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Posted (edited)
On 7/1/2024 at 4:47 PM, HannoJojo said:


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.

 

i tried your mod and it works... until i press on "active" to disable the skin, automatic CTD. only when using "skin color", skin tint doesn't cause CTD. 

Edited by LinksSword
Posted (edited)
3 hours ago, LinksSword said:

i tried your mod and it works... until i press on "active" to disable the skin, automatic CTD. only when using "skin color", skin tint doesn't cause CTD. 

 

Hm, thats weird. 
Basically the remove option just does the following things:

1. removes SlaveTats tattoos with the simple_remove_tattoo function and syncs them afterwards (During my testing it did not make a difference if there were any tattoos applied)

2. If the current reference is the player (aka you use the menu button) it updates the TintMask colors to the ones being stored from before the change was applied

3. If the current reference has the spell I use to monitor the skin color (since this has to reapplied after equip events) said spell is simply removed.

1. happens regardless of the type, 2. works according to you, so the issue should be with 3., but unfortunately I don't really see what could be causing this. In the end all this does is:
 

If CurrentRef.HasSpell(HaJo_SkinTone)
	CurrentRef.RemoveSpell(HaJo_SkinTone)
EndIf

RemoveSpell will then (as I understand) trigger the OnEffectFinish Event of the spells script, which does this:
 

Event OnEffectFinish(Actor akTarget, Actor akCaster)
	ColorForm skinColorFormID = GetSkinColor(akTarget)
	skinColorFormID.SetColor(origColor)
	; Set Original Skincolor
	SetSkinColor(akTarget, skinColorFormID)
EndEvent


As you can see theres not that much happening here, and the functions used are the same that are used for the initial colorchange.


Did you use the button again shortly after you activated it (for testing I'd guess) or did you play some time?

 

 

EDIT:
Actually just reproduced it on my "real" savegame. When applying it to a NPC it seems to work though.

 

EDIT 2:
Please test this version. As it turns out, the SkinTone function was causing this, probably it was still called even though there were no values assigned to be undone.

 

BimboSkin_1.4.7z

Edited by HannoJojo
Posted
17 hours ago, jib_buttkiss said:

 

 

Hm. But the a mod conflict shouldn't be causing it, because it works through the MCM...

 

Long shot, but try this- put this file in your Data>Scripts>Source folder and try a new game. It's a tiny change, but the only difference I can find between the MCM's call to the event and the bimbo curse script's is that one variable is an int not a float. That normally doesn't cause a problem, but maybe it's upsetting SLIF?

qf__08303fae.pex 30.21 kB · 0 downloads

 

Alternatively, try disabling SLIF (and Milk Mod Economy, maybe) and seeing if it works then.

Download says i dont have permission or that its been removed ill try disabling slif and mme in the meantime

 

Posted (edited)
On 7/19/2024 at 4:40 AM, jib_buttkiss said:

 

If that's not a dynamic that interests you as a player, you can fine-tune the corruption gains in the MCM. Turn it off completely, reduce all the gains so you're a lot safer, make it so that the only way to gain Corruption is threesomes, whatever- it's pretty customisable.

 

That seems to be missing from my MCM. I made sure i got the latest version but the only corruption related thing i have in the MCM are modifiers for the cures. Theres a bunch of other things for NPCs, the morphs, skill loss, the option to disable the curse entirely etc. but nothing about corruption gains.

Edited by Kryona
Posted (edited)
17 hours ago, LinksSword said:

beach body looks like a really good mod to integrate this with, i already mentioned this mod on the author's page. 

 

Yeah! In it's current state, Beach Body doesn't have any interfacing functions for me to work with, but I messaged the author and they were keen to add them in! So probably a 1.9 thing.

 

4 hours ago, Arcerich said:

Download says i dont have permission or that its been removed ill try disabling slif and mme in the meantime

 

 

Download works for me?

qf__08303fae.pex

Maybe check it's not your browser being "safe" by blocking the download of a raw script file.

