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Posted (edited)
24 minutes ago, HannoJojo said:

Now, since you are using it with other mods it may not be a hard incompatibility, but the 1.5.97 version is specifically marked as a backport and only on version 1.4.0, so maybe you could try using that one to see if it solves the issue?

I was on 1.4.0 until yesterday for the same reason, but in the FOMOD of 1.5.0 it still has a dedicated SE install option. I can try reverting to 1.4.0 but that's what I was initially on when I installed Bimbo Skin.

 

Do you by chance know if the mod will still function without the MCM visible? because I'm also fine manually adjusting its settings in the json/ini with notepad++ if I need to as long as the actual mod is running.

Edited by H Bof
Posted
17 minutes ago, H Bof said:

I was on 1.4.0 until yesterday for the same reason, but in the FOMOD of 1.5.0 it still has a dedicated SE install option. I can try reverting to 1.4.0 but that's what I was initially on when I installed Bimbo Skin.

 

Do you by chance know if the mod will still function without the MCM visible? because I'm also fine manually adjusting its settings in the json/ini with notepad++ if I need to as long as the actual mod is running.


I see. Well, still I can report having some issues when I used 1.5.0 before.

I never really thought of using it without the MCM so I did not test it, but it should work I guess as long as the MCM script is properly loaded, as this does most of the work.
When saving the colors as integer values, I think you'll want to use the RGB (not ARGB) value, also there are some combinations that would usually not work in the MCM / revert if you try to use them (such as activating the player skin manually when progression is set to BoS Corruption)

If you use the corruption integration you don't have to set iToggleBimbo(NPC) to 1 as this should happen when the sBimboStage(NPC) is reached.
You could also tell me your desired setting then I could paste the settings .ini for you here.

 

Posted
19 minutes ago, HannoJojo said:

I never really thought of using it without the MCM so I did not test it, but it should work I guess as long as the MCM script is properly loaded, as this does most of the work.
When saving the colors as integer values, I think you'll want to use the RGB (not ARGB) value, also there are some combinations that would usually not work in the MCM / revert if you try to use them (such as activating the player skin manually when progression is set to BoS Corruption)

If you use the corruption integration you don't have to set iToggleBimbo(NPC) to 1 as this should happen when the sBimboStage(NPC) is reached.
You could also tell me your desired setting then I could paste the settings .ini for you here.

 

Good to know, but yeah if you just wanna link the json/ini that you would consider to be a fairly default setup of the mod and I can drop them into my install. Bonus points if you want to comment in a few notes of what the key settings are and I can play with it from there or ask if I have any questions on what something does.

 

Also what should I do to test if it's running this way once I do get those settings? Does it start applying changes before 100% corruption that I should look for? Does it apply more per corruption stage after 100% curse? etc.

Posted
41 minutes ago, H Bof said:

Good to know, but yeah if you just wanna link the json/ini that you would consider to be a fairly default setup of the mod and I can drop them into my install. Bonus points if you want to comment in a few notes of what the key settings are and I can play with it from there or ask if I have any questions on what something does.

 

Also what should I do to test if it's running this way once I do get those settings? Does it start applying changes before 100% corruption that I should look for? Does it apply more per corruption stage after 100% curse? etc.

 

The easiest way to test would be set the starting BoS corruption stage to 20 and then use player.setstage XX303FAE 20 (bimbofyplayer quest) to start the curses effects being applied.

This are all the available values with a short explanation.

