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Content Count
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Posts posted by KouLeifoh
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On 4/19/2020 at 5:05 PM, Razghar said:Are you using the latest version of SAM High Poly Conversion? In an earlier version, the weight slider for that armor in the screenshot was broken.
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Some vanilla boot meshes use a translation that alters the boot location and then fix it with a skin transform in the skinning data. This weird shifting causes issues in Outfit Studio where conforming sliders will fail to work properly. This was fixed in v4.9.0 (Outfit Studio: Don't render the overall skin transform anymore (not rendered in-game).
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On 4/13/2020 at 5:46 PM, Don said:If i may give suggestion, maybe just make lower abs bit smoother for edges to blend it more perfectly. Maybe see this example.
Thinner edges for lower abs usually give us less poly sensation and blend naturally. But you know better about your work so i will accept anything. Already Droll XD.
I adjusted it to make the lower abs less pronounced. It still needs work done though.
22 hours ago, Darnexx said:Did you ever think about make a msn without muscles like we had for the LE SAM? For Characters which has zero muscles.
I baked a normal map from SAM at weight 0 and it looks a bit flat. It still needs adjustments for some extra depth, but it'll look better on low weight and Samuel morphs.
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For skin textures, I don't use any compression to avoid having strange artifacts and coloration on skin when I'm doing screenarchery. For low end systems where compression is needed, DXT1 (no alpha) or DXT5 (alpha) is used for the best compatibility. If you're playing on SE, then BC7 compression is superior and should be used instead. I'm using the Intel Texture Works plugin for photoshop.
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@BatsyBatsBoi You may have another mod that's changing the vampire races. This includes skill/combat/balance mods. The fix itself is simple, but it needs to be applied to conflicting mods. If you change the face part while using a vampire race, the head mesh will not be visible in Sculpt mode. You have to exit RaceMenu and then open it again to have the head mesh appear.
@tinytearsocean That's normal for the LE CK. The vanilla head parts have their center located at the origin (0, 0, 0). Their NiTriShapes use a translation to move the head parts to where they should be on the body in-game. My high poly head parts (heads, brows, beards, scars) already have the translation applied to avoid future problems. The LE CK ignores this translation in the preview window. The exported FaceGen will look the same as the preview window, but they'll work correctly in-game. The SE CK does not have this issue.
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On 4/6/2020 at 11:10 AM, smashman said:What if I don't have FacePart sliders neither for khajiit nor argonian in racemenu?
On 4/6/2020 at 1:23 PM, Circusf18 said:Smashman, did you read the description of the mod’s page? There is no support for beast races, not for Khajiits or argonians.
Support for Khajiit and Argonian races was added in the recent update. I also added a custom slider to allow the Face Part slider to appear for them.
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22 hours ago, GRYNN said:HI i'm pretty lost how do i download it like i have the file on my computer but how do i link it to skyrim
I recommend using a mod manager (Mod Organizer, Nexus Mod Manager, etc) to install any mod. It'll just make life easier.
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Speaking of old screenshots, my characters and ENB choices changed over the years as my modding aspirations evolved. I have a lot of random screenshots, but I picked a notable one from each year starting from 2016 (release of SE).
It seems there's a large number of us who spends more time modding than actually playing the game.
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I may have found a proper fix to prevent the head mesh from reverting back to vanilla when changing to a vampire race. It involves removing the Overlay Head Part List flag from vampire races (of the vanilla playable races). This can be easily done in xEdit (copy vampire races as overrides into a new .esp file, remove the Overlay Head Part List flag, and save). I'll include the fix as an option in the next update along with high poly head meshes for Khajiit and Argonian races.
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On 3/27/2020 at 2:52 PM, shalolaauthor said:hey man i did turn that option on from the start. thats why im asking you this.
ihavent been able to fix my problem yet. i even try on a new save with just your mod and my preset on and it still do the same thing.
Your second screenshot suggests that the vampire head morph was used. The head mesh shouldn't change unless a race change occurs or RaceMenu is used. Check to make sure that you're not using a mod that actively changes the player's race (eg. a mod that changes player to/from vampire based on feeding habits).
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On 3/18/2020 at 9:55 AM, Fenlander216 said:Hi I just found a link to this site and mod. I was wondering is this a direct replacement for Citrus Head mod?
I wasn't satisfied with the Citrus head mesh and decided to make my own.
