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Posted (edited)

Alright I am back with another question, I did manage to make the mod work but I basically had to get into the guts of my game and come to find some funny little errors that some deleted mods left me but now I have a more silly problem. The bimbos are missing their bodies. the whole thing loads but all the bimbo characters get the floating hands and head glitch. Any one know a fix for that?

 

Edit: Yes I have YPS immersive fashion, could that be the issue?

Edited by Alavant
Posted
Vor 32 Minuten sagte Alavant:

Okay, ich bin mit einer anderen Frage zurück. Ich habe es zwar geschafft, die Mod zum Laufen zu bringen, aber im Grunde musste ich mich in den Kern meines Spiels begeben und ein paar lustige kleine Fehler finden, die mir einige gelöschte Mods hinterlassen haben, aber jetzt habe ich ein noch alberneres Problem . Den Bimbos fehlen ihre Körper. Das Ganze wird geladen, aber bei allen Bimbo-Charakteren treten die schwebenden Hände und der Kopffehler auf. Kennt jemand eine Lösung dafür?

 

Bearbeiten: Ja, ich habe immersive YPS-Mode. Könnte das das Problem sein?

 

if the body is missing ... no bodyslide (creating the morphs) was done for the clothing of the bimbos

Posted
1 hour ago, Miauzi said:

 

if the body is missing ... no bodyslide (creating the morphs) was done for the clothing of the bimbos

That fixed it, I completely forgot.

Posted

Not sure quite where I went wrong in setting up the mod but it seems to not be being used by my mod manager or something? I have all the requirements downloaded(I believe), it gets read when I update FNIS, but when I run the game it doesnt seem to be there(in mod configuration or anything). I'm sure it's something silly im missing but cant seem to figure out what, any ideas? image.thumb.png.b4011d2a508dace64f5a847182da109b.pngimage.thumb.png.a5a1fe65dda0bea132e85bf3a3c5144f.png

Posted
4 hours ago, Balgin said:

Move it down to the bottom of the load order so that BOS loads after YPS. That might help.

Maybe I'm really dumb but it seems that you can only manually change the load order in nexus is for plugins, and my BoS is not showing up in my plugins, could this be the problem? and if so, any ideas on a fix?

Posted
9 minutes ago, ShoMalley said:

Maybe I'm really dumb but it seems that you can only manually change the load order in nexus is for plugins, and my BoS is not showing up in my plugins, could this be the problem? and if so, any ideas on a fix?

I don't know. I'm using Load Order Optimisation Tool (LOOT).

Posted
Vor 10 Minuten sagte Wut1969:

@jib_buttkiss ; Das Kichern begann, nachdem mein PC ihr Bauchnabelpiercing bekam. Sie ist noch nicht weiter fortgeschritten, daher kann ich nicht sagen, ob das Kichern anhält oder nicht.

 

 

Since I've been at level 160 (the maximum) for several days in the game - the giggling is still there - it doesn't bother me any more... actually I even find it positive for my personal mood

 

you're standing in front of the Jarl and telling him about a dragon attack and how you absorbed the dragon's soul... and at the same time you can hear the giggling and a PINK font puts the purest porn sayings on my screen... after 14 years of playing Skyrim, it's just wonderful!

😂

Posted (edited)
10 hours ago, Miauzi said:

 

Since I've been at level 160 (the maximum) for several days in the game - the giggling is still there - it doesn't bother me any more... actually I even find it positive for my personal mood

 

you're standing in front of the Jarl and telling him about a dragon attack and how you absorbed the dragon's soul... and at the same time you can hear the giggling and a PINK font puts the purest porn sayings on my screen... after 14 years of playing Skyrim, it's just wonderful!

😂

Hi @Miauzi,

 

I love the giggles too. The reason I posted my message is that they should start happening when you start seeing the pink thoughts, when the bimbofication curse starts changing your PC. This does not happen, at least not with me; they only started to work when the naval piercing is applied.

 

BoS copied some of the giggles from Hormones, and I especially love the prrr sound.

I finished the main quest a week ago. My PC hasn't completely transformed yet, but I also use the Disparity mod which adds a lot of debuffs to being a Bimbo, so even half way transformed, it was very tough to finish the main quest.

