Unstable Egghead Posted July 27, 2024 Posted July 27, 2024 (edited) So I had a bit of a request/suggestion that I don't think should be too hard to implement, what if there was an option for male players to have bimbo corruption ticking up and crossing the threshold that would normally turn you into a bimbo if you were female, to instead send a mod event to YPS to change the player's gender and lock it as female, then reset the bimbo corruption. In this case a male player wouldn't be safe from the corruption, but instead would need to work to diminish it through the mechanisms in the mod like you have to when being a female. It looks like interfacing with that part of the YPS code is fairly simple, all you have to do is SendModEvent("yps-SetPlayerGenderEvent", "female", 1.0), the third option would make it permanent, but could also just SendModEvent("yps-SetPlayerGenderEvent", "female") to change the player's gender without making it permanent. Think this would provide another way gameplay wise of changing the player's gender without needing to go through quests, but would purely be going through the existing systems that are already in place. Obviously there would probably need to be an option for that in the MCM, but I think it could be very interesting for a sort of play through where you are fighting the corruption every step of the way, rather than just sort of ignoring it if you are male, and also would be a gameplay based system rather than going through some lengthy quest which honestly the YPS quest is more sort of consensual in it's tone right now, with the player eventually falling in love with one of the characters and sort of embracing the feminity, without so much of the player being forced to go through the transformation, in my opinion anyway. Just thought it could be an interesting option for the back and forth between YPS and BoS that is already in there, and making use of all the existing systems and just adding a few lines to the script to enable that change. Anyway, was just a thought that came to mind that could provide some compelling gameplay and interaction between the 2 mods. Edited July 27, 2024 by jdtest17 1
Efgad Posted July 27, 2024 Posted July 27, 2024 7 hours ago, jdtest17 said: So I had a bit of a request/suggestion that I don't think should be too hard to implement, what if there was an option for male players to have bimbo corruption ticking up and crossing the threshold that would normally turn you into a bimbo if you were female, to instead send a mod event to YPS to change the player's gender and lock it as female, then reset the bimbo corruption. In this case a male player wouldn't be safe from the corruption, but instead would need to work to diminish it through the mechanisms in the mod like you have to when being a female. It looks like interfacing with that part of the YPS code is fairly simple, all you have to do is SendModEvent("yps-SetPlayerGenderEvent", "female", 1.0), the third option would make it permanent, but could also just SendModEvent("yps-SetPlayerGenderEvent", "female") to change the player's gender without making it permanent. Think this would provide another way gameplay wise of changing the player's gender without needing to go through quests, but would purely be going through the existing systems that are already in place. Obviously there would probably need to be an option for that in the MCM, but I think it could be very interesting for a sort of play through where you are fighting the corruption every step of the way, rather than just sort of ignoring it if you are male, and also would be a gameplay based system rather than going through some lengthy quest which honestly the YPS quest is more sort of consensual in it's tone right now, with the player eventually falling in love with one of the characters and sort of embracing the feminity, without so much of the player being forced to go through the transformation, in my opinion anyway. Just thought it could be an interesting option for the back and forth between YPS and BoS that is already in there, and making use of all the existing systems and just adding a few lines to the script to enable that change. Anyway, was just a thought that came to mind that could provide some compelling gameplay and interaction between the 2 mods. I wonder how hard it would be to make a submod for that if it doesn't make into the main mod.
