ekvator Posted January 7, 2025 Posted January 7, 2025 (edited) Thank you HannoJojo for replying so quickly! To me it seems like these two bugs are different, but I'm clueless when it comes to modding, it could just be two sides of the same coin. I've appended a video of the bug on my end and how it disappears upon loading a Racemenu preset with the skinOverrides data path filled in. I can't get the video to embed properly despite using the same sharing site. Apologies! https://mega.nz/file/y3YxSZIJ#_uktCC-xmocn0zk6_amgf6LIrhYdeWwoka4vtbc0AUk Note that simply opening the Racemenu cleared the glossy skin bug, but without loading a fixed preset the bug returns immediately upon equipping/unequipping chest armor. I forgot to show that in the video. However, even with loading a fixed preset, at some undetermined time later the bug shows up again. Sometimes it's after leaving and re-entering the game, sometimes after some time has passed, I really don't know what actually causes it to happen. I'm not even sure it's truly your mod that causes it. The only way I could be sure was to remove it and do a whole playthrough without the mod ever active, which... It's a good mod, I'd rather keep it. I will replace the MCM script with your latest version and try messing with a new save as well as playing for an extended time to see if there's a difference. Besides keeping an eye out for the bug, what should I be on the lookout for? Also to keep track, I am now using both your updated SkinEffect and MCM scripts (one shared here, the other in the Beginner modding guide by Aylis). Edit: I just noticed the new release, I will instead override the original mod with this version and test out a new save as well as my current playthrough and report back how things are! Thank you! Edited January 7, 2025 by ekvator Did not see the new release! 1
HannoJojo Posted January 7, 2025 Author Posted January 7, 2025 16 minutes ago, ekvator said: Thank you HannoJojo for replying so quickly! To me it seems like these two bugs are different, but I'm clueless when it comes to modding, it could just be two sides of the same coin. I've appended a video of the bug on my end and how it disappears upon loading a Racemenu preset with the skinOverrides data path filled in. I can't get the video to embed properly despite using the same sharing site. Apologies! https://mega.nz/file/y3YxSZIJ#_uktCC-xmocn0zk6_amgf6LIrhYdeWwoka4vtbc0AUk Note that simply opening the Racemenu cleared the glossy skin bug, but without loading a fixed preset the bug returns immediately upon equipping/unequipping chest armor. I forgot to show that in the video. However, even with loading a fixed preset, at some undetermined time later the bug shows up again. Sometimes it's after leaving and re-entering the game, sometimes after some time has passed, I really don't know what actually causes it to happen. I'm not even sure it's truly your mod that causes it. The only way I could be sure was to remove it and do a whole playthrough without the mod ever active, which... It's a good mod, I'd rather keep it. I will replace the MCM script with your latest version and try messing with a new save as well as playing for an extended time to see if there's a difference. Besides keeping an eye out for the bug, what should I be on the lookout for? Also to keep track, I am now using both your updated SkinEffect and MCM scripts (one shared here, the other in the Beginner modding guide by Aylis). Edit: I just noticed the new release, I will instead override the original mod with this version and test out a new save as well as my current playthrough and report back how things are! Thank you! Just as a headsup, you have to use the url from the html-code embed (this has "embed" in its url) then paste it as plain text in here. Could you try in the new version to use the Clear SkinOverride option in the debug options? Does this remove the issue without using racemenu? (If you end up testing some more you could look into https://www.nexusmods.com/skyrimspecialedition/mods/132742 and use the srm 2 command which isn't using the full racemenu which is prone to causing issue with skills I think) 1
ekvator Posted January 7, 2025 Posted January 7, 2025 My findings so far: The NiNode update removes the bug until I equip/unequip chest armor. In this way it is equivalent to visiting the Racemenu and not loading a fixed preset. Likewise, clearing the SkinOverride is equivalent to loading a fixed preset, from what I can tell so far it fully fixes the issue without visiting the Racemenu! I still have to play for an extended period of time with this to see if the fix is permanent but so far so good! However, as is typical with programming, I fear this might have broken part of the mod's original functionality somehow? The SlaveTats and Skin Tint options work fine (SlaveTats works great on NPCs too), but the Skin Color option reverts after equipping/unequipping any chest armor except for the Racemenu tattoos. Those stay recolored. Equipping (but not unequipping) armor also causes the skin color override to briefly flash and then disappear. It is the same for the PC and NPC options. On the other hand, this option merely painted the tattoos before for me and I have no idea why. What did you want me to test with the SRM 2 console command?
