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Posted (edited)
On 6/1/2024 at 3:49 AM, jib_buttkiss said:

 

I did consider looking at how Hormones does it, but given that:

A) DeepBlueFrog is much much better at this than I am

B) In my experience, skin colour changing in Hormones barely works at the best of times

 

I decided it probably wasn't worth it.

 

 

If you're really keen to have it done in code, the curse broadcasts an event at each level of progression. By subscribing to that event in a separate script, you can make an addon for it that is safe from update resetting the main script.

 

Of course, it's definitely faster to just apply a Slavetat manually every now and them!

 

So after some more testing and fiddling I went back to the SlaveTats variant. I didn't really test it much in my game yet, so if anyone wants to give it a try make sure to keep in mind that there might be issues. Especially since most of my Papyrus scripting experience stems from rather small mods I made for myself (e.g. a MCM adding hotkeys to strip certain armor slots until you use the hotkey again) theres probably plenty of room for optimization despite already relying on predefined systems such as MCM Helper.

Anyway, about the attached file:
I hope the MCM screenshot is pretty self-explaining, I was considering of adding a modificator for the hotkey (e.g. Dynamic Activation Key or a system imitating it) but decided to simply add 2 Buttons to the MCM for those who don't want to use the hotkeys. Setting the skin for the player character is only possible with the MCM toggle or by using the (hopefully generally working) BoS integration.

The color and alpha setting are always only used at the time of adding the slavetats, so if the settings are changed in between you can have characters with different colors.

Because I didn't want to generate more work for myself and BoS is also a female orientated mod everything only works for females.


Notes about the texture:
I (obviously) used the texture I'm using in my game (Baby Girl - HD Fair Skin Complexion) so any other setup will probably require appropriate textures to deliver a somewhat decent result. Also the included textures are basically just the skin textures with replaced colors so SlaveTats can change its color... don't expect them to be performance friendly or optimized.
Using a high alpha value in the MCM will also lead to certain facial or body features (e.g. eyebrows) to be overlayed, probably the same is valid for any slavetats "below" it. 

 

Known issues / Additional information:

General:

  • In theory the color selector could be replaced with the one found here Extended Vanilla Menus but since this would add additional requirements I didn't feel like adding it  - Done in 1.1
  • According to online sources Game.SetTintMask() and (Done in 1.2) NiOverride.AddSkinOverrideInt() could be used (at least for the player) as an alternative. No idea if those would be working better, as I didn't get them to work in a way to judge and I was already done withe the current implemented method.
  • When updating you might want to clean your save from the previous version to make sure the changes are actually applied.

Slavetats method:

  • The skin texture being applied on the "bottom", so any other slavetat will be rendered on top (if its possible to control to begin with)
  • Check if the Reference the texture is being applied to already has this slavetat so there are no duplicated entries.  looks like this was a misconception by me and is already handled like this by default
  • Maybe this is just an issue with my save (rather heavy and not "fresh"), but using the SlaveTats method the color gets "lost" when (un-)equipping armor and is not immediately added. So the texture is applied, but in its original (green / grey) color. 
  • More limited coloring compared to Skincolor method.

Skincolor method:

  • (Un-)equipping armor will remove the skincolor for a moment, but it should be reapplied somewhat immediately. Still it is noticeable that this happens.
  • The equipping event does not wait for the unequipping event to end, so changing armor could theoretically lead to a situation where the color is not reapplied. (According to sources adding a short delay, which I did, should ensure the correct order here though)
  • Face shader is switched to FaceGenRGBTint to allow tint changes. Tintmasks will no longer work. (As I understand this includes SlaveTats colors)

Skin Tint method:

  • Method currently only works for the player. NPCs will use Skincolor method instead and thus the above still applies. (SlaveTats colors where however fine on NPCs during my tests!)
  • Can cause a CTD in an edge case doing the following steps (100% chance during my testing):
    Spoiler

    1. Have type set to "Skin Color"

    2. Activate the player skin, then deactivate it again

    3. Set type to "Skin Tint"

    4. Activate the player skin again.

     


I mainly tried solving this "inconvenience" for myself, so please understand that I won't do any updates or fixes as long as the reasons these would be required are affecting me. This also means that anyone is free to take this mess and expand / improve / fix (you name it) this. 


Requirements:
SKSE
MCM Helper
Powerofthree Papyrus Extender

(optional) Bimbos of Skyrim (listening to corruption event)
(optional - 1.1) Slavetats (SlaveTats method)
(optional - 1.1) Extended Vanilla Menus (Additional Slider menu - if this is found the normal MCM color picker will be disabled and only used to display the current color)
and any of its pre-requisites

 

 

Current Version:

BimboSkin_1.7.7z

 

 

Updating:

Since most functions are located in the MCM script, it might be necessary to clean your savegame when updating to a newer version.

 

 

Changelog:

Spoiler

Initial Release:
- Texture is now added with gloss and is locked in SlaveTats (although this doesn't make much of a difference since it is still controllable from this mods MCM)
- Added Skincolor method. See issues above.
- MCM maintenance at gameload should work properly. Looks like it wasn't changed in the old .esp.

- Removed the png version and "reworked" the actual textures to reduce file size.

v1.1
- Added some more condition checks and optional Extended Vanilla Menu Colorpicker compatibility.

BimboSkin_1.1.7z

 

v1.2

- Added "Skin Tint" option for application mode. Only works for the player, NPCs will use the "Skin Color" option. This is the same method Beach Body uses and I blatantly "stole" that part from there because I was seemingly doing something wrong when I attempted to use this method before...
I didn't test them together yet, but they should probably work together. The end result (bimbo curse applying this change + long and heavy sun exposure in Beach Body) might lead to a very strong darkening of the players skin color.