jib_buttkiss Posted July 27, 2024 Author Posted July 27, 2024 (edited) 8 hours ago, jdtest17 said: So I had a bit of a request/suggestion that I don't think should be too hard to implement, what if there was an option for male players to have bimbo corruption ticking up and crossing the threshold that would normally turn you into a bimbo if you were female, to instead send a mod event to YPS to change the player's gender and lock it as female, then reset the bimbo corruption. In this case a male player wouldn't be safe from the corruption, but instead would need to work to diminish it through the mechanisms in the mod like you have to when being a female. It looks like interfacing with that part of the YPS code is fairly simple, all you have to do is SendModEvent("yps-SetPlayerGenderEvent", "female", 1.0), the third option would make it permanent, but could also just SendModEvent("yps-SetPlayerGenderEvent", "female") to change the player's gender without making it permanent. Think this would provide another way gameplay wise of changing the player's gender without needing to go through quests, but would purely be going through the existing systems that are already in place. Obviously there would probably need to be an option for that in the MCM, but I think it could be very interesting for a sort of play through where you are fighting the corruption every step of the way, rather than just sort of ignoring it if you are male, and also would be a gameplay based system rather than going through some lengthy quest which honestly the YPS quest is more sort of consensual in it's tone right now, with the player eventually falling in love with one of the characters and sort of embracing the feminity, without so much of the player being forced to go through the transformation, in my opinion anyway. Just thought it could be an interesting option for the back and forth between YPS and BoS that is already in there, and making use of all the existing systems and just adding a few lines to the script to enable that change. Anyway, was just a thought that came to mind that could provide some compelling gameplay and interaction between the 2 mods. This is actually something I had planned for the version after 1.8. I'm not a huge fan of the whole genderbending stuff, but since YPS provides such a simple method for it, it feels like a waste not to! I do like the idea you suggested of flipping gender at 100% corruption, then needing another 100% for the now-female Dragonborn to get bimbofied. And that's actually a really nice and simple way of doing it- I might even end up doing it in 1.8 instead of waiting... EDIT: This was actually so simple to do that I implemented, tested and finalised it in between posting this comment and then this edit! As of 1.8, at 100 corruption, your male character can be permanently YPS-transformed into a woman. Then, she'll have a chance at life as a normal woman- her corruption will reset back to 0. But if she gets to 100 a second time... *giggle*! I just need someone to write a short message about the PC being feminised to display when it happens. Something in the vein of the usual bimbo messages- I won't do it justice if I write it. Edited July 27, 2024 by jib_buttkiss 5
Efgad Posted July 27, 2024 Posted July 27, 2024 (edited) 2 hours ago, jib_buttkiss said: I just need someone to write a short message about the PC being feminised to display when it happens. Something in the vein of the usual bimbo messages- I won't do it justice if I write it. Woo! How about... "Somethings up... whatever you just did has sent a tingle through your very core. But unlike the previous tingling you've felt before, this one isn't fading. And then, a warmth starts to build into a heat that boils out from your core as you suddenly start to change rapidly. Your frame shrinks and your apparel gets loose upon your body, only to grow tighter as your chest and ass fill with flesh. Your hips start to broaden to match your shoulders as they narrow. As the heat seems to slowly dissapate you think the changes are over, only to find yourself doubled over in a mix of pleasure and pain as your hands go to cup your groin. You feel like you are cumming your balls out of all the stored seed as they shrink up against your crotch, growing ever smaller until they merge into your body and your groin split into wet folds just as your rock hard cock finishes shrinking into a dainty nub of nerves, the tip dripping the last of your male essence into your clothing. The heat dissapates as the last of the changes to make you into a feminine version of yourself finish." Feel free to edit it to your liking, or mix it up with whatever anyone else comes up with. ^.^ Edited July 27, 2024 by Efgad
foreveraloneguy Posted July 27, 2024 Posted July 27, 2024 1 hour ago, jib_buttkiss said: I just need someone to write a short message about the PC being feminised to display when it happens. Something in the vein of the usual bimbo messages- I won't do it justice if I write it. 1) They're just foolish sluts, you thought, and anyway, they like it. And while that's true, some of them fell in love with you but you abandoned them after getting what you wanted. What you didn't know is that fools and children hold a special place in the hearts of both Aedra and Daedra. Therefore, they've given you the chance to experience that which you've inflicted on so many and transformed you into a woman. Live a pure and righteous life, or join the sluts you used. Your choices matter, just as they always have. 2) What the hells? Why did my armor suddenly get so heavy and tight across my chest? And why is my sword suddenly dragging the ground? And why does does my crotch feel so odd? Any why do I hear a woman yelling but don't see anyone? By the Gods! That woman yelling is ME! 2
