HannoJojo Posted April 4 Author Posted April 4 (edited) 1 hour ago, thorax339 said: Ye i assumed it was something to do with me personally due to the lack of reports for the recommended method. Took a few screenshots of my process. First my settings: Hide contents Next the original PC skin colour vs the "Greyish" colour i mentioned when the first stage applies. Note i did use the "Elder Scroll (Bimbo)" item from BoS to activate full bimbo mode. This does work fine with the Skin Color option tho. also going through the stages manually does the same thing with either option, aka, stuck o nfirst stage with Skin Tone and works normally with Skin Color Reveal hidden contents Next couple is showing the alpha channels in race menu (i may have said the wrong value for alpha in my previous post. i always mix up which is full transparency and which is fully opaque. First image is what was originally applied by BImbo Skin, Second image is my just putting the alpha up to show that it is atleast trying to set the colour Reveal hidden contents Lastly when i select "Toggle Player Skin" to turn the bimbo skin off and it then applies the full Bimbo Skin: Reveal hidden contents Also just tried a new save with a vanilla female preset with the same outcome. Uhm, your last screenshot in the first spoiler shows that you have saved an alpha of -1 (unset) for slot 0 (the dedicated player slot) Is this correct? Did you change the slider and saved the values to that slot and it changed to -1 or did you not touch it at all? Since SkinTONE / Tint progression uses the alpha, it will (as you correctly mentioned before) only calculate the alpha value. But if that are the set settings, then it will apply the color with an alpha of 0 (presumably) -> slight color change but since the max value is 0 (well -1) it will calculate the max value / steps etc. but 0 / 7 = 0 as well as 0 / 6, etc. So if thats not a bug with the display, that might already be the reason only the initial step does something? (In retrospect I'd probably have created the menu differently, but its the way it "grew" between the versions and as long as its not broken I don't have the time / motivation to re-do it.) Edited April 4 by HannoJojo 1
thorax339 Posted April 4 Posted April 4 (edited) 36 minutes ago, HannoJojo said: Uhm, your last screenshot in the first spoiler shows that you have saved an alpha of -1 (unset) for slot 0 (the dedicated player slot) Is this correct? Did you change the slider and saved the values to that slot and it changed to -1 or did you not touch it at all? Since SkinTONE / Tint progression uses the alpha, it will (as you correctly mentioned before) only calculate the alpha value. But if that are the set settings, then it will apply the color with an alpha of 0 (presumably) -> slight color change but since the max value is 0 (well -1) it will calculate the max value / steps etc. but 0 / 7 = 0 as well as 0 / 6, etc. So if thats not a bug with the display, that might already be the reason only the initial step does something? (In retrospect I'd probably have created the menu differently, but its the way it "grew" between the versions and as long as its not broken I don't have the time / motivation to re-do it.) Ah. you must have replied as i was editing my post and i didn't see as i did figure out the issue. i ended up trying with 255 alpha on the colour and it worked immediately. I was using the default colours that came with the mod as a base and edited from there. figured they were set up right because they worked fine with out the progression option. Perhaps the default colours could just be set with an alpha of 255 instead of -1? Minimal effort could be just posting on the main post that for progression to work correctly you must change the alpha setting. Just to add. i did select the option to install the color presets in the fomod menu. Edited April 4 by thorax339
HannoJojo Posted April 4 Author Posted April 4 38 minutes ago, thorax339 said: Ah. you must have replied as i was editing my post and i didn't see as i did figure out the issue. i ended up trying with 255 alpha on the colour and it worked immediately. I was using the default colours that came with the mod as a base and edited from there. figured they were set up right because they worked fine with out the progression option. Perhaps the default colours could just be set with an alpha of 255 instead of -1? Minimal effort could be just posting on the main post that for progression to work correctly you must change the alpha setting. Just to add. i did select the option to install the color presets in the fomod menu. Yes, looks like the preset file is "wrong". This is because I never updated the values on it afterwards and only added new settings. And I first added it when the alpha settings already existed, but were used for the slavetats version only (as skintint didn't exist yet) 1
Efgad Posted August 17 Posted August 17 Love this mod. It seems to remove makeup on NPC's. At least from what I can tell.
