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Posted
19 hours ago, nabliab said:

running 1.6.1170, when sexlab is running the tint/color is removed.  What's the option in SL to disable that? No problems in Ostim.

 

Never experienced this myself, also on 1170 (Sexlab P+ though in case you aren't).
For the color I'd assume that sexlab is potentially calling NiNodeUpdates, as for the skin tint, as stated before thats should be the same as using Racemenu to change the skincolor.
If SL has an option related to NiNodeUpdates I'd try disabling that one and check if it doesn't occur anymore.

Posted (edited)
16 hours ago, HannoJojo said:

 

Never experienced this myself, also on 1170 (Sexlab P+ though in case you aren't).
For the color I'd assume that sexlab is potentially calling NiNodeUpdates, as for the skin tint, as stated before thats should be the same as using Racemenu to change the skincolor.
If SL has an option related to NiNodeUpdates I'd try disabling that one and check if it doesn't occur anymore.


This is happening to NPC followers, not the player as  I'm not changing the players color. I'm on sexlab AE v166b.  I'm not using Sexlab P+. 

https://imgur.com/TK0AEC4  before animation

https://imgur.com/BdZXkDP during animation

https://imgur.com/sBKH57j after animation

 

 

 

 

Edited by nabliab
Posted (edited)
5 hours ago, nabliab said:


This is happening to NPC followers, not the player as  I'm not changing the players color. I'm on sexlab AE v166b.  I'm not using Sexlab P+. 

https://imgur.com/TK0AEC4  before animation

https://imgur.com/BdZXkDP during animation

https://imgur.com/sBKH57j after animation

 

 

 

 

Looks like the images got removed (?) except for the last one.

But yeah ok I see. NPCs will have to use "skin color" option, which will reset on a NiNodeUpdate(). Those are (not limited to but most often I guess) called when equipping armor. 
Do the colors get refreshed by the auto-update timer (Checking Rate on NPC settings MCM page)?

I'll upload a version which checks OnNiNodeUpdate below in a few minutes. You could give that a try and see if it works better.
Scratch that for now. I'll first have to think of a proper way to implement it. I kind of hoped the event would have a way to determine the source / affected form/actor of the update, which doesn't seem to be the case looking at the wiki. I was just blind.

One thing you have to keep in mind, is that NPCs will still temporarily lose their color either way. This is a non-solvable limitation for now, unless someone ever creates an extender which allows NPCs to be affected by SetTintMaskColor or I add a SKSE plugin for this myself (if its possible to do this at all, which I can't confirm or deny, although looking at the RaceMenu source it didn't seem impossible) which likely won't happen soon. (I compiled my first edited plugin 2 days ago and don't really have the free time to get fully into it.. hence the halted work on new features)

Edited by HannoJojo
Posted
On 3/29/2025 at 9:21 AM, HannoJojo said:

Looks like the images got removed (?) except for the last one.

But yeah ok I see. NPCs will have to use "skin color" option, which will reset on a NiNodeUpdate(). Those are (not limited to but most often I guess) called when equipping armor. 
Do the colors get refreshed by the auto-update timer (Checking Rate on NPC settings MCM page)?

I'll upload a version which checks OnNiNodeUpdate below in a few minutes. You could give that a try and see if it works better.
Scratch that for now. I'll first have to think of a proper way to implement it. I kind of hoped the event would have a way to determine the source / affected form/actor of the update, which doesn't seem to be the case looking at the wiki. I was just blind.

One thing you have to keep in mind, is that NPCs will still temporarily lose their color either way. This is a non-solvable limitation for now, unless someone ever creates an extender which allows NPCs to be affected by SetTintMaskColor or I add a SKSE plugin for this myself (if its possible to do this at all, which I can't confirm or deny, although looking at the RaceMenu source it didn't seem impossible) which likely won't happen soon. (I compiled my first edited plugin 2 days ago and don't really have the free time to get fully into it.. hence the halted work on new features)


Thanks for looking into this, I appreciate the time.  But very cool mod indeed.