HannoJojo Posted January 7, 2025 Author Posted January 7, 2025 (edited) 30 minutes ago, ekvator said: My findings so far: The NiNode update removes the bug until I equip/unequip chest armor. In this way it is equivalent to visiting the Racemenu and not loading a fixed preset. Likewise, clearing the SkinOverride is equivalent to loading a fixed preset, from what I can tell so far it fully fixes the issue without visiting the Racemenu! I still have to play for an extended period of time with this to see if the fix is permanent but so far so good! However, as is typical with programming, I fear this might have broken part of the mod's original functionality somehow? The SlaveTats and Skin Tint options work fine (SlaveTats works great on NPCs too), but the Skin Color option reverts after equipping/unequipping any chest armor except for the Racemenu tattoos. Those stay recolored. Equipping (but not unequipping) armor also causes the skin color override to briefly flash and then disappear. It is the same for the PC and NPC options. On the other hand, this option merely painted the tattoos before for me and I have no idea why. What did you want me to test with the SRM 2 console command? Oh no the srm 2 command was just a suggestion in case you have to keep using showracemenu since its using the facesculptor variant (reducing possibly other issues). I see. Tbh I didn't test applying the skin afterwards, I'll take a look at it. Unless I spot something obvious I'll do it "tomorrow" though (its 1am here). Edit 1: Actually booted up the game trying to resolve another (unrelated) issue in my savegame.. Actually remembered to test application, but somehow thought it was about "Skin Tint" and didn't test Skin Color >.> Edit 2: Yeah there seems to be some major issue with it. In my savegame it didn't apply any change at all (Spell and Magic Effect however were applied correctly). I'll investigate this some more tomorrow as stated before. Edited January 8, 2025 by HannoJojo 1
Ildon Posted January 8, 2025 Posted January 8, 2025 I feel as if I am probably making a very basic mistake here, but I just can't get this mod to apply the expected skin color changes during testing. I saw it mentioned in discussion of the Bimbos of Skyrim mod, so I grabbed it to give it a quick test and see how it looked before making a decision. To this end, I installed through MO2, used LOOT to sort, and followed the instructions you listed for taking the color presets you made and copying them over the ini file for our own use. The MCM (eventually, had a bit of trouble like a previous user on this thread) showed up, everything appears fine in there. When I go to the Color Settings tab of the MCM, I can change the slots under Color Picker and load settings from those slots, which changes the color selection values above to the settings from your preset ini. So far, so good. The menu loads, the color slots are loading saved values, on to testing. This is where I run into a problem. I go back to the Player Settings tab, and there I use the Toggle Player Skin option set to active to manually apply the color change so that I can see if I'm going to like it or not. Unfortunately, when I use the recommended skin tint option, nothing happens no matter how much time passes or how much I sleep (tried those just in case it needed a nudge). When I use the skin color option, it immediately applies the skin color as expected, but it seems to be a permanent change -- disabling the skin in the menu doesn't revert to the previous skin color. If I switch back to skin tint and try to overwrite the 'stuck' skin color application, Skyrim COTD. Did I miss an obvious step somewhere?
HannoJojo Posted January 8, 2025 Author Posted January 8, 2025 35 minutes ago, Ildon said: I feel as if I am probably making a very basic mistake here, but I just can't get this mod to apply the expected skin color changes during testing. I saw it mentioned in discussion of the Bimbos of Skyrim mod, so I grabbed it to give it a quick test and see how it looked before making a decision. To this end, I installed through MO2, used LOOT to sort, and followed the instructions you listed for taking the color presets you made and copying them over the ini file for our own use. The MCM (eventually, had a bit of trouble like a previous user on this thread) showed up, everything appears fine in there. When I go to the Color Settings tab of the MCM, I can change the slots under Color Picker and load settings from those slots, which changes the color selection values above to the settings from your preset ini. So far, so good. The menu loads, the color slots are loading saved values, on to testing. This is where I run into a problem. I go back to the Player Settings tab, and there I use the Toggle Player Skin option set to active to manually apply the color change so that I can see if I'm going to like it or not. Unfortunately, when I use the recommended skin tint option, nothing happens no matter how much time passes or how much I sleep (tried those just in case it needed a nudge). When I use the skin color option, it immediately applies the skin color as expected, but it seems to be a permanent change -- disabling the skin in the menu doesn't revert to the previous skin color. If I switch back to skin tint and try to overwrite the 'stuck' skin color application, Skyrim COTD. Did I miss an obvious step somewhere? When you load a color or specifically if you use the playercolor, which alpha value is set there? Skin Color is the only option which uses RGB colors (limited by the papyrus extender function used, which however allows application on NPCs too), while SlaveTats and Skin Tone both use ARGB and thus need you to set an alpha value. If the saved color is -1 it will use the current vaule set for the Alpha Slider in the Color page, but if thats also -1 or 0 (or a very low value) you might not see (notable) changes. Thats at least the first thing that would come to mind. About the color not reverting, I'm currently investigating some issues with the skin color option (though its about not applying it althought he spell / mgef is added). The CTD is unfortunately a side effect, I think it should be mentioned on the mod page too, but its nothing I can do anything about, again because of the function used. As stated above it uses a RGB value and therefore changes the skintint to RGB too. When you then try to apply an ARGB value again, either by using Skin Tint option or showracemenu, it will crash. I tried to find a fix / workaround so it does not crash at least, but since I'm merely using po3's function I'm somewhat bound to its implementation.
