emily1673 Posted February 18, 2024 Author Posted February 18, 2024 (edited) v. 6.7 - Player thought system - now featuring voice overs! -- The following conditions may trigger "player thoughts" shown as notifications: Papyrus (StorageUtil) variables set by modders LocationTypes Certain player conditions: flying, incombat, onmount, running, sneaking, sprinting, tresspassing, weapondrawn, swimming, sitting, hasnogold, hasfollower (worn) armor keywords any combination of the above conditions, linked with the operator & ("and"), or negated with the operator ! -- Currently 1736 thoughts are all fully voiced. -- Fully customizable by editing the .json files. Can easily add/remove "thought" messages, and add/remove voice overs. -- Thought frequency can be set in MCM ---------------------------- YPS Player Thought System FAQ (v. 6.6.1) Q: What is the Player Thought System? A: The Player Thought System will from time to time show certain “thoughts” depending on conditions defined in a configuration file. The purpose is to add more immersion to the game. It can also be used to simulate aspects of mind control. Q: Which conditions are available? A: The system may react to general player conditions (running, swimming, fighting…), location types (city, dungeon, wilderness…), keywords (of items currently worn), StorageUtil variables set by a mod. Q: The system is a nice idea, but the thoughts do not match my playing style. A: You may configure your own thoughts. Open the file \SKSE\Plugins\ypsThoughts\ypsThought_(fe)male_database.json, where you can change, add or remove thoughts just as you like. There are two files, one for male and one for female characters. You are encouraged to share your “thoughts” with the community. Every small contribution helps. But when editing the json files, remember to make backups of your modifications, as they might get overwritten when updating the mod. Q: How is determined, which thought is played? A: The thought system mod will go through all conditions defined in the file \SKSE\Plugins\ypsThoughts\ypsThought_conditions.json, then pick a random condition that is currently true, and finally play a random thought from the thought database. Q: Can I change the frequency of a single thought? A: There is a slider in MCM affecting the frequency of thoughts in general. To change the frequency of a single specific thought, you can repeat the same thought string several times and/or add empty thoughts “” to the thought database. Q: How to use the StorageUtil variables? A: They are found in the section “papyrusvalues”. These variables can be set by modders. There are over 100 papyrus values predefined by YPS, matching certain YPS conditions (see commented list below). You can also add papyrus values from other mods. Q: What are the location conditions? A: These conditions begin with “LocType” and match any location type in vanilla Skyrim. Here is a full list: AnimalDen, BanditCamp, Barracks, Castle, Cemetery, City, Clearable, DragonLair, DragonPriestLair, DraugrCrypt, Dungeon, DwarvenAutomatons, Dwelling, FalmerHive, Farm, ForswornCamp, GiantCamp, Guild, Habitation, HabitationHasInn, HagravenNest, Hold, HoldCapital, HoldMajor, HoldMinor, House, Inn, Jail, LumberMill, MilitaryCamp, MilitaryFort, Mine, OrcStronghold, PlayerHouse, Settlement, Ship, Shipwreck, SprigganGrove, StewardsDwelling, Store, Temple, Town, VampireLair, WarlockLair, WerebearLair, WerewolfLair Furthermore, the thoughts system accepts the “LocTypeWilderness”, which does not have to appear in the list. Q: What general player conditions are available? A: These conditions begin with a $ sign. Currently available are: $isflying, $isincombat, $isonmount, $isrunning, $issneaking, $issprinting, $istrespassing, $isweapondrawn, $isswimming, $issitting, $hasnogold, $hasfollower, $isoverencumbered