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

KouLeifoh

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File Comments posted by KouLeifoh

  1. High Poly Head

       1,723,797    308

    On 9/10/2021 at 6:22 AM, Oozaru85 said:

    It looks like there is that weird clipping issue with hoods on the male Hair04.nif of this mod, the long one with the 4 braids. It clips through hoods basically. I think there was a similar issue with that same vanilla hair. I believe USSEP fixed it, tho? Anyway, the High Poly version added with High Poly Head clips through hoods, again. :/

    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.

    • Green Love 1

  2. 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.

  3. High Poly Head

       1,723,797    308

    @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.


  4. It simply uses NiOverride to set the morph value on slider change and updates the target character to show the change.  Samson/Samuel morphs use a 0-100 range to match the orignal SAM mod while the actual morph value is internally divided by 100.  The texture sliders also use morph values to avoid bloating the main game save file (morphs are saved in the skse co-save and can be safely cleared).

    The source file isn't available since it's messy and I didn't want people stealing code.  The code is long overdue for restructuring whenever I get around to updating it again.

  5. High Poly Head

       1,723,797    308

    @tate56  It needs to be said, but make sure you're running the script on your patch, not the CC content.  It's the same method as patching vanilla NPCs.  You create an override patch of those NPCs and then run the script on that patch, not Skyrim.esm.  If it's the CC content itself that is causing load order issues, then temporarily remove the ESL flag from it.

    @DreamZoned  I'm glad you were able to fix it before I even got around to it.


  6. @Lyzder During installation, pick either cut or uncut versions for SAM Light.  The original SAM requires the underwear option.

    @LovinInDeep Make sure the hands (and morphs) are not being replaced by another mod.  The morphs will fail if they don't match the mesh they're intended for.  Also don't use LE meshes in SE since morphs do not work on LE meshes.

    @Hungustus I already posted a temporary Google Drive mirror here.

    @Nachtigall Miseme Load it after SAM Core since it'll replace the assets.  It doesn't matter for XPMS since no skeleton is included.

  7. High Poly Head

       1,723,797    308

    @Oozaru85  No, I won't create morphs for sliders that aren't already available.  The one exception I made was adding internal support for the extra RaceMenu sliders added by the original EFM mod which added finer tuning to the eyes/nose/lips and overall face ( 83 sliders with 134 morphs).

    @tate56Temporarily remove the ESL flag from your patch (and High Poly Head.esm if you added it) before running the script.  The load order detection code will fail otherwise.

  8. High Poly Head

       1,723,797    308

    @BrianShinn  Use the included high poly vanilla hair meshes.  That will fix the clipping issues on the high poly head mesh.

    @bimbobuddhist  If you select Expressive Facegen Morphs in the installer, then you also need the original mod since it includes morphs for the eyes.  Also, if you're using eye mods that include their own meshes/morphs, they may not be compatible with Expressive Facegen Morphs.

    @Oozaru85  Adding internal support for the ECE sliders won't be difficult, but the slider data for them need to exist for RaceMenu without permission issues.

  9. SAM Light

       160,221    184

    @Vallation  SAM Light doesn't include any scripts or .esp.  The SOS Genital sliders are added by XPMSE's RaceMenu plugin which I don't personally use.  There are 2 sets of genital sliders on the SAM Body tab in RaceMenu: one uses morphs while the other uses skeleton scaling.  They both achieve the same thing, but I created the morphs to allow genital size changes in BodyGen.


  10. The morphs on the SAM Body tab in RaceMenu should still work on SAM full.  Only the texture swap feature requires SAM Light.  Are you already using SAM refits?  Morphs are useless without them.  Aside from this, always test without wearing any armor since SAM's base body already supports morphs.  At the very least, the skeleton sliders on the bottom half should work.

    • Like 1

  11. That's unfortunately due to a low resolution of the genital textures.  The original genital hair textures were 1k and got resized down to 256x256 to fit SAM Light's UV mapping.  A compromise would be to use a 4k base body texture which essentially bumps the genital texture to 512x512, but this greatly increases vram usage without texture compression.  I'll figure something out while working on the next update.

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