BimboSkin_1.2.7z

 

v1.3

- Should now use the correct value of the colorpicker or alpha slider if Extended Vanilla Menu isn't installed (for simplicity reasons the slider is still 0.00 - 1.00 and the value is multiplied with 255)

- Small text changes in the MCM.

BimboSkin_1.3.7z

 

v1.4

- Crash reported by LinkSword >should< be fixed now. The SkinTone functions were called whenever the skin was removed even if there were no values assigned. This caused a CTD. Should now only call the functions if the setting is active.
This however also means, that the skin won't be removed if the current applied version does not match the current setting!

e.g. Setting = Skin Tone, currently applieed to player = Skin Color, the button will not remove the skin unless both match.

BimboSkin_1.4.7z

 

v1.5

- Forgot to call a RaceMenu mod event, so after applying the skin tint Slavetats would lose their colors (Using FastTats at least). Something similar is still happening for the SkinColor option, but does not affect NPCs. 

- Type can't be changed anymore as long as the player skin is active.

- SkinTone should now be the default setting on first install.

BimboSkin_1.5.7z

 

v1.6

- Alpha slider will now be active for Skin Tone option too. (Noticed that it was very hard for the Skin Tone option to actually reflect the selected color, because the Alpha value retrieved by the Extended Vanilla Menu (if used) was not directly adjustable. Selecting black for instance would result in barely any change at all, because the Alpha value retrieved was very low.)

BimboSkin_1.6.7z

 

v1.7

- Added Hotkey for Skin Color refresh function on NPC target.

- Slightly reordered MCM menu to accomodate the additional entry.

- Fixed Color Picker and its Help not using translation strings.

BimboSkin_1.7.7z

 

Images:

The MCM:

Spoiler

Only a screen from a visualizer and not ingame, so some texts are not accurate.

 

  • "Current Color": Will display the actual color based on the RGB. This as well as the RGB slider are disabled if Color Picker is enabled by having Extended Vanilla Menus scripts installed.
    Changing the RGB values, picking a color on the color picker or the "current color" menu should update the other values accordingly.
  • "Stepper": Two states: Active / Inactive
  • "Application Mode": Select Skincolor or SlaveTats application mode

 

image.png.0a29fb66445f699cd24cefea465674ac.png

 

 

Example of the texture (SlaveTats) being applied with an alpha of 0.50 (I think):

Spoiler

Screenshot198.png.f5aef34ad487512204d25eb3af50fbbe.png

 

 

 

Edited by HannoJojo
Attached new version. Cleaned up changelog, added old versions, updated MCM Screenshot.
Posted

I have a request/suggestion for an alternate transformation mode that I think would help the curse feel like less of a failure state: an optional "werewolf" style of temporary-but-inevitable transformation where the player is transformed for a configurable, maybe randomized amount of time, and then changes back for a configurable, also maybe randomized amount of time. I think 1-3 days would be a good default range for each, to keep it a little unpredictable.

 

Maybe some time after the player is fully cursed, Holdan comes up with a "cure." Of course his wife won't go for it in either form, so he needs to try it on the player. If you agree (which should probably only be possible if your curse is suppressed with a tonic), then you go on a short fetch quest to find materials for him, he casts it on you, but he can't stabilize it and you end up ping-ponging between states rather than being stuck in one or the other.

 

This forces the player to deal with the effects of the curse at semi-regular intervals while also leaving roleplaying room for normal gameplay. The untransformed PC has to deal with knowing the curse is coming back and either dreading it or looking forward to it, while the transformed PC knows she's going to change back to her old boring self, propelling her to greater depths of depravity in the meantime to compensate. Maybe you could un-cure yourself if you get sick of the whiplash, or maybe the state is temporary and reverts to the permanent curse again after a few weeks, so you'd need to go back and see Holdan again to get it refreshed (would like an MCM toggle for that though).

 

Technically you can already sort of roleplay all of this with selective use of tonics, but it's hard to come up with a gameplay reason not to use one. On the topic of tonics, I'm not sure what to do with them in this ping-ponging state, but I lean towards disabling them completely, just to force the player to accept that this is a compromise between being permanently cursed or cured. As an aside, I think it's currently way too easy to nullify the curse altogether just by stockpiling tonics, but I'm not really sure what to do about that.

 

I don't know how difficult this would all be to implement, but it seems like you have a solid system for triggering (un)transformations already in place, and you'd just need to make it happen more often. I definitely want to emphasize that this should be an optional mode for players who feel like the full curse is too much of a roleplay and gameplay failstate to keep playing, rather than a replacement of the curse as it already exists.

 

P.S., I saw that minor curses were planned for 1.8 but haven't seen much mention of them for a few pages. Are they still on the table? I'd like them to be more difficult to cure than just chugging a Cure Disease potion. Maybe tie them to the higher tiers of the already-existing corruption cures. Do you live with it and risk taking on more curses, or do you sacrifice some rare gems/ingredients?

Posted
On 6/1/2024 at 11:15 PM, Abaddon666 said:

I have a request/suggestion for an alternate transformation mode that I think would help the curse feel like less of a failure state: an optional "werewolf" style of temporary-but-inevitable transformation where the player is transformed for a configurable, maybe randomized amount of time, and then changes back for a configurable, also maybe randomized amount of time. I think 1-3 days would be a good default range for each, to keep it a little unpredictable.

 

Maybe some time after the player is fully cursed, Holdan comes up with a "cure." Of course his wife won't go for it in either form, so he needs to try it on the player. If you agree (which should probably only be possible if your curse is suppressed with a tonic), then you go on a short fetch quest to find materials for him, he casts it on you, but he can't stabilize it and you end up ping-ponging between states rather than being stuck in one or the other.