Spoiler
[General]
; Red color slider in MCM only used to save the slider values
iColorR = 255
; Green color slider in MCM only used to save the slider values
iColorG = 255
; Blue color slider in MCM only used to save the slider values
iColorB = 255
; Alpha slider in MCM only used to save the slider values
iColorA = 255
; Color selection in MCM only used to save the integer value RGB value
iColor = 16776960
; BoS Integration active? Player
iToggleBimbo = 0
; Toggle if application will use a random (1) or just the player slot (0)
iToggleRandom = 0
; BoS Integration active? NPC
iToggleBimboNPC = 0
; String - Stage at which the BoS corruption will happen (progression start or instant color change) PLAYER
sBimboStage = 100
; String - Stage at which the BoS corruption will happen (progression start or instant color change) NPC
sBimboStageNPC = 11
; Application type PLAYER - 0 SlaveTats - 1 Skin Color - 2 Skin Tint
iToggleType = 2
; Application type NPC - 0 SlaveTats - 1 Skin Color
iToggleTypeNPC = 1
; Color Slots (P = player / Slot 0) - RGB Values (not ARGB)
iColorP = -1
iColor1 = -1
iColor2 = -1
iColor3 = -1
iColor4 = -1
iColor5 = -1
iColor6 = -1
iColor7 = -1
iColor8 = -1
iColor9 = -1
; If a "blank" option should be included (1) for random slot selection, or not (0)
iColorBlank = 0
; If the saved values (color, alpha, etc.) should be wiped when the color of a NPC is removed again.
iFullRemove = 1
; MCM slot selection for saving / loading colorslots
sSaveSlot = 0
; String - selection for NPCslot (fixed = slot number, e.g. 1 or "Random")
sNPCColSlot = Random
; Time in seconds which the current color of a NPC is checked against the saved value - used to reapply a lost color
fNPCCheckRate = 5.0
; MCM Alpha slot display name - only required to save the last selected value
sAlphaMenu = Slot 0:
; Alpha values (-1 = inactive, 0-255)
iAlphaP = -1
iAlpha1 = -1
iAlpha2 = -1
iAlpha3 = -1
iAlpha4 = -1
iAlpha5 = -1
iAlpha6 = -1
iAlpha7 = -1
iAlpha8 = -1
iAlpha9 = -1
; Is progression enabled (1) for the player?
iPlayerProgression = 0
; Is progression enabled (1) for NPCs?
iNPCProgression = 0
; Progression Type for the player - 0 BoS Corruption - 1 Time Based - 2 Sleep Based (1 & 2: after first activated - manually or by BoS Corruption stage)
iPlayerProgressionType = 0
; Progression Type for the NPCs - 0 BoS Corruption - 1 Time Based (1: after first activated - manually or by BoS Corruption stage)
iNPCProgressionType = 0
; Color Steps between start of progression and final color (0 = Random, 1-16) PLAYER
iProgressionStepsPlayer = 5 
; Color Steps between start of progression and final color (0 = Random, 1-16) NPC
iProgressionStepsNPC = 5
; Amount of hours between progression steps (0 = Random, 1-144) PLAYER
iProgressionIntervalPlayer = 24
; Amount of hours between progression steps (0 = Random, 1-144) NPC
iProgressionIntervalNPC = 24
; Amount of "sleeps" between progression steps (0 = Random, 1-20) PLAYER
iProgressionSleepPlayer = 1

 

 

Posted
21 minutes ago, HannoJojo said:

 

The easiest way to test would be set the starting BoS corruption stage to 20 and then use player.setstage XX303FAE 20 (bimbofyplayer quest) to start the curses effects being applied.

This are all the available values with a short explanation.

