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Cum Overlays - Scripted Edition

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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:

 

 

Cleaned plugin here [no unnecessary masters -_-].


  • Submitter
  • Submitted
    06/16/2020
  • Category
  • Requires
    AAF, AAF Themes (Or other tags)

 

Edited by Nebuchadnezzer2
Added link to post with cleaned plugin
Link to comment
8 minutes ago, SenseiBlack said:

Very interesting. Would you mind explaining more about it works?

Quite literally uses Scripts, to apply overlays after animations.
Adjusted and packed up the old CumNWealth assets from Polistiro (mostly adjusted file/folder paths, and the XML's), so you're only reliant on already having them from elsewhere.
Waits for an animation to stop, checks the tags and applys relevant overlays for applicable tags.
Runs basically the same check for Male vs Female, so male ones will work Soon™.

That screenshot is the result from "blank slate" after a 4 way animation ending. :classic_smile:

 


Am working on checking races of involved actors, so I can add mutant to the list, the files are packed and ready for it, just a matter of the scripting work.
Side note: Should facial overlays be viable, that'll also be scripted. Currently you can't use scripts to effectively, tell LooksMenu to add facial overlays (LooksMenu limitation/ability not 'exposed' and available to access).
Would like to, though.
That would have made a fine entrance for this mod :D

Edit: I left the source scripts in there, if people are curious and wanna poke it.

Link to comment
19 minutes ago, Nebuchadnezzer2 said:

Side note: Should facial overlays be viable, that'll also be scripted. Currently you can't use scripts to effectively, tell LooksMenu to add facial overlays (LooksMenu limitation/ability not 'exposed' and available to access).

 

Would like to, though.
That would have made a fine entrance for this mod :D

Me too, I did try to do something with facial overlays a while back

but the closest I came to that effect, was a facial skin override which causes a few different visual changes

 

I assume that I don't need to change anything for my mod to continue to work with CumNWealth

Link to comment
20 minutes ago, Invictusblade said:

Me too, I did try to do something with facial overlays a while back

but the closest I came to that effect, was a facial skin override which causes a few different visual changes

 

I assume that I don't need to change anything for my mod to continue to work with CumNWealth

Yeah, it's a pity it's not really possible via script, at least for now. Would love to find a few SFW reasons for it, and take it up with Expired, but alas...

 

Come to think of it, I may set up a check for the CNW plugins, and prevent the main quest loading if found, just to guarantee there's no issues.

At worst, you may get multiple overlays, I think, any duplicate assets aside.
Tried to make this as stand-alone as possible, including changing the folder & file paths for the .bgem's and in the overlays.json, for this reason. The scripts themselves work only around AAF and the tags present when it receives the OnAnimationStop event.
Otherwise, which mod were you meaning (I know you've been doing up the Wasteland Dairy Framework)?

Link to comment
15 minutes ago, isanchez said:

When I installed your mod, AAF hangs at 20% when loading from the game.

That sounds far more like an issue with setting up AAF itself and the XML's properly, but you can try deleting the Cum_overlayData.xml from it, and see if that somehow solves it.

I did specifically check its name and contents didn't overlap with things, though maybe I should make certain Indarello's patch doesn't thought so, doesn't overlap. Close though.

Link to comment
2 minutes ago, Nebuchadnezzer2 said:

Yeah, it's a pity it's not really possible via script, at least for now. Would love to find a few SFW reasons for it, and take it up with Expired, but alas...

 

Come to think of it, I may set up a check for the CNW plugins, and prevent the main quest loading if found, just to guarantee there's no issues.

At worst, you may get multiple overlays, I think, any duplicate assets aside.
Tried to make this as stand-alone as possible, including changing the folder & file paths for the .bgem's and in the overlays.json, for this reason. The scripts themselves work only around AAF and the tags present when it receives the OnAnimationStop event.
Otherwise, which mod were you meaning (I know you've been doing up the Wasteland Dairy Framework)?

yep Wasteland Dairy Framework,

I added Overlays to..

Getting Milked (Milk or Semen or Blood)

Drinking (Milk or Semen or Blood)

Blood Transfusions (Custom overlay over the arm)

Condoms (Male and Female)

 

 

When I worked on this, I noticed that overlays gets a bit unreliable over a certain amount of active overlays. (so I added a global var to stop more than one overlay from being active)

also removing overlays were a bit annoying

 

the images are an example of facial issues (basically all(or most) of facial coloured features(Lipstick, Eye Brows, etc) disappeared when used)

as well as the overlay removal issue I had when you use too many overlays (I spam the drink a number of times and most of the preexisting overlays disappeared)

20200405131232_1.jpg

20200405131238_1.jpg

Link to comment
Spoiler
3 minutes ago, Invictusblade said:

yep Wasteland Dairy Framework,

I added Overlays to..

