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Posted (edited)

The timer for the NPC-Player bimbo approach is not working. At least not during L. quest. I set it to 2 hourse but it only happens once a day. And the "Hi there" is often followed by normal vanilla dialogue. "Hi there" is just a passing dialogue but when i actually speak with him he almost never has Bimbo dialogues.

"sucking of half of markarth..." Good joke Dareel. Nothing ever happened and I could collect the ingots completly unbothered.

Edited by xyzxyz
Posted

So I made a new char and got the curse via the book (and later the consol command) but still no reaction on the player whatsoever. No thoughts, nothing.

NPCs work perfectly fine but the player not at all.

LE.

Posted
1 hour ago, xyzxyz said:

So I made a new char and got the curse via the book (and later the consol command) but still no reaction on the player whatsoever. No thoughts, nothing.

NPCs work perfectly fine but the player not at all.

LE.

I think that takes awhile. You have to go through 17 stages or so that update every 24 game hours before you are fully bimbofied and get these conversation options and behavior from NPCs. I myself have not made it to that stage yet either but can confirm if you set time forward in 1 hour a pop intervals you can observe these stages that you go through every 24 in game hours.

Posted (edited)
1 hour ago, pnutz78 said:

I think that takes awhile. You have to go through 17 stages or so that update every 24 game hours before you are fully bimbofied and get these conversation options and behavior from NPCs. I myself have not made it to that stage yet either but can confirm if you set time forward in 1 hour a pop intervals you can observe these stages that you go through every 24 in game hours.

I see no pop-ups after a week of waiting.

2 weeks later, still nothing.

I will try to trigger the curse via the good girl rules now.

"My head feels so fuzzy" are the words that start the curse, right? Nothing happens after 2 weeks via the good girl rules way too.

Edited by xyzxyz
Posted
2 hours ago, xyzxyz said:

I see no pop-ups after a week of waiting.

2 weeks later, still nothing.

I will try to trigger the curse via the good girl rules now.

"My head feels so fuzzy" are the words that start the curse, right? Nothing happens after 2 weeks via the good girl rules way too.

how do you "wait" pass the time? I learned that you cannot fast travel, carriage travel or wait more than 1 hour at a time. Initially I just tried to fast travel or set the wait period to 24 hours- that does not get recognized by the mod. Yes it starts after my head feels fuzzy- also try the latest mod package that was uploaded, helped me.

Posted (edited)
42 minutes ago, pnutz78 said:

how do you "wait" pass the time? I learned that you cannot fast travel, carriage travel or wait more than 1 hour at a time. Initially I just tried to fast travel or set the wait period to 24 hours- that does not get recognized by the mod. Yes it starts after my head feels fuzzy- also try the latest mod package that was uploaded, helped me.

I did use the 24h wait function and fast travel over long distances. That explains my problems.

Edited by xyzxyz
Posted

The facial cosmetics weren't applied to my player by the curse. The pink nails are there but no lips or eyeliner. Am I missing a slave tats pack or is it a racial incompability? I play as high elf with natural dark makeup.

Posted

For the Anaita note quest in Bannermare, as I went to cave to kill Bandits and dog, they never dye. Theirs power bar is always full no matter how deadly I hit them. Am I missing something?

Posted
14 hours ago, Wut1969 said:

Maybe make them optionally permanent? Some people will prefer adding makeup etc themselves, others like me won't. 

 

Just like the players.weight discussion a few days ago, people on LL are all so different in preferences, kicks and kinks etc, that there isn't a one size fits all.

(And I refuse to judge any of them/us).

 

Yeah, I'll figure out the details when I get to them, I want to avoid locking too much stuff in place on the PC because that just limits the player's choice in annoying ways.

 

13 hours ago, xyzxyz said:

This is Tarria with the mods standart body settings. WTF happened here? My player has normal RL like boobs. Will all Bimbos look like Taria?
 

  Reveal hidden contents

20221202155704_1.thumb.jpg.81c1046eedd49ed9c8e8ab229b7d10c3.jpg
 

 

Odd, she's meant to be absurd (maybe a little too much, I might dial her back a bit) but that's even more absurd then she should be. For reference, this is how she looks in my game:

 

Spoiler

tarria.png.7738260e80b0dd641a52c5451c206378.png

 

But even if she's being ridiculous in your game, none of the other NPCs or curse effects are as big as her, so the others should be fine. (Roni in Windhelm might be a bit over the top though

 

4 hours ago, xyzxyz said:

The facial cosmetics weren't applied to my player by the curse. The pink nails are there but no lips or eyeliner. Am I missing a slave tats pack or is it a racial incompability? I play as high elf with natural dark makeup.