HannoJojo Posted August 17 Author Posted August 17 15 hours ago, Efgad said: Love this mod. It seems to remove makeup on NPC's. At least from what I can tell. Yes, unfortunately as it stands for now, I also can't work around this, as I have to rely on the PO3 Papyrus Extender method to change the skin color. I think I forwarded the info by PO3 himself on the mod description, but using the function to "recolor" will switch the Face Shader, which in return disables tintmasks. Most makeups are such tintmasks applied to the head, so they are disabled / removed as soon as the skincolor is applied. Unless someone finds a way to allow the skintint functions to work for NPCs (theoretically this is becoming more likely due to the flood of AI-aided SKSE plugins), this limitation will however remain. (Or if I ever find the time and motivation to look into it myself)
Efgad Posted August 19 Posted August 19 On 8/17/2026 at 11:08 AM, HannoJojo said: Yes, unfortunately as it stands for now, I also can't work around this, as I have to rely on the PO3 Papyrus Extender method to change the skin color. I think I forwarded the info by PO3 himself on the mod description, but using the function to "recolor" will switch the Face Shader, which in return disables tintmasks. Most makeups are such tintmasks applied to the head, so they are disabled / removed as soon as the skincolor is applied. Unless someone finds a way to allow the skintint functions to work for NPCs (theoretically this is becoming more likely due to the flood of AI-aided SKSE plugins), this limitation will however remain. (Or if I ever find the time and motivation to look into it myself) Fair enough! Thanks for the info.
chevalierx Posted September 11 Posted September 11 would cool if skin work with sex events too , more sex you get more change
HannoJojo Posted October 2 Author Posted October 2 Copying this from the BoS thread where I originally posted it. Heyo everyone. You might or might not know the addons I tried to write for this great mod (BimboLips & BimboSkin - also see my signature). Currently I'm building an unified SKSE variant for this. It will probably still take some time (probably a few days) until all the planned features are added, but I wanted to see if there are some of you who'd be willing to test the first release candidates. I also mentioned this in one of my mods' supportthreads, but since this thread is more frequented and I planned the whole thing with this mod in mind I thought this might get a tad more exposure in here. Also, a BIG BIG DISCLAIMER for anyone interested: This was developed with heavy use of AI (specifically Claude) as I'd never would've had started this project otherwise (No time to completely dig into c++ programming and the different (reverse engineered) libraries I'd have to use). Feel free to completely ignore this (and the possible future modpage) then, the original papyrus based mods will stay up anyway for those who'd prefer them. Also I truly hope someone with more C++ / SKSE experience will look at this and tell themselves "lets do this properly" and release a better version xD. That being said.. if there is some general interest in helping with the tests feel free to contact me. Since I don't want to ask people to spam in this thread, either dm me or comment in one of my original mods support threads. Since I'm only testing on AE 1.6.1170 I'm definitely looking for people to test the general compatibility on 1.5.97 and the latest steam version. I'm not really planning to look into VR support, but this might change depending if theres a huge demand for it. There is no ETA for anything yet, also because I keep getting side-tracked by new ideas / features. All of them are optional, especially since some of them are overlapping with BoS' and YPS appearance changes. I'm planning to add an own basic curse that can change the playe / npcs over time, in case someone wants to use something like this without the full BoS package. I don't intend to replace BoS in any way, I just wanted to add an alternative for those missing out on this great mod. Most stuff should also be accessible via API, e.g. for the creation of potions or spells that trigger the effects, but while some functions are already accessible like that, this is obviously something that will likely be finished last when the base functionality is done and tested. Finally, sorry for the wall of text, and thank you for your interest in it. A few preview images in the spoiler. Theres already a lot more done (also on the configuration side, but I'll only focus on the first tab in here as an example. Spoiler SKSE Menu Framework based configuration: Here showing the Info Tab, which includes the very important Credits page, information about missing or met requirements, direct log access, debug options and some stats on stored data. Data should be generally serialized to the SKSE save - this is something I'll still have to observe though, since I wouldn't want to bloat the files in an unhealthy way. Actions - will include buttons to immediately apply certain changes (Skincolor, Morphs, Hairstyle & Color, Slavetats Tattoos) Most of them use the configurations from the features main tabs (e.g. Skincolor -> Skin page, Morphs -> Morphs page, etc.) however it is also possible to change the application settings in the action menu itself. (Tattoos for example will require you to define tattoo definitions first which you can then select from a dropdown on the action tabs, etc.) The changes in the action tab will also be stored in the savegame. For pure testing purposes there will be temporary similar buttons in the debug menu. While the method for the