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

KouLeifoh

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Everything posted by KouLeifoh

  1. I've been seeing a lot of variants on Eivor lately from different folks and decided to give it a try. The high poly head mesh was reshaped in 3DS Max using Eivor's actual head mesh from ACV as reference.
  2. @SaiyanBroly Depending on how detailed the normal map is for the head, ENB SSAO and sharpening may make the shadows/wrinkles more noticeable. @TheOldManJock I plan to add support for it, but there's currently no ETA. It'll only affect the player and newly generated FaceGen for NPCs.
  3. @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.
  4. @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.
  5. @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.
  6. SAM Light, SOS, and Skyrim Better Males are all male body replacers. Only use one of them since they all replace the same thing: the male body.
  7. Of course, this will overwrite the textures included with SAM Light. Don't use the SAM Texture tab in RaceMenu unless you install your own textures. None are included in my SAM Morphs for RaceMenu mod.
  8. This particular lighting in the vampire castle really makes my skin textures pop.
  9. Here's a temporary Google Drive mirror of the current version (v1.5).
  10. @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).
  11. @Nachtigall Miseme The weights are meant for bounces/jiggles only, not mesh scaling. @eterniia The belly bounces only slightly (vertically) and that's intentional. It can be easily tested using Samuel morph and toggling sneak animation.
  12. @Oozaru85 The short answer is no. I don't want to circumvent permission issues and have it available for only a select few.
  13. It's Leon's hair from RE2R that I ported for personal use. I have a few other hair meshes that are in the same boat. After taking a break from Skyrim to play other games, I nearly forgot about what I was working on. Don has been waiting for the update since before the pandemic. 😄
  14. EFM replaces the vanilla morphs. So, it's not really possible to tell by just looking at the preset in a text editor. 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. Try changing weight/equipment to force a refresh. I don't have that issue with using the high poly head mod with HDT-SMP. 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. 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. Only RaceMenu is supported since it allows the head mesh to be changed in-game.
  15. It's just the default SAM underwear that I retextured.
  16. The SAM Light Texture Add-on is meant for SAM Light, not the original SAM. The original SAM uses a script to auto swap textures whenever you change player weight, equipment, morphs, etc.
  17. @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.
  18. Are you playing on LE or SE? On SE, that happens if you have both HDT-SMP and CBPC enabled.
  19. I blended the vanilla Orc face normal maps (original 512x512, cleaned and upscaled to 2k) with my custom ones and they look much better. Also added some color to the veins and started working on custom body hair. The preview images continue to blur out all the small details I added to the skin textures. 🙃
  20. @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.
  21. These look nice and I recognize the struggle of projection painting 🤡
  22. @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.
  23. 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.
  24. That option only works for the player and newly generated FaceGen for NPCs. There's also the possibility that you're using an NPC overhaul mod that is overwriting files from this mod.
  25. 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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