Do normal YPS effects and slavetats work?

 

1 hour ago, Samson Nite said:

For the Anaita note quest in Bannermare, as I went to cave to kill Bandits and dog, they never dye. Theirs power bar is always full no matter how deadly I hit them. Am I missing something?

I think that's a different mod causing that probably. This mod adds 1 low-level bandit at the end of that cave who is holding the note ("Thorbald the Big", I think?). Everything else about Redoran's Retreat is unchanged.

 

Posted (edited)
1 hour ago, jib_buttkiss said:

Yeah, I'll figure out the details when I get to them, I want to avoid locking too much stuff in place on the PC because that just limits the player's choice in annoying ways.

There's two ways to go about this.

 

Option 1: You change the player's Skin, by using the SetSkin() function on the player's ActorBase. https://www.creationkit.com/index.php?title=ActorBase_Script

A 'Skin' is just an Armor form that's applied to the actor to give them unique features that you otherwise can't do. This is how I apply horns and tails to the player through my mod Corruption. You'd just need to make a few copies of the vanilla 'SkinNaked' armor form for the different bimbo stages, add the piercings' ArmorAddon forms to the appropriate skins, then apply the skins to the player at appropriate stages. Note that you'll need to reapply the Skin every time the player restarts the game. Also note that you'll need to include the Werebeast and Vampire Lord ArmorAddons, otherwise the player will be invisible when transformed.

 

The benefits of this option is it doesn't take up any extra 'slots', so the player can wear whatever they want without issue. And, this has relatively little scripting. You just need to apply the correct skin when the player's bimbo stage changes and when they first load the game.

 

The negatives of this option is that the player can only have one skin set at a time. So, if you went with this option, then the player would have to choose between this mods piercings, or my mods horns and tails and other parts. If you go with this option anyway you should use the GetSkin() function and check if it's None before applying your mod's Skins, as a compatibility measure.

 

Option 2: You can make piercings able to be unequipped, but also invisible in the inventory. If you unselect the 'Playable' tag in the bottom left of the Armor form pane, then that armor won't appear in menus, but will behave normally otherwise. You can also do this by setting the Armor's name to be blank, like how Devious Devices does it, but I honestly prefer the former as it's easier to debug. Then, what you do is equip them via the EquipItem() function like normal, but leave the abPreventRemoval parameter as false, so the player can 'overwrite' the bimbo piercings with other piercings and jewelry.

 

Then you just need to do is monitor the player's worn forms and see if something is occupying the piercings' slots, and then equip them if not. You'd do this by using the https://www.creationkit.com/index.php?title=GetWornForm_-_Actor function on the player for the slots the piercings occupy. You can do this either on a OnUpdate() or OnUpdateGameTime() loop, or you can do it whenever the player unequips something by using the OnObjectUnequipped() event.

 

If you use the latter, I'd suggest you use Script States to prevent the event from overloading Papyrus when a lot of items are unequipped, like when the player enters prison. You can do this like so:

Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
GoToState("Busy")
;Do Stuff
GoToState("")
endEvent

State Busy
Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
;Don't Do Stuff
endEvent
endState

 

This means the player can't unequip the piercings this mod adds, since they're invisible in the menu, but it means they can equip new piercings.

 

This option is harder to implement but will be allow for much more compatibility, and is much easier to expand and customize than the Skin method.

Edited by Code Serpent
Posted

So I just started the game, and it is telling me that since I am playing in SE, I need to go into the MCM and set SE INV to negative values.  My question is under what menu item?  I don't see one for Bimbos.

Posted (edited)
1 hour ago, Code Serpent said:

There's two ways to go about this.

 

Option 1: You change the player's Skin, by using the SetSkin() function on the player's ActorBase. https://www.creationkit.com/index.php?title=ActorBase_Script

A 'Skin' is just an Armor form that's applied to the actor to give them unique features that you otherwise can't do. This is how I apply horns and tails to the player through my mod Corruption. You'd just need to make a few copies of the vanilla 'SkinNaked' armor form for the different bimbo stages, add the piercings' ArmorAddon forms to the appropriate skins, then apply the skins to the player at appropriate stages. Note that you'll need to reapply the Skin every time the player restarts the game. Also note that you'll need to include the Werebeast and Vampire Lord ArmorAddons, otherwise the player will be invisible when transformed.

 

The benefits of this option is it doesn't take up any extra 'slots', so the player can wear whatever they want without issue. And, this has relatively little scripting. You just need to apply the correct skin when the player's bimbo stage changes and when they first load the game.