  Hide contents
[General]
; Red color slider in MCM only used to save the slider values
iColorR = 255
; Green color slider in MCM only used to save the slider values
iColorG = 255
; Blue color slider in MCM only used to save the slider values
iColorB = 255
; Alpha slider in MCM only used to save the slider values
iColorA = 255
; Color selection in MCM only used to save the integer value RGB value
iColor = 16776960
; BoS Integration active? Player
iToggleBimbo = 0
; Toggle if application will use a random (1) or just the player slot (0)
iToggleRandom = 0
; BoS Integration active? NPC
iToggleBimboNPC = 0
; String - Stage at which the BoS corruption will happen (progression start or instant color change) PLAYER
sBimboStage = 100
; String - Stage at which the BoS corruption will happen (progression start or instant color change) NPC
sBimboStageNPC = 11
; Application type PLAYER - 0 SlaveTats - 1 Skin Color - 2 Skin Tint
iToggleType = 2
; Application type NPC - 0 SlaveTats - 1 Skin Color
iToggleTypeNPC = 1
; Color Slots (P = player / Slot 0) - RGB Values (not ARGB)
iColorP = -1
iColor1 = -1
iColor2 = -1
iColor3 = -1
iColor4 = -1
iColor5 = -1
iColor6 = -1
iColor7 = -1
iColor8 = -1
iColor9 = -1
; If a "blank" option should be included (1) for random slot selection, or not (0)
iColorBlank = 0
; If the saved values (color, alpha, etc.) should be wiped when the color of a NPC is removed again.
iFullRemove = 1
; MCM slot selection for saving / loading colorslots
sSaveSlot = 0
; String - selection for NPCslot (fixed = slot number, e.g. 1 or "Random")
sNPCColSlot = Random
; Time in seconds which the current color of a NPC is checked against the saved value - used to reapply a lost color
fNPCCheckRate = 5.0
; MCM Alpha slot display name - only required to save the last selected value
sAlphaMenu = Slot 0:
; Alpha values (-1 = inactive, 0-255)
iAlphaP = -1
iAlpha1 = -1
iAlpha2 = -1
iAlpha3 = -1
iAlpha4 = -1
iAlpha5 = -1
iAlpha6 = -1
iAlpha7 = -1
iAlpha8 = -1
iAlpha9 = -1
; Is progression enabled (1) for the player?
iPlayerProgression = 0
; Is progression enabled (1) for NPCs?
iNPCProgression = 0
; Progression Type for the player - 0 BoS Corruption - 1 Time Based - 2 Sleep Based (1 & 2: after first activated - manually or by BoS Corruption stage)
iPlayerProgressionType = 0
; Progression Type for the NPCs - 0 BoS Corruption - 1 Time Based (1: after first activated - manually or by BoS Corruption stage)
iNPCProgressionType = 0
; Color Steps between start of progression and final color (0 = Random, 1-16) PLAYER
iProgressionStepsPlayer = 5 
; Color Steps between start of progression and final color (0 = Random, 1-16) NPC
iProgressionStepsNPC = 5
; Amount of hours between progression steps (0 = Random, 1-144) PLAYER
iProgressionIntervalPlayer = 24
; Amount of hours between progression steps (0 = Random, 1-144) NPC
iProgressionIntervalNPC = 24
; Amount of "sleeps" between progression steps (0 = Random, 1-20) PLAYER
iProgressionSleepPlayer = 1

 

 

Thanks a ton! I'll give this a try and see how it goes.

Posted

So after a few days of fiddling with the settings manually it seems it still isn't working on my end. For now I'll put the mod on pause and give future updates a try to see if something changes, and then next time I go through and properly clean/change my overall load order I'll see if I can find what's causing my issue. Thanks for all the help in trying to get it working tho!

Posted

I have a little problem. After opening the chest, the body turned bronze, but the face, arms and legs did not change. Is that how it's meant to be? FairSkin is used

Posted
2 hours ago, Diabalos13 said:

I have a little problem. After opening the chest, the body turned bronze, but the face, arms and legs did not change. Is that how it's meant to be? FairSkin is used

Which application method are you using? And could you add a screenshot of this?

Posted (edited)
2 hours ago, HannoJojo said:

Which application method are you using? And could you add a screenshot of this?

I've tried all the methods, and the result is the same in all variants.

ScreenShot0.png

Edited by Diabalos13
Posted
2 hours ago, Diabalos13 said:

I've tried all the methods, and the result is the same in all variants.

ScreenShot0.png


That does not seem possible tbh.