HannoJojo Posted January 8, 2025 Author Posted January 8, 2025 (edited) 19 hours ago, ekvator said: My findings so far: The NiNode update removes the bug until I equip/unequip chest armor. In this way it is equivalent to visiting the Racemenu and not loading a fixed preset. Likewise, clearing the SkinOverride is equivalent to loading a fixed preset, from what I can tell so far it fully fixes the issue without visiting the Racemenu! I still have to play for an extended period of time with this to see if the fix is permanent but so far so good! However, as is typical with programming, I fear this might have broken part of the mod's original functionality somehow? The SlaveTats and Skin Tint options work fine (SlaveTats works great on NPCs too), but the Skin Color option reverts after equipping/unequipping any chest armor except for the Racemenu tattoos. Those stay recolored. Equipping (but not unequipping) armor also causes the skin color override to briefly flash and then disappear. It is the same for the PC and NPC options. On the other hand, this option merely painted the tattoos before for me and I have no idea why. What did you want me to test with the SRM 2 console command? Uh when you tested the SkinColor option, was progression enabled in any kind of way? Thats one bug I at least found for now. 1. You shouldn't be able to toggle it with Corruption Progression which is however possible. 2. Since Skin Color has no alpha value to increase (thats what I'm doing for progression on SkinTint & SlaveTats) I try to calculate the color values "in between" (starting color -> final color) and there seems to be an issue too. Edit: 1. is an issue with the BoS "detection" which is required for the corruption option. If BoS is not found the progression type (if set to corruption) should switch to Time-Based. Internally this works (which also allows manual application while progression is enabled) but in the MCM the value is not automatically adjusted as it seems. 2. Actually this is working fine, however the FIRST application of Skin Color (no progression = always) affects the top (?) racemenu overlay. Example below. (I'll also have to look into the oddities at the end) Edited January 8, 2025 by HannoJojo
ekvator Posted January 8, 2025 Posted January 8, 2025 2 hours ago, HannoJojo said: Uh when you tested the SkinColor option, was progression enabled in any kind of way? Thats one bug I at least found for now. 1. You shouldn't be able to toggle it with Corruption Progression which is however possible. 2. Since Skin Color has no alpha value to increase (thats what I'm doing for progression on SkinTint & SlaveTats) I try to calculate the color values "in between" (starting color -> final color) and there seems to be an issue too. I'm not sure. The earlier version 100% told me I couldn't toggle with progression enabled and I just tested it again and it said the same for all 3 options, yet I seem to remember toggling it on and off freely despite having PC progression enabled. Maybe I didn't have it enabled yet when I tested it that time because it seemed pretty adamant about not letting me toggle the skin with progression on.
Ildon Posted January 8, 2025 Posted January 8, 2025 3 hours ago, HannoJojo said: When you load a color or specifically if you use the playercolor, which alpha value is set there? Skin Color is the only option which uses RGB colors (limited by the papyrus extender function used, which however allows application on NPCs too), while SlaveTats and Skin Tone both use ARGB and thus need you to set an alpha value. If the saved color is -1 it will use the current vaule set for the Alpha Slider in the Color page, but if thats also -1 or 0 (or a very low value) you might not see (notable) changes. I was hoping that would be the case, as it made sense and would be a quick fix. Unfortunately, after trying it with alpha values ranging from 1 to 255, it doesn't seem to make any difference at all. I can see that it is making some sort of change, as a faintly visible seam appears at the base of the neck when the mod's skin tone is manually applied, due to the aforementioned pale color being just a bit whiter than the normal skin tone usually visible on the head. I wish I could guess why the skin tone method is causing such trouble, or why skin color method won't revert back to the normal skin when toggled/effect ends.
