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vectorplexus.com is at https://vectorplexis.com until further notice. ×
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Vector

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File Comments posted by Vector

  1. XSoldier for WotC

       8,653    38

    @aoki

    make sure you have uninstalled both vanilla versions for XSoldier or XSoldier Outfir limiter, its working fine for me and others

    EDIT: The reason for crashes might also be related to some weird PMG formatting. When saving PNGs, make sure they are PNG-24 and they are not interlaced.

  2. XSoldier for WotC

       8,653    38

    I'm going to upload mini-patches to fix some bugs on this post:

    Patch v1.8.1

    • Fixed the issue of the mod constantly adding the default XSoldier posters into the database.
    • Fixed the issue of the Physique Bonus ability showing up in the UI (it should not be shown since its supposed to be part of the Physique Level).
    • The Photobooth Database management options in MCM were discard, and in its place you now have a button that allows you to access directly to the Photobooth browser, to which new buttons were added to manage both Campaign and Custom Databases.

    WotC - XSoldier Patch v1.8.1.zip

    • Like 3

  3. 11 minutes ago, Grumpy Wolf said:

     

    Also, does anyone know if there is a simple way to switch the skeleton of lets say an orc and give it to a khajiit so they have a bigger frame? I thought it might just be as simple as copying over the skeleton file and renaming it, but skyrim SE seems to hide those files.

    Do the opposite, normal races can use the beast skeleton, but not the other way around. Scale as you see fit, duplicate, rename, and you're good to go, The location is the same as Vanilla/Normal Skyrim


  4. 1 minute ago, Grumpy Wolf said:

    but.. but... but, I can't live without this mod :P
    Just kidding, didn't realize it was a big process for an installer, I will just be patient :)

    the installer is not the issue, the issue is to re-do all assets, and some of them need source files. I can only do that for my own work... And if you dont mind me asking were you aiming at Samson or Samuel?


  5. 2 minutes ago, Syndaryl said:

    Bodyslide support would be very interesting - and it would make it a lot easier for folks to make that modded suit of armor they just love so much compatible with their SAM character without having to redistribute parts of SAM.

    I totally understand if Vectorplexus doesn't want to touch Bodyslide though - it's currently all about boobs and such and not exactly his kinda thing.

    I dont want to touch it... because its not very good really... I mean, I was all hyped when it was released, but lets face it, aside from simple stuff like gloves and boots, the results are a bit mediocre when refitting to Samson or Samuel. I tried... all I got was poop, I get better results if I use a full fledged 3D app


  6. 18 hours ago, RowenH said:

    I'm new to modding and I've been trying to get SAM to run on my game. I've got the proper SKSE build and RaceMenu installed but for whatever reason I still can't get the manager to load properly. Any tips would be great.

     

    Can you be more specific?

    8 hours ago, Grumpy Wolf said:

    I really look forward to this for SSE, currently using sos lite version that doesn't rely on mcm menus in game, any chance we could get something like that that just has a installer that lets you choose your body type from a installer before going into game? ;)

    I'm afraid I'm not going to do that @Grumpy Wolf, it would be a huge effort to undertake, and only possible for you have the source files for each and every refits. I have mine, but I dont have others. Just be patient... =)

  7. XSoldier

       5,492    112

    12 hours ago, NotAName said:

    Just to confirm I'm not missing anything: Right now it's only the two torso choices and one leg choice, correct?

     

    And is there any way to implement the stat changes without limiting editing their weight?

    1. There might be several torsos and legs, specially differently coloured ones, and depending on armor tiers, you might have 1 or 2 (maybe 3, cant recall)

    2. No, there isnt, because otherwise I feel it would be cheating. Just use with stat progression, its cool to see your soldiers growing over time =)

    • Thumbs up 1

  8. 10 hours ago, The Grand One said:

    For some reason the humans have blue bodies and hands indicating that they have missing textures. Any advice?

