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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. Unfortunately, changes made as a vampire don't seem to persist when using the vampire fix.
  2. The easiest way is to set the custom race as playable. Adding the race to my mod would require adding it as a master and that will affect load order.
  3. It's generally okay as long as people ask beforehand and it's only uploaded here along with proper credits. I'm still slowly working on the update whenever I feel the inspiration for it, but the perfectionist in me is never satisfied. 🙃
  4. @ILive66Failed Aesthetic Elves morphs are included since they're entirely head morphs, but the original Expressive Facegen Morphs mod is required since they include eyes, mouth, and some beard morphs. Due to permissions, I won't include files that aren't changed from the original mod. @Teddy_M3 That could very well be how EFA was made (intentional or not). I just simply converted them. @rejrejiy That could very well be a RaceMenu issue in conjunction with any number of things like invalid mesh, skeleton, etc. All I can suggest is to test it out a nearly vanilla setup and slowly add your other mods until it crashes to figure out the exact issue.
  5. @quenae That's normal since scaling the thigh bones will extend it away from the parent node (pelvis). The fix is to move the pelvis bone up the Z axis. I haven't experimented with it to see if the Z axis change will stick in-game. @sentiao By default, I have a check for playable races only to quickly filter out things like monsters and objects. Dremora, Snow elf, and Vampire races will need to be manually added in the condition check of the .esp. @gaymoleman69 In a private build, I added separate sliders for the genitals to decouple them from being affected by the body texture sliders. This was done a year ago before I started working on the High Poly Head mod. It'll be included in the next update whenever I get around to doing it.
  6. It sounds like you were using another mod that was overwriting the physics of my mod since I intentionally limited the movement of the belly in comparison to the butt/breasts.
  7. @Qwerty40 It sounds like a skeleton issue. The game will crash if you're using a skeleton that doesn't have genital bones. Make sure you're not using a mod that overwrites the skeleton. If you're using XPMSE, make sure it's loaded near the end to prevent other mods from overwriting its skeleton. @Kiki981 Use my SAM Morphs for RaceMenu mod to easily change genital size and other morphs on NPCs in-game.
  8. It only affects the naked body and the included armor refits. The difference is subtle if you've never really noticed the blocky edges of the original SAM meshes.
  9. If you're using ENB, sometimes the Detailed Shadows and AO features will draw shadows only on the body (not head) and vice versa. There's really nothing I can do about that.
  10. @bridges02 They're mostly interchangeable, but it only matters when the genitals are involved. For example, armor for SAM Light with no genitals shown will work fine on SAM, but if the genitals are shown, then they will not look right since the UV texture mapping is different for the genitals.
  11. Make sure you install the correct version for either LE or SE. Using the LE version on SE will cause the morphs to fail.
  12. @HeartAttackMan It's fine as long as it's only uploaded to this site. SAM has its own EULA, and I don't want people to confuse my permission for this mod to extend to SAM itself.
  13. Chest scaling should still be possible, but breast scaling is tied to weights that are only added by my HDT-BBB Bounce mod.
  14. @Almond Make sure you also install the high poly vanilla hair meshes that are included if you plan on using the vanilla hair with the high poly head meshes. Your screenshot suggests that you're still using the original vanilla hair mesh and it doesn't line up properly with the high poly head mesh.
  15. The Enable Scaling slider does nothing on its own. It needs to be toggled in RaceMenu because it activates a function I wrote that will do a series of skeleton scaling based on the current morph values of Samson and Samuel. This is necessary because BodyGen only does morphs, not skeleton scaling.
  16. @ace321 It works fine on SE. Only compression matters, but I intentionally used BC1/DXT1 which works for both LE and SE.
  17. @1234qweasz Make sure you have UIExtensions installed properly. @sentiao They shouldn't conflict unless XPMS is reseting all skeleton changes regardless of key used. I don't personally use it since it adds way too many things I don't need.
  18. The initial v1.0 release had a red tip, but people said it was too red. So, I reduced it for the current v1.1 release. For the next release, I color matched it with SAM's for something more consistent. The base skin tone still needs a bit of work.
  19. @niphael It's literally in the description of this mod along with the tools for it. @ShmooZ My mod is compatible with all vanilla-based eye meshes. The SUEMR eye meshes work fine. @thewinslow Use the vanilla "No Scar" option that's generally located at the center of the slider (due to sorting by internal names, my high poly scar meshes are listed first). It simply points to using no scar mesh.
  20. If the ECE eyebrows are using custom textures on the vanilla eyebrow mesh, then you can simply patch/duplicate the ECE .esp to have the eyebrows use the high poly eyebrow mesh from my mod instead. This applies to all eyebrows that are simply retextures of the vanilla eyebrow mesh.
  21. @ kreiste Yes, I've been slowly working on updating it for about a year now.
  22. After countless tweaking and starting from scratch, I finally got my skin textures looking the way I want them. I redid the ears, face, clavicles, neck muscles, and all skin pores. The rosy cheeks might make certain skin tones look like clowns (SPN taught me that we're all clowns 🤡).
  23. @krocoz I think RaceMenu already included them in the Head Shape preset slider (5 head shapes). They've already been converted for my mod. @ihavenoname1990 I've no experience using Vortex. My gues is that you'll have to install it from the zip file.
  24. @jman510 It could just be a cache issue of RaceMenu. @fualone The high poly head meshes are only added to vanilla races. If you use a custom race, a patch is needed. @RadoGamer For custom head sculpt, you'll need to do manual conversion. Using Outfit Studio to sculpt the high poly head using the sculpted vanilla head mesh as reference seems to be the easiest way to go about it. For NPC's that aren't using sculpted head meshes, their head part records can simply be swapped for the high poly head and new Facegen can be exported from the CK. @Abik95 It seems like a clipping issue with the head mesh. There should be very minor clipping issues with the vanilla hair meshes, but if you use a preset that includes sculpt data, then the head shape may be affected. Also, the elven head is slimmer than the human head. The clipping will be very apparent when trying to use elven hair on a human head and vice versa.
  25. I don't really follow popular mod progress. So it could really be anything. Disable mods that alter races or add unique body meshes.
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