emily1673 Posted July 30, 2024 Posted July 30, 2024 (edited) 18 hours ago, Miauzi said: off topic - a question for the author of "yps" Does the mechanics of the head hair and the associated growth block a slot that other mods use, for example, for head hoods? For example, I can't equip any of his latex head hoods in the mod "Fukk Doll" (by Predator) ... likewise, the (equippable) succubus horns aren't displayed in "Serana dead sexy" (but are equipped) Please discuss questions related to YPS in the corresponding thread. So just a short answer here: No, the hairstyles technically are "headparts" and do not use any item slots. 16 hours ago, jib_buttkiss said: This on my list! Adding the option for the forced makeup to be more like the fashion rules- instead of makeup being locked on, you're punished if you don't maintain it. I'm not sure if it'll be in the next update, but if not it's certainly in the one after. Happy to see that! It would be good to coordinate the efforts for our 2 mods for such a feature. Punishing the player for not wearing a certain lipstick color etc is easily done in YPS. But you could do it in BoS if you prefer. 16 hours ago, jib_buttkiss said: Oh, uh- what mod events? I'll do that. If it's easier, I do already broadcast an event at each stage of the transformation, so if YPS needs to know the current transformation stage you can use BoS_CurseAdvance_Event(form actor, int stage). For example, if you wanted hairdressers to refuse service to a bimbo whose hair is transformed, in that event you'd check if actor == player, and stage == 100 then set your global YPS_bimboHairLocked from there. That way you can add more YPS-bimbo behavior in your updates without having to wait on the glacial pace of mine. Thank you for the hint! That will indeed open up the way for some interesting new content, and I would gladly make use of it. About the modevents: I was referring to the ApplyBimboNails(int BimboNailStage) command we discussed above, which is just a placeholder function. In fact, I planned to implement this as modevent: SendModEvent("yps-BimboNailsEvent", "", int BimboNailStage), which would replace the current SendModEvent("yps-FingerNailsEvent", "", int ColorCode) The new modevent would immediately apply "professional" nails of a certain length (depending on the value of BimboNailStage, = 1, 2, 3, or 4), while BimboNailStage = 0 would remove the nails. The factual nail items to be applied would be configured in a json file (Shas nails, or HN66, or whatever the players want). According to my plan, setting the value BimboNailStage to something >0 would also give the player the option to get special Bimbo nail salon sessions (which are just for adding flavor, not really changing the looks). However, if – on the long run – the plan rather is to "punish the player if they don't maintain it", I would implement it differently right away: SendModEvent("yps-BimboNailsEvent", "", int BimboNailStage), would then rather mark the player as "forced to visit the nail salon and get nail extensions of length >= BimboNailStage" and color "pink" (with the benefit of getting the nail session for free). We could then still discuss what punishment the player gets for breaking these rules. While considering these options, you can take into account that I tried to make the nail salon sessions to be really immersive and fun (they will get still better in the next update, and could be still optimized for the Bimbo target group). From the perspective of YPS, this is about the same effort to implement it either way. So, which way should we proceed? [edit]: Best way: I might just do both and add an MCM option for players to chose the mod behavior. Edited July 31, 2024 by emily1673
Guest Posted July 31, 2024 Posted July 31, 2024 Having fun with Lyris Titanborn who now prefers being called Krystal. Fun Times. https://www.nexusmods.com/skyrimspecialedition/mods/114541 Spoiler
johnhamm Posted July 31, 2024 Posted July 31, 2024 I have a bunch of questions! Sorry if some of these have been asked before, there are a lot of pages... Does the curse curing tonic revert everything while its active, for PC and NPC? Like all visual changes as well as personality? I really like the curse as a consequence, but I usually play one save for a long time, so I'm a bit wary of permanent changes to my favourite followers. Are parts of the changes configurable? Personally I really dislike the heavy makeup look that bimbos get so I would like to be able to turn it off. Do fully bimbo'd followers/NPCs get any combat changes? I would love to see bimbo followers surrendering to male bandits instead of fighting them, but I get how that might be hard. Does everything work right for high poly head NPCs and things like the wenches from buxom wench yuriana? This last one is a bit much, so bear with me lol: in the mod fertility mode there's a setting where NPCs can get inseminated by others, which obviously implies sex. Would there be any chance of having some compatibility with those sex acts being included for curse purposes? The reason I ask is where it gets convoluted, the follower slavery mod has a setting where enslaved followers get used by their masters frequently, and there's integration with fertility mode so that they get inseminated even when the player isn't nearby(no sex scene can be started). This definitely counts as rough sex so it would be cool for it to be counted in the curse, but this is a long shot
