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Posted
12 hours ago, HannoJojo said:

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.

Isn't the makeup applied by BoS from slavetats? Are you saying the face makeup from BoS is not while nails are? Well it could be possible..

  • 3 weeks later...
Posted

Hi! I'm having a strange interaction between this and Rape Tattoos Continued.

 

For some reason, on a new save, Rape Tattoos takes the body skin tattoo from BimboSkin and always applies it first, regardless of my settings on either mod. I tried disabling BimboSkin to see if there was a "first tattoo bias" but no, the issue only lies with BimboSkin.

 

Any ideas?  It's not a huge issue since the problem resolves itself after the first application, but it is still a tad annoying.

Posted
7 hours ago, Selloh said:

Hi! I'm having a strange interaction between this and Rape Tattoos Continued.

 

For some reason, on a new save, Rape Tattoos takes the body skin tattoo from BimboSkin and always applies it first, regardless of my settings on either mod. I tried disabling BimboSkin to see if there was a "first tattoo bias" but no, the issue only lies with BimboSkin.

 

Any ideas?  It's not a huge issue since the problem resolves itself after the first application, but it is still a tad annoying.

 

Hm, this sounds indeed very strange.
Not really a solution, but you could try only adding the textures folder from this mod and see if it will still apply both. If it does, then it might be possible to fix it by yourself by renaming the texture names and editing the bimboskin.json for slavetats in textures/actors/character/slavetats, as it'd look to me like Rape Tattoos script is somehow accessing these. I'm not familar with that mod and its requirements, but as they also rely on slavetats that'd be an obvious common ground.
Alternatively, if you're not using the slavetats feature you could also just get rid of the folder (renaming the texturefolder should be enough).

As I understand, the mod allows you to scan for installed slavetats and create also groupsets that go together and so on (correct me if I'm wrong, thats how the description sounds to me). Have you checked if theres a mention of BimboSkin entries anywhere in the json mentioned here? Perhaps the "faulty" data is also not shown ingame?

Quote

Rape Tattoos allows you to configure a "group" for each tattoo in order to try to preserve some coherence in your character's appearance when several tattoos have been added. You can configure these groups through the MCM (by hitting the "Load Tattoo Config Pages" button and waiting for the configuration pages to load), or by editing the configuration file at <Your home directory>/Documents/My Games/Skyrim Special Edition/JCUser/rTats/settings.json.


Other than that I don't really have any ideas. If anything of the above yields a result please report back so I can adjust the archive for the next version if needed.

Posted
3 hours ago, HannoJojo said:

As I understand, the mod allows you to scan for installed slavetats and create also groupsets that go together and so on (correct me if I'm wrong, thats how the description sounds to me). Have you checked if theres a mention of BimboSkin entries anywhere in the json mentioned here? Perhaps the "faulty" data is also not shown ingame?

 

Correct! My issue was that even though Bimbo Skin was set to (excluded) it was still being applied first. Strangely, Bimbo Skin is no where to be found in the json, so I'm unsure why it's showing in the first place.

 

But I believe I found my issue! Turns out, the MCM page for Rape Tattoos seems to not play well with MCM Recorder. I think what was happening was after every application of Recorder, the very first option in the tattoo config was being switched to "on" even though it was set to (excluded) and I didn't touch that specific page with MCM Recorder, adding to the confusion.

 

Since the body skin from BimboSkin was the very first option, it seems that's the tattoo that was getting applied first. I assumed it was a wonky interaction between the two, but nope! Sorry for the trouble, and thanks for the help!

Posted
18 hours ago, Selloh said:

 

Correct! My issue was that even though Bimbo Skin was set to (excluded) it was still being applied first. Strangely, Bimbo Skin is no where to be found in the json, so I'm unsure why it's showing in the first place.

 

But I believe I found my issue! Turns out, the MCM page for Rape Tattoos seems to not play well with MCM Recorder. I think what was happening was after every application of Recorder, the very first option in the tattoo config was being switched to "on" even though it was set to (excluded) and I didn't touch that specific page with MCM Recorder, adding to the confusion.