HannoJojo Posted January 8, 2025 Author Posted January 8, 2025 (edited) 49 minutes ago, ekvator said: I'm not sure. The earlier version 100% told me I couldn't toggle with progression enabled and I just tested it again and it said the same for all 3 options, yet I seem to remember toggling it on and off freely despite having PC progression enabled. Maybe I didn't have it enabled yet when I tested it that time because it seemed pretty adamant about not letting me toggle the skin with progression on. Well I fixed something about it. Actually I also found an issue with the Skin Color changing the overlay color only. I had an error on checking for PC / NPC target. So you have to disable progression for PC AND NPC right now to disable it for the PC. If you have PC disabled and NPC enabled, it will change the overlay color directly, but the skin color is locked behind the progression. Still, Skin Color mode will change ALL colors as it seems (skin + overlays) as they are treated as one. This seems to be just the way Edit: Addition about Skin Color: Applying the change will change the color of all RaceMenu overlays when using this option, I can >theoretically< get the colors of every overlay node from racemenu and store them (quite a bit of data for the player, not sure how many overlay nodes npcs have by default), but I can't see a way to reapply those colors again for now. Additionally, when removing the "Skin Color" all overlays will be also set to the original skin color that was saved, So e.g. a pink shiny "Succubus Crest" on a pale skin before the application will change its color to a variant of the skin color set (e.g. black will not work for skin color and make it slighly brighter, but might set the crest to plain black) and on reverting it, the crest will then use the originally saved color (e.g. a light white or grey tone). (Side note: Facetints such as Makeup is straight up removed as I also stated on the mod page.. its a limitation of the function I have to use) Effectively to fix the overlays for skin color method I need to be able to do those 2 things: Save the color of every overlay node that was changed (this is possible) Re-Apply the original color for each overlay node after the skin color is changed (missing a function for this currently) I think it should be mentioned however, that 2. could cause performance issues, since skin color gets reverted on equipping events and whenever an affected NPC / PC triggers this, theoretically up to 80 nodes (20 per area available, though theres a limit for the total nodes I think) would have to be loaded and reapplied. Edited January 8, 2025 by HannoJojo
HannoJojo Posted January 8, 2025 Author Posted January 8, 2025 (edited) 1 hour ago, Ildon said: I was hoping that would be the case, as it made sense and would be a quick fix. Unfortunately, after trying it with alpha values ranging from 1 to 255, it doesn't seem to make any difference at all. I can see that it is making some sort of change, as a faintly visible seam appears at the base of the neck when the mod's skin tone is manually applied, due to the aforementioned pale color being just a bit whiter than the normal skin tone usually visible on the head. I wish I could guess why the skin tone method is causing such trouble, or why skin color method won't revert back to the normal skin when toggled/effect ends. Could you share a video of it here (embedded video from mega.nz or yt would work best I guess)? Ideally showing not only you applying it, but also some settings (Color, Progression, PC settings page). Which game version are you on? I can understand the issues with Skin Color, because its a bit rough and only exists for its NPC support, but Skin Tint is (not 100% sure) using a native game or SKSE function. Edit: The skin color should now properly revert in the future. I'm still investigating it, but theoretically calling a QueueNiNodeUpdate would definitely revert everything (including overlay colors) back to what they were actually set to. I just don't really want to use that method, so for now its only the go to method if I can't find the actual reason. Edited January 8, 2025 by HannoJojo
HannoJojo Posted January 9, 2025 Author Posted January 9, 2025 (edited) On 1/8/2025 at 10:03 PM, HannoJojo said: Well I fixed something about it. Actually I also found an issue with the Skin Color changing the overlay color only. I had an error on checking for PC / NPC target. So you have to disable progression for PC AND NPC right now to disable it for the PC. If you have PC disabled and NPC enabled, it will change the overlay color directly, but the skin color is locked behind the progression. Still, Skin Color mode will change ALL colors as it seems (skin + overlays) as they are treated as one. This seems to be just the way Edit: Addition about Skin Color: Applying the change will change the color of all RaceMenu overlays when using this option, I can >theoretically< get the colors of every overlay node from racemenu and store them (quite a bit of data for the player, not sure how many overlay nodes npcs have by default), but I can't see a way to reapply those colors again for now. Additionally, when removing the "Skin Color" all overlays will be also set to the original skin color that was saved, So e.g. a pink shiny "Succubus Crest" on a pale skin before the application will change its color to a variant of the skin color set (e.g. black will not work for skin color and make it slighly brighter, but might set the crest to plain black) and on reverting it, the crest will then use the originally saved color (e.g. a light white or grey tone). (Side note: Facetints such as Makeup is straight up removed as I also stated on the