Miauzi Posted July 31, 2024 Posted July 31, 2024 Vor 1 Stunde sagte Johnhamm: Ich habe eine Menge Fragen! Es tut mir leid, wenn einige davon schon einmal gefragt wurden, es gibt viele Seiten ... Macht das Fluch-Heilungsmittel für PC und NPC alles rückgängig, während es aktiv ist? Wie alle visuellen Veränderungen sowie die Persönlichkeit? Ich mag den Fluch als Konsequenz wirklich sehr, aber ich spiele normalerweise lange einen Speicherstand, daher bin ich etwas vorsichtig, wenn es um dauerhafte Änderungen an meinen Lieblings-Followern geht. Sind Teile der Änderungen konfigurierbar? Persönlich mag ich den stark geschminkten Look, den Bimbos bekommen, wirklich nicht, deshalb würde ich ihn gerne abschalten können. Bekommen vollständig bekleidete Anhänger/NPCs irgendwelche Kampfänderungen? Ich würde gerne sehen, dass Bimbo-Anhänger sich männlichen Banditen ergeben, anstatt gegen sie zu kämpfen, aber ich verstehe, dass das schwierig sein könnte. Funktioniert alles richtig für High-Poly-Head-NPCs und Dinge wie die Frauen von Buxom Wench Yuriana? Letzteres ist etwas übertrieben, also habt Geduld mit mir, lol: Im Mod-Fruchtbarkeitsmodus gibt es eine Einstellung, in der NPCs von anderen befruchtet werden können, was offensichtlich Sex impliziert. Wäre eine gewisse Vereinbarkeit damit gegeben, dass diese sexuellen Handlungen zu Verfluchungszwecken einbezogen würden? Der Grund, warum ich frage, ist, wo es verwickelt wird, der Anhänger-Sklaverei-Mod hat eine Einstellung, in der versklavte Anhänger häufig von ihren Herren benutzt werden, und es gibt eine Integration mit dem Fruchtbarkeitsmodus, so dass sie befruchtet werden, auch wenn der Spieler nicht in der Nähe ist (keine Sexszene). gestartet werden kann). Dies gilt definitiv als harter Sex, daher wäre es cool, wenn es im Fluch berücksichtigt würde, aber das ist ein weit hergeholter Ansatz If you're so concerned about this mod and have so many questions... why don't you read the existing posts? All 200? No - but what's so terrible about reading 50 pages of the forum? 😉
jib_buttkiss Posted July 31, 2024 Author Posted July 31, 2024 18 hours ago, Raven 54 said: I think I will pass on that idea as if I don't get them right or too much I would have to start over...Again. It takes a while to set up a character, set all the values in the MCM controlling the mods I have loaded, then to enter the game and check the NPC's in question, too much hassle for me. Not about you or your mod, just about how lazy I am. Yeah, I'll fix it in the version after next. 15 hours ago, Raven 54 said: Are you able to turn NPC males as a Bimbo, Genderbend is on Maul is past 100% but is not changing, does this only work on the Player? Also when changing does the Racemenu come up to apply changes as with YPS, which I use for some features but not all. Thanks for the time answering my dumb questions and for the mod! Nope, PC only. 11 hours ago, emily1673 said: Happy to see that! It would be good to coordinate the efforts for our 2 mods for such a feature. Punishing the player for not wearing a certain lipstick color etc is easily done in YPS. But you could do it in BoS if you prefer. I'll keep the punishment in BoS, since I can very easily merge it in with the existing punishment system for bad fashion. The makeup maintenance code is actually already in the same script as fashion punishment, I literally just have to move it a few lines and change AddMakeup() for AddPunishment() if no makeup detected. By the way, I have a generic punishment I add if any one fashion rule is broken, and it's the same whether one or all the rules are broken. 10 hours ago, emily1673 said: Thank you for the hint! That will indeed open up the way for some interesting new content, and I would gladly make use of it. About the modevents: I was referring to the ApplyBimboNails(int BimboNailStage) command we discussed above, which is just a placeholder function. In fact, I planned to implement this as modevent: SendModEvent("yps-BimboNailsEvent", "", int BimboNailStage), which would replace the current SendModEvent("yps-FingerNailsEvent", "", int ColorCode) The new modevent would immediately apply "professional" nails of a certain length (depending on the value of BimboNailStage, = 1, 2, 3, or 4), while BimboNailStage = 0 would remove the nails. The factual nail items to be applied would be configured in a json file (Shas nails, or HN66, or whatever the players want). According to my plan, setting the value BimboNailStage to something >0 would also give the player the option to get special Bimbo nail salon sessions (which are just for adding flavor, not really changing the looks). However, if – on the long run – the plan rather is to "punish the player if they don't maintain it", I would implement it differently right away: