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Posted

Is there an equivalent to the bathing tweak for keep it clean?

 

Also does the fashion tweak work for SE?

Posted
2 hours ago, Temno Rytsar said:

Also does the fashion tweak work for SE

If regular yps works on se then the tweak should be fine as its only scripts. 

Posted
15 minutes ago, Monoman1 said:

If regular yps works on se then the tweak should be fine as its only scripts. 

I use the official SE version.

Posted

Could you add mcm options to Bathing in Skyrim, Barefoot Realism, and SexLab Cum Overlays to manually set what overlay slots are used? This would allow them to be compatible with my mod Corruption, which also uses a lot of overlays for the transformations.

Posted
7 hours ago, Code Serpent said:

Could you add mcm options to Bathing in Skyrim, Barefoot Realism, and SexLab Cum Overlays to manually set what overlay slots are used? This would allow them to be compatible with my mod Corruption, which also uses a lot of overlays for the transformations.

I'm all for compatibility but surely setting overlay slots manually is a minefield waiting to happen? What about all the mods that are no longer maintained that just find any empty slot? 

 

There's also trauma in SLS which also uses a lot of slots. 1 per bruise/cut with max 26 slots for the body if settings are set aggressively. It's not very practical to be setting slots for each. It'd also be tricky as textures can be added/removed from the trauma folder and included in the system dynamically - increasing/decreasing the max. And then you have rape tats....

 

I realize your mod uses a lot of overlay slots so perhaps speed is a concern? You could always find an empty slot on initial transformation and then save it as a storageutil variable to find it more quickly later. 

Posted
4 hours ago, Monoman1 said:

I'm all for compatibility but surely setting overlay slots manually is a minefield waiting to happen? What about all the mods that are no longer maintained that just find any empty slot? 

 

There's also trauma in SLS which also uses a lot of slots. 1 per bruise/cut with max 26 slots for the body if settings are set aggressively. It's not very practical to be setting slots for each. It'd also be tricky as textures can be added/removed from the trauma folder and included in the system dynamically - increasing/decreasing the max. And then you have rape tats....

 

I realize your mod uses a lot of overlay slots so perhaps speed is a concern? You could always find an empty slot on initial transformation and then save it as a storageutil variable to find it more quickly later. 

 

For my mod, I had to set them manually to determine which transformations overwrite the rest. Also, since there can be around 10 different transformations happening at once, starting at different times, picking the first empty slot, among all the other mods picking the first empty slot, will cause some odd overlays anyway. The only way to make this mod compatible with the other overlay mods is to manually set slots, so all the bruises, tats, and dirt overlays from other mods won't be overwritten by a bunch of fur or scales.

 

For mods with a lot of different overlays, like SLS and rape tats, a minimum slot could work, just to ensure they're applied after transformations.

Posted

@Monoman1 Do you think you could please do a modder's info post or blog article about the Immersive Fashion Tweak? Detailing how to use the changes you have made as a modder. Especially the properties you created and exposed as well as the values which can be exposed and any new modevents created.

Posted
52 minutes ago, KLongad Sirtup said:

@Monoman1 Do you think you could please do a modder's info post or blog article about the Immersive Fashion Tweak? Detailing how to use the changes you have made as a modder. Especially the properties you created and exposed as well as the values which can be exposed and any new modevents created.

I can't do much right now but if you check ypsPiercingTicker. I think I added everything to the bottom of the script. There should be comments. 

Posted
7 hours ago, Code Serpent said:

 

For my mod, I had to set them manually to determine which transformations overwrite the rest. Also, since there can be around 10 different transformations happening at once, starting at different times, picking the first empty slot, among all the other mods picking the first empty slot, will cause some odd overlays anyway. The only way to make this mod compatible with the other overlay mods is to manually set slots, so all the bruises, tats, and dirt overlays from other mods won't be overwritten by a bunch of fur or scales.

 

For mods with a lot of different overlays, like SLS and rape tats, a minimum slot could work, just to ensure they're applied after transformations.

Are you sure there's no other way? You're going to be fighting every overlay mod ever made.... 

Posted
4 hours ago, Monoman1 said:

Are you sure there's no other way? You're going to be fighting every overlay mod ever made.... 

I would also be fighting every other overlay mod ever made if I just use the first empty slot. Because the transformation skin textures would often completely overwrite all the other overlays.

 

I suppose one other way to go about this would be to reserve empty slots for all the transformations as soon as the game starts, but that's not guaranteed to work if the mod's installed mid-game.

Posted
23 hours ago, Code Serpent said:

Because the transformation skin textures would often completely overwrite all the other overlays.

So the transformations need to be applied at low slot numbers because subsequent overlays are applied over the previous overlays? 

Interesting. I never knew this. But I guess it makes sense now that I think about it. 

 

What I will say is that (I think) most of my overlay mods begin their search for an empty slot at the bottom of the overlay list (slot max) and search in reverse. Initially I did it this way as I figured the bottom slots are more likely to be empty which should decrease search time. Should at least decrease your conflicts if the number of slots is high enough. 