 

Since the body skin from BimboSkin was the very first option, it seems that's the tattoo that was getting applied first. I assumed it was a wonky interaction between the two, but nope! Sorry for the trouble, and thanks for the help!

Glad you figured it out. Since I never used MCM Recorder myself I would never have thought of it tbh^^
 

  • 4 weeks later...
Posted
19 hours ago, assasinAurora said:

Does it matter which version of mcm helper I use? 
Currently using 1.3 as I am running 1.5.97Skyrim.


It should not, but effectively I only tested it with v1.4 of MCM Helper, as I had problems with version 1.5 on 1.5.97 and therefore kept using the previous there.
I recently took the time and effort to upgrade my whole setup to the latest "AE" version including updating MCM Helper to 1.5 and didn't notice any issues yet, but also did not start a new game since then.

I'd argue that older versions might be missing features I'm using, but didn't really look into it, so my general recommendataion would be at least version 1.4 where I can say for sure that it was working fine for me.

 

Posted
6 hours ago, HannoJojo said:


It should not, but effectively I only tested it with v1.4 of MCM Helper, as I had problems with version 1.5 on 1.5.97 and therefore kept using the previous there.
I recently took the time and effort to upgrade my whole setup to the latest "AE" version including updating MCM Helper to 1.5 and didn't notice any issues yet, but also did not start a new game since then.

I'd argue that older versions might be missing features I'm using, but didn't really look into it, so my general recommendataion would be at least version 1.4 where I can say for sure that it was working fine for me.

 

Oh thx for mentioning this, went to check mcm helper page and never noticed there is a backported 1.4 version.

Posted

Anyone run into issues where the new version would populate in the MCM but nothing appears in the right window? Updated to the newest version and ran into this problem, reverted to the older one and the problem persisted.

I know it's prob something i borq'd but was looking to see if someone had a solution

Posted
6 hours ago, PNclarity001 said:

Anyone run into issues where the new version would populate in the MCM but nothing appears in the right window? Updated to the newest version and ran into this problem, reverted to the older one and the problem persisted.

I know it's prob something i borq'd but was looking to see if someone had a solution

 

By "newest" and "older one" you mean 2.3.1 and 2.3.0 ? Or 2.3.x and 2.2.x? 

Neither update changed the requirements, so this shouldn't be the issue. There were some changes done to the MCM (as noted on the changelog) but these shouldn't have had such impact.
You could check if anything is overwriting the settings file (MCM/BimboSkin.ini), potentially theres an invalid (old) value saved breaking the MCM.
If you're using MO2 (not sure about Vortex) you could extract the original file from the older versions archive as a overwrite in the overwrite folder (or create a new mod for it) to check if any saved setting is causing this.

Posted

i am having an issue with the tint setting

 

it applies a tint as corruption progresses or if a tonic wears off

 

but if i save and reload the tint vanishes and needs to be manually reapplied

 

what am I doing wrong?

Posted
5 hours ago, jackinthebox2 said:

i am having an issue with the tint setting

 

it applies a tint as corruption progresses or if a tonic wears off

 

but if i save and reload the tint vanishes and needs to be manually reapplied

 

what am I doing wrong?


Just making sure I understood you correctly, so I'll go with a simplified examle:
So lets say the start skin color is Blue, final color is supposed to be Yellow in 2 steps. So the curse starts and progresses up to the point where the first color change is applied.
Your character has now Green skin (Blue -> Green -> Yellow), you save the game. Then you load a save and the skincolor is back to Blue while the (re-)applying itself is working as intended?

I was thinking of a potentially missing startup task, but since you are talking about the Tint option, this shouldn't be necessary afaik. Every "step" in between (Green color in this case) uses the same function the final change does, which is a base game function and never caused any issues for me after loading the game.
You see, the function is basically doing what happens when you use the color slider in RaceMenu.
My suspicion is that the game possibly sends an effect finish event at some point which deletes the stored last application time, so when the effect restarts it will use the initial value again.