 

This forces the player to deal with the effects of the curse at semi-regular intervals while also leaving roleplaying room for normal gameplay. The untransformed PC has to deal with knowing the curse is coming back and either dreading it or looking forward to it, while the transformed PC knows she's going to change back to her old boring self, propelling her to greater depths of depravity in the meantime to compensate. Maybe you could un-cure yourself if you get sick of the whiplash, or maybe the state is temporary and reverts to the permanent curse again after a few weeks, so you'd need to go back and see Holdan again to get it refreshed (would like an MCM toggle for that though).

 

Technically you can already sort of roleplay all of this with selective use of tonics, but it's hard to come up with a gameplay reason not to use one. On the topic of tonics, I'm not sure what to do with them in this ping-ponging state, but I lean towards disabling them completely, just to force the player to accept that this is a compromise between being permanently cursed or cured. As an aside, I think it's currently way too easy to nullify the curse altogether just by stockpiling tonics, but I'm not really sure what to do about that.

 

I don't know how difficult this would all be to implement, but it seems like you have a solid system for triggering (un)transformations already in place, and you'd just need to make it happen more often. I definitely want to emphasize that this should be an optional mode for players who feel like the full curse is too much of a roleplay and gameplay failstate to keep playing, rather than a replacement of the curse as it already exists.

 

P.S., I saw that minor curses were planned for 1.8 but haven't seen much mention of them for a few pages. Are they still on the table? I'd like them to be more difficult to cure than just chugging a Cure Disease potion. Maybe tie them to the higher tiers of the already-existing corruption cures. Do you live with it and risk taking on more curses, or do you sacrifice some rare gems/ingredients?

I like the idea, and would suggest that there would be specific triggers for the transformation. Arousal would make sense from a lore perspective, but would probably be a terrible idea gameplay wise. 

 

 

Posted

Small idea for the bimbo "hey there" topic. If you're successful with the "I want to make you cum", it increases your relationship rank, and for the "I want you to use me" it triggers a decrease in rank. Could maybe be done through eager NPCs integration. Point being that one makes you more "popular" and the other causes the NPC to lose "respect" for the player.

Posted

Not sure how big of a deal it is but I was digging through my papyrus logs(I messed something up like an ditz) and found this :

[06/03/2024 - 07:14:28AM] Error: alias bimboVictim5 on quest cc_bimbofynpcv2 (494DAFD4): Cannot force the alias's reference to a None reference.
stack:
    [alias bimboVictim5 on quest cc_bimbofynpcv2 (494DAFD4)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
    [alias bimboVictim5 on quest cc_bimbofynpcv2 (494DAFD4)].ReferenceAlias.ForceRefIfEmpty() - "ReferenceAlias.psc" Line 30
    [cc_bimbofynpcv2 (494DAFD4)].cc_bimbofynpcv2.OnUpdate() - "cc_bimbofynpcv2.psc" Line 72

 

Currently I don't believe I have any Bimbofied NPCs running around. 

 

I also found this in my skee64 log:

[2024-06-03 07:16:37.126] [logger] [error] MorphCache::CacheFile - Failed to load meshes\customcomments\armour\bos_highheels.tri

 

That log file is pretty much drowning in those errors. I've built all the BoS clothing in bodyslide and they all appear and work properly.

 

Posted
On 6/2/2024 at 5:54 AM, xyzxyz said:

Bimbos often loose thair blonde hair after going for a swim.

 

Odd. What configuration of hair are you using?

 

Total blind guess: you're using non-YPS hair wigs but you also have a mod that auto-removes helmets when swimming.

 

On 6/2/2024 at 7:00 AM, HannoJojo said:

 

So after some more testing and fiddling I went back to the SlaveTats variant. I didn't really test it much in my game yet, so if anyone wants to give it a try make sure to keep in mind that there might be issues. Especially since most of my Papyrus scripting experience stems from rather small mods I made for myself (e.g. a MCM adding hotkeys to strip certain armor slots until you use the hotkey again) theres probably plenty of room for optimization despite already relying on predefined systems such as MCM Helper.

Anyway, about the attached file:
I hope the MCM screenshot is pretty self-explaining, I was considering of adding a modificator for the hotkey (e.g. Dynamic Activation Key or a system imitating it) but decided to simply add 2 Buttons to the MCM for those who don't want to use the hotkeys. Setting the skin for the player character is only possible with the MCM toggle or by using the (hopefully generally working) BoS integration.

The color and alpha setting are always only used at the time of adding the slavetats, so if the settings are changed in between you can have characters with different colors.

Because I didn't want to generate more work for myself and BoS is also a female orientated mod everything only works for females.


Notes about the texture:
I (obviously) used the texture I'm using in my game (Baby Girl - HD Fair Skin Complexion) so any other setup will probably require appropriate textures to deliver a somewhat decent result. Also the included textures are basically just the skin textures with replaced colors so SlaveTats can change its color... don't expect them to be performance friendly or optimized.
Using a high alpha value in the MCM will also lead to certain facial or body features (e.g. eyebrows) to be overlayed, probably the same is valid for any slavetats "below" it. 

Maybe someone who is more experienced in scripting / working with SlaveTats can add these 2 improvements:

  • The skin texture being applied on the "bottom", so any other slavetat will be rendered on top (if its possible to control to begin with)
  • Check if the Reference the texture is being applied to already has this slavetat so there are no duplicated entries.  looks like this was a misconception by me and is already handled like this by default
  • In theory the color selector could be replaced with the one found here Extended Vanilla Menus but since this would add additional requirements I didn't feel like adding it 


I mainly tried solving this "inconvenience" for myself, so please understand that I won't do any updates or fixes as long as the reasons these would be required are affecting me.

 

Images

The MCM:

  Reveal hidden contents

Only a screen from a visualizer and not ingame, so some texts are not accurate.