    Make sure:

    • you have latest SKSE (1.7.1 should work fine, butI would advise going with the latest, 1.7.3)
    • you have NiOverride 3.3.0. If you are using any HDT shenanigan, then go with the latest NiOverride (3.4.5 I believe)
  9. XSoldier

       5,492    112

    10 minutes ago, koolkid said:

    I really loved the first one finished it twice and I'm a massive fan of Turn-based strategy games, but for some reason I just didn't like how any of the male models looked in this one so this mod is perfect! Been looking for something like it for a while now :D 

    I played the original ones, so I already had the nostalgia when the 2012 came out, and I absolutely loved it... When I heard that the second would be moddable... I immediatly planned on modding it, even pre-ordered it, which is something I dont usually do, and I don't regret it. As soon as I finished the game the first time, I started learning how to mod it. It adds a lot of cool features, I cannot praise the game enough. If you enjoyed the first, you will love this one, and now, modded with XSoldier, I'm sure you'll enjoy it even more =)

    • Thumbs up 1
  10. XSoldier

       5,492    112

    19 hours ago, koolkid said:

    Awesome work I actually want to play this game now :P

    Well, aside from the mod, the game is actually pretty awesome. If you like strategy and/or /turn-based combat, you will like it. I highly recommend it to anyone who is a fan of the genre, I doubt you will regret buying it


  11. 9 hours ago, redsergy said:

    I'm having the current issue of loss of dong on the main player, I've re-installed many times and no luck. I've been using LOOT for the load order, and so far, I haven't had any other issues. Also, NPCs have dongs. did i mess up a texture load? Load order attached.

    Load ORDER.docx

    1. You may be using a Custom Race for the PC. Nothing can be done about it, other than making the appropriate edits for the custom race to work with SAM. Its up to you to know if you have any Custom Race mod.
    2. There may be some mod equipping something on the Slot 52 for the PC only

    Other than that I can't think of any other reasons to affect PC only. Its pointless to peruse your mod list, since I can't really know what each mod does, nor do I have the intend to find out.

    However, if anyone wants to try to find out which mod may be causing the issue, knock yourself out, also I would suggest for a thread to be created, that would list any incompatibility, so ppl can better learn what mods can be causing similar issues.


  12. 7 hours ago, Infigar said:

    Is there a tutorial for how to use this mod? I mean like: commands and stuff? I installed it and i have no idea what to do next.

    Hey Infigar, this was just an "emergency" upload, so ppl could still have my mod, since I'm having it removed from Hall of Torque. As soon as I update it, I will also include a description to it, listing all the features, and how they work (although if you have any doubts, kust look at each options tooltips in MCM)

    SAM doesnt really have any commmands, its mostly a male body "manager" with a few outside of the box options, but everything is fully setup via MCM.

    The only exception willl be some extra poses I included (mostly to take screenshots) and the SOS animations. WHile you can call the SOS animations from within the console, there are other mods that are able to control them on their own

    Anyway, if you have any specific doubt, feel free to post

    18 hours ago, Jaiko said:

    This mod is having issues. It is the only mod I have installed, yet for some reason my character is wearing underwear with genitals poking out the front. Is there a way to turn off the underwear?

    http://www.nexusmods.com/skyrim/mods/37481/?

    Install version 3.3.0

    4 hours ago, Patrick Watson said:

    Has anyone found a fix for the Khajiit hands yet ??.

    Fix? You mean for SSE?


  13. 1 hour ago, aramil316 said:

    SAM still the best male body replacer mod. I just wish it could be updated to use the latest racemenu 3.4.5. Thanks for your great mod and keep up the great work, much appreciated.

    I contacted Expired yesterday or so about it, reporting the strange issues that are happening but so far no reply. But if me or Expired are able to figure out whats wrong, I'll update SAM if neccessary.