skincolor e.g. changed to the original mods, there is also still a "watchdog" function to reapply other missing changes, mainly morphs as one of the bigger issues of BimboLips in its current version is that alot of things can remove them. This is however also a possible cause for other "issues", since the morphs are strictly speaking expressions, those could constantly overwrite actual expressions because of the watchdog. This is however something that needs to be observed long-term, to determine which issues arise from this long-term. Actions -> Skin: Spoiler Shows the current default color source for the hotkeys / progresison (if enabled) Target selection with different modes (Player, Scan nearby, Console selection, Crosshair Target) Scan nearby will add another dropdown with the names of the found NPCs if no valid (crosshair / console) target is found/set it should show also show a message about this Color Slot (Up to 10 predefined slots on the Skin mainpage + 1 Random setting that will select one from the enabled slots - it is possible to only use 3 of them if thats desired) Some more information about the colors and slots in the spoiler: Spoiler "Main" is kind of the fallback option. It can't be disabled for now and will always be included in the random selection. - this might change. The slots are mainly presets you want to save for certain cases or to have some variance with the random option. it is also possible to save a color as a preset for a NPC target which will always take precedence over the setting (e.g. Hulda = Red will mean Hulda will always receive that color no matter what the current configuration or selected slot shows). What might be added is a setting for the allowed targets (e.g. Player, NPC, Both) The selected slot can be directly overwritten in the actions menu - I'm debating where I actually want this or if this should be informal only for the slots except for the "Main" slot - Let me know your opinion on this if you have one. Add Skin - Adds the skin to the target Remove Skin - Removes the skin from the target Small information on the executed action Actions -> Morphs Spoiler Target Selection with different modes (Player, Scan Nearby, Console, Crosshair) - some more details on the spoiler for the skins tab Morph Selection - These can be defined on the Morphs page. So if new morphs are added they can be added without changing the sourcecode Strength Slider Morphsupportcheck and information on found MFEE configurations Apply / Remove / Refresh buttons for the selected morph (Planned: Remove all active Morphs button) Short information text related to the last action Actions -> Hair Spoiler Information on target hair (if possible color and hairname) Target selection with different modes (Player, Scan nearby, Console, Crosshair) - See Skins spoiler for a few more details Apply and restore hair buttons Current detected head headpart of the target Filter and Selection of a highpoly head headpart if those are installed. Only the correct race parts should be displayed, however there is no check for the gender or vampire status Set and restore headpart buttons Short information about the last executed action Actions -> Tattoo (for now only SlaveTatsNG support, not sure if I'll change this) Spoiler Check for SlaveTatsNG.dll detection and information about found packs including a rescan packs button (not sure if this is actually necessary / has any use) Target selection with differend modes (Player, Scan nearby, Console, Crosshair) - See Skins Spoiler for additional information Dropdown to select tattoo definition sets from Tattoo main page Apply / Remove / Remove all from this mod buttons Short information about the last action Lastly a comparison between vanilla Uthgerd and a version modified by this plugin. Headpart was changed to HPH for Morphs support BimboExtreme and Fuckdoll morph from [Predator] HP Head SMP were applied with strength 100 Skincolor was changed Hairheadpart was replaced and colored orange. This... got a lot longer than initially intended, but I guess adding somethign to show off might spark more interest than simply promising stuff? I don't know... xD Thank you again for reading / taking a look at this. 1
HannoJojo Posted October 3 Author Posted October 3 On 8/19/2026 at 3:44 AM, Efgad said: Fair enough! Thanks for the info. This probably won't be a "direct" issue anymore in the unified skse plugin I'm working on. It has another limitation though, depending on how the makeup is setup it might tint it too, combining skin color and makeup color. However the plugin will also offer a way to apply textures as makeup via facetints. Its a bit different to the makeup tab you might know from racemenu, this only works for the player. On 9/12/2026 at 12:07 AM, chevalierx said: would cool if skin work with sex events too , more sex you get more change Its on my list for the plugin, though I didn't work out a plan for this yet and it will probably be one of the last things to look into 1