SendModEvent("yps-BimboNailsEvent", "", int BimboNailStage), would then rather mark the player as "forced to visit the nail salon and get nail extensions of length >= BimboNailStage" and color "pink" (with the benefit of getting the nail session for free). We could then still discuss what punishment the player gets for breaking these rules. While considering these options, you can take into account that I tried to make the nail salon sessions to be really immersive and fun (they will get still better in the next update, and could be still optimized for the Bimbo target group). From the perspective of YPS, this is about the same effort to implement it either way. So, which way should we proceed? [edit]: Best way: I might just do both and add an MCM option for players to chose the mod behavior. So maintain vs punish is something I was going to make an option, yeah. The way I was planning was just to have a check for fingernails being done, if yes all good if no do punishment. But I could easily have that check be for bimboNails, rather than just any nails. And if the only way to get bimboNails is to get a special manicure, that's how we force a visit to the salon. That should definitely be a toggle- some players will be satisfied with sitting down and painting their own nails. But that toggle can live on my end pretty easily. 1 hour ago, johnhamm said: I have a bunch of questions! Sorry if some of these have been asked before, there are a lot of pages... Does the curse curing tonic revert everything while its active, for PC and NPC? Like all visual changes as well as personality? I really like the curse as a consequence, but I usually play one save for a long time, so I'm a bit wary of permanent changes to my favourite followers. Are parts of the changes configurable? Personally I really dislike the heavy makeup look that bimbos get so I would like to be able to turn it off. Do fully bimbo'd followers/NPCs get any combat changes? I would love to see bimbo followers surrendering to male bandits instead of fighting them, but I get how that might be hard. Does everything work right for high poly head NPCs and things like the wenches from buxom wench yuriana? This last one is a bit much, so bear with me lol: in the mod fertility mode there's a setting where NPCs can get inseminated by others, which obviously implies sex. Would there be any chance of having some compatibility with those sex acts being included for curse purposes? The reason I ask is where it gets convoluted, the follower slavery mod has a setting where enslaved followers get used by their masters frequently, and there's integration with fertility mode so that they get inseminated even when the player isn't nearby(no sex scene can be started). This definitely counts as rough sex so it would be cool for it to be counted in the curse, but this is a long shot The tonic cures everything- until it wears off again. The curse is almost fully configurable, there's very little you can't disable in the MCM, and the rest you can remove in other ways (for example, you can't disable the lipstick, but you could just remove it the Slavetats config or erase the png file it reads from). No combat behavior changes to NPCs, just large stat nerfs. The bimbo player gets a few abilities to use, though. High poly head can cause issues with the Advanced hair replacement mode, which is why it can be turned off. If Fertility Mode sends an event I can hook into when that happens, I can add it easily. Alternatively, Fertility Mode's author could add one line of code into their script (an addBimboCorruption event) and send the corruption that way.
Guest Posted July 31, 2024 Posted July 31, 2024 3 hours ago, johnhamm said: they get inseminated even when the player isn't nearby(no sex scene can be started). This can be turned off in the MCM 3 hours ago, johnhamm said: this is a long shot Literally teleporting sperm! Think about what you said, if Bimbo's get Bimbofinated by having sex...why in the world would that stop working on other NPC's? Look through the BOS MCM carefully, make the appropriate settings, Play. And like @Miauzi said... Read the forum, at least it is not 674 pages like Nuka Ride which I have read most of.
Miauzi Posted July 31, 2024 Posted July 31, 2024 Vor 7 Minuten sagte moea12: Natürlich möchte ich Sie nicht überstürzen, aber haben Sie einen Zeitplan für die Version 1.8? Dann weiß ich, ob es sich lohnt, jetzt anzufangen oder ob ich warten sollte. If I were you, I would start getting to know this highly complex mod now... it definitely won't be done in 2-3 days! Even if the next update comes out in 1 week... what's wrong with starting the game again - because then you'll at least know a certain part of the game mechanics. If you follow our posts from the last 50-100 pages... we players (and enthusiastic mod users) try out a lot... and each of us has a different goal when using this mod. For testing purposes (a special mod combination), I played through all the main stories to the end in 3 weeks... so I defeated Aldiun - killed Harkon and beat Miraak... and then deleted all the saved games and the character.