    • Thumbs up 1

  14. I will update SAM, and add features that I planned but never implemented. Anyway, here's some of the features I'm planning on adding:

    • Renormalization of SAM, to use Tangent normals instead of Object Space. I've put this a bit on standby for now, for reasons I will not disclose atm, but I will be keep testing this, and make some tutorials, so other modders can start working on it if they wish to do so. I'm not going to beat around the bushes on this, but this feature will cause any current armor/normal mods to become incompatible. I will see how much work will take for me to make an MCM option to enable/disable the new and old sliders, but I wont promise I'll make it, because in the end it will not make anything compatible or not, it would just change the MCM body sliders (Samson/Samuel/Muscle Tone)
    • Rework on the "hairy" layers, so they can be tintable, with the same hair colour
    • Do more undies re-textures, to fit each armor's "theme"
    • Keep working on my modular refits, and add a MCM feature, that will allow to turn parts on/off, for greater armor customization and variety

    I also want to dedicate a bit of time, to side projects, like Tank and Spank or the Brutes mod, and also work on some other games like finish my Titan Quest mod and to update XSoldier. In any case, I'm already backing up my 2 year old Skyrim Install, so I can still have access to what I was working on before abandoning everything, and will make a clean install just to install the current SAM version, and see what was done during my absence.

    • Thumbs up 5

  15. 3 hours ago, Patrick Watson said:

    Hi Vector is it possible to still use this with SSE ??, i understand some bits that use scripts wont work but can the skeleton and textures be made to work ??. Thanks for time.

    Partially yes. SAM light, should be fully compatible, if you dont consider the Havok Behaviours/Animations. However, I'm currently working on re-normalizing the entire SAM project as I've mentioned, so there's that.

    Here's what we know so far:

    • Scripts and ESPs will not require changes, for the most part
    • SAM relies greatly on SKSE, and therefore, also scripts, so even when SKSE is released for SSE, it may happen that the same functions might not be available. AFAIK, F4SE, is not even a proper script extender so far, and while the scripting part of Skyrim is the same, the functions table has been changed. So, porting SKSE to SSE, is a huge task to undertake, which will probably require a lot of time to do so.
    • SAM also relies on SkyUI, for its MCM feature. Without MCM, making SAM menus to setup would be a nightmare, and I will never do that, so we're also dependent of a new SkyUI version. We may not actually require a new version at all, as long as the new SSE SKSE is able to maintain all the functions that already exist for the normal SKSE
    • NiOverride/RaceMenu. I'm not sure if SKSE plugins need to be recompiled for the 64-bit version, but this should be more simple to do I believe, as long as, and again, SKSE is able to maintain the same functions from the Vanilla version of SKSE

    Here's my advice for anyone that wants to play with SAM... dont waste time with SSE, SAM will not be ready for it as soon as we would all wish for. Let's wait for things to develop, and I will also focus on the Renormalize Project, which will be possible for either Normal or SSE.

    • Thumbs up 8

  16. @nappilydeestruction

    hold on to your horses though... things may possible change on textures, it would be pointless. I need to evaluate first what can be done in SSE, to then plan ahead on what changes will be done. Also, some of the changes I'll be doing, may imply or not, the current armor mods to become incompatible. So for now, the best thing to do is wait. And thank you btw. 

    • Thumbs up 3
  17. XSoldier

       5,492    112

    12 hours ago, eric78 said:

    I also have the ranger sword/axe foating everywhere issue. Also, in the soldier display screen the secondary weapon (grenade launcher, or sword) is moving forward, inch by inch, everytime I change a soldier asset.

    And more annoying, there's a 10% chance the games crashes while in mission when the ranger uses its sword.

    I've had someone reporting me that issue (the axes thing). My guess is that I need to recompile the mod again, because it was working fine before the last DLC thingy (the one with the robots or whatever, never played it). I'm going to check it if a simple recompile will fix those problems, and if it does, I'll re-upload an updated version.

    EDIT: there are some differences on one class I'm extending, but it looks more like a skeleton issue, as some of the weapon nodes seem misplaced. I'm investigating it anyway

    EDIT: 2 I havent tested it extensively but the axes issue should be fixed, also uploaded a mini mod to disable Non-XSoldier parts

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