 

PS we're playing Skyrim since 11-11-11 (11-11-11 for Americans), so not even 13 years yet. ;)

 

 

Edited by Wut1969
Posted
Vor 1 Stunde sagte Wut1969:

Hallo @Miauzi ,

 

Ich liebe das Kichern auch. Der Grund, warum ich meine Nachricht gepostet habe, ist, dass sie beginnen sollten, wenn Sie anfangen, die rosafarbenen Gedanken zu sehen, wenn der Fluch der Bimbofikation beginnt, Ihren PC zu verändern. Das passiert nicht, zumindest nicht bei mir; Sie begannen erst zu wirken, als das Naval-Piercing angebracht wurde.

 

BoS hat einiges von dem Kichern von Hormones übernommen, und mir gefällt vor allem der Prrr-Sound.

Ich habe die Hauptquest vor einer Woche abgeschlossen. Mein PC hat sich noch nicht vollständig verwandelt, aber ich verwende auch den Disparity-Mod, der dem Bimbo-Dasein viele Schwächungen verleiht, sodass es selbst bei halber Verwandlung sehr schwierig war, die Hauptquest zu beenden.

 

PS: Wir spielen Skyrim seit dem 11.11.11 (11.11.11 für Amerikaner), also noch nicht einmal 13 Jahre. ;)

 

 

 

I admit that I didn't pay attention to the onset of these thought messages - in the first levels they were very short or very few.


The piercings come at level 80 - if I've noted that correctly... yes, there were some visible before that.


So it seems to be working for me as intended.

 

---

 

By the main quest, do you mean killing Alduin - the final fight from the base game?


Then never face the Ebony Warrior - he was a challenge for me on "easy" even at level 100 and without the Bimbo mod.

(he sent me down the slope so many times with the dragon shout...)

:bawling:


I deliberately did NOT activate the hardcore mode - because for my test character it destroyed the magic system (which differs significantly from the vanilla game)... but that is not the fault of the mod author - since he cannot take such "exotic races" into account.


For my Breton - with whom I tell my story - I can do that (hard-core mode) ... because then I have the (summonable) companions from "Serana dead sexy" - as well as these later on.

I'll probably use the tool - which softens the argo level ... at the moment I only see clouds of blood and body parts flying around ... and I stand there "giggling"

😇

 

---

 

What I can report from the current test:


Never impose the Bimbo curse on the priestesses in the mod about the Sisterhood of Dibella (from the book) - not even after the final takeover of the temple by Sanguine... it breaks things in both mods


I had to throw away about 50 saves and therefore 7 in-game days... but that's what tests like this are for

Posted
On 6/27/2024 at 4:22 AM, Oyhuria said:

is there any chance to remove the added hair to player ? would be cool just having its color changed, my khajiit gets a chef hat, i suppose that it wanst made for beast races

  Reveal hidden contents

image.jpeg.7c8fc6891a88cb524046142b921b57ac.jpeg

 

 

Ah, yeah, that's a bug with the wigs I forgot to fix in 1.7. I'll get it in 1.8.

 

If that's the hair from Lyvelia's quest, just remove from your inventory using the console (it's ID is CC_BimboWig_LyvQuest) If it's from the bimbo curse, remove it using the Makeover! power.

 

On 6/27/2024 at 11:03 PM, ebbluminous said:

Could be useful for tanned/pale bimbos...

 

https://www.nexusmods.com/skyrimspecialedition/mods/122816

 

Hm. I might take a look into how that works...

 

On 6/28/2024 at 1:30 PM, ShoMalley said:

Not sure quite where I went wrong in setting up the mod but it seems to not be being used by my mod manager or something? I have all the requirements downloaded(I believe), it gets read when I update FNIS, but when I run the game it doesnt seem to be there(in mod configuration or anything). I'm sure it's something silly im missing but cant seem to figure out what, any ideas?

 

If you're sure the esp is active (try putting help CC_ in the console and see if BoS-related items come up), have you tested it on a new game to see if it's just the MCM not registering a new mod?

 

14 hours ago, Wut1969 said:

@jib_buttkiss; the giggles started after my PC got her navel piercing. She hasn't progressed any further yet, so I can't tell whether the giggles are here to stay or not.

 

 

Ah, yep. This rang a bell and reminded me- the giggles deliberately don't start until about halfway through the curse. The logic is that the PC doesn't start giggling uncontrollably until she's transformed a bit.

  

1 minute ago, Miauzi said:

 

What I can report from the current test:


Never impose the Bimbo curse on the priestesses in the mod about the Sisterhood of Dibella (from the book) - not even after the final takeover of the temple by Sanguine... it breaks things in both mods


I had to throw away about 50 saves and therefore 7 in-game days... but that's what tests like this are for

 

Interesting. What sort of things break? It's not a massive issue really, but I'm curious.