HannoJojo Posted October 6 Author Posted October 6 (edited) If anyone is interested, here are some images to show some stuff. Olava with some questionable live choices (she's actually wearing piercings from satisfactory facial piercings, but the doc seemingly was a bit too generous on filling the lips) Spoiler Laci - modded follower with similar choices. Theres some issue with this and another follower, potentially causing issues with vanilla NPCs too if a replacer is used. It's fine like this, but a cell reset seems to reset the headpart (even if my plugin didn't change it for them). Spoiler Example for this issue. I only changed the skin color here to see how it would affect this. But even there theres also a very noticeable difference in colors (there may be one in general, as this depends on the skin and facegen, but its not at harsh as this one) While its main focus is to utilize either BoS curse progression (or its own curse that would have to be caused / started by other mods or the menu), theres a radial menu to apply changes directly (crosshair target or player if noone is targeted). If PrismaUI is not installed it will use a less fancy SKSE Menu Framework (<- HARD requirement) to give you these options. Each submenu can be bound to an individual hotkey if desired. Some features may also have individual hotkeys, though those are mostly remnants from early development. Clicking on a slice will lock this as active, unless its clicked another time, or another slice is actively clicked. Without clicking any its the menu hovered on will be opened, so it's not necessary to click on it. I just noticed that some menus (mostly "General" was a bit hard to reach without accidentally activating the "Skin" menu while moving to the actual window. It can be set whether the hotkey pauses the game or not (PrismaUI only, SKSE Menu will always pause). There are also buttons in "General" to pin a target so you don't ahve to keep looking at it to edit stuff, or to freeze them in place.ö Spoiler Example of the tattoo defintions. The idea is to allow players to create multiple definitions of tattoos that can be applied at different stages of the curse(s). They can also be applied using the hotkey menus. It's SlavetatsNG underneath though, so limits depends on that. Spoiler Example of the Hair settings. Its possible to select eliglible hairs for the player and npcs to create a list. The lists aren't limited to a certain race / gender, but only compatible ones will be applied. In case of the player list in the screenshot this means for a Nord player one of the 2 CC_ hairs would be selected as the "random entry" toggle is active. If it was disabled, it would always use the first compatible hair in the list. Most settings allow saving them either globally in an .ini file or in the savegame (.ini settings can be imported to the savegame setting and used as a base for editing) Spoiler An earlier version of the radial menu. "Makeup" (strictly speaking those are FaceTints in Racemenu) can be applied from it. The makeup can be set up as a definition in the settings, where multiple facetints can be combined into one set. Maximum amount depends on the allowed overlays in skee.ini. Each overlay can use its default colors or can be overwritten with another color. (This might create weird results with "baked" textures that come with their own different colors) Spoiler Edited October 6 by HannoJojo
BobaBibba Posted October 7 Posted October 7 10 hours ago, HannoJojo said: Example of the Hair settings. Its possible to select eliglible hairs for the player and npcs to create a list. The lists aren't limited to a certain race / gender, but only compatible ones will be applied. In case of the player list in the screenshot this means for a Nord player one of the 2 CC_ hairs would be selected as the "random entry" toggle is active. If it was disabled, it would always use the first compatible hair in the list. Most settings allow saving them either globally in an .ini file or in the savegame (.ini settings can be imported to the savegame setting and used as a base for editing) Hide contents Will you be able to keep your default chosen hairstyle and let it only trigger the color change? I always wished that Bos would have had a feature like that instead of equipping a wig of some ugly hairstyle on the player. I know YPS does something like that but I just could never seem to get it to work well, plus I wasn't a fan of the hair system of that mod anyways.
HannoJojo Posted October 7 Author Posted October 7 4 hours ago, BobaBibba said: Will you be able to keep your default chosen hairstyle and let it only trigger the color change? I always wished that Bos would have had a feature like that instead of equipping a wig of some ugly hairstyle on the player. I know YPS does something like that but I just could never seem to get it to work well, plus I wasn't a fan of the hair system of that mod anyways. Yes that should be possible. For the bos curse you could simply not add any compatible hairs for your race. For the hotkey menu theres a no color and no change option each so the apply button will change only what you selected. 1
HannoJojo Posted October 7 Author Posted October 7 (edited) 23 hours ago, HannoJojo said: Laci - modded follower with similar choices. Theres some issue with this and another follower, potentially causing issues with vanilla NPCs too if a replacer is used. It's fine like this, but a cell reset seems to reset the headpart (even if my plugin didn't change it for them). Reveal hidden contents Example for this issue. I only changed the skin color here to see how it would affect this. But even there theres also a very noticeable difference in colors (there may be one in general, as this depends on the skin and facegen, but its not at harsh as this one) The issue should be resolved, so the heads aren't lost anymore and properly built after a reload / cell change. Another thing that was added together with this is an automatic fitting of Facial Piercings added as headparts (so far I can only confirm Satisfactory Facial Piercings, but that's also the only face piercing mod I know working like that) This obviously needs some more testing, especially if its working correctly for the player. Vanilla headparts however shouldn't need this and High Poly Head is what I'm testing with. Potentially a debug function can be used to export other modded heads (UBE?) to work with this, but this will have to be confirmed later on by people actually using the mod (I never got around trying it because I didn't want to rebuild my whole outfit setup which was also reworked regarding the slot assignments...) Here a comparison for a modded NPC "Akira" using HPH by default. Combined image was created by Gemini, original images in the spoiler. If the headparts are simply added to Akira the septum and monroe bead both would be floating in the air a few cm in front of the actual face. Spoiler Original Akira (after changes were removed before) "Reworked" Akira Edited October 7 by HannoJojo
