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Posts posted by KouLeifoh
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4 hours ago, Don said:Is that your new skin bro ? The pores so good....
As you know, I've been adjusting the skin textures for over a year now. During that time, I redid the normal maps and inverted the skin spores to make them look less like goosebumps. The specular maps still need a bit of work done.
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It's not that simple. Morphs for the ECE sliders are for vanilla assets only. New morphs need to be created for the high poly head.
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On 7/25/2020 at 7:21 AM, Darnexx said:What is this Tooth Vampire slider?
It's one of the sliders included with EFM that makes the front side teeth sharper like a traditional vampire.
9 hours ago, Dee Aeriel said:I actually like it, it looks nice but its up to you if you do wanna include a patch for it. I like all of your work anyways
The patch is done (both male and female). I still need to create some racial morphs for them for the EXTRA tab. The eye shape changes stood out to me the most (for better or for worse), but I do like the changes made to the nose and mouth. They don't look that horrible and angular anymore.
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@mvrv0201 I'll add a Google Drive mirror for the next update.
@Shotdie If it's anything like Wet Function Redux with regards to detecting head parts, some script functions may need to be changed to make it compatible with secondary head meshes.
@Setian Try closing RaceMenu and opening it again to force the head to properly reset. This normally fixes most rendering issues with the eyes.
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Loot is just one part of the problem. The other is the order conflicting files are being overwritten. If they don't match the Loot order, that can potentially cause issues too. Unless you're using a mod manager, it's best to reinstall mods again, starting with the essentials like SKSE and RaceMenu.
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@Masteroogway The LE version is intended for users who also have the Dawnguard DLC for vampire heads. I can add a separate version that doesn't include it.
@Nesishoot @dude2324 Conversion from .esm to .esp is not necessary. However, you need to create a custom .esp for NPC's that you would like to change. This is required for swapping the vanilla head parts for the high poly versions. This can be done entirely in the Creation Kit, but I don't recommend it if you plan on changing a lot of NPC's.
What I did was:
- used xEdit to copy all NPC's from Skyrim.esm, Dawnguard.esm, Hearthfires.esm, and Dragonborn.esm as overrides into a new .esp (eg. High Poly NPC.esp)
- used my own custom xEdit scripts (currently not user friendly) to filter the NPC's by race/gender and auto swap the records from the vanilla head parts to the high poly versions
- [optional] copy changes from USLEEP/USSEP and set Protected status
- loaded the .esp in the Creation Kit to generate new FaceGen data.
Since FaceGen data is highly dependent on the person generating it, I won't be releasing mine. However, I can share the custom .esp and xEdit scripts sometime in the future as a modder resource.
@Zveranna Conversion is already in the works, but it'll take awhile.
@1ngr33 It seems to be an issue with AMD gpu's in general, probably due to how the sculpt tab was created. High poly meshes seem to make the issue that much more noticeable.
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@Rhotfyr The target character must be male and part of a playable race. Custom races are generally not supported.
@dali0906 As with all morphs, refits that include those morphs are required to see any change. The best test is to unequip all gear before adjusting the sliders, and then setting the Samuel slider to 100. If your character doesn't have a large round belly, then something is wrong.
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Installation is just like any other mod. Use a mod manager to install the original .zip file. My install script will give you a list of options for easy installation.
In the screenshots, I used Total Character Makeover as a base and my SAM Light texture addon to overwrite everything. The custom male Khajiit texture is not ready for release yet.
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@Bunnilda Due to how I apply the cloaking effect for texture changes, you'll need to use the SAM Morphs (Self) power for the initial texture change to apply the cloak. Any texture changes after that can be done in the full RaceMenu.
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You're confusing what BodyGen actually does. It only applies morphs and nothing else. The original SAM only uses Samson and Samuel morphs. Everything else (including genital scaling) was done through skeleton scaling with scripts. I added custom morphs for genitals to allow genital options with BodyGen. All the other sliders are handled through a script from RaceMenu.