11 hours ago, shalolaauthor said:until i do the dawnguard questline and become a vampire. is this some sort of bug that i can fix?isee the head part also include part for the vampire race too. but somehow after 5 seconds all change i made always revert back to that horrendous creature.
Use the No Sunken Vampire Face option in the installer to remove the vampire head morphs. Keep in mind that the head will revert back to the vanilla head mesh whenever changing to the vampire race. This is an issue with the game and/or RaceMenu itself. One fix is to use the high poly head as a default, but this requires new FaceGen data to be created for all affected NPC's.
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6 hours ago, merry said:KouLeifoh, is it possible if you make adaptor for your nice textures to be compatible with mod "COtR - HQ Characters creation addon for RM"? They have adaptor for standard SAM skin which looks nice but not for yours.
I made a quick template for it found here. Once I update my texture addon, I'll add a proper template to the downloads.
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SAM and SAM Light are not compatible with each other with regards to body textures due to how genitals are managed. SAM uses a separate texture for genitals while SAM Light has the genitals added on the body texture.
For the feet going through the floor, check to make sure the skeleton scaling for the legs aren't set to a large value.
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On 2/3/2020 at 12:44 AM, Valinthian123 said:When I use the Sam morph (self) spell the race menu doesn't open, did I do something wrong when installing?
Make sure you have UIExtensions installed correctly.
On 3/15/2020 at 6:04 AM, Namirrah said:Downloaded and installed and now my game won't launch through the skse64 launcher. I can launch an un modded game through the steam launcher.
The issue is your mod setup in general. Make sure SKSE works before trying anything else.
1 hour ago, vinceagashi said:So my argonian looks like this. It looks like on one half textures are loaded and the other half there is no texture at all. It also doesnt blend in the pelvis. Im overwriting sam light with 4k Dragonic skin.
That texture is not compatible with SAM Light. If there's a SAM version, then the textures can be edited to make a compatible version with SAM Light.
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On 2/4/2020 at 10:50 PM, Don said:I hope your mood still good for new Male Khajiit XD XD XD.
The male Khajiit head mesh has a mane that just floats around the neck along with overlapping UV mapping. Design-wise, I still need to figure out how to fix it without breaking existing textures.
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I took a break from modding for a month and came back to a bunch of repeated questions. It'll take me awhile to go through all of them. ?
To clarify a few things:
- This mod only includes head meshes/morphs. No eye meshes/morphs are included. If you use an eye mesh fix that changes vertices/UV, this will break the eye morphs included with RaceMenu.
- The high poly heads are based on the vanilla meshes for compatibility reasons. This includes flaws in the UV mapping. The only fixes I made were skin shader adjustment (male head) and UV edge adjustment in the back of the head (female head). For those that want the UV eye socket adjustment fix for the female head, I can add it as an optional addon in a future update. This will also require generating new FaceGen data for affected NPC's.
- RaceMenu presets with sculpt data for the vanilla head are not compatible. Importing them will likely result in a deformed head shape.
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The Face Part slider only changes the head mesh. You'll need to manually change the brows to its high poly version using the Brows slider. It changes both brow mesh and texture.
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@th3unkn0wn You're making it more complicated than it needs to be. All you need to do is add High Poly Head.esm as a master to CustomRaces.esp and then change the head part for the custom race record to the equivalent high poly head part from my mod (eg. 00KLH_FemaleHeadBreton "FemaleHeadBreton" [HDPT:XX000A08]). No other changes or files to copy needed.
As for the RaceMenu sliders, you may need a custom races.ini (\meshes\actors\character\facegenmorphs\CustomRaces.esp\races.ini) to assign sliders to custom races if the RaceMenu sliders aren't available in-game. Since you mentioned that the extra RaceMenu sliders already work for the Citrus head, you may already have a custom races.ini for it.
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The sunken vampire faces can be removed by clearing the VampireMorph morph from all the head parts (chargen.tri) using Outfit Studio. It's a tedious task considering there are also 45 beards to modify. I can add that as an option for those who prefer it in the next update.
I tested the high poly head in the sculpt tab and got a constant 60 fps. All 3 high poly parts (head, brows, beard) were enabled for editing. To try and get the fps to drop, I loaded one of the high poly hair meshes I have (28k vertices) and enabled it for editing. This dropped the fps down to 20. All tests were done at 4k (without ENB) on the latest versions of SE (1.5.97) and RaceMenu (0.4.12) running on an i7-7700K with GTX 1070 8GB GPU. It might just come down to GPU and how Expired programmed the sculpt rendering.