HannoJojo Posted Saturday at 08:11 PM Author Posted Saturday at 08:11 PM Things went out of hand... kind of... So base features are mostly done. Tbh this can (will be?) a configuration hell for some (most?) people. I tried to let people decide on stuff as free as possible, mostly acting as a framework. Some features are specifically aiming at specific mods, though these might also not have many competition for what they're adding / doing. e.g. Body Piercing (in Jewelry) was worked on with Shas' Body Piercings mod in mind. It's possible to add other mods though, but I'd need some examples to see if my idea / logic for adding them ingame works as intended. That being said, some things rely on quite a bunch of existing mods. So theres a good chunk of hard and soft requirements. More on this on the actual modpage later on... An overview of the features / changes that can be configured / applied can be seen in the list on the left side on this screenshot. Spoiler While everything was in mind to build up on the progression of the curse of BoS, there are other options now. An own curse (with different modes such as ingame time based, sleep events, Sexlab Scenes, Arousal) which currently can only be started from the SKSE Menu (MGEF and Potions will be added to start, increase it by gameplay means), but also a means of directly editing the player / NPCs. Mostly this was added with the "bimbo" theme in mind though, so don't expect a full racemenu kind of editor. The main tool for this can be one central hotkey (or individual hotkeys per function - those are identical, its just an alternative means for accessing them). I'd highly recommend the PrismaUI variant (which obviously needs PrismaUI to be installed to work), if you don't want to use it for whatever reason, theres a menu with the same options based on SKSE Menu Framework. The menu was created with the possibilities of PrismaUI in mind, so the default fallback, while offering the same options, is alot more simple. The PrismaUI menu: Spoiler The center will show the target, hovering over it will give you a tooltip on click functions. The colors of the slices can be changed if that matters to anyone. A slice can be activated either by hovering over it, or by clicking it - this will fixate this so hover selection is disabled. Both will show the relevant submenu close to the actual slice (if theres enough space). Clicking a second time on a slice will remove the fixation and hover selection can be used again. Clicking on another slice will switch the fixation to this slice. There are also 2 QoL buttons below it, for undressing the target and spawning 3 lights around them. The lights only exist while the menu is open OR a target is pinned for the hotkey menu. The menu can be moved by drag & drop or the opacity can be removed to not block the view on the target. Given the radial layout, submenus usually open close to the slice they belong to, so its not necessary to fixate the menu by clicking on it (hover selection). If the menu is moved to a spot where this does not work, it should open the submenu accordingly in a space where its fully visible. It might be necessary to "fix" a slice though, as the distance to travel with the cursor might be too big to keep the focus after leaving the slice. If I can think of a good way to handle this (apart from a focus loss delay setting) I'll change this. The circle in the center will show active toggles for pin(fixate the target of the hotkey) and freeze (actually freeze the npc) by its border color. Yellow = pinned, iceblue = frozen, both colors as in the screenshot below = both active. The fallback menu. It can also be moved around while its opened, but its a bit more restrictive than the PrismaUI one. The screen is a bit outdated, next to the Undress and Light button there are actually the Pin and Freeze buttons Spoiler Tbh, theres so much more to write just about the hotkey menu, such as explaining every single submenu, but thats something that will have to wait for the actual modpage / release version. There are still alot of revisions and some core functionalities not fully implemented. (also some stuff like multi version support, some maintenance / cleanup functions or proper integration of everything into the curse progressing) I'm still looking for testers who'd be willing to try out early versions. Specifically: Players on any of these versions: - 1.5.97 - Latest Skyrim Version - Latest GOG Version Additionally, since I'm mostly testing with my dev setup (pretty vanilla + all the requirements and some qol stuff at most) my tests are currently done only with my own setup. This consists of CBBE 3BBA and HighPolyHead with SMP edits. So I'd also love to have someone check how well everything is working for other body types (and head replacers) such as: - BHUNP - UBE - etc. If you want to test stuff (and give me a bit of feedback) contact me in any way on here. General compatibility is certainly something that will need testing.