Miauzi Posted July 27, 2024 Posted July 27, 2024 Vor 58 Minuten sagte Foreveraloneguy: 1) Sie sind nur dumme Schlampen, dachten Sie, und trotzdem gefällt es ihnen. Und obwohl das wahr ist, haben sich einige von ihnen in dich verliebt, aber du hast sie verlassen, nachdem du bekommen hast, was du wolltest. Was Sie nicht wussten, ist, dass Narren und Kinder einen besonderen Platz in den Herzen von Aedra und Daedra einnehmen. Deshalb haben sie dir die Chance gegeben, das zu erleben, was du so vielen zugefügt und dich in eine Frau verwandelt hast. Lebe ein reines und rechtschaffenes Leben oder schließe dich den Schlampen an, die du benutzt hast. Ihre Entscheidungen sind wichtig, so wie schon immer. 2) Was zum Teufel? Warum wurde meine Rüstung plötzlich so schwer und eng auf meiner Brust? Und warum schleift mein Schwert plötzlich über den Boden? Und warum fühlt sich mein Schritt so seltsam an? Warum höre ich eine Frau schreien, sehe aber niemanden? Bei den Göttern! Diese Frau, die schreit, bin ICH! to 2) the message for the gender transformation with SL hormones was similar Do I have an idea myself? Let's see: Zitat Oh my gods - what is happening to me right now - this weight on my chest... wait - that real "hill" How soft it feels to massage it - but why am I getting such a fire in my abdomen right now? Um - what is going on between my crotch... um, NOT! I just feel a smooth "hill" and then my finger sinks into a hole! Breathe deeply - the cock is gone - but I have a pussy... man - I'm sticking my fingers in there again. If this isn't a bad nightmare... then the gods have finally heard my prayers and freed me from this miserable male body... I am finally the woman on the outside that I have always been on the inside! This is probably what it would look like - if the transformation is welcomed and desired for years
AVS Posted July 27, 2024 Posted July 27, 2024 Been playing only sporadically over the last few months, but I've spent some of that time observing how the hair and name change options work in my game. Running Skyrim LE, BoS 1.7.7.2, iAFT, no YPS, mainly using some quick follower NPCs I whipped up and added specified names to the renaming list for. Name loss on NPCs given a bimbo name seems to be directly tied to the follower framework. Any follower with a changed name has inevitably displayed the name loss bug, although there has been some variation in when exactly it shows up. They seem to maintain it reasonably well while following, but will lose it at some point after being dismissed. There seems to be some variation to this based on the hair options, oddly enough. Followers who are using the wig option or their original hair tend to lose their names almost immediately, even as soon as the cell they were left in is exited and re-entered. Followers who use the headpart hair change seem to hang onto their names longer while dismissed, but do still lose them in the end. This has coincided with the greyface bug in my testing, but I don't know if there's a specific link. Non-follower bimbofied NPCs seem to consistently keep the altered names, but only so long as they remain non-followers. The instant they get recruited into the follower framework they lose their names and become un-interactable, while still following you. I'm curious if people using frameworks other than iAFT/AFT have this issue, as it's similar to a problem that cropped up years ago in regards to the Paradise Halls name changing function and recruiting NPCs affected by it into AFT. I seem to recall that with that issue the names would sometimes pop back in, but in my testing here once the name is gone, it's gone forever. Perhaps there could be an additional toggle for the names in the debug book, similar to the one for the hairs, that allows you to have the name change on globally for general NPCs but turn it off specifically for the ones you want to recruit as followers? An option for changing the name back to their original might also be useful, although I don't know that it'd actually be effective in terms of whatever's causing this bug. Speaking of the hairs, that's its own ball of wax. The headpart hair changing continues to be erratic. When it works, it works very nicely. But it has a few significant problems, one of which being its refusal to persist between game sessions. Upon exiting the game and loading back in, every NPC using the headpart change system is defaulted back to their original hair model and hair color. Additionally, the original color persists until the hair model is changed using the dialog commands twice. And even then the eyebrows usually don't change back to the new color until after a cell change. Those issues are consistent, but the greyface bug is not. It seems to pop up entirely at random; sometimes when loading a game in a cell that has bimbos in it, sometimes when changing cells, sometimes just right in front of you. Sometimes all the bimbos in the cell will have it, sometimes only certain ones will. There's no apparent pattern. The 'fix' script has little discernable effect. Regardless of the frequency it's set to I've only seen it actually firing a few times, and those were always only on bimbo NPCs that were currently following me. I've only seen it work perfectly once, where I loaded into a game with a bimbo follower and observed their face tint, hair model, hair color and eyebrow color being restored in quick succession. The other times I've seen it firing it would only restore the face tint or hair color, but not the rest. A manual trigger for the script would make it easier to verify its functionality. I have found one instance where the greyface issue is surprisingly consistent, but it's in a way that has particularly annoying implications. I got tired of it randomly popping up on one particular test follower, so I switched them back to using the wig hairs in hopes that it would stop the bug from happening. It didn't. Instead it's demonstrating a new consistent and negative behavior. Upon transferring between cells, the NPC's face is fine, loading in with its tintmaps as expected. Within a few minutes afterwards, the NPC suddenly has a grey face again. Every single time they change cells. It's almost as if the fix script is firing on them and breaking the tintmap once the headpart change is turned off instead of just ignoring them. So far, the only stable configuration I've found is using the wig hairs globally and ensuring that the name change is off when the curse is active on followers. I have yet to see any unwanted outcomes on NPCs that these settings are applied to. Fortunately I've finally gotten around to getting wigs of some of my preferred hair models subbed in, but the lack of the headpart method's random hair color is a felt loss. I'll give that up for the stability, though. Worst comes to worst, I can just add some colored wigs to my personal outfit mod pile.