These are hard-coded. Q: What about item keywords? A: These keywords begin with the # sign and will be valid, if the player is currently wearing an item with the keyword. You may add as many additional item keywords to the list as you like. You can use item keywords from any mod you have installed, not just vanilla Skyrim and YPS. Q: What about the “thoughtconditions”? A: This is a powerful advanced feature. You may take any number of conditions (StorageUtil, Location, Player conditions, Item keywords) and combine them with the operators “&” (“and”) as well as “|” (“or”); each condition may also be prefixed with the operator “!” (“not”). Brackets are not allowed. The thought will then only be played if the logical combination is met. The conditions used here do not have to appear in the above conditions list. Note that you have to define corresponding thoughts for the whole combination in the thought database. Q: What is the hierarchy of these logical operators? A: The "!" operator is linked directly to the following single condition. The “|” operator has higher priority than the “&” operator. For example, the condition items: !A&B|!C&D are evaluated as (NOT A) AND ( B OR NOT C ) AND D. Q: Now I added a lot of my own thoughts to the thought database, but the thoughts aren't showing up at all. A: Be aware of the json syntax. It is very easy to miss a bracket or to add an unneeded comma. I recommend using a json syntax checker like https://jsonlint.com/ . Furthermore, all conditions listed in the thought database must be written in lower case characters. Q: Can I add more voice-overs? A: Definitely! Adding your own voice overs is as easy as follows: Record the voice to a wav file, give it a 5 digit name with leading zeroes (e.g. 01737.wav). (If you care: Sound quality should be PCM516 LE 48 kHz, 16 Bit, Mono. Other sound qualities might also work, just try.) Place it into the folder data\Sound\fx\ypsSounds (use new numbers for new sounds) Add the number in square brackets (e.g. "[01737]") to the corresponding thought in the thought database json. Done! Currently the limit is at 32767 voices. Sounds number 00001-05999 may be used freely for female thoughts. 06000-08999 should be used for male thoughts; 09000-10000 are reserved for YPS internal use. 10001-32767 are reserved for future uses. The order of the numbers does not matter, but better avoid making it too messy. You are very much encouraged to share your "thoughts" and/or voice-overs with the community. Q: I am a modder and want to use the thoughts system for my mod. A: Quite easy. Find the script ypsThoughts.psc, rename it and attach it to a quest of your mod. Make any necessary changes (you might want to change the json file path names in the first lines). Autofill all properties. Then make a script in your main mod call the function Playthought() at the desired frequency. It is advised to add an MCM option to turn the thought system on/off, and to set the frequency. The command to set a storage value is: StorageUtil.SetIntValue(None, "<papyrusvaluename>", 1) and the same command with 0 to turn it off. Edited April 6, 2024 by emily1673 4