emily1673 Posted July 31, 2024 Posted July 31, 2024 11 hours ago, jib_buttkiss said: I'll keep the punishment in BoS, since I can very easily merge it in with the existing punishment system for bad fashion. The makeup maintenance code is actually already in the same script as fashion punishment, I literally just have to move it a few lines and change AddMakeup() for AddPunishment() if no makeup detected. By the way, I have a generic punishment I add if any one fashion rule is broken, and it's the same whether one or all the rules are broken. Sounds very reasonable. It's better to keep the basic "punishments" in BoS, to keep the coordinated. 11 hours ago, jib_buttkiss said: So maintain vs punish is something I was going to make an option, yeah. The way I was planning was just to have a check for fingernails being done, if yes all good if no do punishment. But I could easily have that check be for bimboNails, rather than just any nails. And if the only way to get bimboNails is to get a special manicure, that's how we force a visit to the salon. That should definitely be a toggle- some players will be satisfied with sitting down and painting their own nails. But that toggle can live on my end pretty easily. Alright. Here some more information about how the professional nails work (sorry if this is too technical, but I think it's better to understand things, to avoid running into issues later). As stated above, the new command to set the professional Bimbo nails will be: SendModEvent("yps-BimboNailsEvent", string method, int BimboNailStage) where BimboNailStage is a value between 1 and 4 (indicating different lengths), and 0 will remove the Bimbo nails. The string method could be used to tell YPS how to handle the nails. For example, if method == "DoNailsYourself", YPS could force the player to visit the nail salon and get the nails done herself (to avoid getting punished by YPS), while method == "ApplyNails" could just apply long professional nails directly. (This is just a suggestion; we can handle it differently.) To check whether the current YPS version already provides this modevent, use the following command: JsonUtil.GetIntValue("../ypsFashion/ypsData.json","bimbonailsinstalled",0 ) Because the modevent is not yet implemented, right now you will still get "0" as result, but in a future version I will switch it to 1, as soon as the modevent is available. To update the BoS mod, you should replace every occurrence of SendModEvent("yps-FingerNailsEvent", "", int ColorCode) by the following lines: if JsonUtil.GetIntValue("../ypsFashion/ypsData.json","bimbonailsinstalled",0 ) SendModEvent("yps-BimboNailsEvent", string method, int BimboNailStage) ; set BimboNailStage according to Bimbo stage else SendModEvent("yps-FingerNailsEvent", "", int ColorCode) endif Note that the new professional nails system handles colors differently. Colors are no longer numbers but strings (e.g. " pink"), related to nail forms in ypsProfessionalNailsDatabase.json. They cannot be transferred to YPS as a modevent argument, but are read from a json file. If you want more flexibility in that regard, we can discuss it, but it might get complicated. The main challenge is that 3rd party nail mods do not provide all the colors we would like to have. However, the YPS version of Shas nails has pink nails of 4 consecutive tip lengths, so I would just use them as default in a json file (changes can be made by the user). Some more commands for you to use (if needed): To check whether the player wears professional nails use the following command (you will get "1" if professional nail polish is worn): StorageUtil.GetIntValue(None, "ypsFingernailPolishProfessional") To check the current tip length of professional nails, use the following: int ypsNailTipLength = (Game.GetFormFromFile(0x289888,"yps-ImmersivePiercing.esp") as globalvariable).getvalueint() This will give the tip length in mm, not the Bimbo length stage. It translates like following: short tips (stage 1): 0-2mm medium tips (stage 2): 3-12mm long tips (stage 3): 13-22mm xl tips (stage 4): >22mm So you can calculate the stage like this: int ypsBimboNailtipStage = 0 if StorageUtil.GetIntValue(None, "ypsFingernailPolishProfessional") ypsBimboNailtipStage = 1 + ((ypsNailTipLength + 7) / 10) endif There is no way to query the professional nails color (yet), but I could add it if needed. Hope this is helpful. 1
jib_buttkiss Posted August 1, 2024 Author Posted August 1, 2024 5 hours ago, moea12 said: ofc i don't want to rush you, but do you have a timeline for the 1.8 release? Then I'll know if it's worth starting now or if i should wait. A week? Maybe a bit more if real life gets busy. 2 hours ago, emily1673 said: As stated above, the new command to set the professional Bimbo nails will be: SendModEvent("yps-BimboNailsEvent", string method, int BimboNailStage) where BimboNailStage is a value between 1 and 4 (indicating different lengths), and 0 will remove the Bimbo nails. The string method could be used to tell YPS how to handle the nails. For example, if method == "DoNailsYourself", YPS could force the player to visit the nail salon and get the nails done herself (to avoid getting punished by YPS), while method == "ApplyNails" could just apply long professional nails directly. (This is just a suggestion; we can