SlaveTats method is the only one where there are actual different "areas" of the body assigned. For SkinColor and SkinTint the body is "seen as one". Skin Tint e.g. is the same as changing the skin color in racemenu.
The only similar issue I ever had during testing was with the SlaveTats method, where (un-)equipping armor would remove the color of the giant tattoo applied (this is more of a greenish color though) and specifically happened when usign FastTats on top of SlaveTats.
 

So if this is indeed happening for you with EVERY application method, then this is likely to be caused by another mod in conjunction with this. Especially that its this shiny bronze does not really fit, if you check the screenshots of some NPCs (Skin Color) and my PC (Skin Tint) on the mod page, all of them are having a rather "matte" color. Again, except for the  SlaveTats method (there is a checkbox "glossy") none of them would apply something like this. (if there is some shine in my screenshots this is caused by a thirdparty mod applying a wetness effect)


Which skyrim version are you on? It might also be good if you can share the MCM settings you used above.

 

Posted
17 hours ago, HannoJojo said:


That does not seem possible tbh.

SlaveTats method is the only one where there are actual different "areas" of the body assigned. For SkinColor and SkinTint the body is "seen as one". Skin Tint e.g. is the same as changing the skin color in racemenu.
The only similar issue I ever had during testing was with the SlaveTats method, where (un-)equipping armor would remove the color of the giant tattoo applied (this is more of a greenish color though) and specifically happened when usign FastTats on top of SlaveTats.
 

So if this is indeed happening for you with EVERY application method, then this is likely to be caused by another mod in conjunction with this. Especially that its this shiny bronze does not really fit, if you check the screenshots of some NPCs (Skin Color) and my PC (Skin Tint) on the mod page, all of them are having a rather "matte" color. Again, except for the  SlaveTats method (there is a checkbox "glossy") none of them would apply something like this. (if there is some shine in my screenshots this is caused by a thirdparty mod applying a wetness effect)


Which skyrim version are you on? It might also be good if you can share the MCM settings you used above.

 

In general. The reason is not fashion, but body textures. For some reason, these textures displace Fair Skin. The strangest thing is that after removing Fair skin, the body in bodyslide is just as shiny. I'm trying to find the reason

  • 3 weeks later...
Posted (edited)
10 hours ago, kapibar said:

Any chance for a compatibility with LE?

 

Permissions are pretty much as open as they can be, so if someone else wants to do it they are free to do so. I won't add support for LE as this would require me to re-do the whole MCM as it stands now.

If there is ever a version of MCM Helper working for LE it would get more likely. Currently I however don't really see anyone backporting it.

As other requirements might be outdated on LE too, this might be an additional hurdle however.

Edited by HannoJojo
Posted
On 9/10/2024 at 6:33 PM, HannoJojo said:

 

Permissions are pretty much as open as they can be, so if someone else wants to do it they are free to do so. I won't add support for LE as this would require me to re-do the whole MCM as it stands now.

That's rather disappointing. Thank you for the info however!

  • 1 month later...
Posted
On 10/13/2024 at 10:41 PM, libertyryu said:

hmm... Can I get the recommended corrupted skin color values for the npc? It's hard to set it up by myself... 


There are no recommended colors, also because the colors may even look different depending on the application method used.
The archive should include a file with some values I was using for mainly "brownish" colors (intended for light skin -> dark skin changes on a human).
Someone might however want to see the color change as some demonic / dremora corruption so they might want to use a reddish color, etc.

As it might need some tweaking to find your desired color(s) you have the option on the MCM (player) or Hotkey (NPC) to check your current values.

Are you using extended vanilla menus? I'd say its certainly a lot easier to select a desired color with it than the default no-req RGB sliders.
 

  • 1 month later...
Posted
2 hours ago, Mayakashi said:

you need check this guy code to get better color script

 


And what exactly should I check there, especially for a "better color script"?

