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Want Cum overlays?
Don't wanna go through the hassle of using patches and their other changes for them?
Don't wanna disable 95% of a mods' features for them?

Then Behold!

Scripted Overlays!

Soon™, will include the Green mutant overlays, for now, just the white ones. My time is now!
Now with Mutant/Creature overlays (Green goo's back!)
And thanks to borrowing bits and pieces of @EgoBallistic's scripts, this will auto-update itself on new versions, much the same way SEU and Violate do.
 

 

Note: Male will function on AAF update
Evidently there's a bug with sending ApplyOverlaySet to AAF, which once that's fixed, male overlays should spontaneously function.

Male Overlays should now work fine!
Note 2; Cum Boogaloo: This is self-contained. The only requirement for the overlays is functioning AAF and F4SE, and the requisite tags on animations.

 

 

Oh and I should have covered this somewhere:
Permissions: I ask only two things.
One is you credit as appropriate if you make use of my creations (which is basically the scripts, plugin itself, and the XML, the rest is Polistiro's).

Second is please avoid integrating this separately into mods of your own/others'. Mostly for compatibility reasons. You can check for its presence within your own scripts and if not found, load a version of it yourself, but the last thing anyone needs is added confusion and conflicting scripts trying to do the same thing (Especially with how inconsistent LM/The game can get around Morphs and Overlays already).
Otherwise, you're welcome to it, really. Source scripts are included in the file upload, the rest is readily accessible.

 

Many thanks to the following:
@Polistiro for the files and assets involved, and the original CumNWealth
@EgoBallistic & @CGi for scripting help, including sources

And you can all thank @SayKoRn for the reminder recently, when she went to install M.C.G. for overlays, rather than a Indarello's patch.
It reminded me I wanted something like this, and I knew enough scripting to make it happen, with some aforementioned help sorting out the exact scripting necessary.

@Travis77 Cheers for tryina help out with a tweaked script while I was sleepin'.

Also:
If an animation doesn't have tags, it ain't gunna find anything to apply.
Only ones I ran into with this were somehow, "Leito Canine Doggy", from wherever the fuck that particular one was, and I've no idea why it's got no tags.
Either way, there's a few around that evidently lack tags, but most have 'em, so it'll work.

If you have issues with this and Get Dirty/Dirty Sex, comment in the thread/ping me on the Discord about it.
Preferably with a log.


Changelog now in Spoiler (already):

Spoiler

 v1.1.5
Should now properly recognise previous versions and not constantly assume it should run it's auto-update.

Now also applies for tags that are intended to be use by both male and female 'receivers' (3P, 4P, etc. rather than FMM, FMMM, etc.).
Does not apply them for female participants (strap-ons), should apply them properly for Futa, assuming the game considers them male (usually the case)


v1.2
M_Chest overlay group now works, because I missed things, again [cheers @Ulfbearth]

v1.2.5

Dogs & Gorilla's (and Yao Guai) should now use 'regular' cum overlays

v1.2.6
By request: FemaleFemale anims will have overlays. Did a quick recompile of the script without a check that prevents it normally, just need to drop the .pex in the downloads over the existing v1.2.5's .pex.
Otherwise, unchanged.

 

Surprise, motherfucker
v1.3
Now with MCM options and reconfigured scripts so it actually works (which was a headache. Cheers again @EgoBallistic, this time mostly for MCM help)
Options for Enabling or Disabling:
Male overlays (Enabled by default)
Lesbian/Strap-on overlays (Disabled by default)
Dog/Gorilla/Yao Guai overlays (between Regular or Mutant) (Enabled by default)
Mutant overlays (Enabled by default)

If MCM's not found, it'll stick to defaults.

 

v.1.3.1
Small script changes, fixing some mistakes.
Nothing that should've prevented overlays applying, unless things went horribly wrong somehow in the male overlays part, but should now be resolved.

 

  

v.1.3.2

Reorganised the functions, should work as intended
Altered the starter to be a bit more reliable (hopefully).

Added a Rollback true/false in the plugin, so it's easier to rollback to previous script versions if something breaks again, and I don't have to fuck around with in-script shenanigans to do it.
Just remember to set it back to False once you've changed to an older script, so it's not constantly restarting things every time you load up.
May make that an MCM option in future as well, but it'll do for now.

Do let me know if there's issues or conflicts with Get Dirty/Dirty Sex's overlays.
Some mention of that, if there's issues, I'll look into how/why, and see what I can do to avoid it. May wind up being LM shenanigans, and out of my hands, but don't know until I try and resolve it (assuming there are issues there).

Side note: Leaving v1.2.5 up for now, I might get into the habit of leaving up the last known-working version when throwing up new versions, just in case the same shit happens ?

 

v.1.3.3
Surprise, I tested things this time.
Suck it.

And they work.
Well, mostly, didn't thoroughly test one or two things, but they all appear to work fine, so I'm calling that "thorough enough".
Including FF overlays, and Male fucking mutant chest overlays (I misnamed it in the XML, shush).

If an animation doesn't have tags, it ain't gunna find anything to apply.
Only ones I ran into with this were somehow, "Leito Canine Doggy", from wherever the fuck that particular one was, and I've no idea why it's got no tags.
Either way, there's a few around that evidently lack tags, but most have 'em, so it'll work.

If you have issues with this and Get Dirty/Dirty Sex, comment in the thread/ping me on the Discord about it.
Preferably with a log.

Still not sure if there's really an issue there, or LM shenanigans, or fuck-ups in previous scripts causing problems, but if there are, fucking tell me so I can fix it :sweat_smile:

v.1.3.4
Since 1.3.3 seems quite functional, I'll leave that and pull the 1.2.5 unless someone shows me somethin broke in it.

Added MCM option to trigger a quest stop and restart, to roll back to a previous quest version, or hopefully stop a still-running previous version on loadin up a save, as uncommon as it seems.
Otherwise, largely unchanged.

 

v.1.4

Added proper while loops to check through all actors (that aren't the receiver).
Also added some debug output as well.

 

Might seem rather minor, but should make quite a difference for 3+ actor scenes.

 

Added:

Altered human overlays, courtesy of @JBpy
Reduced glow, especially in dark areas. May be barely visible/invisible in certain lighting situations. Kinda unavoidable.
But at least it won't be visible across the room, in the dark :classic_wink:

 


What's New in Version 1.4

Released

Altered human overlays, courtesy of @JBpy
Reduced glow, especially in dark areas. May be barely visible/invisible in certain lighting situations. Kinda unavoidable.
But at least it won't be visible across the room, in the dark :classic_wink:


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