 

"Color": Will display the actual color based on the RGB. Changing each will affect the other (RGB <-> Color Selection)
"Stepper": Two states: Active / Inactive

 

image.png.9d994896125c0e8dc3d3669e003bb895.png

 

Example of the texture being applied with an alpha of 0.50 (I think):

  Reveal hidden contents

Screenshot198.png.f5aef34ad487512204d25eb3af50fbbe.png


Requirements:
MCM Helper
Powerofthree Papyrus Extender
(obviously) Slavetats
and any of its pre-requisites

Edit: 
Texture is now added with gloss and is locked in SlaveTats (although this doesn't make much of a difference since it is still controllable from this mods MCM)

 

BimboSkin.7z 141.87 MB · 1 download

 

Nice! I'm glad you got this working!

 

I also think this post covers a lot of the ways skin tint is super specific to the user's setup, with generic solutions being really really hard. I might point people to it in future, as an example of why I haven't added the feature to the mod proper.

 

On 6/2/2024 at 7:15 AM, Abaddon666 said:

I have a request/suggestion for an alternate transformation mode that I think would help the curse feel like less of a failure state: an optional "werewolf" style of temporary-but-inevitable transformation where the player is transformed for a configurable, maybe randomized amount of time, and then changes back for a configurable, also maybe randomized amount of time. I think 1-3 days would be a good default range for each, to keep it a little unpredictable.

 

Maybe some time after the player is fully cursed, Holdan comes up with a "cure." Of course his wife won't go for it in either form, so he needs to try it on the player. If you agree (which should probably only be possible if your curse is suppressed with a tonic), then you go on a short fetch quest to find materials for him, he casts it on you, but he can't stabilize it and you end up ping-ponging between states rather than being stuck in one or the other.

 

This forces the player to deal with the effects of the curse at semi-regular intervals while also leaving roleplaying room for normal gameplay. The untransformed PC has to deal with knowing the curse is coming back and either dreading it or looking forward to it, while the transformed PC knows she's going to change back to her old boring self, propelling her to greater depths of depravity in the meantime to compensate. Maybe you could un-cure yourself if you get sick of the whiplash, or maybe the state is temporary and reverts to the permanent curse again after a few weeks, so you'd need to go back and see Holdan again to get it refreshed (would like an MCM toggle for that though).

 

Technically you can already sort of roleplay all of this with selective use of tonics, but it's hard to come up with a gameplay reason not to use one. On the topic of tonics, I'm not sure what to do with them in this ping-ponging state, but I lean towards disabling them completely, just to force the player to accept that this is a compromise between being permanently cursed or cured. As an aside, I think it's currently way too easy to nullify the curse altogether just by stockpiling tonics, but I'm not really sure what to do about that.

 

I don't know how difficult this would all be to implement, but it seems like you have a solid system for triggering (un)transformations already in place, and you'd just need to make it happen more often. I definitely want to emphasize that this should be an optional mode for players who feel like the full curse is too much of a roleplay and gameplay failstate to keep playing, rather than a replacement of the curse as it already exists.

 

 Hm. I'm not sure the idea appeals to me enough to construct the whole story around it (and that's always the glorpiest bit of working in CK...), but I could pretty easily implement a "bouncing" curse gamemode that can be started from in the MCM.

 

On 6/2/2024 at 7:15 AM, Abaddon666 said:

 

P.S., I saw that minor curses were planned for 1.8 but haven't seen much mention of them for a few pages. Are they still on the table? I'd like them to be more difficult to cure than just chugging a Cure Disease potion. Maybe tie them to the higher tiers of the already-existing corruption cures. Do you live with it and risk taking on more curses, or do you sacrifice some rare gems/ingredients?

 

 

Minor curses are still on my todo list. My thinking was that maybe the shittiest little ones might be curable with Cure Disease, but the tougher ones wouldn't be.

 

Though, I'm not sure they'll make it into 1.8. I've been stuck in a bit of a motivation trap the last few weeks- for the hypno quest, I need to construct a note item, an alias, a dummy note, and the links between them for all ~24 hypno missions, plus write all 24 notes, and it's just pure mindless awful Creation Kit glorp that I haven't been able to muster the motivation to grind out. The actual missions are coded and work, the script is all in place to deliver notes semi-randomly as the quest progresses with a cooldown on each mission, it's just the actual note items I haven't done. And my brain won't let me move on until I finish them, so it's all run to a bit of a halt until I can find the motivation to just grind those damn notes out.

 

But my point is that because of the delay, I might just release 1.8 with the hypno quest being the only new major features (+minor features, tweaks, fixes, etc.) instead of holding it up even longer by adding more major features.

 

 

17 minutes ago, foreveraloneguy said:

Small idea for the bimbo "hey there" topic. If you're successful with the "I want to make you cum", it increases your relationship rank, and for the "I want you to use me" it triggers a decrease in rank. Could maybe be done through eager NPCs integration. Point being that one makes you more "popular" and the other causes the NPC to lose "respect" for the player.

 

I like that idea, though it might only work with SLEN- the base game's relationship rank doesn't really want to be used that broadly, it's meant to be like one time quest rewards. Though maybe if it were capped at +/- 1 or 2 it could work...

  

24 minutes ago, rfgggg said:

Not sure how big of a deal it is but I was digging through my papyrus logs(I messed something up like an ditz) and found this :

[06/03/2024 - 07:14:28AM] Error: alias bimboVictim5 on quest cc_bimbofynpcv2 (494DAFD4): Cannot force the alias's reference to a None reference.
stack:
    [alias bimboVictim5 on quest cc_bimbofynpcv2 (494DAFD4)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
    [alias bimboVictim5 on quest cc_bimbofynpcv2 (494DAFD4)].ReferenceAlias.ForceRefIfEmpty() - "ReferenceAlias.psc" Line 30
    [cc_bimbofynpcv2 (494DAFD4)].cc_bimbofynpcv2.OnUpdate() - "cc_bimbofynpcv2.psc" Line 72

 

Currently I don't believe I have any Bimbofied NPCs running around. 