emily1673 Posted July 27, 2024 Posted July 27, 2024 (edited) On 7/26/2024 at 3:06 AM, jib_buttkiss said: 1) Yeah, an event to remove them would be good, too. Like Balgin said, I give the option for the cure to remove the nails or not (and in 1.8, you can also toggle if you want to bring them back separately). 2) Oh, good idea! If you lock in the function footprints, I can include the events in 1.8, and they just won't do anything until YPS updates. 1) Alright, that should be no problem. 2) Very well, I will do that soon. But allow me a few days. The script code lines need to check first whether a (not yet existing) future YPS is installed, which must be done in a smart way (probably checking a papyrus variable). On 7/26/2024 at 9:15 AM, Wut1969 said: Well, if we're at that level of detail, @emily1673could add thoughts in YPS about the need for heavier perfumes to get rid of that wet dog smell, add a debuff or two because of that stink, increase the body hair growth and who knows what else. I mean, I like the idea very much, but we're now so far beyond anything Bethesda ever thought about in respect to the level of detail. I might just add a $iswerewolf condition to the thought system, so you could write the thoughts yourself. Edited July 27, 2024 by emily1673 1
savagesonic22 Posted July 27, 2024 Posted July 27, 2024 7 hours ago, jib_buttkiss said: This is actually something I had planned for the version after 1.8. I'm not a huge fan of the whole genderbending stuff, but since YPS provides such a simple method for it, it feels like a waste not to! I do like the idea you suggested of flipping gender at 100% corruption, then needing another 100% for the now-female Dragonborn to get bimbofied. And that's actually a really nice and simple way of doing it- I might even end up doing it in 1.8 instead of waiting... EDIT: This was actually so simple to do that I implemented, tested and finalised it in between posting this comment and then this edit! As of 1.8, at 100 corruption, your male character can be permanently YPS-transformed into a woman. Then, she'll have a chance at life as a normal woman- her corruption will reset back to 0. But if she gets to 100 a second time... *giggle*! I just need someone to write a short message about the PC being feminised to display when it happens. Something in the vein of the usual bimbo messages- I won't do it justice if I write it. I am looking forward to that. The curse doesn't care if male or female. It's an equal infecting opportunist.
savagesonic22 Posted July 28, 2024 Posted July 28, 2024 Could I use a preset body for the bimbo body once my character becomes full bimbo or do i have to do it by slider?
jib_buttkiss Posted July 28, 2024 Author Posted July 28, 2024 (edited) 10 hours ago, AVS said: Been playing only sporadically over the last few months, but I've spent some of that time observing how the hair and name change options work in my game. Running Skyrim LE, BoS 1.7.7.2, iAFT, no YPS, mainly using some quick follower NPCs I whipped up and added specified names to the renaming list for. Name loss on NPCs given a bimbo name seems to be directly tied to the follower framework. Any follower with a changed name has inevitably displayed the name loss bug, although there has been some variation in when exactly it shows up. They seem to maintain it reasonably well while following, but will lose it at some point after being dismissed. There seems to be some variation to this based on the hair options, oddly enough. Followers who are using the wig option or their original hair tend to lose their names almost immediately, even as soon as the cell they were left in is exited and re-entered. Followers who use the headpart hair change seem to hang onto their names longer while dismissed, but do still lose them in the end. This has coincided with the greyface bug in my testing, but I don't know if there's a specific link. Non-follower bimbofied NPCs seem to consistently keep the altered names, but only so long as they remain non-followers. The instant they get recruited into the follower framework they lose their names and become un-interactable, while still following you. I'm curious if people using frameworks other than iAFT/AFT have this issue, as it's similar to a problem that cropped up years ago in regards to the Paradise Halls name changing function and recruiting NPCs affected by it into AFT. I seem to recall that with that issue the names would sometimes pop back in, but in my testing here once the name is gone, it's gone forever. Perhaps there could be an additional toggle for the names in the debug book, similar to the one for the hairs, that allows you to have the name change on globally for general NPCs but turn it off specifically for the ones you want to recruit as followers? An option for changing the name back to their original might also be useful, although I don't know that it'd actually be effective in terms of whatever's causing this bug. Speaking of the hairs, that's its own ball of wax. The headpart hair changing continues to be erratic. When it works, it works very nicely. But it has a few significant problems, one of which being its