Could you try replacing that script with the one attached? I kind of doubt its the reason, but it'd be my first guess.
HaJo_BimboTimedProgressionScript.zip
 

 

I probably won't get around trying to reproduce it myself anytime soon, as I'm currently busy enough with RL stuff and still have to properly set up my test environment after I updated from 1.5.97 to the latest version recently.

Posted
On 3/14/2025 at 10:51 AM, HannoJojo said:

 

By "newest" and "older one" you mean 2.3.1 and 2.3.0 ? Or 2.3.x and 2.2.x? 

Neither update changed the requirements, so this shouldn't be the issue. There were some changes done to the MCM (as noted on the changelog) but these shouldn't have had such impact.
You could check if anything is overwriting the settings file (MCM/BimboSkin.ini), potentially theres an invalid (old) value saved breaking the MCM.
If you're using MO2 (not sure about Vortex) you could extract the original file from the older versions archive as a overwrite in the overwrite folder (or create a new mod for it) to check if any saved setting is causing this.


yes sorry,

going from the first release to the new updated version including the hotfix.

Installed the newest release and had a weird glitch where the MCM option showed up but when it was selected the config pages never showed. So i re-installed the older version I had originally but now that problem persists on that version as well

That makes sense, maybe something didnt clear properly on the MCM.ini. is there anything i could just delete from the ini by hand and possibly fix it? Sorry for the questions, MCM config is something i have never fooled around with.

I tried the MCM kicker and helper mods to see if it worked but unfortunately nothing.

Posted (edited)
9 hours ago, PNclarity001 said:


yes sorry,

going from the first release to the new updated version including the hotfix.

Installed the newest release and had a weird glitch where the MCM option showed up but when it was selected the config pages never showed. So i re-installed the older version I had originally but now that problem persists on that version as well

That makes sense, maybe something didnt clear properly on the MCM.ini. is there anything i could just delete from the ini by hand and possibly fix it? Sorry for the questions, MCM config is something i have never fooled around with.

I tried the MCM kicker and helper mods to see if it worked but unfortunately nothing.

One thing I generally like to recommend is using Menu Maid II if you don't use it already. Not only it comes with a bunch of useful features (more allowed MCM) it makes managing MCMs much more comfortable.

That being said, go into the folder I mentioned, make a copy of the BimboSkin.ini there and just add the default one from the archive (newest version, not the one with pre set colors).
Also, as mentioned before, if you're using a Mod Manager, if it comes with an overwrite folder or similar, make sure to check that there isn't a (generated) config overwriting the one you just pasted.
Unfortunately this issues seems really hard to reproduce at all. One liast thing you could try is opening the savegame with ReSaver and removing the scripts of this mod from the save, to see if it makes a difference and it isn't an issue with the script itself. You'll have to see if you can go on like that on the save if everything re-initialized properly after that, I'm not sure, as the MCM script is actually doing most of the work and I never tried this myself.

If you load the newest version on a new save, does it work properly?

Edit: Just to make sure, if you got 2.3.1 the Hotfix is not needed, as the config in it is part of 2.3.1 already.

Edited by HannoJojo
Posted
14 hours ago, HannoJojo said:


Just making sure I understood you correctly, so I'll go with a simplified examle:
So lets say the start skin color is Blue, final color is supposed to be Yellow in 2 steps. So the curse starts and progresses up to the point where the first color change is applied.
Your character has now Green skin (Blue -> Green -> Yellow), you save the game. Then you load a save and the skincolor is back to Blue while the (re-)applying itself is working as intended?

I was thinking of a potentially missing startup task, but since you are talking about the Tint option, this shouldn't be necessary afaik. Every "step" in between (Green color in this case) uses the same function the final change does, which is a base game function and never caused any issues for me after loading the game.
You see, the function is basically doing what happens when you use the color slider in RaceMenu.
My suspicion is that the game possibly sends an effect finish event at some point which deletes the stored last application time, so when the effect restarts it will use the initial value again.