 

I also found this in my skee64 log:

[2024-06-03 07:16:37.126] [logger] [error] MorphCache::CacheFile - Failed to load meshes\customcomments\armour\bos_highheels.tri

 

That log file is pretty much drowning in those errors. I've built all the BoS clothing in bodyslide and they all appear and work properly.

 

 

So, that first error is caused by the NPC bimbofication script loop not currently working on any NPCs, so it's setting it's "current NPC to bimbofy" variable (the bimboVictim5 alias) to None, and then Papyrus is getting cross about that. I don't think it's a major issue, or everyone's games would be blowing up, but maybe @Okshi91 could back me up on that?

 

The second one could be a culprit behind heels sinking into the ground? Or maybe it's just the heels morphs, so if you morphed your ankles really fat then the shoe wouldn't follow? Either way, I'll take a look at where that .tri should be being generated.

 

Are you on SE?

Posted
55 minutes ago, jib_buttkiss said:

 

So, that first error is caused by the NPC bimbofication script loop not currently working on any NPCs, so it's setting it's "current NPC to bimbofy" variable (the bimboVictim5 alias) to None, and then Papyrus is getting cross about that. I don't think it's a major issue, or everyone's games would be blowing up, but maybe @Okshi91 could back me up on that?

 

The second one could be a culprit behind heels sinking into the ground? Or maybe it's just the heels morphs, so if you morphed your ankles really fat then the shoe wouldn't follow? Either way, I'll take a look at where that .tri should be being generated.

 

Are you on SE?

First one makes total sense, my papyus ability is very much meh level so I wasn't quite sure what was going on there.

 

I'm on SE. I did some poking around and found a "BOS High Heels.tri" file in my "meshes/Bimbos of Skyrim/Heels" folder, but it's only 1kb in size , even after rebuilding in bodyslide(not sure if that matters). Also not sure how helpful that is.

This seems to be effecting only the White Heels, Black ones load fine .tri file loads fine according to the log, but after some testing neither have working morphs. Both sets of platform heels seem to morph and load just fine. 

I tried copying and renaming "BOS High Heels.tri" to "bos_highheels.tri" and moved it into a newly made meshes/customcomments/armour folder and that removed the error, but the log file also never shows it as being loaded. But It atleast removed the log spam.

Posted
3 hours ago, jib_buttkiss said:

 

Odd. What configuration of hair are you using?

 

Total blind guess: you're using non-YPS hair wigs but you also have a mod that auto-removes helmets when swimming.

Yes, and not specifically but it could be part of the player bathhouses I use.

Posted
23 hours ago, jib_buttkiss said:

So, that first error is caused by the NPC bimbofication script loop not currently working on any NPCs, so it's setting it's "current NPC to bimbofy" variable (the bimboVictim5 alias) to None, and then Papyrus is getting cross about that. I don't think it's a major issue, or everyone's games would be blowing up, but maybe @Okshi91 could back me up on that?

 

Yeah, the error is just because I am a silly and forgot to put a check in to skip the contents of the OnUpdate loop when nobody's being bimbofied. All it does is cause the error message to appear in the papyrus log every 30 seconds or so, and the error can be fixed by putting line 72 behind an if(bv5) statement or, if you want to optimise the code a bit, duplicating the check for any filled aliases from OnUpdateGameTime before running the contents of OnUpdate.

Posted

I LOVE the initial slow morph into a bimbo. One of my favorite mods of all time. 

 

I would LOVE for the option to repeat the slow morph whenever the curse comes back, instead of your entire body changing in an instant. (I'm okay with the reverse morph being instant when the curse is treated). The idea of your assets growing bigger that it slowly makes "adventuring" impractical, so that you HAVE to treat the curse every week or whenever, is very very appealing. 

 

If this were a function in the mod, I might never leave the computer again. 

 

Thank you for all your hard work. 

Posted

@jib_buttkiss; I've been thinking about your reluctance to get the boring stuff done for Bos 1.8. I can't really help you with that, but maybe we can motivate you with some pictures.

 

Sadly my PC hasn't been transformed yet, but this is her now. I hope this helps somewhat. ;)

Spoiler

ScreenShot94.png.9af43084e5650291f1a32f648c45535f.png

 

Posted (edited)

Doing my occasional drop in to say that god, this mod is so much fun 😭😭building playthroughs around it is basically the only reason I keep coming back to Skyrim lately

Current playthrough is as a woman from The Bimbo Order, an evangelical group of horny nuns who want to ~purify~ the bimbo curse... while slowly falling to it one by one-- the Guild Starter mod has been great for that, unfinished as it is 😑

 

Point is, I'm so excited for 1.8, and I hope you can get through the mental block soon! I know how that feels and it's exhausting 😭 if you ever need help with writing stuff I'd be happy to offer some help, it's one of the few things I can do while stuck in bed 😆

Edited by Capul
Posted

I was thinking again about something, would´nt it be nice to have a way to try to prolong the transformation stages of the PC by not just useing a Slider but with ingame Actions? I mean the Character is (most likely) the Dragonborn and has a important prophecy to fullfil, to save the World.

My idear was something, for the main curse, that works in a way, like the Rubber Doll quest from DD, where you have to control your arousel and sexual encounters to not drift depper in depravity, not so that you can fend off the curse forever, of course, but long enough to do your last good deed before succumbing fully. Maybe a certain threshold in those two categories, where if you are over add the end off the day you will guaranteed go up a stage in the curses progression and if you are under you have a certain chance (depending on how far you are under those thresholds) to avoid having a wet dream of debauchery. Another way that I could think of is by spending gold and recources to lower the corruption with the systems provided by the mod but in both cases without notification if the player is safe to go to bed after another day "adventuring" or not.
Maybe even with some flavor text if you get a "good" dream and a better well restet buff?

