vectorplexus.com is at https://vectorplexis.com until further notice.
×
-
Content Count
741 -
Joined
-
Days Won
175
KouLeifoh last won the day on September 1
KouLeifoh had the most liked content!
Community Reputation
2,836 ExcellentAbout KouLeifoh
-
Rank
Advanced Member
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Urbanmaleuk started following KouLeifoh
-
PaterAelred started following KouLeifoh
-
Darkness79996 started following KouLeifoh
-
linyuchuun started following KouLeifoh
-
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
This (unfinished) armor port has been sitting in the backburner since 2017 🙃 -
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
That's my Alexios character preset. The hair mesh was ported from ACO for personal use and the HPH head mesh was sculpted in 3DS Max to match Alexios' actual head mesh from the game. I don't remember what I was working on before life happened, but the skin textures are more than halfway done. I remade them all in 4k as a base and completely redid the skin pores. -
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
It's been awhile. The heatwave makes it difficult to do anything productive. 🙃 -
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
Testing custom eye meshes with tinted eyelashes to match hair color while also fixing the annoying transparent eyes bug with ENB under certain lighting. -
@HiroHaro ESL flagged mods are loaded differently from other mods in xEdit. The code I used in my script to detect load order will fail.
-
@David Richard Correct. The same applies to all mods that rely on RaceMenu. @Billkwando It seems you're adamant on doing everything except the one thing I suggested: update the NPC records. As you have stated, that was created for the low poly head. It's telling the game that you're using the low poly head/brow meshes and, more importantly, the low poly head/brow morphs. The "beam" you keep seeing is the game trying to use the low poly head/brow morphs with my high poly head/brow meshes. They're not compatible.
-
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
Modified NAT ENB. Modified Rudy ENB. -
@HiroHaro The ESL flag is not supported. @dbrown39 @David Richard It's up to Expired to update RaceMenu (specifically its skee.dll plugin). While the source code for it is available on github, I don't know if it's updated nor do I want to touch it. @Billkwando When modifying an NPC's appearance, both the FaceGen data (.nif) and the NPC head part records (.esp) must match. Otherwise, there will be the infamous black face issue (invalid facetint) or mesh distortion (invalid morphs). It looks like you changed the FaceGen but didn't update the NPC records.
-
SKSE is one thing, but RaceMenu would also need an update.
-
@David Richard It looks like you're using a custom head morph/sculpt in your preset that isn't supported by my high poly head mod. @JUKIT My load order detection code doesn't support ESL flags. Also, never run the script on masters. The intent is to run it on a patch created by the user (copy NPC records as Overrides into a new .esp). @Billkwando Using the CK method won't work on custom NPCs that use a sculpted head mesh. The CK will only generate FaceGen based on head morphs. You'll have to manually sculpt it using Outfit Studio, Blender, or 3DS Max. @Neisa It's literally in the description of this mod.
-
-
I used the vanilla files as a base. It looks like a partition issue which can be easily fixed in 3DS Max. Before I went on hiatus, I finished adding support for Ethereal Elven Overhaul (not fully tested) and started converting the rest of the vanilla beards (1bit and unused) to high poly for consistency. It'll be awhile before the next update is ready.
-
Due to the way I start the cloak effect for managing texture swapping, you need to use the SAM Morphs power to change textures instead of the full RaceMenu. Once that cloak effect is active, you can safely change player textures in the full RaceMenu. Keep in mind that if no texture slider is used for the player/NPC, the cloak effect will be removed for performance reasons. I'll change the logic and expand its functionality in a future update.
-
-
@burundio Those are added by the normal map texture (specifically for Breton race). There isn't much you can do other than manually editing the texture or using a different one entirely. Since you're using my SAM Light texture add-on, the next update will include different levels of vanilla normal map details for each race.