Could you try replacing that script with the one attached? I kind of doubt its the reason, but it'd be my first guess.
HaJo_BimboTimedProgressionScript.zip
 

 

I probably won't get around trying to reproduce it myself anytime soon, as I'm currently busy enough with RL stuff and still have to properly set up my test environment after I updated from 1.5.97 to the latest version recently.

 

Yes. If the starting colour was blue and tint was yellow the character turns green as expected.

The tint can also be manually activated via the MCM (if corruption progression is disabled) and it applies as expected.

In both cases it remains until the game is saved and reloaded. 

It is removed if the tonic is taken and reapplies correctly when it wears off, but it still disappears on save and reload.

I will try installing the attached file and report back.

Posted
7 hours ago, jackinthebox2 said:

I have tested the bug with the new script by manually applying a tint, saving, and reloading.

 

The tint is absent upon reloading.


Then this kind of sounds like either some other mod is resetting the skin color on gameload or the color not being saved properly. The skin color thats applied (with the tint option) should be saved to the savegame and thus theres no re-applying on the OnGameReload event.

Just to make sure, could you paste the contents of your BimboSkin.ini (..\MCM\Settings) in here? Preferably in a Spoiler + Code tag like this:

Spoiler
<contents of your file>

 

 

Posted

Sure.

I have a lot of mods so it's possible it's conflicting with something. Though I don't use anything else that modifies PC appearance except the bimbo mod and yps.
 

  Hide contents
[General]
iColorR = 184
iColorG = 132
iColorB = 84
iColorA = 231
iColor = 12092500
iToggleBimbo = 1
iToggleRandom = 0
iToggleBimboNPC = 1
sBimboStage = 100
sBimboStageNPC = 10
iToggleType = 2
iToggleTypeNPC = 1
iColorP = 12092500
iColor1 = 3020554
iColor2 = 6241060
iColor3 = 1181187
iColor4 = 16769700
iColor5 = 14659657
iColor6 = 15382237
iColor7 = 7684622
iColor8 = 4990464
iColor9 = 3346176
iColorBlank = 0
iFullRemove = 1
sSaveSlot = 0
sNPCColSlot = Random
fNPCCheckRate = 5.0
sAlphaMenu = Slot 0:	231
iAlphaP = 231
iAlpha1 = -1
iAlpha2 = -1
iAlpha3 = -1
iAlpha4 = -1
iAlpha5 = -1
iAlpha6 = -1
iAlpha7 = -1
iAlpha8 = -1
iAlpha9 = -1
iPlayerProgression = 1
iNPCProgression = 1
iPlayerProgressionType = 0
fProgressionTicker = 5.000000
iProgressionStepsNPC = 1
iProgressionStepsPlayer = 5

 

 

 

Posted (edited)
4 hours ago, jackinthebox2 said:

Sure.

I have a lot of mods so it's possible it's conflicting with something. Though I don't use anything else that modifies PC appearance except the bimbo mod and yps.
 

  Reveal hidden contents
[General]
iColorR = 184
iColorG = 132
iColorB = 84
iColorA = 231
iColor = 12092500
iToggleBimbo = 1
iToggleRandom = 0
iToggleBimboNPC = 1
sBimboStage = 100
sBimboStageNPC = 10
iToggleType = 2
iToggleTypeNPC = 1
iColorP = 12092500
iColor1 = 3020554
iColor2 = 6241060
iColor3 = 1181187
iColor4 = 16769700
iColor5 = 14659657
iColor6 = 15382237
iColor7 = 7684622
iColor8 = 4990464
iColor9 = 3346176
iColorBlank = 0
iFullRemove = 1
sSaveSlot = 0
sNPCColSlot = Random
fNPCCheckRate = 5.0
sAlphaMenu = Slot 0:	231
iAlphaP = 231
iAlpha1 = -1
iAlpha2 = -1
iAlpha3 = -1
iAlpha4 = -1
iAlpha5 = -1
iAlpha6 = -1
iAlpha7 = -1
iAlpha8 = -1
iAlpha9 = -1
iPlayerProgression = 1
iNPCProgression = 1
iPlayerProgressionType = 0
fProgressionTicker = 5.000000
iProgressionStepsNPC = 1
iProgressionStepsPlayer = 5

 

 

 

That looks correct too, hm.