handle it differently.) Would be better to set the apply method in YPS? Like, a "require salon for bimboNails" toggle. I just check "are nails equipped" and if the answer is no, the user has to get some. Their YPS settings determine how they get them. 2 hours ago, emily1673 said: To check whether the current YPS version already provides this modevent, use the following command: JsonUtil.GetIntValue("../ypsFashion/ypsData.json","bimbonailsinstalled",0 ) Because the modevent is not yet implemented, right now you will still get "0" as result, but in a future version I will switch it to 1, as soon as the modevent is available. Sweet. Easy! 2 hours ago, emily1673 said: To update the BoS mod, you should replace every occurrence of SendModEvent("yps-FingerNailsEvent", "", int ColorCode) by the following lines: if JsonUtil.GetIntValue("../ypsFashion/ypsData.json","bimbonailsinstalled",0 ) SendModEvent("yps-BimboNailsEvent", string method, int BimboNailStage) ; set BimboNailStage according to Bimbo stage else SendModEvent("yps-FingerNailsEvent", "", int ColorCode) endif Just to verify, the old method will continue to work one as well as the new one? I think it'd be good to have a "use legacy YPS nails" option. 2 hours ago, emily1673 said: Note that the new professional nails system handles colors differently. Colors are no longer numbers but strings (e.g. " pink"), related to nail forms in ypsProfessionalNailsDatabase.json. They cannot be transferred to YPS as a modevent argument, but are read from a json file. If you want more flexibility in that regard, we can discuss it, but it might get complicated. The main challenge is that 3rd party nail mods do not provide all the colors we would like to have. However, the YPS version of Shas nails has pink nails of 4 consecutive tip lengths, so I would just use them as default in a json file (changes can be made by the user). I'm not too bothered about the colour. If a user is picky about the colour, they can use the legacy nails method. So they'll have a choice: more advanced nail system but only pink, or simpler legacy nail system with any colour. 2 hours ago, emily1673 said: To check whether the player wears professional nails use the following command (you will get "1" if professional nail polish is worn): StorageUtil.GetIntValue(None, "ypsFingernailPolishProfessional") Ah, handy! So, what I'll do is add another line to my fashion supervision code that checks this and adds punishment if it returns 0. Then the player will have to obtain professional nails by whatever method YPS allows (salon or themselves). Alternatively, if BoS is set to "maintain" instead, if it returns 0 I'll just send a new yps-BimboNailsEvent to put the bimboNails back. 2 hours ago, emily1673 said: To check the current tip length of professional nails, use the following: int ypsNailTipLength = (Game.GetFormFromFile(0x289888,"yps-ImmersivePiercing.esp") as globalvariable).getvalueint() This will give the tip length in mm, not the Bimbo length stage. It translates like following: short tips (stage 1): 0-2mm medium tips (stage 2): 3-12mm long tips (stage 3): 13-22mm xl tips (stage 4): >22mm So you can calculate the stage like this: int ypsBimboNailtipStage = 0 if StorageUtil.GetIntValue(None, "ypsFingernailPolishProfessional") ypsBimboNailtipStage = 1 + ((ypsNailTipLength + 7) / 10) endif There is no way to query the professional nails color (yet), but I could add it if needed. That's okay, I don't think I'll check that the nails are of a certain length or colour. Just having them will be good enough I reckon. 2 hours ago, emily1673 said: Hope this is helpful. It is! 2
emily1673 Posted August 1, 2024 Posted August 1, 2024 4 hours ago, jib_buttkiss said: Would be better to set the apply method in YPS? Like, a "require salon for bimboNails" toggle. I just check "are nails equipped" and if the answer is no, the user has to get some. Their YPS settings determine how they get them. Good. In that case, we can keep the modevent as simple as SendModEvent("yps-BimboNailsEvent", "", int BimboNailStage) And I will add an MCM toggle in YPS whether the nails will be applied automatically, or they are coerced to visit the nail salon. 4 hours ago, jib_buttkiss said: Just to verify, the old method will continue to work one as well as the new one? I think it'd be good to have a "use legacy YPS nails" option. Yes. The old method applies "normal" nail polish (not professional nails), and will continue to work the same way, also in the future YPS versions. 4 hours ago, jib_buttkiss said: Ah, handy! So, what I'll do is add another line to my fashion supervision code that checks this and adds punishment if it returns 0. Then the player will have to obtain professional nails by whatever method YPS allows (salon or themselves). Very good. Just make sure that to check the "use legacy YPS nails" option. Because in that case the Bimbofied player will not have professional nails, just normal nail polish. One last thing comes to my mind: Do you make use of the lock makeup feature SendModEvent("yps-LockMakeupEvent") ? If that is the case, I need to give it special consideration, because currently players with locked makeup cannot get their nails done in the nail salon (so I would need to add an exception for Bimbos with coerced nail salon visits here).