refusal to persist between game sessions. Upon exiting the game and loading back in, every NPC using the headpart change system is defaulted back to their original hair model and hair color. Additionally, the original color persists until the hair model is changed using the dialog commands twice. And even then the eyebrows usually don't change back to the new color until after a cell change. Those issues are consistent, but the greyface bug is not. It seems to pop up entirely at random; sometimes when loading a game in a cell that has bimbos in it, sometimes when changing cells, sometimes just right in front of you. Sometimes all the bimbos in the cell will have it, sometimes only certain ones will. There's no apparent pattern. The 'fix' script has little discernable effect. Regardless of the frequency it's set to I've only seen it actually firing a few times, and those were always only on bimbo NPCs that were currently following me. I've only seen it work perfectly once, where I loaded into a game with a bimbo follower and observed their face tint, hair model, hair color and eyebrow color being restored in quick succession. The other times I've seen it firing it would only restore the face tint or hair color, but not the rest. A manual trigger for the script would make it easier to verify its functionality. I have found one instance where the greyface issue is surprisingly consistent, but it's in a way that has particularly annoying implications. I got tired of it randomly popping up on one particular test follower, so I switched them back to using the wig hairs in hopes that it would stop the bug from happening. It didn't. Instead it's demonstrating a new consistent and negative behavior. Upon transferring between cells, the NPC's face is fine, loading in with its tintmaps as expected. Within a few minutes afterwards, the NPC suddenly has a grey face again. Every single time they change cells. It's almost as if the fix script is firing on them and breaking the tintmap once the headpart change is turned off instead of just ignoring them. So far, the only stable configuration I've found is using the wig hairs globally and ensuring that the name change is off when the curse is active on followers. I have yet to see any unwanted outcomes on NPCs that these settings are applied to. Fortunately I've finally gotten around to getting wigs of some of my preferred hair models subbed in, but the lack of the headpart method's random hair color is a felt loss. I'll give that up for the stability, though. Worst comes to worst, I can just add some colored wigs to my personal outfit mod pile. So, this is something I've been meaning to dig into for a while. When I originally did the name fix script, it was in a bit of a rush, so I just jammed it into a script that already ran frequently on bimbos- the face/hair fix script. They should really be their own separate script, because it's just a tangled mess in there at the moment. I think that's the reason for the inconsistencies- the name script wants to trigger every 30 seconds, but the hair wants to trigger on cellChanges and loads, and it sort of makes a big mess sometimes. For the names, as far as I'm aware, it happens because a lot of these follower mods tick "Uses Stored Text" on their alias names (for no reason). "Uses Stored Text" conflicts with SetDisplayName. Basically, whenever you take or leave a follower, they enter/exit an alias, causing the bug and wiping their name. And since there's no easy way to detect when an NPC becomes/unbecomes a follower, I have to have a timed script that reapplies their name- but I think that script's triggering can be a bit wonky. I might implement a check that disables the name changing by default if AFT is detected? The other problem is that there doesn't seem to be a "ResetDisplayName" function- so once the display name has an override, you can't remove it; all you can do is set the override to match the default- but that doesn't really help. ...I wonder what would have less script load- attaching scripts to the NPCs that trigger every X seconds to fix their names, or having a global script with a list of all bimbos that hits them all at once? For the facetint stuff, it's almost certainly just the script not activating as intended due to the messiness of it. Because as well as the name change stuff, there's the "Use Wigs Instead" stuff in there also being confusing. The stable configuration you've found is basically just disabling all the namechange and facetint stuff completely! I'll try and tidy it up for 1.8. Hopefully I can get it to behave a bit more consistently. 4 hours ago, savagesonic22 said: Could I use a preset body for the bimbo body once my character becomes full bimbo or do i have to do it by slider? You can adjust the values directly by editing the .JSON file in the Data>SKSE>Plugins>BimbosOfSkyrim, but you still just need the numerical values for each node. Edited July 28, 2024 by jib_buttkiss
