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

KouLeifoh

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Posts posted by KouLeifoh


  1. On 4/24/2023 at 6:15 PM, SavrenX said:

    General, finally you show up. Lol. Bro maybe this is out topic we really need your khajiit mod. All khajiit for skyrim sucks and the neckseam everywhere. Maybe you could release the alpha version whatever the result ? Haha. I want make sos v2 for vector but I really desperate about khajiit skin. All their skin mod quality garbage bro. Your " not perfect " mod still perfect compared to whatever mod out there.

    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.

    • Like 6
    • 🍆 by Kazu 1
    • Green Love 1

  2. 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.

    • Like 6

  3. 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.

    • Like 2

  4. 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.

    • Like 3
    • Hmm… 2
    • Thumbs up 1

  5. @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.

    • Like 1
    • Thumbs up 1

  6. @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.


  7. @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.

    Quote

    If the head turns dark, change the player weight to force the skin shader to update.

     

    • Thanks! 1

  8. @Raydonn  I've already mentioned this elswhere, but there's no actual Male tag in the game.  The Female tag exists and is used specifically for female NPCs.  Males are determined by the inverse of the Female tag.  This means that things like animals and creatures are considered to be Male.  Using the Male keyword for BodyGen will also apply the morphs to every animal/creature.  This can be easily checked in-game.  One can argue that it's harmless since there is likely no associated morph for affected animals/creatures (all morph data are still saved in the skse co-save), but it's not a good programming/modding practice to modify things outside the scope of a mod.

    The reason I opted for manually defining morphs for each individual NPC was to follow the original SAM mod which used defined Samson/Samuel values based on class archetypes (warrior, mage, thief, etc).  I created a custom xEdit script to auto generate the BodyGen entries for every male NPC in the game (over 2k).  Don't use the Enable Scaling morph in BodyGen.  It does nothing on its own.  I use morphs to store certain values for each NPC to avoid bloating the main game save.

    Defining a range for a random morph value is valid, but the main reason I used rigid values was to keep them looking nice and clean when viewed in RaceMenu.  There will be lots of numbers beyond 2 significant bits otherwise.


  9. @vyrmina  When you manually swap the head mesh back to high poly as a vampire, that seems to introduce other bugs.  It's likely due to the game engine and how head mesh swapping was implemented by RaceMenu.  The general solution is to close RaceMenu after head swapping and then open it again.  There isn't much else I can do about it.

    @Kitrexx  Since you're using the vanilla Nord race, there should already be a Face Part slider that goes up to value 2 (value 0/1 is the vanilla head mesh, value 2 is the vampire vanilla head mesh).  My high poly head mod will add 2 more to that list (high poly versions of value 1 and 2).  If the Face Part slider doesn't change from zero, then RaceMenu isn't fully working (possibly a load order or version issue).


  10. On 4/19/2021 at 3:08 AM, pdohkm said:

    Since many authors forget to mention, could someone tell if it's possible to see, when opening a preset in a text editor, if it supports "Expressive Face Morphs and/or Animation" or any of the other HPH listed options?

    EFM replaces the vanilla morphs.  So, it's not really possible to tell by just looking at the preset in a text editor.

    On 4/19/2021 at 4:01 PM, sgtdave117 said:

    I use vortex and just downloaded this mod. When i go to enable it vortex tells me that its an "incompatible mod archive" and when i click on more it tells me that the mod is intended for use in 2011 skyrim and New Vegas. Any idea how to fix this?

    Vortex might be looking for a specific mod structure in the .zip file.  I don't personally use a mod manager, but I do test all of my mods in MO2 for any installation issues.

    On 4/19/2021 at 7:58 PM, Waifuchronicles said:

    Sorry to take your time... I use Bhunp and high poly head together. All the jiggle things work fine, but only when I put the head meshes back to defaut in (Face parts). I'm pretty annoyed... Do you have any solutions ?

    Try changing weight/equipment to force a refresh.  I don't have that issue with using the high poly head mod with HDT-SMP.

    On 4/28/2021 at 9:23 PM, vyrmina said:

    hi im having the same problem as bkeul. ive checked my load order and any possible conflicts and could not find anything that could be causing this. ive been playing with high poly heads for a while and this is the first time this has happened to me. the only other vampire centric mods im using are sacrosanct, dawnguard tweaks and enhancements and better vampire fangs and eyes for the blue effect. uninstalled all individually and at once and even tried a new save without them, no luck.

    any help would be greatly appreciated

    edit: having read a bit more thoroughly on the mod page it looks like the vampire face fix simply does not work at the moment and needs to be updated.

    The vampire fix just removes the vampire "overlay" to the head mesh on vanilla races to prevent the high poly head from changing back to the vanilla head mesh.

    On 5/1/2021 at 8:16 AM, Kitrexx said:

    Hey all. I really like this mod, but I would love it more if it worked for me :( I used Mod Organizer 2 to install it, but there are no face parts to change in RaceMenu. It should change to different value, but there aren't any values. 

    What could be the problem? Would be rly grafeful for help..

    Only vanilla races are supported by RaceMenu out of the box.  If you're using a custom race, it needs some changes to make any of the extra sliders in RaceMenu to work.

    On 5/2/2021 at 2:40 PM, DovahBear1997 said:

    I wonder does it support a ECE as well , I was planning to use ECE instead of racemenu

    Only RaceMenu is supported since it allows the head mesh to be changed in-game.


  11. @ezfreee  I used the original .tri files as the base for my high poly conversions.  As a test, I extracted the original femaleheadchargen.tri, rebuilt the .tri without any changes. and tested it in-game.  The resulting vanilla nose#9 is the exact same shape as my high poly version.  So, there's a bug with either the original .tri file or how 3rd party programs are reading it.  It's a pain to fix it since it'll require a RaceMenu export along with some modified .tri files to preserve the nose shape on export (assuming the vanilla nose shape is desired over the current high poly nose shape).  It's something I can work on for a future update.

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