jib_buttkiss Posted August 1, 2024 Author Posted August 1, 2024 27 minutes ago, emily1673 said: Good. In that case, we can keep the modevent as simple as SendModEvent("yps-BimboNailsEvent", "", int BimboNailStage) And I will add an MCM toggle in YPS whether the nails will be applied automatically, or they are coerced to visit the nail salon. Yes. The old method applies "normal" nail polish (not professional nails), and will continue to work the same way, also in the future YPS versions. Very good. Just make sure that to check the "use legacy YPS nails" option. Because in that case the Bimbofied player will not have professional nails, just normal nail polish. One last thing comes to my mind: Do you make use of the lock makeup feature SendModEvent("yps-LockMakeupEvent") ? If that is the case, I need to give it special consideration, because currently players with locked makeup cannot get their nails done in the nail salon (so I would need to add an exception for Bimbos with coerced nail salon visits here). Nice. That all sounds good then! I do use the LockMakeupEvent , so that exception would be good. 1
Ikaros Posted August 1, 2024 Posted August 1, 2024 Question about BOS-YPS integration regarding nails. I've installed YPS and BOS on a new save, and I opted for Sha's equippable hands for nail mesh in YPS. Everything works great, but the bimbo transformation equips the shorter nails from Sha's pack. Shouldn't it be the longer ones? I get the "long nails" effect from that transformation, which doesn't fit. I also reached the final transformation and the mesh stays the same. Should I simply use the Mage Nails meshes instead?
emily1673 Posted August 1, 2024 Posted August 1, 2024 (edited) 51 minutes ago, Ikaros said: Question about BOS-YPS integration regarding nails. I've installed YPS and BOS on a new save, and I opted for Sha's equippable hands for nail mesh in YPS. Everything works great, but the bimbo transformation equips the shorter nails from Sha's pack. Shouldn't it be the longer ones? I get the "long nails" effect from that transformation, which doesn't fit. I also reached the final transformation and the mesh stays the same. Should I simply use the Mage Nails meshes instead? Again an YPS issue, which should be discussed in the YPS thread. The "long nails" effect is just an internal magic effect, which fires buffs and debuffs according to the current nail length. It is equipped to all players - just ignore this message. Currently BoS uses the YPS "standard nail polish" modevent. When Shas nails are installed, YPS uses short nails for normal nail polish, which are configured in ypsNailpolishItems.json . One reason is that Shas nails are slot 61 and would show up even when wearing gloves, which looks strange. If you want longer nails, your options are: 1) uninstall Shas nails 2) If you don't mind the nails peeking through your gloves: Edit ypsNailpolishItems.json and add longer nails there (in particular for the Bimbo colors) 3) Wait for the new BoS and YPS updates, providing professional nails for Bimbos. (See posts above.) 2 hours ago, jib_buttkiss said: I do use the LockMakeupEvent , so that exception would be good. No problem. Shouldn't let the well-behaved Bimbos suffer needlessly. Edited August 1, 2024 by emily1673 1
CaramelKamel Posted August 1, 2024 Posted August 1, 2024 Can someone help me the Makeup, Fingernails and Footnails don't work on the player but on the NPCs
Miauzi Posted August 1, 2024 Posted August 1, 2024 Vor 25 Minuten sagte CaramelKamel: Kann mir jemand helfen, dass Make-up, Fingernägel und Fußnägel nicht beim Spieler, sondern bei den NPCs funktionieren? Read the mod description on the first page 1
Ikaros Posted August 1, 2024 Posted August 1, 2024 15 hours ago, emily1673 said: Again an YPS issue, which should be discussed in the YPS thread. The "long nails" effect is just an internal magic effect, which fires buffs and debuffs according to the current nail length. It is equipped to all players - just ignore this message. Currently BoS uses the YPS "standard nail polish" modevent. When Shas nails are installed, YPS uses short nails for normal nail polish, which are configured in ypsNailpolishItems.json . One reason is that Shas nails are slot 61 and would show up even when wearing gloves, which looks strange. If you want longer nails, your options are: 1) uninstall Shas nails 2) If you don't mind the nails peeking through your gloves: Edit ypsNailpolishItems.json and add longer nails there (in particular for the Bimbo colors) 3) Wait for the new BoS and YPS updates, providing professional nails for Bimbos. (See posts above.) No problem. Shouldn't let the well-behaved Bimbos suffer needlessly. Thanks for taking the time! I'll ask you one last thing over on your thread then.