Posted

Can someone explain why, when I enable the Player Progression option (I've tried different values, steps and stages), the skin on the character doesn't show up when the selected corruption level is reached? Only the  SkinColor option works with the progression system — SkinTint and SlaveTats, even though MCM shows them as active, don't actually change the skin color. tried v2.3.1 and v2.3.2


 

Spoiler

image.jpeg.56608914cc86835663c4ffa3368786c5.jpeg

 

20250405185418_1.jpg.e54065bd6d19d0ab2e133541d5c2688c.jpg

 

20250405185427_1.jpg.a84fa7d19d23e642c4a33b9a376a00c9.jpg

 

Posted (edited)
2 hours ago, Sawapine said:

Can someone explain why, when I enable the Player Progression option (I've tried different values, steps and stages), the skin on the character doesn't show up when the selected corruption level is reached? Only the  SkinColor option works with the progression system — SkinTint and SlaveTats, even though MCM shows them as active, don't actually change the skin color. tried v2.3.1 and v2.3.2


 

  Hide contents

image.jpeg.56608914cc86835663c4ffa3368786c5.jpeg

 

20250405185418_1.jpg.e54065bd6d19d0ab2e133541d5c2688c.jpg

 

20250405185427_1.jpg.a84fa7d19d23e642c4a33b9a376a00c9.jpg

 

SkinTint and SlaveTats both increase the alpha value with each step, whereas SkinColor will actually shift the color.
Also, I thought I added safeguards against this, but your settings won't ever reach the full color.

Starting corruption stage is set to 85 which is stage 8 out of 16 of the BoS quest. Now simple math tells us that the final color would be applied with quest stage 24 (8 + 16) which is never reached. 
So on queststage 8 the new color is applied with an alpha value of (max_alpha)/(stages) so in your case 204/16 = 12,75. Since you can only have 8 steps applied at maximum (which is half of your total steps) the maximum alpha will be 102 out of 255.
So my guess ist (apart from the possibility of a bug, however I tested this probably more than most other parts of the script) that the corruption stage change is just too subtle to be noticeable. With the SkinColor option as stated above however there is an actual color change by default. You still won't reach the selected final color, but since it actually applies a color on top with 255 alpha (because I can't set the alpha on it to begin with) its likely stronger.


As a (very rough) visual representation. Assuming you have white skin and want it to turn blue as below:

image.png.54610f755d2bcb613b1100c0b98fde0f.png -> image.png.fcc1a5ac320fee45cfd0811e61dd5d5d.png

 

This would be the first step (roughly)
image.png.69f3fda8f3985e334be5da779c65b533.png


As you can see there is a change, but its extremely subtle. And white to blue is probably a bit more extreme than a light skin color to a darker tone.

Edited by HannoJojo
Posted
37 minutes ago, HannoJojo said:

SkinTint and SlaveTats both increase the alpha value with each step, whereas SkinColor will actually shift the color.
Also, I thought I added safeguards against this, but your settings won't ever reach the full color.

Starting corruption stage is set to 85 which is stage 8 out of 16 of the BoS quest. Now simple math tells us that the final color would be applied with quest stage 24 (8 + 16) which is never reached. 
So on queststage 8 the new color is applied with an alpha value of (max_alpha)/(stages) so in your case 204/16 = 12,75. Since you can only have 8 steps applied at maximum (which is half of your total steps) the maximum alpha will be 102 out of 255.
So my guess ist (apart from the possibility of a bug, however I tested this probably more than most other parts of the script) that the corruption stage change is just too subtle to be noticeable. With the SkinColor option as stated above however there is an actual color change by default. You still won't reach the selected final color, but since it actually applies a color on top with 255 alpha (because I can't set the alpha on it to begin with) its likely stronger.

 

Oh my god, that was such an obvious oversight on my part. I've been trying to figure it out all day. Thank you so much! You're my savior. 😘

Posted
On 3/20/2025 at 1:55 AM, 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 <<

 


Wanna hear something wild, was playing the same save file and got a "added 1 MCM menu" notif

It just randomly stuck and now I can use it on my old save lol

Posted
5 hours ago, PNclarity001 said:


Wanna hear something wild, was playing the same save file and got a "added 1 MCM menu" notif

It just randomly stuck and now I can use it on my old save lol

That's wild indeed.