Posted (edited)
22 hours ago, HannoJojo said:


And what exactly should I check there, especially for a "better color script"?

script is more easy and fast as i test it and maybe it will help you to improve your scipt with new idea or script

i just want help that all

Beach_Body.txt

Edited by Mayakashi
Posted
24 minutes ago, Mayakashi said:

script is more easy and fast as i test it and maybe it will help you to improve your scipt with new idea or script

i just want help that all

Beach_Body.txt 45.69 kB · 0 downloads


Well first of all, I'm thankful for any help / constructive criticism.

The thing is, while both mods change the skin color, they try to achieve quite different things. BeachBody aims for a dynamic change of the skin color, whereas this mod is meant to change it once (or if using the progresison, X times). Additionally BeachBody is player only, while I added options for NPCs too (which is a pain in the ass compared to the PC), so these >might< have an impact on speed, but I simply can't confirm this.
I'm running a 1250 active plugin savegame, which not only uses both mods but was also tinkered with multiple times (adding & removing mods) and I did not notice any speed issues regarding the speed of the script.
In fact, one of the few issues I have is caused by Beach Body, as the dynamic application can cause the PCs head to lose the changed skin color temporarily (Not blaming it, my mod changed the PCs color, so BeachBody might not have properly picked up the color change because of an issue on my end).

Also, another thing is, my "Skin Tone" method is using the exact same function(s) to change the skin color as BeachBody does. In fact, I took a look at its code back then, because I was misunderstanding how the function in question was supposed to be used.

Finally, I hope this doesn't sound too harsh as I'm sure its because english is not your native language, your new reply is still pretty vague and, at least for me, it's still hard to grasp what exactly could be improved, apart from the "speed" (which I discussed already above). Additionally, while I'm certain that the script is far from perfect, so far there are very few posts about issues in this thread, so I don't see any urgency to "rework" it. (Granted, that people can stop using it because of issues without complaining here).

Either way, as I state in the very first sentence on the mod page, I'm currently not actively working on it and, as also stated in the description, everyone is allowed to take this and create a new / better version. So if you're sure that you could improve the script, by all means, please go ahead and release your fixed / improved version here.
 

  • 1 month later...
Posted (edited)

After a brief discussion in another thread and some very kind assistance from HannoJojo, I have tried testing out the glossy body bug as much as possible. I'm not good at this at all so I rather report anything and everything I find in case it makes sense to people more qualified than me.

 

  • I made a new game, new character, loading no Racemenu presets and existing ones, as well as just loading up the existing playthrough. In all cases, the removal of Bimbo skin mod meant the glossy skin bug ceased to (re)appear. Importantly though, the existing playthrough and Racemenu presets continued to cause the bug until I opened the presets up and input the path to the specular map "femalebody_1_s.dds" into the data path of the skinOverrides section. So I'm thinking that it might be some sort of interaction between Racemenu and Bimbo skin, maybe? I noticed that all Racemenu presets made at the very start of a playthrough do not have a skinOverrides section at all, so this thing gets modified later down the line and so far I've been unable to figure out when, since neither total bimbofication from BoS, the application of the bimbo skin from this mod nor numerous Sexlab scenes do not cause the bug or the skinOverrides section to appear early into a playthrough. I'm hesitant to play a new or existing playthrough without Bimbo skin for too long so I have no idea when this bug shows up or what specifically causes it. I'm appending the Racemenu section in question.
Spoiler

   "skinOverrides" : [
      {
         "firstPerson" : false,
         "slotMask" : 4,
         "values" : [
            {
               "data" : "",
               "index" : 7,
               "key" : 9,
               "type" : 2
            }
         ]
      }
   ],