Wut1969 Posted August 2, 2024 Posted August 2, 2024 10 hours ago, Neyri LL said: Was this mod made for me? Please be a bit more careful with posting existential questions like these before I have had my second coffee. Now I can't stop wondering who @jib_buttkissmade this mod for. This is like sooooo confusing. 3
Guest Posted August 2, 2024 Posted August 2, 2024 (edited) @jib_buttkiss I have one more question please...is there a limit to how many female NPC's one can block from getting the curse via the Bimbo book?? Thank You. Spoiler Edited August 2, 2024 by Raven 54
emily1673 Posted August 2, 2024 Posted August 2, 2024 Good news: An internal prototype of YPS featuring the new Bimbo nails events is ready, including the optional "require salon for bimbo nails" toggle. I did some preliminary testing and all seems to work fine. One thing I am still pondering is the punishment Bimbofied players should receive for not getting proper nail extensions from the nail salon. So far it is just a reminder (=notification) once per tick. I could add something more serious, like stumble animations, sadness attacks, health debuffs etc... But before I do that: is there any specific way of punishment that would go conform to the BoS conventions? Or should I just call a BoS modevent, or set a variable, and BoS does the punishment?
ebbluminous Posted August 2, 2024 Posted August 2, 2024 2 minutes ago, emily1673 said: Good news: An internal prototype of YPS featuring the new Bimbo nails events is ready, including the optional "require salon for bimbo nails" toggle. I did some preliminary testing and all seems to work fine. One thing I am still pondering is the punishment Bimbofied players should receive for not getting proper nail extensions from the nail salon. So far it is just a reminder (=notification) once per tick. I could add something more serious, like stumble animations, sadness attacks, health debuffs etc... But before I do that: is there any specific way of punishment that would go conform to the BoS conventions? Or should I just call a BoS modevent, or set a variable, and BoS does the punishment? I'd prefer the punishment to be left to BoS and have it included in the toggles on that MCM
Miauzi Posted August 2, 2024 Posted August 2, 2024 Vor 1 Stunde sagte emily1673: Gute Nachrichten: Ein interner Prototyp von YPS mit den neuen Bimbo-Nails-Events ist fertig, einschließlich der optionalen Umschaltfunktion „Salon für Bimbo-Nägel erforderlich“. Ich habe einige vorläufige Tests durchgeführt und alles scheint gut zu funktionieren. Eine Sache, über die ich immer noch nachdenke, ist die Strafe, die Bimbofied-Spieler erhalten sollten, wenn sie im Nagelstudio keine richtigen Nagelverlängerungen erhalten. Bisher handelt es sich lediglich um eine Erinnerung (=Benachrichtigung) einmal pro Tick. Ich könnte etwas Schwerwiegenderes hinzufügen, wie Stolperanimationen, Traurigkeitsattacken, Gesundheitsdebuffs usw. Aber bevor ich das tue: Gibt es eine bestimmte Art der Bestrafung, die den BoS-Konventionen entspricht? Oder sollte ich einfach ein BoS-Modeereignis aufrufen oder eine Variable festlegen, und BoS führt die Bestrafung durch? Very long fingernails mean you can't wear normal armor gloves... and you lose the set bonus from the skill tree. As bimbos already have a variety of restrictions, you shouldn't overdo it. (I think the idea of the option in the MCM is very useful!) Even if you have very strong companions - I'm currently running with 3 succubi (which I "developed" from my vanilla companions) - I always have to take their reaction times into account... because it takes a while for them to intervene in the fight - after all, as a player, I'm running at the front of the group. It's important to be able to survive at least 1-2 attacks from enemies... so I have to adapt my style of play. I'm never sure whether the users of this mod are always aware that the many restrictions lead to a change in their own playing style! Personally, I find this a lot of fun - but my progress in leveling up is mainly due to the trainers... I earn the money for this with "forging" and "enchanting"
jib_buttkiss Posted August 3, 2024 Author Posted August 3, 2024 On 8/2/2024 at 5:41 AM, Neyri LL said: Was this mod made for me? It's made for people like you, that's for sure! Glad you're enjoying it! On 8/2/2024 at 5:52 AM, CaramelKamel said: Can someone help me the Makeup, Fingernails and Footnails don't work on the player but on the NPCs Sounds like you've having an issue with Slavetats not being applied to the player. That's where you could start looking for the problem. 10 hours ago, Raven 54 said: @jib_buttkiss I have one more question please...is there a limit to how many female NPC's one can block from getting the curse via the Bimbo book?? Thank You. Nope, you can block as many as you want. It just adds them to a bimboBlocked faction. 