mod page.. its a limitation of the function I have to use) Effectively to fix the overlays for skin color method I need to be able to do those 2 things: Save the color of every overlay node that was changed (this is possible) Re-Apply the original color for each overlay node after the skin color is changed (missing a function for this currently) I think it should be mentioned however, that 2. could cause performance issues, since skin color gets reverted on equipping events and whenever an affected NPC / PC triggers this, theoretically up to 80 nodes (20 per area available, though theres a limit for the total nodes I think) would have to be loaded and reapplied. On 1/8/2025 at 9:39 PM, ekvator said: I'm not sure. The earlier version 100% told me I couldn't toggle with progression enabled and I just tested it again and it said the same for all 3 options, yet I seem to remember toggling it on and off freely despite having PC progression enabled. Maybe I didn't have it enabled yet when I tested it that time because it seemed pretty adamant about not letting me toggle the skin with progression on. Thanks to the post below by nopse0 I also got the overlays not changing color when using the Skin Color method. One caveat that it still has is, that because of the looping over the node slots and each slot possibly having a different color (this is not the reason), there might be some flicker depending on the amount of overlays affected. You can see what I'm referring to in this video (I forgot to pause my music, sorry xD). After the equipping events, you can see the tattoo shortly changing colors again. @ekvator Please test this version, too. <Removed file because of issue with script> Interestingly this was just released on nexusmods: https://www.nexusmods.com/skyrimspecialedition/mods/138586 Edited January 10, 2025 by HannoJojo Removed file
ekvator Posted January 10, 2025 Posted January 10, 2025 @HannoJojo I have tested the new version and I'm afraid the Skin Color option still reverts itself upon equipping chest armor, both on the PC and NPCs, and it does not revert upon unequipping. On the other hand, if I'm not mistaken, the Racemenu tattoo overlays did not get recolored by this option, although that might be because they are black, since my PC's makeup did get painted over, so to speak. But I think I understood that Skin Color will always paint over makeup and Racemenu overlays, right? That's just how it works? In any case, the whole body gets recolored, so I'd say you definitely fixed the problem with only overlays getting recolored instead of the whole body. The other two options (or option in the case of NPCs) are still working well in this latest version. On the bright side, however, I have spent a decent amount of time playing and partaking in all manner of activities in-game and after loading a preset, clearing the SkinOverride and overriding the preset for the future, I have not experienced the glossy skin bug a single time! I really tried to break it, I added, changed, removed tattoos, spammed Sexlab scenes, changed cells, did combat, leveled, fast travelled, triggered and fully progressed the BoS bimbo curse and nothing. I think you've cracked it! 😃 I will watch the video as soon as I am able. At the moment Mega is telling me I have reached my download quota and must wait/buy pro to watch LOL
HannoJojo Posted January 10, 2025 Author Posted January 10, 2025 9 hours ago, ekvator said: @HannoJojo I have tested the new version and I'm afraid the Skin Color option still reverts itself upon equipping chest armor, both on the PC and NPCs, and it does not revert upon unequipping. On the other hand, if I'm not mistaken, the Racemenu tattoo overlays did not get recolored by this option, although that might be because they are black, since my PC's makeup did get painted over, so to speak. But I think I understood that Skin Color will always paint over makeup and Racemenu overlays, right? That's just how it works? In any case, the whole body gets recolored, so I'd say you definitely fixed the problem with only overlays getting recolored instead of the whole body. The other two options (or option in the case of NPCs) are still working well in this latest version. On the bright side, however, I have spent a decent amount of time playing and partaking in all manner of activities in-game and after loading a preset, clearing the SkinOverride and overriding the preset for the future, I have not experienced the glossy skin bug a single time! I really tried to break it, I added, changed, removed tattoos, spammed Sexlab scenes, changed cells, did combat, leveled, fast travelled, triggered and fully progressed the BoS bimbo curse and nothing. I think you've cracked it! 😃 I will watch the video as soon as I am able. At the moment Mega is telling me I have reached my download quota and must wait/buy pro to watch LOL What you wrote is only valid for Skin Color on the face, as the SetSkinColor function provided by po3 changes the Face shader to FaceGenRGBTint to allow tint changes and thus Tintmasks will no longer work. Since Makeup & Face RaceMenu Overlays are tintmasks they are affected, while any other racemenu overlay should be work fine, which you will also see when watching the above video. I found the issue. For this you have to know, that I have "2 versions" of the mod, one I'm using in my own game and which I use for development and the one I released here. I added a different prefix for the released one (because of my username here) so I can't just copy over the tested dev version, but will have to add the changes manually and well... I overlooked removing the NiNodeUpdates() on the equipping events which I added as a test in the