 

4 hours ago, Kryona said:

That seems to be missing from my MCM. I made sure i got the latest version but the only corruption related thing i have in the MCM are modifiers for the cures. Theres a bunch of other things for NPCs, the morphs, skill loss, the option to disable the curse entirely etc. but nothing about corruption gains.

 

mcmcm.png.e67a6eab915ea0bc51d78d26ca1e3a25.png

?

 

Edited by jib_buttkiss
Posted
On 7/20/2024 at 10:18 AM, LinksSword said:

i tried your mod and it works... until i press on "active" to disable the skin, automatic CTD. only when using "skin color", skin tint doesn't cause CTD. 

 

Here's another version.

I actually noticed, that I forgot to call a RaceMenu mod event, so after applying the skin tint Slavetats would lose their colors. This is actually still a problem of the skin color option for the player (as far as I can tell it worked fine on NPCs). On the Slavetats option it wasn't a problem, but personally I was never happy with how the colors turn out with it.

Additionally the type can't be changed anymore as long as the player skin is active, as changing it in between complicates things overall. The color should still be changeable afterwards. (Skin Tone is now the default option on first install)

 

 

I also noticed one edge case which will force a CTD but I didn't find a solution yet. So just for reference, doing the following steps WILL CRASH the game (100% during my tests):

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.

 

 

BimboSkin_1.5.7z

Posted
11 hours ago, Kryona said:

 

I only have this

 

I have that issue when I boot up one of my older save files that was updated from 1.6 to 1.7- the new MCM pages from 1.7 don't show up. Did you do that, or is this a fresh save file that's only ever run 1.7?

Posted

@jib_buttkiss; a while ago I had a question about the conversation one can have with priests/alchemists etc and you pointed out that the conversation can also lead to asking help for another NPC. I think the first dialogue option with priests doesn't work that well for that option.

 

Just a very minor 'my 2 cents'. ;)

 

Posted
23 minutes ago, Wut1969 said:

@jib_buttkiss; a while ago I had a question about the conversation one can have with priests/alchemists etc and you pointed out that the conversation can also lead to asking help for another NPC. I think the first dialogue option with priests doesn't work that well for that option.

 

Just a very minor 'my 2 cents'. ;)

 

IIRC, it's one dialogue (Mage?) that allows you to choose for a follower/NPC at the beginning, and the rest allow you to choose at the end, so no real functional difference. 

Posted
On 7/20/2024 at 10:18 AM, LinksSword said:

i tried your mod and it works... until i press on "active" to disable the skin, automatic CTD. only when using "skin color", skin tint doesn't cause CTD. 

 

Sorry about quoting you again, but I actually noticed something else... (The beforementioned CTD still happens, but everything I tried didn't yield any results yet).


I 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.

So instead the Alpha value slider will be enable for SlaveTats & Skin Tint options and only disable for Skin Color.

 

Also I noticed, that you might want to clean the save with ReSaver when updating the version. It's likely not an issue for you, but in my savegame the Skin Tone option did also add the spell used to refresh the Skin Color type. (This is a main reason why I didn't notice the issue with the Alpha before)

 

 

BimboSkin_1.6.7z

 

Posted
9 hours ago, jib_buttkiss said:

 

I have that issue when I boot up one of my older save files that was updated from 1.6 to 1.7- the new MCM pages from 1.7 don't show up. Did you do that, or is this a fresh save file that's only ever run 1.7?

Its an older save where a way older version of the mod was installed, i hadnt been using it for quite some time before going back to it a few weeks ago and completely forgot about 1.7 requiring a new save - i never noticed it yet because apart from the MCM everything has been seemingly working, my bad.

Posted
42 minutes ago, Kryona said:

Its an older save where a way older version of the mod was installed, i hadnt been using it for quite some time before going back to it a few weeks ago and completely forgot about 1.7 requiring a new save - i never noticed it yet because apart from the MCM everything has been seemingly working, my bad.