But again not even sure if it would be feasible to implement something like this into this great mod without breaking literally everything in the progress. At least I hope you find that idear exciting @jib_buttkiss😃

 
Posted
On 6/4/2024 at 3:56 AM, rfgggg said:

First one makes total sense, my papyus ability is very much meh level so I wasn't quite sure what was going on there.

 

I'm on SE. I did some poking around and found a "BOS High Heels.tri" file in my "meshes/Bimbos of Skyrim/Heels" folder, but it's only 1kb in size , even after rebuilding in bodyslide(not sure if that matters). Also not sure how helpful that is.

This seems to be effecting only the White Heels, Black ones load fine .tri file loads fine according to the log, but after some testing neither have working morphs. Both sets of platform heels seem to morph and load just fine. 

I tried copying and renaming "BOS High Heels.tri" to "bos_highheels.tri" and moved it into a newly made meshes/customcomments/armour folder and that removed the error, but the log file also never shows it as being loaded. But It atleast removed the log spam.

 

Ah, cool. Sounds like there's probably a typo in the Bodyslide file that generates that .tri. I'll hunt it down and fix it for 1.8.

 

On 6/5/2024 at 1:22 AM, threeball97 said:

I LOVE the initial slow morph into a bimbo. One of my favorite mods of all time. 

 

I would LOVE for the option to repeat the slow morph whenever the curse comes back, instead of your entire body changing in an instant. (I'm okay with the reverse morph being instant when the curse is treated). The idea of your assets growing bigger that it slowly makes "adventuring" impractical, so that you HAVE to treat the curse every week or whenever, is very very appealing. 

 

If this were a function in the mod, I might never leave the computer again. 

 

Thank you for all your hard work. 

 

Agh, it's a good idea, but unfortunately it'd require a full rewrite of the cure's scripts to make it happen, so probably not...

  

33 minutes ago, Tschorm said:

I was thinking again about something, would´nt it be nice to have a way to try to prolong the transformation stages of the PC by not just useing a Slider but with ingame Actions? I mean the Character is (most likely) the Dragonborn and has a important prophecy to fullfil, to save the World.

My idear was something, for the main curse, that works in a way, like the Rubber Doll quest from DD, where you have to control your arousel and sexual encounters to not drift depper in depravity, not so that you can fend off the curse forever, of course, but long enough to do your last good deed before succumbing fully. Maybe a certain threshold in those two categories, where if you are over add the end off the day you will guaranteed go up a stage in the curses progression and if you are under you have a certain chance (depending on how far you are under those thresholds) to avoid having a wet dream of debauchery. Another way that I could think of is by spending gold and recources to lower the corruption with the systems provided by the mod but in both cases without notification if the player is safe to go to bed after another day "adventuring" or not.
Maybe even with some flavor text if you get a "good" dream and a better well restet buff?

But again not even sure if it would be feasible to implement something like this into this great mod without breaking literally everything in the progress. At least I hope you find that idear exciting @jib_buttkiss😃

 

 

I have a similar concept to this on my list- an alternate "gamemode" where instead of just being timed, the bimbo curse advances as you gain more corruption. If you can keep your corruption under control, you won't get bimbofied any further. I made a few changes to the bimbofication script in 1.7.7 to allow me to adjust the progression, so it's very doable, once I get around to it.

Posted
5 hours ago, jib_buttkiss said:

I have a similar concept to this on my list- an alternate "gamemode" where instead of just being timed, the bimbo curse advances as you gain more corruption. If you can keep your corruption under control, you won't get bimbofied any further. I made a few changes to the bimbofication script in 1.7.7 to allow me to adjust the progression, so it's very doable, once I get around to it.

That sounds suspiciously similar to the way Hormones handles it.

Posted
9 hours ago, Balgin said:

That sounds suspiciously similar to the way Hormones handles it.

 

Oh? I thought the current functionality of "hidden stat hits 100, then the curse starts, advancing one stage each day" was how Hormones did it? I mean, it was meant to be, since this mod started out as "The bimbo curse from Hormones, but for NPCs". That's why back in v1.0 I didn't have the curse affect the player- I didn't want to look like I was ripping off Hormones too much.

Posted (edited)
43 minutes ago, jib_buttkiss said:

 

Oh? I thought the current functionality of "hidden stat hits 100, then the curse starts, advancing one stage each day" was how Hormones did it? I mean, it was meant to be, since this mod started out as "The bimbo curse from Hormones, but for NPCs". That's why back in v1.0 I didn't have the curse affect the player- I didn't want to look like I was ripping off Hormones too much.

The current functionality is that the Bimbo hormone grows until it hits 100 and then you get the curse (similar to reaching too much corruption "Bimbo thoughts, gone too far" in this mod). Then it advances a stage roughly once per day but the speed varies. If you don't have any sex and try to avoid arousal then you can slow it down to 1 stage every 3-5 days. If you indulge in massive orgies it progresses faster (sometimes 2-3 stages per day but I don't recall seeing more than 1 in a day very often).

 

If you cure the curse you either get teleported up into the sky and fall hilariously to your doom or the curse is removed but the Bimbo Hormone is still at 100 so you need to either block the curse in the MCM while the hormone goes down for a few days or you'll be getting it again very soon.

 

The intended behaviour is that, if you get the curse again, it starts progressing from stage 1 again. The actual behaviour is that if you gain the curse again the curse progression messages pick up where you left off (so they'd be a few steps ahead of your actual progression) except ... that because of something buggy in the last few releases, the curse resumes at the stage where it left off but doesn't apply the earlier stages so you can get some very odd results. I think it might reapply everything at the final step where the curse becomes incurable but it's a bit buggy all the same.