Wut1969 Posted July 28, 2024 Posted July 28, 2024 15 hours ago, jib_buttkiss said: EDIT: This was actually so simple to do that I implemented, tested and finalised it in between posting this comment and then this edit! As of 1.8, at 100 corruption, your male character can be permanently YPS-transformed into a woman. Then, she'll have a chance at life as a normal woman- her corruption will reset back to 0. But if she gets to 100 a second time... *giggle*! This really blew my mind and I was laughing out loud when eating my breakfast. The things you, Emily and all the other modders on LL are able to squeeze out of a 13 year old game and its ancient game engine, are amazing. I really love how all the different "What if..." questions turn into real things. ❤️ 1
emily1673 Posted July 28, 2024 Posted July 28, 2024 (edited) 17 hours ago, jib_buttkiss said: I just need someone to write a short message about the PC being feminised to display when it happens. Something in the vein of the usual bimbo messages- I won't do it justice if I write it. There are already some good suggestions by @Efgad, @foreveraloneguy and @Miauzi. I am slow at writing, but suggest something like having a strange dream to have sex with a Dremora, and when you wake up, feel the change. It seems that the suggested messages tend to be (1) long and (2) diverse. So why not put them all into a json file, and play a random choice of these "stories"? This would make it user configurable, and new "stories" could be added later. This would involve another ~10 script lines, but I can write them if you like. [edit] While I'm at it, here the script lines: string transformationstoryfile = "../<path name>/transformationstories.json" int storynumber = Utility.Randomint(0,JsonUtil.StringListCount(transformationstoryfile,"storylist") - 1) string storyname = JsonUtil.StringListGet(transformationstoryfile,"storylist",storynumber) int j = 0 while j < JsonUtil.StringListCount(transformationstoryfile,storyname) string messagetoshow = JsonUtil.StringListGet(transformationstoryfile,storyname,j) if messagetoshow != "" Debug.messagebox(messagetoshow) Utility.wait(1.0) endif j += 1 endwhile Still untested, might have some typos, but should work. Path name still needs to be specified, and the json file renamed. Sample json in the attachment. transformationstories.json.txt Edited July 28, 2024 by emily1673 1
SkyAddiction Posted July 28, 2024 Posted July 28, 2024 1 hour ago, Wut1969 said: This really blew my mind and I was laughing out loud when eating my breakfast. The things you, Emily and all the other modders on LL are able to squeeze out of a 13 year old game and its ancient game engine, are amazing. I really love how all the different "What if..." questions turn into real things. ❤️ Hell, yes. All of this, every damn day, all year. I've likely tried maybe... 70% of Skyrim mods here? Give or take? You really don't know if it'll work with your load order until you try... Anyway, most of them have been far beyond my capacity to create. I wish I had the passion and/or skill to do what most of the modders here manage to accomplish.
savagesonic22 Posted July 28, 2024 Posted July 28, 2024 3 hours ago, jib_buttkiss said: So, this is something I've been meaning to dig into for a while. When I originally did the name fix script, it was in a bit of a rush, so I just jammed it into a script that already ran frequently on bimbos- the face/hair fix script. They should really be their own separate script, because it's just a tangled mess in there at the moment. I think that's the reason for the inconsistencies- the name script wants to trigger every 30 seconds, but the hair wants to trigger on cellChanges and loads, and it sort of makes a big mess sometimes. For the names, as far as I'm aware, it happens because a lot of these follower mods tick "Uses Stored Text" on their alias names (for no reason). "Uses Stored Text" conflicts with SetDisplayName. Basically, whenever you take or leave a follower, they enter/exit an alias, causing the bug and wiping their name. And since there's no easy way to detect when an NPC becomes/unbecomes a follower, I have to have a timed script that reapplies their name- but I think that script's triggering can be a bit wonky. I might implement a check that disables the name changing by default if AFT is detected? The other problem is that there doesn't seem to be a "ResetDisplayName" function- so once the display name has an override, you can't remove it; all you can do is set the override to match the default- but that doesn't really help. ...I wonder what would have less script load- attaching scripts to the NPCs that trigger every X seconds to fix their names, or having a global script with a list of all bimbos that hits them all at once? For the facetint stuff, it's almost certainly just the script not activating as intended due to the messiness of it. Because as well as the name change stuff, there's the "Use Wigs Instead" stuff in there also being confusing. The stable configuration you've found is basically just disabling all the namechange and facetint stuff completely! I'll try and tidy it up for 1.8. Hopefully I can get it to behave a bit more consistently. You can adjust the values directly by editing the .JSON file in the Data>SKSE>Plugins>BimbosOfSkyrim, but you still just need the numerical values for each node. Thanks!!