 

The negatives of this option is that the player can only have one skin set at a time. So, if you went with this option, then the player would have to choose between this mods piercings, or my mods horns and tails and other parts. If you go with this option anyway you should use the GetSkin() function and check if it's None before applying your mod's Skins, as a compatibility measure.

 

Option 2: You can make piercings able to be unequipped, but also invisible in the inventory. If you unselect the 'Playable' tag in the bottom left of the Armor form pane, then that armor won't appear in menus, but will behave normally otherwise. You can also do this by setting the Armor's name to be blank, like how Devious Devices does it, but I honestly prefer the former as it's easier to debug. Then, what you do is equip them via the EquipItem() function like normal, but leave the abPreventRemoval parameter as false, so the player can 'overwrite' the bimbo piercings with other piercings and jewelry.

 

Then you just need to do is monitor the player's worn forms and see if something is occupying the piercings' slots, and then equip them if not. You'd do this by using the https://www.creationkit.com/index.php?title=GetWornForm_-_Actor function on the player for the slots the piercings occupy. You can do this either on a OnUpdate() or OnUpdateGameTime() loop, or you can do it whenever the player unequips something by using the OnObjectUnequipped() event.

 

If you use the latter, I'd suggest you use Script States to prevent the event from overloading Papyrus when a lot of items are unequipped, like when the player enters prison. You can do this like so:

Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
GoToState("Busy")
;Do Stuff
GoToState("")
endEvent

State Busy
Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
;Don't Do Stuff
endEvent
endState

 

This means the player can't unequip the piercings this mod adds, since they're invisible in the menu, but it means they can equip new piercings.

 

This option is harder to implement but will be allow for much more compatibility, and is much easier to expand and customize than the Skin method.

 

I wish YPS provided some way to track if it has piercings in a slot, because the simplest solution I can think of is to do the same thing as I've done with the hair: allow the player freedom to change it, but if they set it to something disallowed (short hair, or in this case no piercing) just replace it. I could monitor for (YPS pierced detection OR slot 49(?*)== 1 and add some earrings if == 0. That way I'd keep maximum compatibility with basically everything.

 

*or whatever the standard earring slot is

 

I know YPS has comments that play if you're wearing earrings, so there must be some way to detect it. Failing that, I know Monoman has a YPS tweak that adds that capability as a simple Storage Util variable but I'm not so hot on adding that as a requirement.

 

1 hour ago, VikingSon said:

So I just started the game, and it is telling me that since I am playing in SE, I need to go into the MCM and set SE INV to negative values.  My question is under what menu item?  I don't see one for Bimbos.

There's a Bimbos of Skyrim MCM entry. If the MCM hasn't loaded that's standard Skyrim stuff, either wait for it to load or look up how to force refresh the MCM list.

Edited by jib_buttkiss
Posted (edited)

 

5 hours ago, jib_buttkiss said:

Odd, she's meant to be absurd (maybe a little too much, I might dial her back a bit) but that's even more absurd then she should be. For reference, this is how she looks in my game:

A lot depends on the slider settings in Bodyslide when building the body and the body weight when playing.

I wanted to have bodysizes ranging from petite to large and I use a Cosio (CBBE-ish) body.

The only reason I didn't make them more extreme was that the clothing mod I use couldn't handle them.

I use Milk Mod Economy as the corruption mod in my current playthrough, which is why I keep my PC at around a weight of 50. On both lower and higher weights it just doesn't work well with these Bodyslide settings.

 

I've added some screenshots of my PC at weight 0 and 100 and with ssh boobsize at 0 and 1. All the other measurements are just defaulted at 0.

As you can see, the ssh=1 is still somewhat believable at weight 0, but starts becoming weird at weight 100.

Depending on Tarrias weight, the results in my game would differ an awful lot.

 

Spoiler

 

Weight 0, ssh 0

weight0-ssh0.jpg.483613cc8e018cd0bc8c399354ef6e84.jpg

Weight 100, ssh 0

weight100-ssh0.jpg.6f35d07521b85a78b4b3622a2eb79ed5.jpg

 

Weight 0, ssh 1

weight0-ssh1.jpg.708b53d836927ce5da70b216f9873bbf.jpg

 

Weight 100, ssh 1

weight100-ssh1.jpg.3f47ad8dca4ed77848ea0c6334e7bcda.jpg

 

 

 

 

Edited by Wut1969
Added text
Posted
On 12/2/2022 at 1:53 AM, Visio Diaboli said:

Can corruption be safely added by other mods? This seems like the type of mod I'd want to build interaction for into PW.

