Thrallmaster Posted August 24 Author Posted August 24 25 minutes ago, Durante said: Does the naked bug even happen if someone is using SPID distribute outfits to factions? According to the SPID mod description, I remember reading that outfits are managed separately for each Actor and do not permanently overwrite the original NPC actorbase’s defaultOutfit. Therefore, the naked bug should not occur.
TrollAutokill Posted August 24 Posted August 24 1 hour ago, Thrallmaster said: According to the SPID mod description, I remember reading that outfits are managed separately for each Actor and do not permanently overwrite the original NPC actorbase’s defaultOutfit. Therefore, the naked bug should not occur. Only testing can tell.
leul Posted August 29 Posted August 29 Can we have a ODF compatibility? I see this mod removes bodypaints/tattoos for the clones.
Thrallmaster Posted August 30 Author Posted August 30 16 hours ago, leul said: Can we have a ODF compatibility? I see this mod removes bodypaints/tattoos for the clones. I’m not using that mod myself, so need to know roughly where the deletion occurs before I can respond properly.
leul Posted August 30 Posted August 30 23 minutes ago, Thrallmaster said: I’m not using that mod myself, so need to know roughly where the deletion occurs before I can respond properly. It occurs when the clone is created. If i'm using DOM alone, there are no issues.
Thrallmaster Posted August 30 Author Posted August 30 1 hour ago, leul said: It occurs when the clone is created. If i'm using DOM alone, there are no issues. That’s because it works differently from DoM’s ActorBase cloning method. My guess is that when the mod clones a bandit, it probably doesn’t carry over the overlay data. However, since ODF appears to use RaceMenu Overlays, implementing support for it may be tricky. So i can’t guarantee it, but I’ll look into it for the next update.
leul Posted August 30 Posted August 30 3 hours ago, Thrallmaster said: That’s because it works differently from DoM’s ActorBase cloning method. My guess is that when the mod clones a bandit, it probably doesn’t carry over the overlay data. However, since ODF appears to use RaceMenu Overlays, implementing support for it may be tricky. So i can’t guarantee it, but I’ll look into it for the next update. Thank you!
TrollAutokill Posted September 4 Posted September 4 1 hour ago, SnakeHawk said: pleas make for AE 1.6.1170 I am using 2.2.8 with 1170 and * have no problem with this mod. 1
HannoJojo Posted September 4 Posted September 4 Hey @Thrallmaster, I just saw your salon addon and wanted to ask for the method you're using to change the body colors? I'm still looking for a better method for NPCs skincolor on my "BimboSkin" mod, but on your screenshot I couldn't exactly tell whether the facetints were still shown or not (as its unfortunately the case with Po3 Extenders function) Thank you in advance.
Thrallmaster Posted September 5 Author Posted September 5 16 hours ago, HannoJojo said: Hey @Thrallmaster, I just saw your salon addon and wanted to ask for the method you're using to change the body colors? I'm still looking for a better method for NPCs skincolor on my "BimboSkin" mod, but on your screenshot I couldn't exactly tell whether the facetints were still shown or not (as its unfortunately the case with Po3 Extenders function) Thank you in advance. Hi, I don’t use po3’s function for this; I use a native SKSE plugin. It changes TESNPC::bodyTintColor for the body, while recoloring the npc’s original facetint dds And rebinding it to the facegen material. This preserves makeup, scars, warpaint, and other facetint details.
HannoJojo Posted September 5 Posted September 5 21 minutes ago, Thrallmaster said: Hi, I don’t use po3’s function for this; I use a native SKSE plugin. It changes TESNPC::bodyTintColor for the body, while recoloring the npc’s original facetint dds And rebinding it to the facegen material. This preserves makeup, scars, warpaint, and other facetint details. Was this created specifically for this file, or could other mods access its functions too? If I could use this, i might be able to optionally get rid of the po3 function for NPCs (and potentially the MGEF which has to refresh this regularly for them, depending on how your plugin handles this) Though I wouldn't want to bundle it into my mod directly but rather add it as an optional requirement if it can be installed separately.
TrollAutokill Posted September 5 Posted September 5 3 hours ago, Thrallmaster said: Hi, I don’t use po3’s function for this; I use a native SKSE plugin. It changes TESNPC::bodyTintColor for the body, while recoloring the npc’s original facetint dds And rebinding it to the facegen material. This preserves makeup, scars, warpaint, and other facetint details. Could we have an MCM option to not include scars or warpaint or dirt or even makeup.
