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I uploaded a preview of the custom Khajiit textures to my Google Drive mirror for the SAM Light Texture Add-on. They're functional, but far from perfect. The normal maps are based on the current v1.1 release. I plan on redoing it after v2.0 is done. With SAM Light, it focuses more on genital functionality rather than quality. While v2.0 of my texture add-on will use 4k textures, the genital portion will only be 512x512. Before HPH took up most of my time, I was working on an update to my SAM Morphs for RaceMenu mod which added a genital UV morph slider to change the genital UV from SAM Light to the original SAM and allow a separate texture for the genitals. I also want to add another morph tab that will include custom morphs from the player. This can be where things like custom body shapes and genital morphs are added without having to update the mod itself.
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While a high poly penis mesh would be nice, quality textures do most of the work. I've always felt the genital shape options for SAM were a bit lackluster since they relied heavily on skeleton scaling. @kosmos84 I feel bad that you've spent time working on my high poly SAM genital mesh in the current release despite it having issues. I redid the mesh awhile back and fixed the issues but have yet to release it (the timestamp on it is dated 12/7/2019 🙃). With the ideas discussed here, releasing the updated mesh along with some new morphs for it would be an ideal alternative to just porting the UBE penis mesh to SAM. It's been a long time since I've done any Skyrim modding. All of my projects here got put on hold due to IRL things.
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The Quest for Anus Physics Continues...
KouLeifoh replied to RabidD's topic in The Elder Scrolls V: Skyrim
Just by a quick look at mods for other games, there is an abundant focus on female mods (especially nudity), and clout chasing is unfortunately a driving factor. There are definately talented mod authors out there capable of making such a mod for males. Whether or not they are willing and able is a different matter. I intentionally took a step back from this area since it wasn't something I was particularly interested in despite the passive aggressive comments directed at me. -
With the recent advent of ADXP|MCO, SCAR, and poise mods, a stamina system is necessary for gameplay balance. ADXP|MCO + SCAR allow enemies to chain infinite combos while poise mods potentially trigger constant staggers. None of the mods I've tried that offered a stamina system really worked in the way I wanted. I'm currently working on a Dodge Attack Stamina (DAS) framework mod that's written entirely as an SKSE plugin for SE/AE. It consists of a dodge framework, dodge stamina system, and attack stamina system. Since I'm not versed enough in the myriad of mods out there that offer similar features, I'm asking the folks here for some feedback on the features. Dodge Framework Sprintkey dodge + hotkey dodge are implemented and currently supports dodge animations from DMCO (8-way dodge) and TK Dodge (4-way dodge). I like DMCO's double tap feature and implemented it for TK dodge animations (single tap for step dodge, double tap for dodge roll). The ultimate goal is to create my own Nemesis patch for animations, but that's a low priority. Dodge Stamina Stamina cost for dodge is based on the player's body weight and player's equipment weight. This allows light/cloth armor to use less stamina for dodging as a way to balance poise mods that favor heavy armor. DMCO is an amazing dodge mod, but I just do not like its implementation of the stamina cost (as of v0.96). TK Dodge simply has a fixed stamina cost. Attack Stamina Stamina cost is based on weapon weight for melee/bow/crossbow attacks and magicka cost for magic attacks. Affects player and NPCs. For melee attacks, the stamina cost is applied per weapon swing event. For example, a dual wield attack animation consists of 3 weapon swings (right, left, right) on a single button press. The stamina cost is applied for each weapon swing using the weight of the weapon that was used in each swing. For bow/crossbow, stamina cost is applied during bow draw and again during arrow release. Crossbow works in reverse (bolt release, bolt reload). For magic attacks, the cost is applied after a spell cast. Currently, concentration spells have a single cost. I haven't figured out how to hook into the spell cast function to apply cost per second. The multipliers for dodge stamina and attack stamina can be individually configured by the player. All the features listed are fully implemented and functional.
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@meraxes1982 It all boils down to common courtesy to mod authors with regards to the usage of their mods. That other site cited some archaic abandonware logic regarding SAM and Vector's absence, but went ahead and stole my high poly SAM meshes, made some changes, and rebranded it as SMMB. Even the fingernail meshes I created were stolen. The most aggravating thing is that some folks here still occassionally ask me to support it regardless if they're aware of its origins.
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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.
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@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.
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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.
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SKSE is one thing, but RaceMenu would also need an update.
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@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.