Did you change anything prior to it, like loadorder, or anything related to MCM Helper (and its reqs)?
Maybe if I have some free time I'll take a look into the general MCM thing (personally I'd also like to create the MCM myself without MCM Helper requirement as some things felt limited with it) but I don't see that coming anytime soon + there's other stuff I'd want to work on too.

Anyway, glad it worked out (randomly) for you.

Posted
18 hours ago, HannoJojo said:

That's wild indeed.

Did you change anything prior to it, like loadorder, or anything related to MCM Helper (and its reqs)?
Maybe if I have some free time I'll take a look into the general MCM thing (personally I'd also like to create the MCM myself without MCM Helper requirement as some things felt limited with it) but I don't see that coming anytime soon + there's other stuff I'd want to work on too.

Anyway, glad it worked out (randomly) for you.


I did reshuffle my load order after a massive script error. Basically had to re-install everything so it can all run again. That is the only thing major I adjusted so im guessing one of the SL mods were "blocking" it.

In the meantime, take your time. Everything works so dont stress yourself!

Posted (edited)
On 4/5/2025 at 9:34 PM, Sawapine said:

 

Oh my god, that was such an obvious oversight on my part. I've been trying to figure it out all day. Thank you so much! You're my savior. 😘

 

So I'll have to investigate some more, but I think theres actually some issue with applying the progression effect starting at a certain corruption level.
Potentially I overlooked the NPC events actually being sent differently, so this might have also come in to play when you noticed no change of the color... :S

Edit:
Ok lol, nevermind. I must've been very sleepy when I worked on that, because it's not properly implemented yet.

Basically, I created a function for the NPCs, but its never called when the event is sent...

I'll upload a new version with it tomorrow >.>


Edit2:
New Version uploaded, actually noticed a few other issues with it.
 

Please tell me if you notice anything else not working.

Edited by HannoJojo
  • 3 months later...
Posted
On 4/19/2025 at 5:27 PM, HannoJojo said:

Please tell me if you notice anything else not working.

I would like to start with Thanks for your talent making this mod, sharing this mod and supporting this mod! 

I play SE 1.5.97  SexLab  current Bimbos of Skyrim SE  Botox SE Vortex...

I am having the same problem as the other user where the tan comes off during sex, and then it does not reapply itself so I have to take it off the target then reapply to the target. Kinda makes having this installed a pain.

Then anytime I exit the game and go back in the slave tats starts working on all the target I applied the skin to till it finishes but when slave tats works one loses control of any action till it is done, i.e. checking inventory, the map etc, (I use an xbox controller) when slave tats finishes I still cannot use my controller to check inventory, a bug most likely from my load order. 

Not accusing or being negative here just what I experienced, unfortunately all this has lead me to uninstall your mod, I really liked the idea, the look when it functioned properly, and the fact it ties in with BOS, which I do not play without it and YPS.

I wish you well and look forward to advances in the mod, who knows I may be downgrading to AE before long, will stick with SL though.

Thanks again.... :cool:

  • 2 months later...
Posted

The Skin Color application mode option is broken since the release of powerofthree's Papyrus Extender v6.0 (09 Jun 2025.)

Version 6.0 deprecated/replaced the GetSkinColor function with GetSkinRGB.

 

Due to this, skin color application mode doesn't work and spams the papyrus logs with hundreds of lines of "Function is deprecated. Use GetSkinRGB instead"

Posted

version: 2.3.3CA

papyrus log:

[11/06/2025 - 10:17:02PM] Info: Function is deprecated. Use GetSkinRGB instead
stack:
    <unknown self>.PO3_SKSEFunctions.GetSkinColor() - "<native>" Line ?
    [Active effect 6 on  (02002B74)].HaJo_BimboSkinEffectScript.OnUpdate() - "HaJo_BimboSkinEffectScript.psc" Line 41
[11/06/2025 - 10:17:02PM] Error: Cannot call GetColor() on a None object, aborting function call
stack:
    [Active effect 6 on  (02002B74)].HaJo_BimboSkinEffectScript.OnUpdate() - "HaJo_BimboSkinEffectScript.psc" Line 42
[11/06/2025 - 10:17:02PM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 6 on  (02002B74)].HaJo_BimboSkinEffectScript.OnUpdate() - "HaJo_BimboSkinEffectScript.psc" Line 42

 

Posted (edited)
On 10/30/2025 at 8:46 AM, CheddarTrauma said:

The Skin Color application mode option is broken since the release of powerofthree's Papyrus Extender v6.0 (09 Jun 2025.)