The Enable Scaling slider does nothing on its own outside of RaceMenu (morphs will still function without it). Enabling it in RaceMenu will apply a series of skeleton bone scaling (via script) based on Samson/Samuel morph values to the target character. Its purpose is to complement Samson/Samuel morphs. If Samson/Samuel morphs aren't working with Enable Scaling set to 0, then your current armor/body does not support it. The simplest test is to set Samuel to 100 to see the large belly morph. The bone scaling done by the Enable Scaling slider will not have this effect.
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Make sure you're using the latest version of RaceMenu especially if you're playing SE.
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That's basically it. When you save the first time after disabling bodygen and body morphs, the skse co-save should be smaller since morphs are no longer saved. They will be reapplied with new values from the template/morph ini files once bodygen and body morphs are re-enabled.
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After disabling BodyGen and BodyMorphs, load the save to confirm that the morphs have been removed by using the target spell. Disabling those options should have cleared all morphs from the skse co-save.
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15 hours ago, DominicM1990 said:Oh wow, whatever you're using I want, he looks beautiful lol. I also saw in another post a human race with pointed ears, was that an item, or a head mesh?
That's a RaceMenu slider head morph for elf ears. I added support for that along with ear presets for males for my high poly head mod.
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Compared to my other big mods, I didn't think this one would be an issue for downloading. Here's a temporary Google Drive mirror for the latest version.
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I see what the problem is now (no pun intended). There's a rendering issue whenever RaceMenu swaps head meshes. RaceMenu is possibly not updating them correctly. The morphs themselves are fine though. To fix the rendering issue, just close RaceMenu and open it again to properly update the head mesh.
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13 hours ago, good0593 said:Can it be released together?
I want to have more choices. I like both muscle types.The plan is to have the user select one as the default during installation and then add the rest as optional textures to be applied using my SAM Morphs plugin for RaceMenu.
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Unless there's a difference between the sliders included with RaceMenu for LE and SE (I used RaceMenu SE sliders as a base for the head), they should be interchangable when swaping between the vanilla head and the high poly head.
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@darksynth0 @wotwot Support will be added in a future update but not before a male version of the mod. I want to keep them grouped together and limit the amount of frequent small updates for a mod such as this.
@Mogenshin Yes, it should work fine with the vanilla eye mesh. Importing presets with sculpt data meant for the vanilla head mesh will also cause issues. Ideally, the test should be done on a new character with the vanilla head mesh to isolate any possible issues with presets/eyes. There are some mods that modify both the vanilla head and eye morphs. Swapping one of them will break those mods.
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The XPMSE RaceMenu plugin adds its own set of sliders (mainly used for general skeleton scaling and weapon positioning). It is not related at all to my mod which focuses specifically on SAM.
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@mithindis The mane isn't actually attached to the head mesh. It just floats there and uses alpha blending to hide the neck seam by simulating overlapping fur. I had to split them for separate conversions and didn't want the mane to deviate too much from the base shape. The mane can be manually smoothed, but I'll need to figure out how to do it without having to redo all the morphs since they're just deltas from a base shape.
@Disciple Dark I haven't extensively tested it myself, but there may be an issue with overhaul mods that require the High Poly Head as a master due to how ESL is loaded at the opposite end (0xFE instead of 0x00). If you don't use such mods, the ESM/ESL format should be fine.
Download — High Poly Head
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@ScarecroOw Like any custom race, you will run into issues in one form or another. That mod changes so many things with races. To keep its design intact, you'll have to modify each head part record and change the path for the vanilla assets to the high poly head.
@darksynth0 Both Aesthetic Elves and EFM make changes to the racial morphs. They can't be used at the same time. Since EFM also comes with a modified mouth mesh, it's recommended to only use one or the other. The HPH installer lists the options in the same order the files will be overwritten. I can update the installer to make it easier to see which options are compatible and which aren't.