MysticDaedra Posted Sunday at 12:30 AM Posted Sunday at 12:30 AM I'm on 1170 using a modified version of the NEFARAM modlist, I'd be more than willing to help test, assuming I can get it installed properly lol. 3BA and HPH with SMP, same as you there, but a lot of other mods so we could test it in a "working" environment. Fascinated by what you've done here, TBH the original BimboSkin held little interest to me as I'm not a huge fan of "fake tans", both IRL or as a bimbo concept, but these improvements and changes since 2 years ago look very compelling. I'd argue that the biggest issue with configuring mods is a lack of proper tooltip/documentation for the MCM etc. so players are left guessing as to what different settings do or aren't sure how they interact etc. Assuming your mod is well-documented or at least the menu descriptions are written well, I don't think it will be an issue. And, honestly, the kind of person who'd even bother with a mod like this is probably someone who wants to be able to do more to customize their BoS experience than a "casual" lol. 1
HannoJojo Posted Sunday at 10:25 AM Author Posted Sunday at 10:25 AM 9 hours ago, MysticDaedra said: I'm on 1170 using a modified version of the NEFARAM modlist, I'd be more than willing to help test, assuming I can get it installed properly lol. 3BA and HPH with SMP, same as you there, but a lot of other mods so we could test it in a "working" environment. Fascinated by what you've done here, TBH the original BimboSkin held little interest to me as I'm not a huge fan of "fake tans", both IRL or as a bimbo concept, but these improvements and changes since 2 years ago look very compelling. I'd argue that the biggest issue with configuring mods is a lack of proper tooltip/documentation for the MCM etc. so players are left guessing as to what different settings do or aren't sure how they interact etc. Assuming your mod is well-documented or at least the menu descriptions are written well, I don't think it will be an issue. And, honestly, the kind of person who'd even bother with a mod like this is probably someone who wants to be able to do more to customize their BoS experience than a "casual" lol. Hey, thank you for the interest. I'll try to finish up some things today so I can hopefully upload an archive to test stuff. I'll attach it to this post when its ready. I do hope its not the case, but realistically you will encounter issues, as my tests mostly covered the functionalities itself but no prolonged gameplay sessions (at most I ran from bannered mare to dragonsreach) and - as I mentioned before - in a very limited modsetup. So with a bigger setup and more mods theres more potential conflict. As for the tooltips: Everything in the configuration menu should have a tooltip, each "function site" also has an "Info" button that should give a rough explanation (these might be outdated for now in some cases) 1
MysticDaedra Posted Sunday at 10:56 AM Posted Sunday at 10:56 AM 29 minutes ago, HannoJojo said: Hey, thank you for the interest. I'll try to finish up some things today so I can hopefully upload an archive to test stuff. I'll attach it to this post when its ready. I do hope its not the case, but realistically you will encounter issues, as my tests mostly covered the functionalities itself but no prolonged gameplay sessions (at most I ran from bannered mare to dragonsreach) and - as I mentioned before - in a very limited modsetup. So with a bigger setup and more mods theres more potential conflict. As for the tooltips: Everything in the configuration menu should have a tooltip, each "function site" also has an "Info" button that should give a rough explanation (these might be outdated for now in some cases) I'm expecting to run into issues anyways, last time I updated my modlist was about a year ago, and it moved to AE so there's bound to be a bunch of things broken. So I expect I'll be start and stopping a few times over the next couple of days lol.
HannoJojo Posted Sunday at 06:47 PM Author Posted Sunday at 06:47 PM (edited) 8 hours ago, MysticDaedra said: I'm expecting to run into issues anyways, last time I updated my modlist was about a year ago, and it moved to AE so there's bound to be a bunch of things broken. So I expect I'll be start and stopping a few times over the next couple of days lol. Sorry, was feeling unwell most of the time today so progress was slower than planned. Here's some gif for the progression (using the internal "curse") with some random values. This is a custom NPC and while testing I noticed that there might be a bunch of them that don't use a "traditional" hair headpart, but an "outfit" for their whole body. So in these cases a wig will be used instead. I only tested 3 custom followers, 2 of them needed the wig solution for a hair char, the other one didn't. One thing that might be off is the color. Some wigs don't allow recoloring, so I was trying to change the hair color based on the wig color (so brows and pubic if synced somewhat fit) but this isn't working as well as I was hoping for this specific hair yet. So if I send you the file (I think I'll do it by DM instead of posting it here to have a bit more control on who accesses it), it'd be great if you could check with potentially installed followers how well this is working generally. Whats can't be seen that well on the video / screens are the nails, but those are mostly working similar to YPS and the body piercings, since the one I set up turned out to be one I didn't build in bodyslide yet (D'oh) EDIT: I just thought of a "new" feature to add. The base functionality should be there, but definitions and so on are to be added. I'll work on this after I sent you the file though. k_V2.webm Individual Images. Spoiler Edited Sunday at 07:05 PM by HannoJojo 1
MysticDaedra Posted Sunday at 09:51 PM Posted Sunday at 09:51 PM 3 hours ago, HannoJojo said: <snip> Wow, really neat. I assume the tone shifting is customizable? I'm also curious about the eye color change, did you do that manually or did the mod do that??? Feel free to DM me whenever, no rush. Thrilled to be able to help out.