  • While Bimbo skin is active, Racemenu presets with an empty data path in skinOverrides will always get the glossiness bug when any chest slot armor is equipped or unequipped. Ones with a filled in data path will generally be bugged when loading a save, but then stay fine throughout the session after a single visit to the Racemenu and after loading a preset with the skinOverrides data path fileld in, no matter which and how many armors are equipped/unequipped. Weirdly, Sexlab scenes tend to both bring the bug back if it's not present when they start and take it away if it's present when they start, but I'm not 100% sure how often either of these happen.
  • So far I think the bug might be triggered by a gameplay event since loading a Racemenu preset fixes it for a while. Saving a new Racemenu preset while the bug is present will ruin that preset unless it's fixed as mentioned before. I know this for a fact since I have successfully turned bug producing presets into bug removing ones by adding the specular map into the data path in the preset.
  • As requested, I checked my character for rogue magic effects but sadly I was unable to find HaJo_BS_SkinToneEffect or any other skintone effect there, both when I was and wasn't experiencing the bug. I checked my character while she had the bimbo skin active on her and still didn't find any such effect (I was using the Skin tint option though, which as you mentioned shouldn't have any equip events or magic effects).
  • I didn't notice any change with the updated script that HannoJojo provided, for better or for worse.
  • I have tested the mod on NPCs and it doesn't work at all. The Slavetats option not working is my fault since I turned those specular maps transparent, but the Skin color option I think didn't affect them for the same reason it didn't affect my character (whatever that reason is). I am appending a picture of my character under the effects of the Skin color option. The effect is the tattoo changing to this color from black. The tattoo was picked in Racemenu, in the Body Paint (or is it Body Overlays) section.
Spoiler

image.png.97e97c4c72703befeee0a2804c4ba13b.png

 

I very much love the idea of this mod so I'm keen to try to fix it instead of removing it. 😄

Please let me know if you want me to provide anything else!

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

After a brief discussion in another thread and some very kind assistance from HannoJojo, I have tried testing out the glossy body bug as much as possible. I'm not good at this at all so I rather report anything and everything I find in case it makes sense to people more qualified than me.

 

  • I made a new game, new character, loading no Racemenu presets and existing ones, as well as just loading up the existing playthrough. In all cases, the removal of Bimbo skin mod meant the glossy skin bug ceased to (re)appear. Importantly though, the existing playthrough and Racemenu presets continued to cause the bug until I opened the presets up and input the path to the specular map "femalebody_1_s.dds" into the data path of the skinOverrides section. So I'm thinking that it might be some sort of interaction between Racemenu and Bimbo skin, maybe? I noticed that all Racemenu presets made at the very start of a playthrough do not have a skinOverrides section at all, so this thing gets modified later down the line and so far I've been unable to figure out when, since neither total bimbofication from BoS, the application of the bimbo skin from this mod nor numerous Sexlab scenes do not cause the bug or the skinOverrides section to appear early into a playthrough. I'm hesitant to play a new or existing playthrough without Bimbo skin for too long so I have no idea when this bug shows up or what specifically causes it. I'm appending the Racemenu section in question.
  Reveal hidden contents

   "skinOverrides" : [
      {
         "firstPerson" : false,
         "slotMask" : 4,
         "values" : [
            {
               "data" : "",
               "index" : 7,
               "key" : 9,
               "type" : 2
            }
         ]
      }
   ],

  • While Bimbo skin is active, Racemenu presets with an empty data path in skinOverrides will always get the glossiness bug when any chest slot armor is equipped or unequipped. Ones with a filled in data path will generally be bugged when loading a save, but then stay fine throughout the session after a single visit to the Racemenu and after loading a preset with the skinOverrides data path fileld in, no matter which and how many armors are equipped/unequipped. Weirdly, Sexlab scenes tend to both bring the bug back if it's not present when they start and take it away if it's present when they start, but I'm not 100% sure how often either of these happen.
  • So far I think the bug might be triggered by a gameplay event since loading a Racemenu preset fixes it for a while. Saving a new Racemenu preset while the bug is present will ruin that preset unless it's fixed as mentioned before. I know this for a fact since I have successfully turned bug producing presets into bug removing ones by adding the specular map into the data path in the preset.
  • As requested, I checked my character for rogue magic effects but sadly I was unable to find HaJo_BS_SkinToneEffect or any other skintone effect there, both when I was and wasn't experiencing the bug. I checked my character while she had the bimbo skin active on her and still didn't find any such effect (I was using the Skin tint option though, which as you mentioned shouldn't have any equip events or magic effects).
  • I didn't notice any change with the updated script that HannoJojo provided, for better or for worse.
  • I have tested the mod on NPCs and it doesn't work at all. The Slavetats option not working is my fault since I turned those specular maps transparent, but the Skin color option I think didn't affect them for the same reason it didn't affect my character (whatever that reason is). I am appending a picture of my character under the effects of the Skin color option. The effect is the tattoo changing to this color from black. The tattoo was picked in Racemenu, in the Body Paint (or is it Body Overlays) section.
  Reveal hidden contents

