

- #Skyrim esm file open install
- #Skyrim esm file open manual
- #Skyrim esm file open skin
- #Skyrim esm file open full
#Skyrim esm file open skin
Color won't change, but certain skin tones might make the nails look out of place. V1 mesh uses a separate texture for the fingernails/toenails. Vertex weights smoothed to look less blocky during movementįull vanilla refits made specifically for high poly SAMĬurrently does not include: briarheart body mesh or USLEEP/USSEP changes High poly tail meshes for Argonian and Khajiit races
#Skyrim esm file open manual
Optional toenail mesh to enhance details even furtherįeet mesh v2 requires manual texture editing for toenail textures Symmetrical feet meshes (original mesh had a smaller right foot) Hand mesh v2 requires manual texture editing for fingernail textures Optional fingernail mesh to enhance details New mesh is based on the vanilla HandMaleBig mesh High poly hands for playable human and beast races Smoother edges are noticeable when zoomed in High poly genitals for both SAM and SAM Light If you're on a low end system and worried about performance, stick with the default body mesh There are some minor sharp edges on certain poses due to weights High poly body for both SAM and SAM Light variants Compatible with SAM and SAM Light for both LE and SE.

It started out as something for my own personal use, but I decided to share it with everyone. The resulting meshes are smooth and contain around 4x the amount of vertices while still being usable for general gameplay. This is a high poly conversion of SAM meshes. If you run into a major problem then let me know. I tested everything for a little while, but it's hard to fully test so many versions. Because of this I would pretty much recommend uncut version to anyone over the cut version since it allows you options.
#Skyrim esm file open install
If you install uncut version, you can toggle foreskin on and off in racemenu. Know that if you install cut version, you can't add foreskin at all, even in racemenu. There are two different revealing versions for SAM Light: Cut and Uncut Screenshots were taken using Noble Skyrim textures. They will use whatever texture you have installed. I cannot do much about this, because vanilla meshes are very low poly. This is suitable for all weights, but at higher combined values of Samson/Samuel, you will begin to notice some clipping on the chest during crouching or extreme animations/poses. I don't know what's going to happen if you don't have HDT or SMP installed, but feel free to find out It uses KouLeifoh's high poly HDT/SMP meshes. The SE version is available for SAM Light
#Skyrim esm file open full
The LE version is available for both SAM Full and SAM Light There are two versions, one is exposed and the other has underwear You do not require the original file to use these. There have been a few skimpified versions of these over the years, but my all time favorite are these ones, made by BadDog over on LoversLab. It also replaces the other robes that have the same mesh: Blue and Black mage robes, Necromancer Robes, Warlock Robes, and Vaermina Robes. This is a skimpy replacer for the game's monk robes. KouLeifoh for High Poly and HDT/SMP assetsīadDog's Skimpy Monk Robes converted for SAM RefurbMadness for their lovely work on the meshes. I tested all versions for a short while, but let me know if there are any major issues. V1 has shorts, V2 has underwear, that's it. First two screenshots are shown with a retexture (dark brotherhood HD retexture), last is vanilla texture. They will use whatever textures you're using. If you don't have that and its requirements installed then I don't know what will happen. (If you have SAM, you probably already do) So make sure you have some other refit for shrouded boots. It is not exactly the same as the Refurb's I did not keep the harness and I chose not to use their boots. No, this does not cover all of the armors in Refurb's set, only the Shrouded Armor. No, you do not need the original to use this. This is a refit of RefurbMadness's Dark Brotherhood armor.