earlier script update. Since I only commented them out on the dev version, comparing the two files also did not prominently mark this line as different (in the end it was just a ; missing). Please test this version again. It also comes with a very simple FOMOD now (which at least seems to work on MO2) BimboSkin_2.3.0_FOMOD.zip Since I was writing this up before, just for reference here's what happening when using Skin Color method Spoiler I'll assume that you use the menu button to apply the skin color AND progression is disabled: You obviously click on the button Your character will receive a spell "HaJo Skintone Ability" (EDID: HaJo_BS_SkinToneAbility). This spell applies the MGEF "Skintone Effect" (EDID: HaJo_BS_SkinToneEffect) Your old skin color int will be saved. OnEffectStart of this MGEF the following things happen: The new color is retrieved from storage (based on your MCM settings) If progression is enabled this is used to calculate a color in between, but in our example this does not happen as its deactivated A colorform is created to be used with SetSkinColor SetSkinColor is used -> The skin color is changed The overlays are "refreshed" so they retain their original color. If Checking Rate in MCM is > 0 a single update is registered to run once after <Checking Rate> seconds. From here on your PC should have the skin color changed and the MGEF active. because of the update, after <Checking Rate> seconds, OnUpdate will run: If the actor has the spell applied above: Retrieve the desired color Check for progression (see 3.2) not relevant here Retrieve the current color Compare current and desired color, if they are NOT EQUAL remove and reapply the spell (to restart the effect) If Checking Rate > 0 start another single update after <Checking Rate> seconds. So whenever an interval ends and the actors skin color differs from the new one it should reapply it. Additionally when OnObjectEquipped() or OnObjectUnEquipped() is called, aka you (un-)equip armor another check runs. If the armor is slot 32 (body) and the actor has the spell active Retrieve desired color Check for progression, not relevant here SetSkinColor Check for Overlays So at this point even after the color was lost or armor was equipped, the color is set again. 2
ekvator Posted January 10, 2025 Posted January 10, 2025 Ah yeah so the body tattoos really were staying the same before, I wasn't just seeing things. 😁 Thank you for explaining in more detail how the Skin Color method works! That explains the very brief "flicker" that happens when equipping chest armor as well. This new version is working perfectly and exactly as you described. All three options are working well and without any issues. Thank you so much for working so hard and quickly to resolve the initial glossy skin issue and the bugs that followed! ❤️ 1
HannoJojo Posted January 10, 2025 Author Posted January 10, 2025 3 hours ago, ekvator said: Ah yeah so the body tattoos really were staying the same before, I wasn't just seeing things. 😁 Thank you for explaining in more detail how the Skin Color method works! That explains the very brief "flicker" that happens when equipping chest armor as well. This new version is working perfectly and exactly as you described. All three options are working well and without any issues. Thank you so much for working so hard and quickly to resolve the initial glossy skin issue and the bugs that followed! ❤️ Thank you for the testing and feedback. I guess I'll add 2.3.0 to the actual modpage then.
HannoJojo Posted January 10, 2025 Author Posted January 10, 2025 I noticed a small issue with the MCM in 2.3.0. The Ticker Interval slider will only work while Progression is set to "Time-Based". Looks like I forgot to remove a group condition when I copied an entry to create this one. I don't want to upload a hotfix / new version just for this (its literally just two lines), unless someone is explicitly asking for it. Simply remove the comma and the two lines after the closing bracket. As a visually help, change this: to this:
Ildon Posted January 11, 2025 Posted January 11, 2025 On 1/8/2025 at 4:07 PM, HannoJojo said: Could you share a video of it here (embedded video from mega.nz or yt would work best I guess)? Ideally showing not only you applying it, but also some settings (Color, Progression, PC settings page). Which game version are you on? I can understand the issues with Skin Color, because its a bit rough and only exists for its NPC support, but Skin Tint is (not 100% sure) using a native game or SKSE function. Edit: The skin color should now properly revert in the future. I'm still investigating it, but theoretically calling a QueueNiNodeUpdate would definitely revert everything (including overlay colors) back to what they were actually set to. I just don't really want to use that method, so for now its only the go to method if I can't find the actual reason. Game version is whatever the latest update is for the Steam version of the game. It may not matter though, as your 2.3.0 update seems to have fixed the issues for me. Skin tint mode now properly applies to the player when I toggle the tester in the MCM, and it also reverts back to normal when I toggle it back off. The player issues kept me from testing NPC stuff in the past, but here is hoping that all works just as well. Thank you for the help! Unrelated: you may want to do a fix for those two errant lines at some point, as you just know your thread is otherwise going to fill up with people going WTFUXBBQ MOD NO WORK BAD DEV!!!1!! as time goes by, never once reading up a few posts for the fix. Fortunately for those who do read up, it's a very easy fix once one figures out which file to edit as shown.