Posted
5 hours ago, Monoman1 said:

What I will say is that (I think) most of my overlay mods begin their search for an empty slot at the bottom of the overlay list (slot max) and search in reverse. Initially I did it this way as I figured the bottom slots are more likely to be empty which should decrease search time. Should at least decrease your conflicts if the number of slots is high enough. 

That's good to know. To be honest, I didn't even think of that as a solution. I'll have to double check that's how those mods are working, but if it is, then I think they would be as compatible with my mod as they could be.

Posted

aroused nips mcm works in SE but needs the script changed to the new nio file then should work but im not good enough to do that

 

  • 4 weeks later...
Posted

Hey Monoman, any chance you would be willing to do dumb down Barefoot Realism to only apply dirt over time spent barefoot, and the stagger and sound like SL Survival?

 

Barefoot Realism gets all backed up on itself after awhile, removing it cleaning the save and starting over seems to help it recover, but its so script heavy.

 

I wonder if it would even be possible to tap into the way the game detects surfaces on its own, like it does for footstep sounds, to determine dirt or the stumble probability. 

 

The roughness is fun for awhile, but doesn't add much if the stumble can be done in a simpler way, plus I use it mostly for dirt build up. I don't like running around barefoot with perfectly clean feet all the time!

 

I've looked at trying this myself, but I don't have skills to do it. In a perfect world, a mod that applies dirt over time spent barefoot, maybe based off the footstep sound used by the footwear, with some way to adjust how fast/slow it gets applied, and a stumble/stagger mechanic if barefoot, with adjustable probability would be fantastic.

 

Or a way to disable the mod, or the detection scripts for surface roughness, but keep the surface dirtyness would cut script load a bit.

Posted

More BarefootRealism, I took a look at one script that keeps hanging and causing suspended stacks, and its like 4 lines with 2 actual commands, PBFDamageBarterScript.  Am I missing something? Is this only pointing somewhere else? Seems odd that one tiny script would hang so much. I was usually disabling the option in the menu anyway, enabling it caused more suspended stacks.

 

The biggest load comes from the detection script ofc, got to level 40 before it starting causing stutters, cleaning the save and reinstalling helped for awhile, but I had to drop it and just apply dirty feet slavetats manually =( .

 

 

 

 

Posted

Sorry sometimes I read things and forget to reply. 

On 5/5/2021 at 12:03 AM, Whacked said:

More BarefootRealism, I took a look at one script that keeps hanging and causing suspended stacks, and its like 4 lines with 2 actual commands, PBFDamageBarterScript.  Am I missing something? Is this only pointing somewhere else? Seems odd that one tiny script would hang so much. I was usually disabling the option in the menu anyway, enabling it caused more suspended stacks.

 

The biggest load comes from the detection script ofc, got to level 40 before it starting causing stutters, cleaning the save and reinstalling helped for awhile, but I had to drop it and just apply dirty feet slavetats manually =( .

I'm afraid I won't be doing any more work on BFR tweak. There's something about it that causes PHZD save bloat. I don't think it's something the mod author did. Think it's something bethesda messed up (surprise!) so I won't be trying to fix it tbh. 

 

I might at some stage add dirty feet to SLS barefoot as it's already tracking your feet anyway. And it has overlay functionality already. It's not something that's a priority for me right now though. If I recall BFRs foot dirt had bad seams around the ankles. Is there a better texture out there?

On 4/27/2021 at 11:35 PM, xyzfs said:

How can the amputator framework be used on npcs?

Put them under the crosshairs and press F1

On 4/2/2021 at 11:11 PM, sidfu1 said:

aroused nips mcm works in SE but needs the script changed to the new nio file then should work but im not good enough to do that

Sorry but I know very little about SE. 

Posted
11 hours ago, Monoman1 said:

Sorry but I know very little about SE. 

i wind up finding a script that  someone did to fix it so it works on  SE now.

Posted
24 minutes ago, Freudian said:

Any way to disable amputation in combat? It's kind of annoying to be losing your hands every few minutes ?

 

P.s disabling the framework altogether doesn't stop my character from getting amputated in combat for some reason

combat amputation is a part of SLS not the framework. Disable it there. 

Posted
18 hours ago, Monoman1 said:

 

I might at some stage add dirty feet to SLS barefoot as it's already tracking your feet anyway. And it has overlay functionality already. It's not something that's a priority for me right now though. If I recall BFRs foot dirt had bad seams around the ankles. Is there a better texture out there?

 

No problem, I knew it was a longshot. 

 

BFRs textures arent too bad for me, I also use Dirt and Blood which uses a spell overlay that adds dirt to the legs and feet, so it kind of covers the seam from body to foot.

 

I think some of the best textures to use for a dirty feet mod that will apply via racemenu or slavetats is Freckle Mania 2. If you set it up to apply a foot and body overlay at the same time, there are some good linking textures for the calf and foot, and also for the forearm and wrist/hand. There is a 4k version on nexus that was converted for cbbe, but its not a great conversion, there is still banding around the hips, and some big gaps for the foot textures. The linking textures for the feet/legs or hands/arms are fine, its just the heel and part of the sole that looks janky. I'm no artist, so I shouldn't criticize, I think the uploader worked mostly on the freckles.