 

@brewmasterhal lmk how the patch progresses if you start that. I've worked to improve PW's API but it's still messy and incomplete. I can also work hooks into PW's code as needed.

 

As of the next version, bimbo corruption can be added by sending a modEvent:

 

SendModEvent("CC_ModBimboCorruption", string bimboficationMessage, int modValue)

 

where modValue is the value to add (or remove, if negative) from the player's bimbo corruption level, and

bimboficationMessage is the text that appears if this corruption gain triggers the bimbo curse.

Posted

Everyone, I solved my problem of the YPS changes not being applied and slavetats being used instead. Here are the two things I did:

- downgraded SlaveTats from 1.3.6 to 1.1.1

- changed the YPS settings to "quick apply" for nail polish

- redid my load order with loot

- started a fresh game

 

et voila, the Bimbo changes now are applied by YPS correctly and not by slave tats. I suspect it was the version that caused the problem. Hope this helps everyone who had a problem.

Posted

@jib_buttkisswanted to provide some unsolicited feedback to that fantastic mod of yours. Overall, I love it- but had a few suggestions for potential enhancements:

  • the corruption/ transformation flow: it would feel a bit more natural if the corruption/ transformation flow would be a bit more incremental/ dynamic. What I mean is, don't separate getting corrupted from getting the curse and then have the curse on autopilot. I think it would be more immersive if being fully bimofied is "the curse" and the path there as you pick up corruption already incrementally changes you. It would be great if there would be some further YPS integration like- you were nylons, dye your hair, do your nails contribute to your progression. For example you do your nails 3 times it becomes permanent (something like that). That way you would also have some control over what look becomes permanent depending what YPS look you pick for the final time. As you incrementally progress you should also be incrementally be able to walk these changes back by resisting certain urges (either YPS, sexual or DD activities). Maybe we could link certain body changes to certain sexual favors that NPCs solicit from you or you  offer- pretty nails (give me a handjob) pretty hair (blowjob). I would love to see a system that is a bit more dynamic like this to incrementally change you but- offers you the chance to incrementally change yourself back. I am probably asking for the moon here- but just wanted to share some thoughts ?
  • the other thing I was thinking about is the follower interaction. I think it would be really hot if your follower could bimbofy you incrementally like what I mentioned above. Maybe they use some girl talk from YPS with you incrementally and then do things like paint your nails either consensual or even forced (when you sleep). So you could either have a more dominant follower who is not bimbofied bimbofiying you and you become their plaything or they are already bimbofied and are trying to get you to become like them

Would love to hear from you if either of these concepts may be on your roadmap for this great mod

Posted
10 hours ago, jib_buttkiss said:

Do normal YPS effects and slavetats work?

Slavetats yes, YPS is not installed. Do I need it for all facial features?

Posted
2 hours ago, xyzxyz said:

Whats up with this message? It shows up every hour since the curse changed the players hair. Will it stop?
 

  Hide contents

 


image.png.22b2d0bc50c2ce764a9e8c9c6fc74253.png

 

YPS is enabled by default and there's no check for whether it's installed yet.  Just turn it off from the MCM menu and it's fine.

Posted (edited)

I like your work very much, but so far, I find that it might be incompatible with Hydra slavegirls, Slaverun reloaded and might be A litbit with Sexlab survival. My crash log shows that when entering in town, the bimbos will conflict with these nameless slaves NPCs, leading to CTD       :( not sure

Edited by 784472071
Posted
1 minute ago, 784472071 said:

I like your work very much, but so far, I find that it may not be incompatible with Hydra slavegirls, Slaverun reloaded and might be Sexlab survival. My crash log shows that when entering in town, the bimbos will conflict with these nameless slave NPCs, leading to CTD

Is it because I don't have YPS? In addition, I found that the bimbos NPC in the hotel has no body(showing body when I take off she's clothes. I updated BS). Also Is it because I use ECE instead of RM?

Posted

I've tested this mod. Spammed a lot of 1 hr waiting.

There's one more debug message box appearing every ingame hour at the final stage of the curse (text 'final tier thought'). No way to disable bimbo thoughts from MCM or adjust time interval, so this is what you have to play with.

Could you remove it, please?

 

Also some people mentioned that high heels underside lacks textures. Less critical but still.

One more thing: displaying player's corruption level from MCM always shows 0%, even after I read the rules several times. I don't use YPS if this is important in the context.

 

Overall, I really enjoyed the mod, it feels well done and thought through. Minimal amount of grammatic errors - my eyes didn't bleed like they did from SL Hormones or some other mods.

Thank you for your efforts!

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