esp and dlc race file.esp come from, but that might cause some issue too. Finally, SAM needs you to be past the initial scene to fire, so you have to play "without it" until you enter the keep with either Haddvar or Ralof. After you do that, you can open the MCM menu (Menus > Mod configuration > SAM) and navigate your options to set up the mod as you like it. A quick overview of the feature consist in (in order of importance): use underwear or schlongs for the naked mesh (toggle option "Enable schlongs" in the first tab) decide the average values per race (Race tab) for Samson, Samuel, Schlong and testicles size and taper or circumcision chance, body hair. Choose the variation range (first tab again), which determines which values will be applied of each morph/size with the rage average values: you will get most values as average +/- variation range x 10 I'll better make an example here: If you want the majority of Nords have 50 samson and none of them being a whimp, you can set the Samson average value for Nords at 50 and with a variation range set as 2, you will get most nord at Samson 50, the thinnest at 30 and the buffest at 70; toggle (in the Scale tab) separately the scaling of PC, potential followers and spouses and generic NPCs both on body and schlongs (six options total) and the scaling of the skeleton for both Samson and Samuel, but that is an advanced feature I won't touch if you don't know what you're doing direct editing (in the Actor tab) for the values of every nearby male NPC -including your PC- if the randomization doesn't suit your likings: here you can edit weight (PC only), Samson and Samuel morph, schlong and testicles size, schlong taper, toggle the foreskin and pick the body hair. Import/export settings with FISS. It's not a hard dependancy (SAM works without the FISS esp) but it is advisable to have it installed. If you can see the MCM page and tweak the values, then the mod is running, if you tweak the valuies and nothing is happening then we have a problem. That's all that comes to mind so far.
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