Gameplayer Posted July 20, 2024 Posted July 20, 2024 Well it looks like you updated but I dont see a changelog. Has something changed since release?
RaddusX Posted July 20, 2024 Author Posted July 20, 2024 3 hours ago, Gameplayer said: Well it looks like you updated but I dont see a changelog. Has something changed since release? No I just edited the description Did it send you a notification?
Orb23 Posted July 20, 2024 Posted July 20, 2024 (edited) 29 minutes ago, RaddusX said: No I just edited the description Did it send you a notification? scrolling through all mods for skyrim se this will show up at the thop as "updated 17 hours ago" Edited July 20, 2024 by Orb23
LinksSword Posted July 20, 2024 Posted July 20, 2024 (edited) THIS has major potential, i could also see it being used for mods like Bimbos of Skyrim. how difficult would it be to call the mod too basically slowly progress the tanning process for mods like Sexlab Hormones, or Bimbos of Skyrim? BTW i will give this i try later when i get the chance, i always wanted something like this. Edited July 20, 2024 by LinksSword 2
RaddusX Posted July 20, 2024 Author Posted July 20, 2024 5 hours ago, Orb23 said: scrolling through all mods for skyrim se this will show up at the thop as "updated 17 hours ago" Ah, I see now that was because I need to click the "Edit Details Silently" to prevent it from showing it was updated. Thanks 5 hours ago, LinksSword said: THIS has major potential, i could also see it being used for mods like Bimbos of Skyrim. how difficult would it be to call the mod too basically slowly progress the tanning process for mods like Sexlab Hormones, or Bimbos of Skyrim? BTW i will give this i try later when i get the chance, i always wanted something like this. Thank you! Actually the author of Bimbos of Skyrim has already asked me to provide a way to change various things, which will be added in the next update 1
Gameplayer Posted July 20, 2024 Posted July 20, 2024 12 hours ago, RaddusX said: No I just edited the description Did it send you a notification? Yup, saw it in the recent updated mods list, its ok. Done that a few times myself. 1
leakim Posted July 21, 2024 Posted July 21, 2024 Hey! This mod looks amazing and I want to include it in my playthrough. Unfortunately I am not fully satisfied with the color changes it makes to the character. Perhaps controlling brightness alone doesn't really work for my character (whose "Skin Tone" "is set to FFDDDDDD in race menu by default). I did a bit of sliding with the color slider in Race Menu, and found that would would work is decreasing the Green and Blue component while also decreasing the brightness (like you are doing currently). Perhaps you could make it possible to control the RGB components as well as the brightness in the MCM?
RaddusX Posted July 21, 2024 Author Posted July 21, 2024 Thanks for your feedback and idea! So would an option to increase/decrease the green and blue values at the same rate as the brightness work in your case? Thanks
leakim Posted July 21, 2024 Posted July 21, 2024 23 minutes ago, RaddusX said: Thanks for your feedback and idea! So would an option to increase/decrease the green and blue values at the same rate as the brightness work in your case? Thanks Actually. I did some modifications to your mod to suit my need and found the easiest way to solve the problem would be to use "saturation" and "hue". This is because changing the "saturation" does not affect the brightness of the color, which means I could easily change the logic without doing a bigger refactor of your other code. First I would select a hue, that I would always apply to the color you calculate with brightness. For me, this is simply 0 because this is 'red'. Afterwards I would saturate that hue with a configurable value that scales with the 'brightness' value that you maintain. In order to do that, I still need a reference point (a brightness value at which the calculated saturation based on your calculated brightness is 0). I simply hard-coded this for my character to 0.866 (which matches my own skin tone (#DDDDDD)). Then I updated your `UpdatePlayerRaceMenuSkinToneColorByRandomAmount` to set the hue and saturation as well. And voila, now everything works as I want it to. For me this makes a huge difference. I will point out that this works out easily for my character because the "skin tone" of my character is simply a shade of gray. If you start modifying the hue of the skin tone if the color is not just a shade of gray things get weird. Obviously, I'd like to see the plugin with an option like this, but if you go down this route, you'd need a more generalized solution.
leakim Posted July 23, 2024 Posted July 23, 2024 Just wanted to add to my previous comment after some further testing with my hue/saturation addition to this: Since the plugin keeps track of the brightness through the actual brightness of the skin tone (and does not keep track of it using its own variable), using the `SetSaturation` and `SetHue` method on the same color actually does slightly modify the brightness, probably due to some internal floating point calculations, even though in the perfect world it should not. So I find that I have to modify the brightness value by at least 0.004-0.005 each "tick" in order for the color changes to have an effect. Of course the easy remedy to this is to just increase the tick interval by an equivalent amount.