Thrallmaster Posted September 5 Author Posted September 5 7 hours ago, TrollAutokill said: Could we have an MCM option to not include scars or warpaint or dirt or even makeup. I remember During the early dev of the body-color feature, I accidentally introduced a bug that cleanly removed scars, warpaint, and similar details without altering the face color or creating a neck seam. I think repurposing that behavior as an MCM option could work well. The only problem is that I don’t remember exactly which version fixed it. haha.. I’ll look into it. 1
Thrallmaster Posted September 5 Author Posted September 5 (edited) 11 hours ago, HannoJojo said: Was this created specifically for this file, or could other mods access its functions too? If I could use this, i might be able to optionally get rid of the po3 function for NPCs (and potentially the MGEF which has to refresh this regularly for them, depending on how your plugin handles this) Though I wouldn't want to bundle it into my mod directly but rather add it as an optional requirement if it can be installed separately. Yes. At the moment, it is designed to work only with slaves assigned to Stable Captives slots, so it cannot be used as a standalone plugin. Might be worth seeing if there’s a good way to do that. Edited September 5 by Thrallmaster
TrollAutokill Posted September 6 Posted September 6 20 hours ago, HannoJojo said: Was this created specifically for this file, or could other mods access its functions too? If I could use this, i might be able to optionally get rid of the po3 function for NPCs (and potentially the MGEF which has to refresh this regularly for them, depending on how your plugin handles this) Though I wouldn't want to bundle it into my mod directly but rather add it as an optional requirement if it can be installed separately. 9 hours ago, Thrallmaster said: Yes. At the moment, it is designed to work only with slaves assigned to Stable Captives slots, so it cannot be used as a standalone plugin. Might be worth seeing if there’s a good way to do that. To my knowledge there is no DOM dependency for this mod? So I don't see why it wouldn't work.
Thrallmaster Posted September 6 Author Posted September 6 43 minutes ago, TrollAutokill said: To my knowledge there is no DOM dependency for this mod? So I don't see why it wouldn't work. The ESP has no DOM master, but its Papyrus scripts directly use DOM_Core and DOM_Actor for slave validation, furniture handling, and behavior restoration. 1
Thrallmaster Posted September 6 Author Posted September 6 Underground salon Updade - Added MCM options for removing FaceTint details. -- Preserve FaceTint Details : Enabled by default. If disabled, all makeup details such as warpaint and dirt will be removed when using the Face and Body Color or Face Surgery services. -- Preserve Scar : Enabled by default. If disabled, scars will be removed when using the Face Surgery service. But, scars are a little more complicated than makeup. Deep scars that are baked into the base face texture or an overlay cannot currently be removed. I will look into this further and try to improve it in a future update.
chasm Posted September 7 Posted September 7 I'm getting the same compatibility message. game version 1.6.1179 (GoG)
Thrallmaster Posted September 8 Author Posted September 8 8 hours ago, chasm said: I'm getting the same compatibility message. game version 1.6.1179 (GoG) I have confirmed that there is something missing from the current DLL design, so I will release a patch soon. Since this update also requires changes to the Stable Captives plugin, both mods will need to be updated to the new versions when using Salon. There are also separate updates(ODF) planned for Stable Captives, so this update will take a little longer. (Existing saves will still be usable as long as the FaceGen data is transferred.) 1
Thrallmaster Posted Tuesday at 02:47 PM Author Posted Tuesday at 02:47 PM (edited) Stable Captives 1.2.0 & Underground Salon Beta 0.1.1 Update -- Salon now runs on AE. -- Added ODF support. (Not all overlays have been tested. Depending on the ODF JSON configuration, some overlays may not be copied, so check the settings carefully before use. Further questions regarding ODF will not be addressed.) -- Fixed several issues. Use StableCaptivesFaceGenMigrator.exe to continue using existing saves. Edited Tuesday at 03:02 PM by Thrallmaster 1
chasm Posted Tuesday at 11:17 PM Posted Tuesday at 11:17 PM Says it will take a little longer but has it up and running in hours! You give better service than the IT department at work, thank you. I loaded up, went to the salon, and changed someone hair color just for a quick test. Worked fine so far! 1
TrollAutokill Posted Friday at 02:44 PM Posted Friday at 02:44 PM (edited) So testing 1.2.0 and the captives are naked at capture. I might be doing something wrong. Otherwise it works great. Edit: Actually DOM is trying to transfer the equipment after cloning. I will try to find a work around. Edited Friday at 02:49 PM by TrollAutokill
Thrallmaster Posted Friday at 04:15 PM Author Posted Friday at 04:15 PM 1 hour ago, TrollAutokill said: So testing 1.2.0 and the captives are naked at capture. I might be doing something wrong. Otherwise it works great. Edit: Actually DOM is trying to transfer the equipment after cloning. I will try to find a work around. No. As mentioned before regarding the equipment policy, that feature was intentionally left in place for testing purposes. At this point, the quickest and most appropriate solution seems to be updating Stable Captives so that it simply follows DoM's MCM equipment policy. I will implement a passthrough function in the DLL plugin and release an update soon. This should not take long.
Thrallmaster Posted Friday at 05:11 PM Author Posted Friday at 05:11 PM Stable Captives 1.2.1 Update -- The equipment policy code that had been implemented for testing purposes caused slaves to appear naked when captured. This was intentional rather than a bug. ( The code was also left in place because its original purpose had been forgotten over time. Sorry ) -- This code is no longer considered necessary, so Stable Captives has been changed to follow DoM's MCM equipment policy directly. -- Captured slaves will now retain their equipment as well. 2
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