Getting Milked (Milk or Semen or Blood)

Drinking (Milk or Semen or Blood)

Blood Transfusions (Custom overlay over the arm)

Condoms (Male and Female)

 

 

When I worked on this, I noticed that overlays gets a bit unreliable over a certain amount of active overlays. (so I added a global var to stop more than one overlay from being active)

also removing overlays were a bit annoying

 

the images are an example of facial issues (basically all(or most) of facial coloured features(Lipstick, Eye Brows, etc) disappeared when used)

as well as the overlay removal issue I had when you use too many overlays (I spam the drink a number of times and most of the preexisting overlays disappeared)

20200405131232_1.jpg

20200405131238_1.jpg

 

Ah.
Shouldn't be any issues, other than maybe adding a few more overlays than you'd like :P

I suspect LooksMenu's morphs and overlays are a little jank in general, particularly face-related.

Still, lemme know if there are any issues from runnin this with it.

Link to comment
3 minutes ago, Invictusblade said:

I will let you know whenever I am bothered to start testing again.

 

 

I have been playing other games lately and I am not in the mood for fallout at the moment

I know the feeling, I've messed around with this for roughly a week, and prior to that, haven't actually played the damn game in something like 3-4 weeks?
Been likin Xenonauts (:CE) lately. :smile:

Link to comment
44 minutes ago, Nebuchadnezzer2 said:

That sounds far more like an issue with setting up AAF itself and the XML's properly, but you can try deleting the Cum_overlayData.xml from it, and see if that somehow solves it.

I did specifically check its name and contents didn't overlap with things, though maybe I should make certain Indarello's patch doesn't thought so, doesn't overlap. Close though.

Yes, if I delete it, it works. I ran 3 animations.
But can it be that your mod no longer works without this XML file?

Link to comment
15 minutes ago, isanchez said:

Yes, if I delete it, it works. I ran 3 animations.
But can it be that your mod no longer works without this XML file?

In theory, yes, in reality, unless another overlayData.xml has overlaySet ID's that also match, no. (The CNW ones should match some existing ones).

 

I'll go validate that damn XML in a minute, almost done setting up the Creature/Mutant overlays.

E: Actually, I think I found the fuck-up.

Link to comment
22 minutes ago, Nebuchadnezzer2 said:

In theory, yes, in reality, unless another overlayData.xml has overlaySet ID's that also match, no. (The CNW ones should match some existing ones).

 

I'll go validate that damn XML in a minute, almost done setting up the Creature/Mutant overlays.

E: Actually, I think I found the fuck-up.

That's great. Then I will reinstall and test your mod.

Link to comment
4 minutes ago, Lord Ariakas said:

is it compatible with wash out that cum? Is it possible to set up that way that overlays stay on until they washed off? 

More 'permanent' overlays could be an option in future, currently they're 5 minutes (unless something bugs and it glitches its way to permanent anyway, which happens with overlays in general).
If you want to set them to permanent yourself, you can edit the Duration in the Cum_overlayData.xml to blank, which I think makes it indefinite, I don't recall. Otherwise, you can set it to a massive value, like 30,000 or so (300 = 300 seconds = 5 minutes).

Otherwise, they act as any other, and thus yes, will work fine with WotC and any other cum-removal methods (though I think that's the only one currently, besides manually, via LooksMenu).

Link to comment
1 minute ago, Nebuchadnezzer2 said:

More 'permanent' overlays could be an option in future, currently they're 5 minutes (unless something bugs and it glitches its way to permanent anyway, which happens with overlays in general).
If you want to set them to permanent yourself, you can edit the Duration in the Cum_overlayData.xml to blank, which I think makes it indefinite, I don't recall. Otherwise, you can set it to a massive value, like 30,000 or so (300 = 300 seconds = 5 minutes).

Otherwise, they act as any other, and thus yes, will work fine with WotC and any other cum-removal methods (though I think that's the only one currently, besides manually, via LooksMenu).

Noice I try to edit them then to make it permanent

Link to comment
1 minute ago, Lord Ariakas said:

I was wondering could you implement the leaks and squirts effects too? Then we would not need to use a patch which messing with the xmls and stuff at all.

Eh, mayybe?
While I can't rule it out, it's also not particularly feasible either.
Namely because you;
A: need to set up XML's for the 'actions' and effects, whether you use scripts or modify XML's for it,
B: from a scripting perspective, you have *no* idea whether a particular animation should or should not have effects added, or whether there's some added already.

Might look into it later on, but 'don't hold your breath' on that one.

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