4 hours ago, emily1673 said: Good news: An internal prototype of YPS featuring the new Bimbo nails events is ready, including the optional "require salon for bimbo nails" toggle. I did some preliminary testing and all seems to work fine. One thing I am still pondering is the punishment Bimbofied players should receive for not getting proper nail extensions from the nail salon. So far it is just a reminder (=notification) once per tick. I could add something more serious, like stumble animations, sadness attacks, health debuffs etc... But before I do that: is there any specific way of punishment that would go conform to the BoS conventions? Or should I just call a BoS modevent, or set a variable, and BoS does the punishment? Nice! For the punishment, it's probably best that it's handed through BoS, for consistency with the rest of the bimbo fashion restrictions. You don't need to do or call anything on your end- I have a script that checks the player's status every now and then. It considers their outfit and their YPS makeup, so all you need to do is set the storageUtil variable about the nails being professional (which you already do with ypsFingernailPolishProfessional !), and I can handle it from there.
emily1673 Posted August 3, 2024 Posted August 3, 2024 (edited) 11 hours ago, ebbluminous said: I'd prefer the punishment to be left to BoS and have it included in the toggles on that MCM Of course the toggle could also be placed in the BoS MCM, but that is just a minor technical issue. Keeping it in YPS makes life for me somewhat easier. 9 hours ago, Miauzi said: Very long fingernails mean you can't wear normal armor gloves... and you lose the set bonus from the skill tree. As bimbos already have a variety of restrictions, you shouldn't overdo it. (I think the idea of the option in the MCM is very useful!) We are talking about punishment for Bimbos not wearing long nails. So there is no risk of overdoing it. YPS gives some buffs and debuffs for wearing long nails, but this can also be turned off. Losing the set bonus is a problem of course, but I doubt that Bimbos should think too much about armor set bonuses. And there is also the option to use fingerless armor gloves, which can be worn together with long nails. 6 hours ago, jib_buttkiss said: For the punishment, it's probably best that it's handed through BoS, for consistency with the rest of the bimbo fashion restrictions. You don't need to do or call anything on your end- I have a script that checks the player's status every now and then. It considers their outfit and their YPS makeup, so all you need to do is set the storageUtil variable about the nails being professional (which you already do with ypsFingernailPolishProfessional !), and I can handle it from there. I also think, for reasons of consistency it would be better to handle the punishment in BoS. However, it is not sufficient to check the ypsFingernailPolishProfessional status, because Bimbos might have professional nails with insufficient length. So I will add another (new) variable ypsBimboNailtipLengthSufficient , which should be checked in addition to it. (There can also be the case that nailtip length is sufficient, but nails are not professional done, so need to check both variables here.) Also note that even if ypsBimboNailtipLengthSufficient == 0, the Bimbo might just be in the process of getting her nails done. So the punishment should not disrupt the nail sessions (in the slowest setting, nail sessions can take over 10 minutes real time). Edited August 3, 2024 by emily1673
jib_buttkiss Posted August 3, 2024 Author Posted August 3, 2024 19 minutes ago, emily1673 said: Of course the toggle could also be placed in the BoS MCM, but that is just a minor technical issue. Keeping it in YPS makes life for me somewhat easier. I also think, for reasons of consistency it would be better to handle the punishment in BoS. However, it is not sufficient to check the ypsFingernailPolishProfessional status, because Bimbos might have professional nails with insufficient length. So I will add another (new) variable ypsBimboNailtipLengthSufficient , which should be checked instead. Also note that even if ypsBimboNailtipLengthSufficient == 0, the Bimbo might just be in the process of getting her nails done. So the punishment should not disrupt the nail sessions (in the slowest setting, nail sessions can take up to 10 minutes real time). The punishment is just a debilitating stat debuff, so there's no worry of it interrupting a scene. Instead of ypsBimboNailtipLengthSufficient, maybe save the tip length to a variable and I can just query that (the one mentioned in ypsNailTipLength = (Game.GetFormFromFile(0x289888,"yps-ImmersivePiercing.esp") as globalvariable).getvalueint()). That way the user can customise how long a nail has to be to count as "bimbo" enough.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now