Posted
Vor 9 Minuten sagte jib_buttkiss:

Interessant. Was für Dinge gehen kaputt? Es ist eigentlich kein großes Problem, aber ich bin neugierig.

 

I get daily "messages" (white windows) about the cursed people... they work perfectly for my companions... but I got nothing from the priestesses in the temple - for 7 in-game days


So I returned to the temple and I saw something like "BM07 failed" (top left of the screen).


There have been 4 priestesses (including the oracle) in the main room of the temple since the Sanguine ritual - if I enter this area I get 4 messages... the "superior Hamal" is in the bath area of the temple - that's where the sado-masochistic part takes place (bondage crosses etc.) - she also gets an error message

(reloaded save games several times - these errors every time)


So last night I went back to the "beginning" (of the ritual) - did the Sanguine "excesses" with all 5 priestesses and did NOT trigger a bimbo curse with the book.

As soon as I left the temple, a courier appeared... and thus triggered the follow-up quest for the 2nd Temple of Dibella (south of Duskstar).


The old sanguine rituals (i.e. women have sex with men) are practiced there... the whole thing then leads to the "Champion of Dibella" and her bow.


When I imposed the Bimbo curse on the priestesses during my test (several days ago) - I did get the status message that the "Bimbo path" was active for the person in question... but nothing more happened after that.

Of course, I don't know now whether such white screen boxes only pop up for companions... because I get them from them - even if they are not with me but at the other end of Skyrim (for example in a player's house).


But that's why I entered the temple after 7 in-game days (after the curse).

Posted
1 hour ago, jib_buttkiss said:

Ah, yep. This rang a bell and reminded me- the giggles deliberately don't start until about halfway through the curse. The logic is that the PC doesn't start giggling uncontrollably until she's transformed a bit.

That's fair, but I think there are textual *giggle* messages before the audio ones. It's up to you to decide whether that's a bug or a feature. ;)

 

Posted

Are there any known conflicts with completing Anaita's quest? Did it fine on one character, but with a different one it won't let me complete it after reading the rules.

Posted
On 6/29/2024 at 5:58 PM, Miauzi said:

 

I get daily "messages" (white windows) about the cursed people... they work perfectly for my companions... but I got nothing from the priestesses in the temple - for 7 in-game days


So I returned to the temple and I saw something like "BM07 failed" (top left of the screen).


There have been 4 priestesses (including the oracle) in the main room of the temple since the Sanguine ritual - if I enter this area I get 4 messages... the "superior Hamal" is in the bath area of the temple - that's where the sado-masochistic part takes place (bondage crosses etc.) - she also gets an error message

(reloaded save games several times - these errors every time)


So last night I went back to the "beginning" (of the ritual) - did the Sanguine "excesses" with all 5 priestesses and did NOT trigger a bimbo curse with the book.

As soon as I left the temple, a courier appeared... and thus triggered the follow-up quest for the 2nd Temple of Dibella (south of Duskstar).


The old sanguine rituals (i.e. women have sex with men) are practiced there... the whole thing then leads to the "Champion of Dibella" and her bow.


When I imposed the Bimbo curse on the priestesses during my test (several days ago) - I did get the status message that the "Bimbo path" was active for the person in question... but nothing more happened after that.

Of course, I don't know now whether such white screen boxes only pop up for companions... because I get them from them - even if they are not with me but at the other end of Skyrim (for example in a player's house).


But that's why I entered the temple after 7 in-game days (after the curse).

 

Odd. Ah well, there's always going to be random odd interactions between mods, I'm not too worried about it.

 

8 hours ago, t0shima said:

Are there any known conflicts with completing Anaita's quest? Did it fine on one character, but with a different one it won't let me complete it after reading the rules.

 

There certainly shouldn't be. Weird, it's a pretty simple quest really, there's isn't much to get jammed.

Where's it getting stuck? What stage?

 

27 minutes ago, Digiwiz said:

bimbofied characters with keep having their name deleted and cant be interreacted with anyone know what im doing wrong?

 

This feature can be buggy. If you're having trouble with it, disable it in the MCM before any NPCs have their names changed.

There's a popup when you start a new game that warned you.

Posted
Vor 47 Minuten sagte jib_buttkiss:

 

Seltsam. Na ja, es wird immer zufällige, seltsame Interaktionen zwischen Mods geben, darüber mache ich mir keine allzu großen Sorgen.

 

Diese Funktion kann fehlerhaft sein. Wenn Sie Probleme damit haben, deaktivieren Sie es im MCM, bevor der Name eines NPCs geändert wird.