Does it only happen with reloading after restarting the game or even if you save -> main menu -> load the game you just saved?

Edit: Got it reproduced. Now I'm wondering, are you on 1170 ? Because I'm rather sure that I never had this happening on 1.5.97 which I used before.

Edit2: Ok, I know the reason now. When there was the issue with the glossy skin on the previous version I tested some stuff and commented parts out that I apparently forgot to uncomment again. I'm just wondering why it took so long for the first report here, but maybe everyone was already on an ongoing save where nothing was newly applied to the player.

Could you try it with this? If it works for you I'll add it to the modpage.
BimboSkin_2.3.2_Hotfix.zip

Edited by HannoJojo
Hotfix
Posted
On 3/16/2025 at 12:40 PM, HannoJojo said:

One thing I generally like to recommend is using Menu Maid II if you don't use it already. Not only it comes with a bunch of useful features (more allowed MCM) it makes managing MCMs much more comfortable.

That being said, go into the folder I mentioned, make a copy of the BimboSkin.ini there and just add the default one from the archive (newest version, not the one with pre set colors).
Also, as mentioned before, if you're using a Mod Manager, if it comes with an overwrite folder or similar, make sure to check that there isn't a (generated) config overwriting the one you just pasted.
Unfortunately this issues seems really hard to reproduce at all. One liast thing you could try is opening the savegame with ReSaver and removing the scripts of this mod from the save, to see if it makes a difference and it isn't an issue with the script itself. You'll have to see if you can go on like that on the save if everything re-initialized properly after that, I'm not sure, as the MCM script is actually doing most of the work and I never tried this myself.

If you load the newest version on a new save, does it work properly?

Edit: Just to make sure, if you got 2.3.1 the Hotfix is not needed, as the config in it is part of 2.3.1 already.



Thank you for the help, I couldn't get anything to populate on the MCM even after attempting all the above steps. Even going back to version 1.1.7. I'm not sure what is going on with the save tbh but it's all good. I know it does work from the previous versions so it's prob just something ill keep in the load order anyways and just use it for a new player character haha.

Posted
6 hours ago, PNclarity001 said:



Thank you for the help, I couldn't get anything to populate on the MCM even after attempting all the above steps. Even going back to version 1.1.7. I'm not sure what is going on with the save tbh but it's all good. I know it does work from the previous versions so it's prob just something ill keep in the load order anyways and just use it for a new player character haha.

So it works on a new game?

Some last ideas / remarks:
- Did you change anything about your MCM Helper install when you updated this mod?
- You could use https://www.nexusmods.com/skyrimspecialedition/mods/102827 or Jsonlint to check if the config file is in proper json format, but I also don't see why anything should've edited the config file after installing it (and multiple times at that)
- You could try removing the "customContent" key from the config (its just used for the splashscreen) to make sure its not an issue with displaying the splashscreen


But thats the last things I could think of (for now) to check. I mentioned it before somewhere in this thread, but I even upgraded from 1.5.97 to 1.6.1170 and updated a big amount of SKSE plugins (including MCM Helper) to their "AE" variant and didn't spot any issues in the old "SE" savegame and a newly started "AE" savegame. Granted, I did not update my mod during that process except for the hotfix released yesterday, but I'd argue that updating the framework behind it is a bigger "gamble".
 

Posted
12 hours ago, HannoJojo said:

So it works on a new game?