Posted
On 6/29/2020 at 3:57 AM, Monoman1 said:

Bathing In Skyrim Tweaked.7z 2.12 MB · 20 downloads

 

For those that are trying out the new versions - this one includes a bug fix in the sexlab interface that wasn't returning actors in a scene, which probably meant sex dirtiness wasn't working. I've checked it's working now. At least for dirt during sex. 

 

@Nymra

This includes an event you can call to trigger a bathing session:

 

Event OnBiS_WashActor(Form akActor, Bool Animate = false, Bool FullClean = false, Bool DoSoap = false)

 




Function SendWashPlayerEvent()
    Int WashActor = ModEvent.Create("BiS_WashActor")
    if (WashActor)
      ModEvent.PushForm(WashActor, (PlayerRef as Form))
      ModEvent.PushBool(WashActor, false)
      ModEvent.PushBool(WashActor, true)
      ModEvent.PushBool(WashActor, true)
      ModEvent.Send(WashActor)
    endIf
EndFunction

 

akActor - who you want to wash

Animate - Play regular bathing animation (you probably want this off)

FullClean - Fully clean the actor to 0% dirty. Otherwise you end up at 20%

DoSoap - Play the soap effect. Depends on MCM settings!

 

Please provide feedback everyone. Otherwise this is pointless....

 

I finally got to the point of using this, but excuse me, I m still unfamiliar with how to implement mod events correctly.

At least I could not get this to trigger:

 

 

Function Fragment_3()

do stuff...
if x
SendWashPlayerEvent()
endif

EndFunction


((Event OnBiS_WashActor(Form akActor, Bool Animate = false, Bool FullClean = false, Bool DoSoap = false)
EndEvent))

Function SendWashPlayerEvent()						;#bathing event
    Int WashActor = ModEvent.Create("BiS_WashActor")
    if (WashActor)
      ModEvent.PushForm(WashActor, (cfgqst.PlayerRef as Form))		;akActor
      ModEvent.PushBool(WashActor, false)							;animation play
      ModEvent.PushBool(WashActor, true)							;full clean (true) or 20% (false)
      ModEvent.PushBool(WashActor, false)							;soap
      ModEvent.Send(WashActor)
    endIf
EndFunction

 

I looked into the questscript of Bathing but I cannot follow the logic sadly. 

Just saw that the function "sendwashplayerevent()" you pasted in your post above is commented out in the BIS script (dunno if this is of any relevance)

 

(I tried with and without the "Event OnBis_Washactor / EndEvent" and with no difference. I guess the event is not meant to be in the script like that in any case?!)

 

During the whole thing (Naked Defeat Rape Quest) a DHLP Suspend is active, can this prevent the ModEvent?

and if so, how can I circumvent this?
when temporarily disabling DHLP suspend mods tend to immediatly fuck everything up usually :(

 

I tried with DHLP suspend off, but it also does not work, hmm. 

 

thx alot!

 

Posted
21 hours ago, Nymra said:

At least I could not get this to trigger:

It seems that the 'run once' flag is active on the quest. This means that if you've stopped BiS since starting the game it would have automatically unregistered for the mod event. And when you enable BiS again it doesn't start because 'Run once'. And so doesn't register for the event. 

 

I've unset the flag but it doesn't seem to take effect in ongoing games unfortunately. So I've added manual registration for the event when BiS is enabled again now. I'll post an update in a bit maybe. But you need to be aware and make others aware that they'd need to stop bis, exit the menu, and restart Bis for it to start working again. I'll state it as part of any update notes anyway though. 

Posted
1 hour ago, Monoman1 said:

It seems that the 'run once' flag is active on the quest. This means that if you've stopped BiS since starting the game it would have automatically unregistered for the mod event. And when you enable BiS again it doesn't start because 'Run once'. And so doesn't register for the event. 

 

I've unset the flag but it doesn't seem to take effect in ongoing games unfortunately. So I've added manual registration for the event when BiS is enabled again now. I'll post an update in a bit maybe. But you need to be aware and make others aware that they'd need to stop bis, exit the menu, and restart Bis for it to start working again. I'll state it as part of any update notes anyway though. 

 

alright! :D  good to know.

thx and appreciate the update. I will just postpone the implementation of the forced  washing feature until then. 

 

update already out, yay! will it asap!

Posted
2 hours ago, Monoman1 said:

It seems that the 'run once' flag is active on the quest. This means that if you've stopped BiS since starting the game it would have automatically unregistered for the mod event. And when you enable BiS again it doesn't start because 'Run once'. And so doesn't register for the event. 

 

I've unset the flag but it doesn't seem to take effect in ongoing games unfortunately. So I've added manual registration for the event when BiS is enabled again now. I'll post an update in a bit maybe. But you need to be aware and make others aware that they'd need to stop bis, exit the menu, and restart Bis for it to start working again. I'll state it as part of any update notes anyway though. 

 

perfect. everything works now as described. finally the poor rapists can wash their victims before touching :P  

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