Wenn Sie ein neues Spiel starten, erscheint ein Popup mit einer Warnung.

 

I would have to take 1-2 days to carry out a longer test (15-17 in-game days) of the interactions of both mods - perhaps not with the 3 main characters from the mod (Sybil - Mother Hamal - Sister Senna) - but with the other two in the temple who don't have so many dialogue or quest interactions with the player.


Behind the whole thing is a "quirky" idea for my story - in that the Bimbo curse is given to me by Sanguine during the final ritual in the Dibella temple - as an additional reward, so to speak, for helping him lead the sisterhood back to the "old path" ... and then I passed this "curse" on to the temple priestesses via sex (in the spirit of Sanguine ... and of course of Dibella herself!)

😇

 

---

 

The system that assigns new names to the Bimbos - gave two of my companions the SAME.

It's not really a problem - it just always puts a slight grin on my face.

😂

Posted
On 6/29/2024 at 9:23 AM, Miauzi said:

By the main quest, do you mean killing Alduin - the final fight from the base game?


Then never face the Ebony Warrior - he was a challenge for me on "easy" even at level 100 and without the Bimbo mod.

(he sent me down the slope so many times with the dragon shout...)

:bawling:

Yes,

It was quite a challenge to get into Sovngarde when there are no followers to help. Because of the old heroes, the fight with Alduin was quite easy; my PC only had to keep using Dragonrend and they killed him very quickly. Getting close to Alduin would have been suicide anyway.

 

I usually play on the hardest difficulty and use some extra mods to make things more challenging: AI improvements, more difficult fighting, etc. Not to the point it is impossible to win, but enough to keep things interesting. Because of the Bimbo transformation and the debuffs, she relies more and more on shouts and followers to be able to win fights. She can cast 4 fireballs quickly but that's about it. She is somewhat good at blocking, but cannot use any weapons. Before the Bimbo curse she was a very powerful battlemage who was very good at Heavy Armor, but she likes wears hardly any armor anymore.

She has absolutely no chance of ever winning from the Ebony Warrior in her current state, but she probably will not encounter him anyway.

 

I usually start a new game when my PC has finished 1 of the big quests (or another large quest from Nexus or similar), and when the Bimbo transformation is completed, I think I want to try something else. My PC is currently at level 32, and I usually start over when a PC is somewhere between level 20 and 40.

 

 

Posted
On 6/27/2024 at 10:15 PM, Alavant said:

Alright I am back with another question, I did manage to make the mod work but I basically had to get into the guts of my game and come to find some funny little errors that some deleted mods left me but now I have a more silly problem. The bimbos are missing their bodies. the whole thing loads but all the bimbo characters get the floating hands and head glitch. Any one know a fix for that?

 

Edit: Yes I have YPS immersive fashion, could that be the issue?

When stuff like this is missing, it's usually some issue with it trying to equip items which just dont exist. for example i had no hands on a bunch of my YNF generated NPC's as they have painted nails and didn't have the right file. 

Unsure of exactly what you're missing. Have you tried initialising Bodyslide and generating everything?
Could also be an issue with DD if that particular tavern girl is wearing one, as DD isn't updated to the most recent Skyrim patch yet, so basically if you're on the newest skyrim steam patch you're a bit stuffed unless you try and install a previous version. The mechanics still work thankfully even if the mod basically doesnt.

Which Tavern Girl did you have an issue with? I can verify if i've also got the same issue. The one in the bannered mare in whiterun shows correctly

Posted
4 hours ago, jib_buttkiss said:

 

Odd. Ah well, there's always going to be random odd interactions between mods, I'm not too worried about it.

 

 

There certainly shouldn't be. Weird, it's a pretty simple quest really, there's isn't much to get jammed.

Where's it getting stuck? What stage?

 

 

This feature can be buggy. If you're having trouble with it, disable it in the MCM before any NPCs have their names changed.

There's a popup when you start a new game that warned you.

When trying to tell Anaita I have her rules; nothing happens when I choose the dialogue option that I have them to finish the quest

Posted (edited)

Is there a (debug) way to reapply the effects of previous stages?

The quest is currently on stage 70, so lipstick, nails(here the short variants were used, as part of the recent YPS update adding other meshes and editing the nail system, should those have been longer ones and it bugged or would this have to be attended to in an upcoming update?) and eyeshadow were applied on my character through YPS and slavetats.
Now I had to remove all yps tattoos for another reason, but would like to reapply the effects by this mod instead of just setting them in slavetats. Is there a way to do so?