You can sometimes get away without a new save. You need to disable the mod in your load order, load the save, wait about 20-30 seconds, save it again, close the game down, run the save through Save Cleaner, add the mod back into your load order, start up the game again, load your save, wait for BOS to finish loading then check the MCM.

 

This sometimes works so it might be worth checking. Sometimes. Not always.

Posted
9 hours ago, Wut1969 said:

@jib_buttkiss; a while ago I had a question about the conversation one can have with priests/alchemists etc and you pointed out that the conversation can also lead to asking help for another NPC. I think the first dialogue option with priests doesn't work that well for that option.

 

Just a very minor 'my 2 cents'. ;)

 

 

Ah yeah, good catch. That one still says "clear MY mind", from when helping NPCs wasn't a thing. I'll change it.

 

48 minutes ago, Kryona said:

Its an older save where a way older version of the mod was installed, i hadnt been using it for quite some time before going back to it a few weeks ago and completely forgot about 1.7 requiring a new save - i never noticed it yet because apart from the MCM everything has been seemingly working, my bad.

 

Before you try what Balgin suggested, try doing setstage SKI_ConfigManagerInstance 1, or using Jaxons MCM Kicker. They might work? Balgin's method has a better chance at working, but also a better chance to break stuff.

Posted
2 hours ago, jib_buttkiss said:

 

Before you try what Balgin suggested, try doing setstage SKI_ConfigManagerInstance 1, or using Jaxons MCM Kicker. They might work? Balgin's method has a better chance at working, but also a better chance to break stuff.

Unfortunately these didnt work, @Balgin's method did the trick though so i'm just gonna test around a bit now to see if anything broke, at least at first glance nothing did. Thanks to you both!

Posted
8 hours ago, jib_buttkiss said:

Ah yeah, good catch. That one still says "clear MY mind", from when helping NPCs wasn't a thing. I'll change it.

Thanks. It really is a minor thing but as BoS is becoming more and more a platform mod, I'm glad you are open to polishing it.

 

Now if I could ask someone at Bethesda to do some similar TLC on the base game. 😑

I tend to 'disable' a lot of annoying NPCs who keep on force-greeting me with the same line over and over again. I imagine that is how working in retail is like. 🤮

 

Posted (edited)

I have to smile a little at the possibility of using a body skin that reacts to the "tanning" caused by sunlight.


How is that done with sun-shy vampires - who are so proud of their "pale white" skin.


Well - I just persuaded Serana to go on a date on the beach

Spoiler

ScreenShot1059.png.50a4418951b8a2430478cdea29b6ce7a.png

 

 

Edited by Miauzi
Posted
Just now, Miauzi said:

I have to smile a little at the possibility of using a body skin that reacts to the "tanning" caused by sunlight.


How is that done with sun-shy vampires - who are so proud of their "pale white" skin.


Well - I just persuaded Serana to go on a date on the beach

  Reveal hidden contents

ScreenShot1059.png.50a4418951b8a2430478cdea29b6ce7a.png

 

 

I'm not so sure that this makes any sense, but it really is a nice picture. Cool outfit. ;)

Posted
Vor 20 Minuten sagte Wut1969:

Ich bin mir nicht so sicher, ob das irgendeinen Sinn ergibt, aber es ist wirklich ein schönes Bild. Cooles Outfit. ;)

 

For a vampire who constantly complains about the weather ("she doesn't officially complain"), it's quite an effort to lie down on a sunny beach... even if she's still wearing the "home" outfit


The whole "Serana dead sexy" complex is behind the outfit... although the outfit originally comes from the "Kangmina" mod - and was only "personified" for Serana

actually, a strapless bra made of black lace also belongs to the outfit - but she constantly "forgets" to put it on... oh yes - there's also a "thong" - she apparently doesn't like that at all (because she never equips it)


using the companion mod used (NFF - "Nether's Follower Framework"), I can assign separate outfits for three "zones":

"Outside" (i.e. adventure mode)