Version 6.0 deprecated/replaced the GetSkinColor function with GetSkinRGB.

 

Due to this, skin color application mode doesn't work and spams the papyrus logs with hundreds of lines of "Function is deprecated. Use GetSkinRGB instead"

 

On 11/6/2025 at 3:25 PM, BugReporter_0x29fda0ed said:

version: 2.3.3CA

papyrus log:

[11/06/2025 - 10:17:02PM] Info: Function is deprecated. Use GetSkinRGB instead
stack:
    <unknown self>.PO3_SKSEFunctions.GetSkinColor() - "<native>" Line ?
    [Active effect 6 on  (02002B74)].HaJo_BimboSkinEffectScript.OnUpdate() - "HaJo_BimboSkinEffectScript.psc" Line 41
[11/06/2025 - 10:17:02PM] Error: Cannot call GetColor() on a None object, aborting function call
stack:
    [Active effect 6 on  (02002B74)].HaJo_BimboSkinEffectScript.OnUpdate() - "HaJo_BimboSkinEffectScript.psc" Line 42
[11/06/2025 - 10:17:02PM] Warning: Assigning None to a non-object variable named "::temp6"
stack:
    [Active effect 6 on  (02002B74)].HaJo_BimboSkinEffectScript.OnUpdate() - "HaJo_BimboSkinEffectScript.psc" Line 42

 


I'm not really playing the game currently, so this was only quickly tested.
Let me know if everything works, then I'll update the mainpost.

This REQUIRES PowerOfThree Papyrus Extender 6.x.x+!!
 

BimboSkin_2.4.0_FOMOD.zip

Edited by HannoJojo
  • 1 month later...
Posted
On 11/11/2025 at 12:31 AM, HannoJojo said:

 


I'm not really playing the game currently, so this was only quickly tested.
Let me know if everything works, then I'll update the mainpost.

This REQUIRES PowerOfThree Papyrus Extender 6.x.x+!!
 

BimboSkin_2.4.0_FOMOD.zip 13.79 MB · 7 downloads

Thank you for your reply and the update. I just ran a quick, informal test, and this function works(tried npc skincolor, use hotkey to reset, then apply a selected color)

  • 1 month later...
Posted

So how do i remove this fighting debuff from the hypnose quest, even after i did what i should do and did that degrading talk to a npc i cant fight as every enemy is just moved away from me. And i dont want ot load a save nearly 10 hours before to fix it, so how is this debuff or script or whatever applied and how can i remove it from the player?

 

Posted
17 hours ago, crazyduck said:

So how do i remove this fighting debuff from the hypnose quest, even after i did what i should do and did that degrading talk to a npc i cant fight as every enemy is just moved away from me. And i dont want ot load a save nearly 10 hours before to fix it, so how is this debuff or script or whatever applied and how can i remove it from the player?

 

You might want to ask this on the Bimbos of Skyrim modpage / supportforum, as this mod has nothing to do with that feature.

But you might be able to remove the spell from your character with removespell if you find its name. No idea if this is a good idea though. The hypnosis letters usually should have a condition to end them anyway.

If you want to give it a try nevertheless...
 

help "CC_HypnoDebuff" 4 for the formid
player.removespell <formid>



 

Posted
25 minutes ago, HannoJojo said:

You might want to ask this on the Bimbos of Skyrim modpage / supportforum, as this mod has nothing to do with that feature.

But you might be able to remove the spell from your character with removespell if you find its name. No idea if this is a good idea though. The hypnosis letters usually should have a condition to end them anyway.

If you want to give it a try nevertheless...
 

help "CC_HypnoDebuff" 4 for the formid
player.removespell <formid>



 

oups sorry did not see that i was in the bimboskin threat , but already found a solution bimbos of skyrim changes player hardcoded entrys to insane values which result in this "be uselsess in battle" thing. had to use forceav to set this values back to vanilla.