I tried setting the queststage back to 50 where the first visual effect should be applied, but this wasn't possible, only higher stages were setable (Because this worked I doubt I missed something in the command syntax).

 

Edit: Forgot about resetquest so I'm giving this a try first.

Edited by HannoJojo
Posted
23 hours ago, Miauzi said:

The system that assigns new names to the Bimbos - gave two of my companions the SAME.

It's not really a problem - it just always puts a slight grin on my face.

😂

 

Oh yeah, there's only like 10 names for non-Vanilla NPCs to receive as bimbos, I should add more.

But you can actually add them yourself if you want to! There's a .JSON file called BimboNamesRandom at \Data\SKSE\plugins\BimbosOfSkyrim. If you add names to that, they get added to the pool of names that can be used. You can also get rid the the existing ones if you don't like any.

 

20 hours ago, t0shima said:

When trying to tell Anaita I have her rules; nothing happens when I choose the dialogue option that I have them to finish the quest

 

Weird. If you do sqv CC_BimboFetchQuest in the console, what stage does it say the quest's at?

 

18 hours ago, HannoJojo said:

Is there a (debug) way to reapply the effects of previous stages?

The quest is currently on stage 70, so lipstick, nails(here the short variants were used, as part of the recent YPS update adding other meshes and editing the nail system, should those have been longer ones and it bugged or would this have to be attended to in an upcoming update?) and eyeshadow were applied on my character through YPS and slavetats.
Now I had to remove all yps tattoos for another reason, but would like to reapply the effects by this mod instead of just setting them in slavetats. Is there a way to do so?

I tried setting the queststage back to 50 where the first visual effect should be applied, but this wasn't possible, only higher stages were setable (Because this worked I doubt I missed something in the command syntax).

 

Edit: Forgot about resetquest so I'm giving this a try first.

 

The easiest way would be to let the curse complete, then use a Bimbo Tonic. That'll strip away all the bimbo changes, and then reapply them as they should be when the Tonic wears off. Setting individual stages or resetting the quest could confuse the script a bit or apply the effects twice.

Posted
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  - Done in 1.1
  • 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_1.2.7z 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

 

EDIT 5: 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 sue this method before...
I didn't test them together yet, but they should probably work together, but 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.

 

Images:

The MCM:

  Reveal hidden 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

 


Thanks to the before mentioned mod Beach Body I finally got the Skin Tint version working as I wanted, too (it was actually a lot easier than I thought and I basically blatantly stole the whole 3 lines of code here). I added it as a new application method, which will only work for the player, NPCs will still use the skin color method when this is selected. 

That being said, the whole implementation of Beach Body is obviously a lot better, but not (yet) directly triggered by this mods (BoS) events. (e.g. setting a certain tone when a certain corruption stage is reached, also disabling the lightening option at the same time to name a possible integration).

 

Both should however generally work together fine, but depending on the settings it can obviously result in some very strong results. 

Using this to set a dark brownish color while Beach Body is active, BB will still shift the color with sun exposure making the skintone even darker. This is under the assumption that BBs script will also detect script triggered RaceMenu color changes. It has code to detect Racemenu changes to update the original color internally if the player changes it at least... Additionally suntan overlays that were setup for the original skincolor might not fit the edited skincolor (e.g. this changes the skincolor to red, but the tanlines being light blue-ish, or being too light creating a very strong contrast)


@jib_buttkiss I'm curious to see if you can think of a way to nicely connect your mod with BB in any way. Personally I'd love to see it being a part of the corruption, but perhaps it could also be implemented as a kind of debuff where the corrupted character will suffer certain negative effects if the tanning level is below a certain threshold or "forcing" the player to get more tanned (either naturally or by a not yet implemented) artificial tool.

 

Posted
12 hours ago, jib_buttkiss said:

 

Oh yeah, there's only like 10 names for non-Vanilla NPCs to receive as bimbos, I should add more.

But you can actually add them yourself if you want to! There's a .JSON file called BimboNamesRandom at \Data\SKSE\plugins\BimbosOfSkyrim. If you add names to that, they get added to the pool of names that can be used. You can also get rid the the existing ones if you don't like any.

 

 

Weird. If you do sqv CC_BimboFetchQuest in the console, what stage does it say the quest's at?

 

 

The easiest way would be to let the curse complete, then use a Bimbo Tonic. That'll strip away all the bimbo changes, and then reapply them as they should be when the Tonic wears off. Setting individual stages or resetting the quest could confuse the script a bit or apply the effects twice.

Says it's at stage 30

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