Tschorm Posted July 28, 2024 Posted July 28, 2024 (edited) Well got to throw my hat in the ring too, how about something around those lines for the flavour text: "You are not supposed to be here... I hear a alluring voice followed by clicking footsteps. From the endless darkness off the hallway I can see a beautiful female approaching. I can´t recall ever seen her before but her face looks familiar. Without hesitation she leans in for a intense prolonged kiss, the whole world start´s spinning while my senses start to fade. I wake up sweating and breathing heavily. Something feels off! As I look in the mirror its not my face thats greets me but that off the Women from my dream!" I tried to keep it in the Spirit off the Mod 😃 Edited July 28, 2024 by Tschorm 2
ebbluminous Posted July 28, 2024 Posted July 28, 2024 18 hours ago, jib_buttkiss said: This is actually something I had planned for the version after 1.8. I'm not a huge fan of the whole genderbending stuff, but since YPS provides such a simple method for it, it feels like a waste not to! I do like the idea you suggested of flipping gender at 100% corruption, then needing another 100% for the now-female Dragonborn to get bimbofied. And that's actually a really nice and simple way of doing it- I might even end up doing it in 1.8 instead of waiting... EDIT: This was actually so simple to do that I implemented, tested and finalised it in between posting this comment and then this edit! As of 1.8, at 100 corruption, your male character can be permanently YPS-transformed into a woman. Then, she'll have a chance at life as a normal woman- her corruption will reset back to 0. But if she gets to 100 a second time... *giggle*! I just need someone to write a short message about the PC being feminised to display when it happens. Something in the vein of the usual bimbo messages- I won't do it justice if I write it. Amazing! Thanbk you! Request for 1.9... More ways for males to acquire Corruption to help them along their way. Oh question... The Good Girl note - This will add Corruption to male players? (Please say it does...)
Miauzi Posted July 28, 2024 Posted July 28, 2024 Vor 2 Stunden sagte emily1673: Es gibt bereits einige gute Vorschläge von @Efgad , @foreveraloneguy und @Miauzi . Ich bin langsam beim Schreiben, schlage aber etwas vor, etwa einen seltsamen Traum zu haben, Sex mit einer Dremora zu haben, und wenn man aufwacht, spürt man die Veränderung. Es scheint, dass die vorgeschlagenen Nachrichten tendenziell (1) lang und (2) vielfältig sind. Warum also nicht alle in eine JSON-Datei packen und eine zufällige Auswahl dieser „Geschichten“ abspielen? Dies würde es vom Benutzer konfigurierbar machen und neue „Storys“ könnten später hinzugefügt werden. Dies würde weitere ca. 10 Skriptzeilen erfordern, aber ich kann sie schreiben, wenn Sie möchten. [Bearbeiten] Wenn ich schon dabei bin, hier die Skriptzeilen: Noch ungetestet, möglicherweise ein paar Tippfehler, sollte aber funktionieren. Der Pfadname muss noch angegeben und die JSON-Datei umbenannt werden. Beispiel-JSON im Anhang. transformationstories.json.txt 2.75 kB · 0 downloads I have already adapted the dream texts of my Bimbo installation to my own "roll play" - ultimately the text must not be too long. Ultimately, every player has his own "roll play" in the back of his mind when he acts in his game. If I have understood correctly - the system selects the dream texts at random... the texts can be divided into the following categories: a) voluntary transformation - the character is born transsexual and the only way for a "transformation" is this miracle from God b) involuntary transformation - the character is essentially punished for his excessive life c) transformation on "probation" - the character is punished with the transformation - but if he lives a life of abstinence he avoids becoming a bimbo one of these three paths would then have to be selected in the MCM at the start of the game - accordingly there would be three different JSON files with adapted dream texts The idea of the Dremora is not that new - it already existed in "SL-Hormones" and was really expanded in "Bimbos" But who is the lord/master of these Dremora/Succubi? But why doesn't the boss himself appear - after all, it's about something like a "miracle"? for b) the answer would be pretty simple -> Lord Sanguine for c) I can imagine Dibella... but if you look more closely at the sisterhood - then the gift could also be "poisoned" (I'm deliberately alluding to the "Sisterhood of Dibella" mod and the Path of Corruption... Lord Sanguine is already smiling around the corner) for a) ... either Mara or the Prince of Madness would be conceivable here - because if you live out the possibilities of your new body too much, the Bimbo Curse will come around the corner again (although personally I wouldn't care at all!) --- Can you turn male vampires into females and what effect does it have? The Bimbo Curse affects them a little differently!