 

Yours starts as incurable straight away but suppressable which is a different behaviour to Hormones. And yours works. The body actually changes shape and mostly manages to retain that shape when naked. No nipple piercings magically floating in the air in front of small breasted naked bimbos in this mod.

Edited by Balgin
Posted

Im having an issue where the bos morphs don't work, for the record testing the morphs on my own character works fine/no issues with the test, The bodys are built with morphs enabled as well. Im really not sure why they're not updating/showing the correct morphs.

Posted
On 6/6/2024 at 4:19 PM, Balgin said:

That sounds suspiciously similar to the way Hormones handles it.

 

I mean both mods feature some kind off bimbofication, thats why they are pretty similar in notion, but for me the more straight forward approach from BoS, plus the way the Body morphs coherent and not dependent from activitis in certain areas, is what I like most about it 😃  Sure there will be always some nitty gritty details that needs manual adjusting (I wish there was a mod to alter the looks of NPC´s in the Racemenu for that reason alone =D ) especially in the face department, bigger lips, thinner brows .... you get the idear.
But ones the transformation is done it´s done and it doesn´t keep changing all the time. Even when you take a supression potion it goes from where you ended up too where it startet, working like a charm + all the nice flavor quest´s and questlines and the fact that it can spread like a wildfire in a city over time, is pure gold 😃

 

I liked homones a lot and appreciate all the work and hours that go into creating these Mods. I had no intend with my suggestion to make it more similar to hormones, the premise in BoS, with the curse is final once triggered and only moves one way, makes it so much more intense in my oppinion (Could be nice if the massages for how corrupted you are + debuffs would show up way delayed or can be turned off in the MCM, so its impossible to ride the edge.) But my thought process with that suggestion was, that the PC is "most likely" (Mod dependent) the Dragonborn, which should suggest that she should be quit a bit stronger than the averrage citizen of Skyrim, not strong enough to beat the curse, of course, but maybe to delay the inevitable by her actions or sheer willpower 😃 

Please excuse if there are lots of writing errors, english is not my first language and it takes me a good hour to write and rewrite a small text like this =O In the hopes not to sound condescending or conceited, if it does it isn´t intentional.

Best regards
Tschorm

Posted
3 hours ago, Tschorm said:

 

I mean both mods feature some kind off bimbofication, thats why they are pretty similar in notion

You may not be familiar with my previous activity in this thread. I like both mods. I was merely commenting on the fact that what Jib was describing sounded closer to the way Hormones handles the Bimbo curse than the way that BOS has previously done.

Posted
11 hours ago, xnxxxxx said:

Im having an issue where the bos morphs don't work, for the record testing the morphs on my own character works fine/no issues with the test, The bodys are built with morphs enabled as well. Im really not sure why they're not updating/showing the correct morphs.

As the mod -does- work for a lot of people, the issue has to be on your side.

We do not have access to your computer so you the information you have written above is everything we have to work on. To be honest, it isn't much really.

 

Now maybe, maybe.. if you would give us a tiny bit more information about your Skyrim setup and what you were expecting onder which circumstances, we could at least do something to help you.

 

 

 

 

 

Posted (edited)

Fair, the only issue Im having is the morphs aren't being applied to bimbos, they work on my character/when I use the test feature but not on the characters that are supposed to be morphed. "Roni has normal breast for instance/all the bimbos seem to have normally built bodies" 

 

I suspect it's some issue with nioverride or possibly some other mod making use of the bodymorph features but it seems strange that it only blocks the morphs on the npcs and not on my character.

 

Ive had a similar issue before with slif where it didn't update but that issue seemed to vanish on its own.

 

If it were a crash Id post the crash logs but the game is stable.

Edited by xnxxxxx
Posted (edited)
On 6/7/2024 at 7:15 AM, jib_buttkiss said:

 

Oh? I thought the current functionality of "hidden stat hits 100, then the curse starts, advancing one stage each day" was how Hormones did it? I mean, it was meant to be, since this mod started out as "The bimbo curse from Hormones, but for NPCs". That's why back in v1.0 I didn't have the curse affect the player- I didn't want to look like I was ripping off Hormones too much.

@jib_buttkiss Sorry i had some issue, can you help with that, the issue start when i talk to deren i just get option "What?, i never meet you before" and then deren just stand still without talking and not give any option, i get the same problem too when i pick option hii"giggle" to npc when i use female protagonist .

mod list.txt

Edited by Kelvin696
Posted

I had an idea to hopefully build on the bimbo jewelry items that the priestess in Solitude wears, and it could either be the ones she's wearing or it could be a different set. But to actually motivate the player to wear them they could each give a power to use based on the ones a bimbo gets when fully transformed. One could allow you to magically change your appearance to that you desire (makeover power), one could allow you to pacify enemies (I forget this ones name but the power/shout that needs sex to recharge and calms a few enemies near you), and one that give you such a pleasant aura that it motivates those around you to fight harder (battle cheerleader). I imagine each one would give +1 corruption to use or a different value configurable in MCM.

 

It could be left as simple as just added magic powers to the jewelry, or it could lead into a larger quest where the PC could be lead to believe they can become more powerful by using the items or finding more like them that could then lead to major corruption gains or full corruption. It could also be a way to contract the minor bimbo curses planned for the future.

Posted (edited)
On 6/1/2024 at 11:00 PM, HannoJojo said:

  

On 6/1/2024 at 11:00 PM, HannoJojo said:

 

So after some more testing and fiddling I went back to the SlaveTats variant. I didn't really test it much in my game yet, so if anyone wants to give it a try make sure to keep in mind that there might be issues. Especially since most of my Papyrus scripting experience stems from rather small mods I made for myself (e.g. a MCM adding hotkeys to strip certain armor slots until you use the hotkey again) theres probably plenty of room for optimization despite already relying on predefined systems such as MCM Helper.