image.png.97e97c4c72703befeee0a2804c4ba13b.png

 

I very much love the idea of this mod so I'm keen to try to fix it instead of removing it. 😄

Please let me know if you want me to provide anything else!

 

I was actually aware of the skinOverride part, as I noticed it with one of my presets before. I don't think its necessarily caused by my mod though but then again I also don't know what exactly is happening when using SetTintMaskColor, UpdateTintMaskColors and SaveTints (Racemenu function) in detail. In my current savegame I did not apply the color change in any way, yet I get the same issue whenever my character unequips chest armor WITHOUT calling QueueNiNodeUpdate().
Because of this I added an additional call for this to the Equip and Unequip functions of my magic effect.

If the skin gets .. distorted.. what happens if you simply reequip your body armor from the inventory? I'll add a video of whats happening for me (without using the color change) to this reply in a few minutes...

EDIT:
Here's the video. I had to use the PaF unequipping for the skincolor to trigger, so ignore those animations / the water chugging xD

You can see, that in my case when this happens, re-equipping bodyslot armor via inventory resolves it. Additionally if the unequip event of PaF is not used (character is already naked) it does not occur either.
Additionally, at the end of the video I used a hotkey I added for myself which simply calls QueueNiNodeUpdate() whenever its used (see notification text) and this resolved it too.
 

 

Edited by HannoJojo
Posted (edited)

I think I know the reason.

I'm using racemenu.SaveTints() (which also gets loaded on ConfigInit so it happens even before the mod changes anything) and this seems to add the skinOverride part to the preset. At least when I loaded a preset which I fixed before with the mod enabled, and then saved it as a new one, the part wasn't added. I'll do one more test with actually enabling and disbaling the mods function and then saving the preset.

 

Edit:
@ekvator

Could you check if replacing this script (and testing it again on a new save) change anything for you?

 HaJo_BimboSkinMCMScript.zip

 

Edit2:
I'll also add a button to the MCM on the next full release calling NiOverride.RemoveAllReferenceSkinOverrides(player) which should (I'm still testing) fix existing saves.

Edited by HannoJojo
Posted
On 8/21/2024 at 11:58 AM, Diabalos13 said:

In general. The reason is not fashion, but body textures. For some reason, these textures displace Fair Skin. The strangest thing is that after removing Fair skin, the body in bodyslide is just as shiny. I'm trying to find the reason


If you're still using the mod (or would like to use it) you could have a look at the last 3 replies here. Tbh I still don't know exactly why using racemenus savetint function causes this issue, it now makes sense, since this function was indeed used for the Skin Tint option. I just never suspected this to only cause issues for only one part of the bodys texture.

So sorry about my first reply to you,  I could've investigated this more thorougly back then, despite being pretty busy.

Posted (edited)

@ekvator

 

Sorry for another ping. Didn't want to update the modpage yet, but here's the version including the scriptchanges + a Debug page. Using the SkinOverride option there should clear the issue from an existing save. (You can ignore the other 2 options, I kind of just added them for myself)

 

<Removed file since we noticed another issue>

 

Edited by HannoJojo
Removed file

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