Guest Posted July 28, 2024 Posted July 28, 2024 27 minutes ago, Miauzi said: I can imagine Dibella... but if you look more closely at the sisterhood - then the gift could also be "poisoned" (I'm deliberately alluding to the "Sisterhood of Dibella" mod and the Path of Corruption... Lord Sanguine is already smiling around the corner) My character went to see Senna at the advice of the Greybeards to see about calming the desires she was experiencing, and that wench amplified the effect of the curse. When asked why she said something to the effect of "why waste the gifts Dibella has blessed you with" what a bitch, so I used the Bimbo book on her! LMAO
Guest Posted July 28, 2024 Posted July 28, 2024 @jib_buttkiss have you considered a section of the BOS debug book to contain a De-Bimbofication spell? My favorite NPC was bimbofinated and I really don't want to back up 20+ hours of game play to block her bimbo effect. Thanks for the work and sharing this mod!
wareware Posted July 28, 2024 Posted July 28, 2024 Can you add cum hunger satiation effects to the Cum Basin and Cum Flagons?
emily1673 Posted July 28, 2024 Posted July 28, 2024 37 minutes ago, Miauzi said: If I have understood correctly - the system selects the dream texts at random... the texts can be divided into the following categories: a) voluntary transformation - the character is born transsexual and the only way for a "transformation" is this miracle from God b) involuntary transformation - the character is essentially punished for his excessive life c) transformation on "probation" - the character is punished with the transformation - but if he lives a life of abstinence he avoids becoming a bimbo one of these three paths would then have to be selected in the MCM at the start of the game - accordingly there would be three different JSON files with adapted dream texts My idea was to put all the stories into one single json file, which is easy to implement and very flexible: every user can add/remove/edit the stories according to their personal preference, and no MCM option would be needed. (E.g., you could just keep the "involuntary" story; or keep all of them and let yourself be surprised.) Of course, it could be made more sophisticated, but that would cause additional work.
jib_buttkiss Posted July 28, 2024 Author Posted July 28, 2024 Thanks to everyone who's written up those genderbend messages, it really helps to have something to work from! 3 hours ago, emily1673 said: There are already some good suggestions by @Efgad, @foreveraloneguy and @Miauzi. I am slow at writing, but suggest something like having a strange dream to have sex with a Dremora, and when you wake up, feel the change. It seems that the suggested messages tend to be (1) long and (2) diverse. So why not put them all into a json file, and play a random choice of these "stories"? This would make it user configurable, and new "stories" could be added later. This would involve another ~10 script lines, but I can write them if you like. [edit] While I'm at it, here the script lines:Still untested, might have some typos, but should work. Path name still needs to be specified, and the json file renamed. Sample json in the attachment. transformationstories.json.txt 2.75 kB · 1 download Yeah, I'll probably JSON it like the rest of the bimbo messages. I'll just plonk it in the BimboDreams.json- it fits there, and that makes life easy for me. Then users can edit it like the other stories if they want. 1 hour ago, ebbluminous said: Amazing! Thanbk you! Request for 1.9... More ways for males to acquire Corruption to help them along their way. Oh question... The Good Girl note - This will add Corruption to male players? (Please say it does...) All corruption methods should currently be adding corruption to male players- it just doesn't really do much at the moment. I guess in the average setup, male characters don't spend as much time bottoming in aggressive sex, or wearing slutty clothes? 56 minutes ago, Miauzi said: Can you turn male vampires into females and what effect does it have? The Bimbo Curse affects them a little differently! In-game, it should work the same as non-vampires, assuming that Skyrim doesn't throw a tantrum at a vampire's face being edited. Story-wise, I'd say it works the same too- you end up with a bimbofied vampire! 25 minutes ago, Raven 54 said: My character went to see Senna at the advice of the Greybeards to see about calming the desires she was experiencing, and that wench amplified the effect of the curse. When asked why she said something to the effect of "why waste the gifts Dibella has blessed you with" what a bitch, so I used the Bimbo book on her! LMAO I am so happy that someone's been caught out by that! 22 minutes ago, Raven 54 said: @jib_buttkiss have you considered a section of the BOS debug book to contain a De-Bimbofication spell? My favorite NPC was bimbofinated and I really don't want to back up 20+ hours of game play to block her bimbo effect. Thanks for the work and sharing this mod! I could probably kludge one together... If I applied a tonic, then set it's duration to 99999, that would basically be the same thing as de-bimboing them. It'd be a real pain in the ass to try to "refresh" an NPC to a fully pre-bimbo, 0 corruption state, so I'm probably not going to do that. 12 minutes ago, wareware said: Can you add cum hunger satiation effects to the Cum Basin and Cum Flagons? For what mod? If it's CumSwallowNeeds, probably? It's pretty easy to interface with. They should already count as a cum swallow for Fill Her Up. 1
Wut1969 Posted July 28, 2024 Posted July 28, 2024 1 hour ago, jib_buttkiss said: I am so happy that someone's been caught out by that! Well, be happier still as it caught me too.
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