HannoJojo Posted January 11, 2025 Author Posted January 11, 2025 11 hours ago, Ildon said: Game version is whatever the latest update is for the Steam version of the game. It may not matter though, as your 2.3.0 update seems to have fixed the issues for me. Skin tint mode now properly applies to the player when I toggle the tester in the MCM, and it also reverts back to normal when I toggle it back off. The player issues kept me from testing NPC stuff in the past, but here is hoping that all works just as well. Thank you for the help! Unrelated: you may want to do a fix for those two errant lines at some point, as you just know your thread is otherwise going to fill up with people going WTFUXBBQ MOD NO WORK BAD DEV!!!1!! as time goes by, never once reading up a few posts for the fix. Fortunately for those who do read up, it's a very easy fix once one figures out which file to edit as shown. Ah ok, glad that this got solved somehow too. Maybe my post was a bit unclear. This is already fixed and will be changed / included in the next release, I just didn't want to directly dish out another version because of this, in case something else comes up. But then I guess since your issue is also seemingly fixed I'll just upload a version for those who want it. 1
gxylove02 Posted January 22, 2025 Posted January 22, 2025 Nice mod! Looking forward to see the Gyaru lookup! I have questions about the NPC color. When I enabled NPC progression, does it automatically apply the color to any NPCs that satisfy the progression requirements? Do I still have to manually apply the color to them one by one? Also the color auto-applied will be the one I've chosen in the NPC color setting right (i.e. it won't randomly choose colors from all slots)?
HannoJojo Posted January 22, 2025 Author Posted January 22, 2025 5 hours ago, gxylove02 said: Nice mod! Looking forward to see the Gyaru lookup! I have questions about the NPC color. When I enabled NPC progression, does it automatically apply the color to any NPCs that satisfy the progression requirements? Do I still have to manually apply the color to them one by one? Also the color auto-applied will be the one I've chosen in the NPC color setting right (i.e. it won't randomly choose colors from all slots)? Hi and thank you. Gyaru makeup probably will take some time since I first have to find suitable designs and decide on the application method (I would like to offer multiple methods again but it's quite some work and harder to maintain) Progression only happens when the NPCs are already affected so it does not apply the effect by itself. So either you have to apply it manually or by having the NPCs being corrupted enough by bimbos of Skyrim (this only works for unique NPCs I think) About the color, on manual application it should take the value of the slot you have selected on the NPCs page in the MCM. The "curse" will also use the current set value which is the reason why you can toggle a random selection there. So that not every corrupted NPC uses color from slot 1 and only manually selected NPCs have variations. E.g. slot selected =1 (red) If you bow apply it manually to a NPCs he will get a red skin color. EVERY NPC reaching the corruption stage will also get a red skin color. If you then change the slot to 2 (blue) every NPC corrupted afterwards will receive that color until you change the slot or the color in the selected slot again. Same for manual application. The best method imo would be setting it to random distribution and using KID to add the keyword of the color you want to have on a specific NPC. So everyone would receive a random color but Lydia will always use slot 5 (whatever color that may be). An example for Hilda in the bannered mare should be included in the archive. The same you could also say all nords should get color 2 all imperials color 4 etc by using KID. Sry if the reply is a bit of a mess I'm not at home and only replied on my phone.
gxylove02 Posted January 23, 2025 Posted January 23, 2025 17 hours ago, HannoJojo said: Hi and thank you. Gyaru makeup probably will take some time since I first have to find suitable designs and decide on the application method (I would like to offer multiple methods again but it's quite some work and harder to maintain) Progression only happens when the NPCs are already affected so it does not apply the effect by itself. So either you have to apply it manually or by having the NPCs being corrupted enough by bimbos of Skyrim (this only works for unique NPCs I think) About the color, on manual application it should take the value of the slot you have selected on the NPCs page in the MCM. The "curse" will also use the current set value which is the reason why you can toggle a random selection there. So that not every corrupted NPC uses color from slot 1 and only manually selected NPCs have variations. E.g. slot selected =1 (red) If you bow apply it manually to a NPCs he will get a red skin color. EVERY NPC reaching the corruption stage will also get a red skin color. If you then change the slot to 2 (blue) every NPC corrupted afterwards will receive that color until you change the slot or the color in the selected slot again. Same for manual application. The best method imo would be setting it to random distribution and using KID to add the keyword of the color you want to have on a specific NPC. So everyone would receive a random color but Lydia will always use slot 5 (whatever color that may be). An example for Hilda in the bannered mare should be included in the archive. The same you could also say all nords should get color 2 all imperials color 4 etc by using KID. Sry if the reply is a bit of a mess I'm not at home and only replied on my phone. Thanks for the clarification! I'm okay with all NPCs having the same color after corruption. I just don't really want to see green/red NPCs. I'm totally fine with sacrificing the randomness. I don't know it's a bug or what. Evelyn in Belethor's General Goods in Whiterun is always having bimbo skin but only on face. More importantly she doesn't have corruption at all.