 

  • 2 months later...
Posted

Hmm. Skin tone for the player does not seem to be working right for me when using progression style. The first stage will apply (character skin turns practically grey because of the 0 alpha) but then will not advance passed that no matter when i set the corruption hook or how many stages i give it. also Tried the timer based and on sleep progression options neither of which worked.

 

If after the Bimbo Skin has activated and i click the button to turn it off, The skin will then become the full version of the bimbo skin instead of reverting to the players original skin colour (unless i then go into debug and remove the skin override).

 

Skin Color works fine* however.

 

While reading the difference between the options i saw that the Skin tone uses Racemenu while Skin Color uses papyrus features. Double checked my race menu versions and the linked papyrus extenders both of which seem to be up to date.

 

* While using Skin Color I noticed one of my mods that makes more jewelry show up tends to run after Bimbo Skin reapplies the colour when equipping armour meaning that option isn't useable unless there could be some kind of customizable delay for reapplying the colour. As this is an external interaction i still consider Skin Color to be working fine.

Posted (edited)
17 minutes ago, thorax339 said:

Hmm. Skin tone for the player does not seem to be working right for me when using progression style. The first stage will apply (character skin turns practically grey because of the 0 alpha) but then will not advance passed that no matter when i set the corruption hook or how many stages i give it. also Tried the timer based and on sleep progression options neither of which worked.

 

If after the Bimbo Skin has activated and i click the button to turn it off, The skin will then become the full version of the bimbo skin instead of reverting to the players original skin colour (unless i then go into debug and remove the skin override).

 

Skin Color works fine* however.

 

While reading the difference between the options i saw that the Skin tone uses Racemenu while Skin Color uses papyrus features. Double checked my race menu versions and the linked papyrus extenders both of which seem to be up to date.

 

* While using Skin Color I noticed one of my mods that makes more jewelry show up tends to run after Bimbo Skin reapplies the colour when equipping armour meaning that option isn't useable unless there could be some kind of customizable delay for reapplying the colour. As this is an external interaction i still consider Skin Color to be working fine.

 

Can you upload a screenshot of the settings you're using? Mod has been up for some time in this version now and I didn't receive any reports of this kind yet (and skin tint is pretty much the go to setting for the player imo so it should be used by at least a few players.)

 

The corruption based setting is just listening to the modevent BoS' sends. And the first stage uses the same functions as the later steps naturally so since that works I could only think of an issue with the calculation that again nobody reported so far.

 Could you elaborate on the grey skin? I'm not at my PC and would have to check but from the top of my head there won't be an alpha of 0 set unless your max alpha is lower than the steps.

 

Edit: I also had to do some quick progression tests lately for the bimbo lips mod and there skin tint worked flawlessly with progression for me though I do have to mention that I used the dev version there. But I didn't add anything to it recently because my changes were done in a rewrite where I was trying to put the color calculation into a skse plugin. So they should be identical.

Edited by HannoJojo
Posted (edited)
On 4/4/2026 at 10:31 PM, HannoJojo said:

 

Can you upload a screenshot of the settings you're using? Mod has been up for some time in this version now and I didn't receive any reports of this kind yet (and skin tint is pretty much the go to setting for the player imo so it should be used by at least a few players.)

 

The corruption based setting is just listening to the modevent BoS' sends. And the first stage uses the same functions as the later steps naturally so since that works I could only think of an issue with the calculation that again nobody reported so far.

 Could you elaborate on the grey skin? I'm not at my PC and would have to check but from the top of my head there won't be an alpha of 0 set unless your max alpha is lower than the steps.

 

Edit: I also had to do some quick progression tests lately for the bimbo lips mod and there skin tint worked flawlessly with progression for me though I do have to mention that I used the dev version there. But I didn't add anything to it recently because my changes were done in a rewrite where I was trying to put the color calculation into a skse plugin. So they should be identical.

 

Managed to figure it out. Seems the default -1 Alpha on the colours works fine for no progression but breaks on the progression options. I tried setting it to 255 and it immediately worked. Will keep my original post and screenshots for reference for now but ill edit it out later.

Edited by thorax339

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