RaddusX Posted July 24, 2024 Author Posted July 24, 2024 Thanks for the detailed info! On 7/21/2024 at 11:28 AM, leakim said: I will point out that this works out easily for my character because the "skin tone" of my character is simply a shade of gray. If you start modifying the hue of the skin tone if the color is not just a shade of gray things get weird. Obviously, I'd like to see the plugin with an option like this, but if you go down this route, you'd need a more generalized solution. Yeah, I had played around with the RGB/HSV when I first started working on the mod, but encountered that same problem, so I just went with the brightness in the end. Works well for the most part, but as you pointed out, it's not perfect. I was planning on revisiting it, as I believe there's a way to make the tanning/paling even more realistic, but we'll see. Thanks again
nun56unn5ufg Posted July 25, 2024 Posted July 25, 2024 Big fan of this idea. Before this mod i made my own overlay, so that my character has tanned arms and face, but when you take off her armor, shes god a pale torso. 👌🏻 1
PRYINGORBS Posted July 29, 2024 Posted July 29, 2024 Nice mod! Been in my order for a bit now, have you though about having a button to check your character's tan value for easy viewing?
RaddusX Posted August 1, 2024 Author Posted August 1, 2024 Thanks! Do you mean a hotkey to show the current tan/pale value? If so that's a good idea! There will be a way to see that info in the MCM in the next update however.
Encon4 Posted August 7, 2024 Posted August 7, 2024 i wonder if there's a fallout 4 mod like this. been looking around but nada.
RaddusX Posted August 8, 2024 Author Posted August 8, 2024 I don't think there is, but I do plan to port this to Fallout 4 eventually 1
Laethas Posted August 8, 2024 Posted August 8, 2024 Thanks for the cool mod, I thought about this concept a few years ago but I'm already investing too much time on modeling and texturing to learn about papyrus scripting. I found a "bug" which is a minor thing, but when I've cleared some orphans scripts on a savegame with ReSaver, the selected overlays for the tanlines are reset to default in the character creation menu.
RaddusX Posted August 16, 2024 Author Posted August 16, 2024 On 8/8/2024 at 10:32 PM, Laethas said: Thanks for the cool mod, I thought about this concept a few years ago but I'm already investing too much time on modeling and texturing to learn about papyrus scripting. Thanks On 8/8/2024 at 10:32 PM, Laethas said: I found a "bug" which is a minor thing, but when I've cleared some orphans scripts on a savegame with ReSaver, the selected overlays for the tanlines are reset to default in the character creation menu. Does it reset any other overlays and/or does it happen if this mod is disabled? Since it's in the character creation menu, it sounds like it might not be a problem caused by this mod, but by resaver as a result of cleaning scripts, correct me if I'm wrong.
Laethas Posted August 16, 2024 Posted August 16, 2024 8 hours ago, RaddusX said: Thanks Does it reset any other overlays and/or does it happen if this mod is disabled? Since it's in the character creation menu, it sounds like it might not be a problem caused by this mod, but by resaver as a result of cleaning scripts, correct me if I'm wrong. Weirdly enough the only overlays reset in the process are the ones ticked in beach body MCM menu.
RaddusX Posted August 17, 2024 Author Posted August 17, 2024 Strange. Well, thanks for letting me know
leakim Posted April 19 Posted April 19 Hello, I've been investigating an issue with JContainer that always seem to pop up in my Skyrim playthroughs after some time. Basically, JContainers will start crashing when it loads games. Only some savefiles are affected, and apparently randomly: Either I can always load my savefile or I can never load it and I might as well delete it. For example I might save two times in a row, and one of the saved files can be loaded, but the other one cannot. As such, I have been investigating my skse-cosave file and ANY mod that uses JContainers for abnormal behaviour. And I have found significant abnormal behaviour in this mod. Basically this mod will bloat your savefiles with JContainer data. The cause of this is the "GetOverlays" function of this mod, which calls `JValue.retain` and never releases the data again. Really like this mod, so I hope it can be fixed. That being said: I am not saying it is this mod that is causing my crashes. Coming to such a conclusion is going to take more investigation on my end. 1
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