HannoJojo Posted 4 hours ago Author Posted 4 hours ago (edited) On 10/11/2026 at 11:51 PM, MysticDaedra said: Wow, really neat. I assume the tone shifting is customizable? I'm also curious about the eye color change, did you do that manually or did the mod do that??? Feel free to DM me whenever, no rush. Thrilled to be able to help out. I'm not sure what eye color change you mean, because of one change the expression changed, but other than that there shouldn't be anything related to the yes themselves (yet). And yes, the tone shifting is customizable. For a better overview, I'll list the (planned & done) features below. I'll skip going into details for now and will only list the configurationmenus I guess. If there are questions about a point, I'll gladly answer them separately. (I'd also love to do this in a separate thread directly related to the mod, but it hasn't reached a state where I'd want to publish something that would warrant a real modpage) General - General settings not related to a single feature Splash General Progression Bimbos of Skyrim - listens to BoS events Makeover Curse - a separate curse. ToDo: Methods to start this curse / a separate value that will start it after reacing the point of no return Progression Control - tools to simulate / test progression ToDo: optional UI elements to track corruption / progression ToDo: Potions, Spells & Enchantments / MGEF to be used by other mods Complete API to be used by other mods Optional patched scripts for BoS and YPS so they can call this mods' function for overlapping features (until there might be added support by their respective authors) General optimization and debloat of obsolte functions Split into separate optional modules ? Write a proper documentation for players and modders Hotkeys - Settings and binds; each section has at least a direct menu bind, but those are generally available in the radial menu General Skin Morphs Hair Tattoo Makeup Body Nails Equipment Progression Morphs General Morphs Uses MFEE, has preconfigured settings for the currently existing morphs in HPH. Per morph its possible to set up a trigger stage, value etc. (This might be reworked, as this is a very early implementation that doesn't fit the other elements anymore) ToDo: Eye options (color, etc.?) Skin General Some general toggles, also the progression settings, if its a fixed color or a gradual change over X stages Definitions Color definitions to be used in a random distribution method. 9 Slots by default, but colors form .esp can be imported too NPC Presets Save presets for NPCs, so they will always receive the same color (early addition, might be reworked / added for other features too) Tan & Tanlines - separate from curse progression, but will take skincolor changes by it into account. Also optionally applies tanline textures based on AND (or other) keywords General Tan Tanlines Definitions Divided into upper and lower body (F only so far) One entry constists of a Name, a keyword and a texture name. Texture names are retrieved from this mods folder, or "external" folders in the SlaveTats or Racemenu (overlay) default folder. Subfolders in these can be imported in the Tanlines menu. (including files in .bsa archives) ToDo: UI for Tanning level Hair General Some general toggles, but also used for the creation of "length lists", so some hair growth can be simulated during the progression Order of the lists defines the legnth (can be moved) and unless "Allow free hair change" is enabled progression will only allow longer hairs to follow at a later stage (e.g. stage 5 -> medium length so stage 6 can't be short or medium length and has to use a longer definition Color Similar to the Skin/Color tab. Gradual color change is possible here too. Definitions Definitions to use for the progression. 1 of 3 options: Fixed list where the first fitting entry (Race & Gender) is applied when the stage is reached Fixed list where a random fitting entry (Race & Gender) is applied when the stage is reached Length based application. A length is to be selected and a random fitting entry from this length will be applied Wigs Definitions for Wigs. Those are mainly a fallback for NPCs where a hair headpart change is not possible. I encountered already 2 of them during testing (Laci & Lilith) where their hair seems to be part of their body mesh. Applying a hair headpart won't overwrite their hair, but show both of them. Since the original is also SMP based, having two physics based hairs on the same NPC doesn't sound like something I'd want to allow. Detection should happen automatically, but this might depend on the methods used ToDo: A progression independent growth feature Tattoo General Some general toggles, Rescan ST pack button Definitions Theoretically unlimited amounts of tattoo definitions to be applied. Uses SlaveTats tattoos only here. Optionally with tint, each definition can be setup for a specific progression stage. A definition can also be set to work only on the player, npcs or both. ToDo: "Tattoo shop" with an UI to buy at a NPC? Makeup General Some general toggles, selection of pack folders. Should list SlaveTats, Racemenu and an internal folders files. Will be reworked a bit to better align with other settings of the same kind Definitions per Defintion multiple face overlays can be set (depending on the Faceoverlay value in