HannoJojo Posted January 23, 2025 Author Posted January 23, 2025 11 hours ago, gxylove02 said: Thanks for the clarification! I'm okay with all NPCs having the same color after corruption. I just don't really want to see green/red NPCs. I'm totally fine with sacrificing the randomness. I don't know it's a bug or what. Evelyn in Belethor's General Goods in Whiterun is always having bimbo skin but only on face. More importantly she doesn't have corruption at all. Oh, this sounds a bit as if we got a misunderstanding here. "Random" does not mean actually random. Its just a random selection from one of the 10 slots you can set. So if you save the same color in every slot, it would in the end always add the same color. So only if you save Red-ish / Green-ish tones in one of the slots they will appear. If you use the included colorpreset file for example, each randomly assigned color is a shade of brown or similar, so no red / blue / yellow / green etc. Which mod is she from? This sounds more like the old grey face bug. If you have "More informative console" (or anything similar that shows more information) you could select the NPC in console mode and check if the NPC has a magic effect called "skintone ability" (or something like that). If thats not the case then the color change is unrelated to my mod.
gxylove02 Posted January 24, 2025 Posted January 24, 2025 (edited) 15 hours ago, HannoJojo said: Oh, this sounds a bit as if we got a misunderstanding here. "Random" does not mean actually random. Its just a random selection from one of the 10 slots you can set. So if you save the same color in every slot, it would in the end always add the same color. So only if you save Red-ish / Green-ish tones in one of the slots they will appear. If you use the included colorpreset file for example, each randomly assigned color is a shade of brown or similar, so no red / blue / yellow / green etc. Which mod is she from? This sounds more like the old grey face bug. If you have "More informative console" (or anything similar that shows more information) you could select the NPC in console mode and check if the NPC has a magic effect called "skintone ability" (or something like that). If thats not the case then the color change is unrelated to my mod. She might be from SLSF comment because she sells wedding rings of that mod. I used the mod you mentioned, and I don't see her having that magic effect, but she has a "keyword" - "HaJo_BimboColor2". I also found that the skin overwrites the face makeup for NPC, while keeps finger nail makeup. I found this from fully bimbofied Morella Gray-Mane. Manually removing the color from the NPC can reset the skin but makeup won't come back. The only way to get back the makeup is by triggering sex scenes after removing the color. But if I don't remove color before sex, then during the sex the color will go away, and makeup will come back, until the sex finishes. After the sex, skin color will be applied again automatically, and makeup will also be overwritten again. Also, after I recovered the NPC makeup by first remove color and then trigger sex, if I save and load again, the npc face, only the face somehow will get the color I set, but the face makeup is also there. This is a very weird thing, because I also tried uninstalling this mod before loading the save file, but still got the same result. At this point I'd like to try clean up my save file. I suspect this could have something to do with I uninstalled YPS. But I'm really not sure. If it doesn't work then I'll have to start new game. Is it normal that the NPC skin color overwrites face makeup? If so then this is kinda annoying, until we get the gyaru makeup released. Edited January 24, 2025 by gxylove02
HannoJojo Posted January 24, 2025 Author Posted January 24, 2025 8 hours ago, gxylove02 said: She might be from SLSF comment because she sells wedding rings of that mod. I used the mod you mentioned, and I don't see her having that magic effect, but she has a "keyword" - "HaJo_BimboColor2". I also found that the skin overwrites the face makeup for NPC, while keeps finger nail makeup. I found this from fully bimbofied Morella Gray-Mane. Manually removing the color from the NPC can reset the skin but makeup won't come back. The only way to get back the makeup is by triggering sex scenes after removing the color. But if I don't remove color before sex, then during the sex the color will go away, and makeup will come back, until the sex finishes. After the sex, skin color will be applied again automatically, and makeup will also be overwritten again. Also, after I recovered the NPC makeup by first remove color and then trigger sex, if I save and load again, the npc face, only the face somehow will get the color I set, but the face makeup is also there. This is a very weird thing, because I also tried uninstalling this mod before loading the save file, but still got the same result. At this point I'd like to try clean up my save file. I suspect this could have something to do with I uninstalled YPS. But I'm really not sure. If it doesn't work then I'll have to start new game. Is it normal that the NPC skin color overwrites face makeup? If so then this is kinda annoying, until we get the gyaru makeup released. Yes that's normal and nothing I can do about unless powerofthree or someone else offers a SKSE function to edit skin tints of NPCs. This is also somewhat prominently mentioned on the mod page and links to the information po3 gives about this. I thought of creating SKSE Plugins in the future (not necessarily for this mod) but due to RL Things I never got to it. (And since i kind of hate c++ motivation is a small hurdle too). I never tested it, but potentially slavetats makeup could not be overwritten by the color.
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