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High Poly Head
High poly heads for all playable vanilla races based on the vanilla head meshes (male and female). A simple name for a not-so-simple mod. Available for both LE and SE.
Features
- smooth high poly male and female heads
- complementary high poly brows, beards, scars, and hair to fit new head shape
- includes morphs for RaceMenu's extended sliders
- compatible with vanilla-based head textures
- compatible with existing presets for the vanilla male/female head meshes (excluding sculpt data)
Requirements
- RaceMenu (LE, SE)
- Expressive Facegen Morphs (LE, SE) [optional]
- Expressive Facial Animation Male Edition (LE, SE) [optional]
- Expressive Facial Animation Female Edition (LE, SE) [optional]
Installation
- Use a mod manager to install the original .zip file and follow the install script for easy installation. Do not manually extract anything.
Manual Installation
- 00 - Base mod (required)
- 01 - Loose files needed for FaceGen creation in the Creation Kit (optional)
- 02 - no Dawnguard DLC (optional)
- 03 - vampire head fix (optional)
- 04 - remove sunken vampire face morphs (optional)
- 05 - symmetrical eye sockets (female) (optional)
- 06 - adds Aesthetic Elves (optional)
- 07 - adds Expressive Facegen Morphs (optional)
- 08 - adds Expressive Facial Animation Male edition (optional)
- 09 - adds Expressive Facial Animation Female edition (optional)
- 10 - adds high poly vanilla hair as optional replacers (optional)
Usage
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For the player character
- Use the Face Part slider in RaceMenu to switch to the high poly head.
- If the head turns dark, change the player weight to force the skin shader to update.
- Don't forget to also change the vanilla brows/beard/scars to the included high poly versions.
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For NPC/follower mods
- Add this mod as a master and then swap the vanilla head parts with the high poly version
- Generate new FaceGen data (Ctrl + F4) in the Creation Kit.
- This method does not work for sculpted head meshes.
Known Issues
- minor clipping with certain vanilla hair meshes
- eyes/scars appear darker than vanilla in SE. can be fixed by changing player weight.
- changing to vampire race will reset the high poly head back to vanilla
- eye mesh may have flickering/rendering issue after switching to high poly head. can be fixed by closing RaceMenu and opening it again.
Modder Resource (xEdit Scripts)
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Skyrim - KL Filter Race.pas
- Filters NPC records based on races supported.
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Skyrim - KL Swap Headparts.pas
- Swaps vanilla head part records for their high poly versions.
- Custom head parts are not supported.
- Requires High Poly Head.esm to be loaded into xEdit.
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Skyrim - KL Copy NPC Protected Status.pas
- Copies NPC Protected status found on all plugins currently loaded (eg. NPCs Protected Redux.esp)
Tools Used
- 3DS Max
- Nifskope
- Animation Tools N2
Permissions
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You may use this mod for your NPC/follower mods that will be shared with others.
- For clarification, these NPC/follower mods may be uploaded to other sites.
- You may add extra RaceMenu morphs.
- You are not allowed to modify (in part or in whole) and claim it in its entirety as your own.
- You are not allowed to reupload this mod to other sites.
For other usage not mentioned, please ask me first.
Credits
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Submitter
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Submitted12/19/2019
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Category
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Special Edition compatibleYes
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Created by
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Bath Towels for SAM
Bath towels for SAM ported from The Witcher 3. These towels are meant to be used on a nude/underwear SAM body. Available for both LE and SE.
Towels
Acquisition
- Bath towels can be freely crafted from any tanning rack.
Known Issues
- some clipping during movement and certain animations
- towels do not scale with genitals (large genitals will clip through towels)
- towels will clip through physics-enabled bodies
Credits to CD Projekt for The Witcher 3
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Submitter
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Submitted11/18/2019
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Category
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1 hour ago, Disciple Dark said:Thank you so much for the port. I love it, one issue I have is elder men have blurry schlongs, I am using SAM lite, High Poly, SMP. I am not certain what to do to fix it.
The simplest answer is that SAM Light currently does not support elder races. @y_sengaku created a normal map patch for it. I've been meaning to redo the normal map for elder race but never got around to do it.
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Download — High Poly Head
in Downloads
Posted
If the face part slider exists, it should at least be movable to 1 (default head). On the rare occassion that it's stuck at zero for me, exiting/restarting the game normally fixes it (possibly due to a mod load issue). If you're playing on SE, an updated RaceMenu is required.