"City" - i.e. neat clothing

"Home" - self-explanatory actually myself ... and the beach in my picture is inside a "building" thanks to my "Tardis" mod

 

I have also assigned my companions - after they became "bimbos" - different "slutty" clothes for the different zones

Posted (edited)
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 / 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):
      Reveal hidden contents

    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 5.23 MB · 0 downloads

 

 

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:

  Reveal hidden contents

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 5.19 MB · 7 downloads

 

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 5.19 MB · 2 downloads

 

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 5.23 MB · 3 downloads

 

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 5.19 MB · 3 downloads

 

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 5.19 MB · 2 downloads

 

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 5.23 MB · 1 download

 

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 5.23 MB · 0 downloads

 

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.0a29fb66445f699cd24cefea465674ac.png

 

 

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

  Reveal hidden contents

Screenshot198.png.f5aef34ad487512204d25eb3af50fbbe.png

 

 

Maybe I should've created a proper modpage by now...
Anyway, new version, just added a hotkey to refresh the Skin Color spell on your target. This is basically just removing and readding the spell to the target, so nothing fancy, but I didn't want to add a constantly (albeit configurable) timer. Thanks to SPID this would certainly work without having to resort using a cloak spell, but instead it'd (I might be wrong) require the timer to run constantly on everyone who has the spell added.

 

Since the spell is watching for equipping events, it should also refresh when this is done, but accessing non-follower NPCs inventory requires an additional mod I guess.
Except for the added hotkey and small rearrangements of the MCM because of the added element it's the same as v1.6.

 

BimboSkin_1.7.7z

Edited by HannoJojo
Posted

@jib_buttkiss

Do NPCs use different corruption stages or are those not sending a modevent?

Also I wanted to ask, if you noticed any issues when using this with newer versions of YPS? As the nail polish system was changed quite a bit. Theoretically the corruption stages could also make use of the new different nail lengths as it progresses in the future (?).

 


Since I updated it quite frequently now and there is still this one CTD case included I actually decided to post it on a dedicated modpage for now, so updates (for the few people who might be using it) are displayed a bit more prominently.

 

I still hope that we will see a nice Beach Body integration soon.

 

Posted (edited)
29 minutes ago, HannoJojo said:

Also I wanted to ask, if you noticed any issues when using this with newer versions of YPS? As the nail polish system was changed quite a bit. Theoretically the corruption stages could also make use of the new different nail lengths as it progresses in the future (?).

The new YPS nail polish system only affects professional manicure. Normal nail polish and modevents are unchanged, except that standard nail models can now be changed to Shas nails (but only if the Shas addon is installed, and the new nails are configurable in a json). So it should still work without any problems.

If something like nail growth is desired, I would need to add special modevents, which is not a problem, but users would need to install specific nail mods with different length stages (like Shas nails, or HN66).

So far I haven't found a way to directly control by script the nail length morphs (e.g. from Female Hands Redone---- but maybe I'm just too stupid). ... So the only way for now is to apply different nails items with different lengths.

Edited by emily1673
Posted
26 minutes ago, emily1673 said:

The new YPS nail polish system only affects professional manicure. Normal nail polish and modevents are unchanged, except that standard nail models can now be changed to Shas nails (but only if the Shas addon is installed, and the new nails are configurable in a json). So it should still work without any problems.

If something like nail growth is desired, I would need to add special modevents, which is not a problem, but users would need to install specific nail mods with different length stages (like Shas nails, or HN66).

So far I haven't found a way to directly control by script the nail length morphs (e.g. from Female Hands Redone---- but maybe I'm just too stupid). ... So the only way for now is to apply different nails items with different lengths.

 

Oh yeah, totally slipped my mind that the main changes were related to the professional manicure..
Also after reading it again, I remembered that I initially wanted to ask if there are plans of using longer nails from the new system for the corruption event... With that question added it makes quite a lot more sense to ask about the compatibility.

 

Woops.

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