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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. @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.
  2. @Elixage As I've mentioned before (and it's in the description of this mod), textures are not included. You'll have to provide them yourself and rename them accordingly.
  3. I didn't change any of the textures. If you're using custom cubemaps, the difference might be why it's now more noticeable.
  4. @Soulmancer When you install High Poly Head with a mod manager, select the option in the installer for loose files for Facegen creation. This is all that's needed to properly generate NPC Facegen data. The easiest way to create your NPC mod is to have your mod use High Poly Head.esm as a master. Assume your NPC mod is named Mod.esp and the NPC has the Editor ID 00123456. Facegen will create 2 files: meshes\actors\character\facegendata\facegeom\Mod.esp\00123456.nif (head/eyes/mouth/brows/beard/etc meshes) textures\actors\character\facegendata\facetint\Mod.esp\00123456.dds (head tint mask/makeup/etc texture) The folder Mod.esp varies depending on the origin of your NPC (eg. Skyrim.esm if it's a vanilla NPC that you're modifying). When you're ready to package your mod for release, you only need Mod.esp and the 2 files generated by Facegen in the same folder structure above. People using your mod will need to have the High Poly Head mod installed. Nothing else needs to be done since all assets will be provided already. Creating your mod as a standalone is really for advanced modders. It involves creating duplicate records of all the head parts you'll be using and then changing the folder structure to avoid conflicts. Assets like .tri morphs for facial animations will also need to be packaged with the mod. I don't want people to package my entire mod with theirs when they're only using a few assets from it.
  5. EFM will overwrite Aesthetic Elves. It seems like the eyes and mouth don't have racial morphs. So, it may be possible to have Aesthetic Elves overwrite EFM for racial morphs while still using EFM's chargen features. If that's the case, I'll modify my installer for a future update. It appears you're playing on SE. There's a rendering issue with the eyes after switching to the high poly head mesh in the same RaceMenu session. To fix this, close RaceMenu and open it again. This is a RaceMenu SE bug.
  6. 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.
  7. Along the same spirit, I tweaked my Leon preset for EFM along with a custom ear morph. He ended up looking a bit younger due to jaw shape.
  8. 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.
  9. It doesn't matter. EFM will overwrite it.
  10. Use a mod manager to install. Don't extract anything unless you plan on doing manual installation.
  11. @good0593 I'll need to change the script to allow a variable amount of texture sets instead of a fixed 10. This will be added in a future version. @foge01 The sliders start at zero with zero being the default. The textures should be named 01, 02, 03, etc for slot 1, 2, 3, etc. So, if you want a custom texture at slot 2, you would rename using 02.
  12. It's one of the sliders included with EFM that makes the front side teeth sharper like a traditional vampire. 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.
  13. @Shotdie It's not quite that simple. You'll have to modify and recompile the scripts. @Xiavera @summer Install the .zip file using a mod manager. Don't extract anything unless you plan on doing a manual installation.
  14. Testing the Expressive Facegen Morphs patch for my high poly head mod. Some of my presets ended up looking dramatically different. I'm not sure how I feel about it yet.
  15. @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.
  16. 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.
  17. @whatever246 The basic idea is to have EEO patched/upgraded to high poly, and then use the CK to generate new FaceGen for all the elven NPC's that are using EEO.
  18. @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.
  19. @kerrschtein I made a patch for Aesthetic Elves, not EEO. A partial patch can be done, but EEO also includes FaceGen data for what I assume to be all elven NPC's in the game. @smokeybear187 I've already started working on a patch for it, but it'll take awhile since I'm still trying to get back into the ebb and flow of modding.
  20. @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.
  21. It's a texture compression issue. For the best compatibility, make sure you use DXT1 or no compression (or BC7 if you're playing on SE).
  22. Make sure you installed the v2 versions of each. The default ones have the fingernails and toenail meshes hidden. Even with bad textures, the nails should still be visible.
  23. @Jallar4 It'll be included in the next release. I'm just waiting for a particular mod to be updated first. @d2dynamo Try closing RaceMenu and opening it again. That normally fixes any rendering issues. @ddddddd The high poly eyebrows records will need to be duplicated as well.
  24. @Moddami They should all have the same genital size unless you're using the BodyGen addon of my SAM Morphs for RaceMenu mod or something similar. @kirbybrik No poses are included. They're just animation files that can be pulled directly from the full SAM release. Conversion is needed to use them for SE.
  25. 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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