SKEE.ini) optionally colorable optionally remove other faceoverlays when this is applied and there are not enough slots. By default this only handles this plugins overlays, but a separate toggle allows removal of overlays no matter the source of them Also optionally remove a previously set definition when a new one is applied (e.g. light makeup definition is auto removed as a whole when heavy makeup definition is applied later on in the progression) Equipment General Some general toggles Body piercing sources - add .esp files to the setup so these can be used by the plugin Manual head "capture" in case the automatic detection does not work. This is necessary for facial piercings that need refitting based on a heads morph. This happens automatically but isn't perfect. Again, this depends on the methods used for NPC / follower creation. The manual capture shouldn't be necessary, but its there as a fallback. (Though it may fail too, if theres no way to capture an unmorphed head of an actor) Definitions (Head) Piercings to be added to the head as a set (hotkey) for progression each jewelry item still has a separate settings section (scope, stage) Made with Satisfactory Facial Piercings in mind, untested with other face piercing mods yet Definitions (Body) Almost identical to the head definitions, but for the body. Allows any equipment of a setup .esp to be added (ToDo: Test (ahegao) tongues with slotless) Optional toggle to make this slotless, so only the mesh is attached. This should also work for every other armor, if it has a mesh. e.g. stockings from YPS won't work with this toggle, as the item applies a slavetats overlay. Body General Some general toggles Filter list for body morphs to check - purely to reduce "clutter" in the defintions menu Definitions per definition a progression stage can be set as well as the scope (player, npc, both) up to 30 morphs can be added to 1 definition, each with their own value to be set. but its possible to create a second definition to target the same progression stage ToDo: Futa / SoS integration into the progression? Maybe: Body hair Nails General Some general toggles Lengths Similar to Hair length lists different length defintions Each length can hold different styles (e.g. Short -> Short, Almond from Shas' Nails) Made with Shas' Nails in mind, theres an option to include other nail items too (e.g. OGN), those just have to be imported. So far a parse string might have to be set up to sort the items by style and color A default length option that will use a slavetats tattoo instead Definitions Definitions to set up nails per progression stage. selectable by length -> shape -> color Multiple definitions with different trigger stages could be used to simulate nail growth Toenails only one length using slavetats tattoo. Option to have the toenails coloring to follow the fingernails (pink color will color the toenails pink, but the tones might be different as I didn't want to read the actual texture color here. Info Credits hard, soft, build requirement credits & special thanks Requirements table with all the requirements and checks. Status | Name | Index / Version | Required for color legend: Green: found | Yellow: Optional missing | Red: required missing Log Ingame reader for this plugins log. will load contents once when opening it. Live Log toggle, Scroll to End toggle, Clear & Refresh now buttons to show only new lines (for testing) Debug Log detail setting some debug settings I might or might not clean up Data Overview on tracked actors, changes and so on. Maintenance Clean up options (complete or selective) ToDo: Migration of data from the papyrus mods Each feature page has at least 1 "Info" button with information or how-to's. Currently written by AI, I might rework them manually when everything is done (I didn't read them in detail yet as there are constant changes) Everything can be toggled on/off separately. It should also be able to enable it only for the PC, only for NPC or both at the same time. Each set of definitions is saved in a separate config, so those can be shared somewhat easily I guess. Definitions can also be saved in the savegame instead of the .ini file so they aren't permanent (Given the amount of configurations I'd recommend to save one basic setup in the files though - those can be imported into a savegame in the menu) EDIT: Pretty everything can also be set / changed directly on a target using the hotkey radial menu... but I might list this stuff separately at a later time. Potential ToDo at the end: Separating stuff into actual modules, so unneeded features (and requirement checks) don't have to be installed to begin with. Uhh... looking at this... send help please. EDIT 2: Since there was already quite a lot of overlap with YPS (just with a focus on BoS Progression / a curse), I'm currently looking into rebuilding most of the gameplay features in the plugin. Depending on how well this can be done by the YPS API I'll either use that or create an (optional) patch for it to use the methods in here. I won't thouch anything related to the NPCs, quests or items included in YPS, as I don't intend to fully replace it. I just think that some features that are tracked constantly might be handled better by a SKSE plugin than the papyrus options. Edited 1 hour ago by HannoJojo 1
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