vectorplexus.com is at https://vectorplexis.com until further notice.
×
-
Content Count
741 -
Joined
-
Days Won
172
Content Type
Profiles
Forums
Gallery
Downloads
Articles
Blogs
Everything posted by KouLeifoh
-
-
-
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
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. 🙃 -
@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.
-
@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.
-
-
@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.
-
-
-
-
-
-
-
-
-
-
-
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
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. -
@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.
-
-
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
@ kreiste Yes, I've been slowly working on updating it for about a year now. -
NSFW Screenshot Showoff Thread — Part 2
KouLeifoh replied to sh1ny's topic in The Elder Scrolls V: Skyrim
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 🤡). -
-
@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.
-