Some last ideas / remarks:
- Did you change anything about your MCM Helper install when you updated this mod?
- You could use https://www.nexusmods.com/skyrimspecialedition/mods/102827 or Jsonlint to check if the config file is in proper json format, but I also don't see why anything should've edited the config file after installing it (and multiple times at that)
- You could try removing the "customContent" key from the config (its just used for the splashscreen) to make sure its not an issue with displaying the splashscreen


But thats the last things I could think of (for now) to check. I mentioned it before somewhere in this thread, but I even upgraded from 1.5.97 to 1.6.1170 and updated a big amount of SKSE plugins (including MCM Helper) to their "AE" variant and didn't spot any issues in the old "SE" savegame and a newly started "AE" savegame. Granted, I did not update my mod during that process except for the hotfix released yesterday, but I'd argue that updating the framework behind it is a bigger "gamble".
 



ya. its weirdly still installed in the game, I can see certain bits and the plugin still shows on the load order. My MCM even adds 1 when BS is installed. Just for whatever weird reason it decided to not show up on the MCM anymore.

really bizarre, and tbh tbh im not even sure what i did haha

Posted (edited)
9 hours ago, PNclarity001 said:



ya. its weirdly still installed in the game, I can see certain bits and the plugin still shows on the load order. My MCM even adds 1 when BS is installed. Just for whatever weird reason it decided to not show up on the MCM anymore.

really bizarre, and tbh tbh im not even sure what i did haha

Hm yeah, if I could somehow reproduce it I might be able to investigate but I don't have any more ideas right now. There was another user before who had an issue with the MCM never showing up at all for no reason at all, but I was also not able to reproduce this behaviour.

I know that, for a reason still unknown to me, the MCM (and the one of another mod I created as I copied this as a template xD) will only show up after enabling it if the game is saved and loaded once with it active (so enable -> start game -> save -> load -> its there) but since its showing up, that part is already triggered I guess.
Since I'm using MCM Helper, I really don't have much control on the actual loading of the menu and therefore would assume it should work fine as long as the requirements are correct, but I'd assume you already checked those (and as it was working before...)

Are you using any other mods that use MCM Helper and do those work fine? Just to rule out every possibility:

  • Nothing overwrites MCM Helper (or my mod, except for your customized settings if you separated them)
  • MCM Helper is up-to-date and still the correct version for your game version (Just mentioning this because a lot of people on nexusmods seem to use the latest version even if they're on 1.5.97)

According to the MCM Helper docs it is possible to make a menu inaccessible by the minMCMVersion key in the config.json, but this would have to be actively edited to introduce any change, and I used a rather early version (9 which should be older than the last 4 or 5 versions at least, and I'm honest, I have no idea what version this exactly refers to...)

 

>> Link <<

Quote

minMcmVersion (optional)

(Supported from v1.2.2 - version code 9)

minMcmVersion is the minimum MCM Helper version-code that your menu requires. If the user has an older version of MCM Helper installed, they will be required to update before they can access the menu.

 

Edited by HannoJojo
Posted
1 hour ago, HannoJojo said:

Hm yeah, if I could somehow reproduce it I might be able to investigate but I don't have any more ideas right now. There was another user before who had an issue with the MCM never showing up at all for no reason at all, but I was also not able to reproduce this behaviour.

I know that, for a reason still unknown to me, the MCM (and the one of another mod I created as I copied this as a template xD) will only show up after enabling it if the game is saved and loaded once with it active (so enable -> start game -> save -> load -> its there) but since its showing up, that part is already triggered I guess.
Since I'm using MCM Helper, I really don't have much control on the actual loading of the menu and therefore would assume it should work fine as long as the requirements are correct, but I'd assume you already checked those (and as it was working before...)

Are you using any other mods that use MCM Helper and do those work fine? Just to rule out every possibility:

  • Nothing overwrites MCM Helper (or my mod, except for your customized settings if you separated them)
  • MCM Helper is up-to-date and still the correct version for your game version (Just mentioning this because a lot of people on nexusmods seem to use the latest version even if they're on 1.5.97)

According to the MCM Helper docs it is possible to make a menu inaccessible by the minMCMVersion key in the config.json, but this would have to be actively edited to introduce any change, and I used a rather early version (9 which should be older than the last 4 or 5 versions at least, and I'm honest, I have no idea what version this exactly refers to...)

 

>> Link <<

 


Ya im matching versions with mine at 1.6.640. I actually had that issue back in the day for using the incorrect version for another mod coincidently

I wish I had an older save to test too but by the time I noticed the menu wasn't present it was about a week later. Total ignorance on my end mind you lol.

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