Anyway, about the attached file:
I hope the MCM screenshot is pretty self-explaining, I was considering of adding a modificator for the hotkey (e.g. Dynamic Activation Key or a system imitating it) but decided to simply add 2 Buttons to the MCM for those who don't want to use the hotkeys. Setting the skin for the player character is only possible with the MCM toggle or by using the (hopefully generally working) BoS integration.

The color and alpha setting are always only used at the time of adding the slavetats, so if the settings are changed in between you can have characters with different colors.

Because I didn't want to generate more work for myself and BoS is also a female orientated mod everything only works for females.


Notes about the texture:
I (obviously) used the texture I'm using in my game (Baby Girl - HD Fair Skin Complexion) so any other setup will probably require appropriate textures to deliver a somewhat decent result. Also the included textures are basically just the skin textures with replaced colors so SlaveTats can change its color... don't expect them to be performance friendly or optimized.
Using a high alpha value in the MCM will also lead to certain facial or body features (e.g. eyebrows) to be overlayed, probably the same is valid for any slavetats "below" it. 

 

Known issues / possible improvements:
Maybe someone who is more experienced in scripting could look into these:

General:

  • In theory the color selector could be replaced with the one found here Extended Vanilla Menus but since this would add additional requirements I didn't feel like adding it 
  • According to online sources Game.SetTintMask() and NiOverride.AddSkinOverrideInt() could be used (at least for the player) as an alternative. No idea if those would be working better, as I didn't get them to work in a way to judge and I was already done withe the current implemented method.

Slavetats method:

  • The skin texture being applied on the "bottom", so any other slavetat will be rendered on top (if its possible to control to begin with)
  • Check if the Reference the texture is being applied to already has this slavetat so there are no duplicated entries.  looks like this was a misconception by me and is already handled like this by default
  • Maybe this is just an issue with my save (rather heavy and not "fresh"), but using the SlaveTats method the color gets "lost" when (un-)equipping armor and is not immediately added. So the texture is applied, but in its original (green / grey) color.
    I thought this might happen due to the skincolor method which actually listens of the equipping events, but this does not seem to be the case. 

Skincolor method:

  • (Un-)equipping armor will remove the skincolor for a moment, but it should be reapplied somewhat immediately. Still it is noticeable that this happens.
  • The equipping event does not wait for the unequipping event to end, so changing armor could theoretically lead to a situation where the color is not reapplied. (According to sources adding a short delay, which I did, should ensure the correct order here though)
  • Face shader is switched to FaceGenRGBTint to allow tint changes. Tintmasks will no longer work.


I mainly tried solving this "inconvenience" for myself, so please understand that I won't do any updates or fixes as long as the reasons these would be required are affecting me. This also means that anyone is free to take this mess and expand / improve / fix (you name it) this. 


Requirements:
SKSE
MCM Helper
Powerofthree Papyrus Extender

(optional) Bimbos of Skyrim (listening to corruption event)
(optional - 1.1) Slavetats (SlaveTats method)
(optional - 1.1) Extended Vanilla Menus (Additional Slider menu - if this is found the normal MCM color picker will be disabled and only used to display the current color)
and any of its pre-requisites

 

 

BimboSkin_1.1.7z 5.19 MB · 0 downloads

 

 

Kind of a changelog:

  Reveal hidden contents

Edit: 
Texture is now added with gloss and is locked in SlaveTats (although this doesn't make much of a difference since it is still controllable from this mods MCM)

EDIT 2:
Actually noticed an issue with it, so I'll upload a new version in a bit. That one will also have an option to change the actual skin tone.
Only caveat here is that when (un-)equipping armor there will be a short moment where the body will have its normal color, which is a limitation of the function I use from PO3 Papyrus Extender.
 

EDIT 3:
Attached the new version. Using the SlaveTats method should still be possible, Skintone method might have the issues mentioned in EDIT 2.
Now the MCM maintenance at gameload should work properly too, looks like it wasn't changed in the old .esp. Removed the png version and "reworked" the actual textures to reduce file size.

EDIT 4: v1.1
Added some more conditionchecks and optional Extended Vanilla Menu Colorpicker

 

Images:

The MCM:

  Hide contents

Only a screen from a visualizer and not ingame, so some texts are not accurate.

 

  • "Current Color": Will display the actual color based on the RGB. This as well as the RGB slider are disabled if Color Picker is enabled by having Extended Vanilla Menus scripts installed.
    Changing the RGB values, picking a color on the color picker or the "current color" menu should update the other values accordingly.
  • "Stepper": Two states: Active / Inactive
  • "Application Mode": Select Skincolor or SlaveTats application mode

 

image.png.c5f043fdc10ce1d75143f5c1fb77427d.png

 

Example of Extended Vanilla Menus & Bimbos of Skyrim being installed / loaded while SlaveTats is not installed:

image.png.bf46841c892667795494a9ae10ca286c.png

 

 

 

Example of the texture being applied with an alpha of 0.50 (I think):

  Reveal hidden contents

Screenshot198.png.f5aef34ad487512204d25eb3af50fbbe.png

 

 

 

No idea if anyone cares, but thought I'd mention it.
Noticed some issues with the old upload (PlayerAlias in MCM script wasn't saved, so MCM maintenance functions did not properly run)

Also I added a second method of changing the color which changes the skin color and does not apply an overlay. This has its own disadvantages mentioned in the post.

 

@jib_buttkiss not sure if the second method might be of more interest to you in regard of a direct implementation, but at least its less dependant on the used textures I guess?

 

Edit...
Actually ran into some more issues in my actual savegame. so I'll have to investigate some more...

Edit 2:
Added a new version, some fixes / improvements / changes. There are still some errors that I wasn't able to get rid of yet...

 

Edited by HannoJojo

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