emily1673 Posted February 18, 2024 Author Posted February 18, 2024 (edited) Commented list of YPS papyrus (storageutil) variables that can be used with the thought system (v. 6.2.2): Spoiler active fashion buff, strength level 0 to 11: "yps_FashionAddictionBuffLevel0", "yps_FashionAddictionBuffLevel1", "yps_FashionAddictionBuffLevel2", "yps_FashionAddictionBuffLevel3", "yps_FashionAddictionBuffLevel4", "yps_FashionAddictionBuffLevel5", "yps_FashionAddictionBuffLevel6", "yps_FashionAddictionBuffLevel7", "yps_FashionAddictionBuffLevel8", "yps_FashionAddictionBuffLevel9", "yps_FashionAddictionBuffLevel10", "yps_FashionAddictionBuffLevel11", active fashion debuff, strength level 1 to 10: "yps_FashionAddictionBuffLevel-1", "yps_FashionAddictionBuffLevel-2", "yps_FashionAddictionBuffLevel-3", "yps_FashionAddictionBuffLevel-4", "yps_FashionAddictionBuffLevel-5", "yps_FashionAddictionBuffLevel-6", "yps_FashionAddictionBuffLevel-7", "yps_FashionAddictionBuffLevel-8", "yps_FashionAddictionBuffLevel-9", "yps_FashionAddictionBuffLevel-10", Nylons: "ypsNylonsCurrentlyWorn" Nail polish: "ypsToenailPolishWorn", "ypsToenailPolishSmudged", "ypsToenailPolishChippingOff", "ypsFingernailPolishWorn", "ypsFingernailPolishSmudged", "ypsFingernailPolishProfessional", "ypsFingernailPolishChippingOff", "ypsPerfectManicure" Other makeup: "ypsLipstickWorn", "yps_LipstickSmudged", "ypsLipBalmWorn", "ypsAntiAgingCreamWorn", "ypsFingerNailOilWorn", "ypsEyeshadowWorn", "yps_EyeShadowSmudged", "ypsPerfumeWorn", "ypsPerfectMakeup" Ear piercing stages: -1: ears have never been pierced; 0: ears not pierced; 1: starter piercing, no grace period; 2: only studs, short grace period; 3: all Piercings, longer grace period; 4: permanent "ypsEarPiercingStage-1", "ypsEarPiercingStage0", "ypsEarPiercingStage1", "ypsEarPiercingStage2", "ypsEarPiercingStage3", "ypsEarPiercingStage4", "ypsEarringsWorn", ; worn piercing in piercing slots: 2 left nostril, 3 septum, 4 snake bites, 5 right labret, 6 labret, 7 right eyebrow, 8 nose bridge, 9 navel, 10 nipples, 11 clitoris (need to enable "piercing monitor" in MCM to make these work) "ypsPiercingWornSlot2","ypsPiercingWornSlot3","ypsPiercingWornSlot4","ypsPiercingWornSlot5","ypsPiercingWornSlot6","ypsPiercingWornSlot7","ypsPiercingWornSlot8","ypsPiercingWornSlot9","ypsPiercingWornSlot10","ypsPiercingWornSlot11", Armpit / pubic hair stages: 0 = no hair, 5 = full hair "ypsArmpitHairStage0", "ypsArmpitHairStage1", "ypsArmpitHairStage2", "ypsArmpitHairStage3", "ypsArmpitHairStage4", "ypsArmpitHairStage5", "ypsPubicHairStage0", "ypsPubicHairStage1", "ypsPubicHairStage2", "ypsPubicHairStage3", "ypsPubicHairStage4", "ypsPubicHairStage5", Heels and heel training status: 0 = untrained; 10 = high heel novice; 20 = flexible feet; 30 = high heel walker; 40 = arched feet; 50 = slave feet "ypsHeelsWorn", "ypsHeelTrainingStatus0", "ypsHeelTrainingStatus10", "ypsHeelTrainingStatus20", "ypsHeelTrainingStatus30", "ypsHeelTrainingStatus40", "ypsHeelTrainingStatus50", Hair length stages: ; 1 = bald, 2 = short stubbles, 3 = long stubbles, 4 = cropped, 5 = ear length, 6 = chin length, 7 = neck length, 8 = shoulder length, 9 = armpit length, 10 = bra strap length, 11 = mid back length, 12 = waist length, 13 = hip length, 14 = tailbone length, 15 = classic length, 16 = mid-thigh length, 17 = knee length, 18 = calf length, 19 = ankle length, 20 = floor length, 21 = rapunzel length. "ypsHairlengthStage1", "ypsHairlengthStage2", "ypsHairlengthStage3", "ypsHairlengthStage4", "ypsHairlengthStage5", "ypsHairlengthStage6", "ypsHairlengthStage7", "ypsHairlengthStage8", "ypsHairlengthStage9", "ypsHairlengthStage10", "ypsHairlengthStage11", "ypsHairlengthStage12", "ypsHairlengthStage13", "ypsHairlengthStage14", "ypsHairlengthStage15", "ypsHairlengthStage16", "ypsHairlengthStage17", "ypsHairlengthStage18", "ypsHairlengthStage19", "ypsHairlengthStage20", "ypsHairlengthStage21", Combined hair stages: "ypsHasShortHair" (up to neck length, = stage 7) "ypsHasLongHair" (bra-strap length = stage 10 and up) Special hair types: 0 = standard, 1 = permed, 2 = braided, 3 = ponytail, 4 = buzzed nape, 5 = broad mohawk, 6 = narrow mohawk "ypsHairDyed", "ypsSpecialHairType0", "ypsSpecialHairType1", "ypsSpecialHairType2", "ypsSpecialHairType3", "ypsSpecialHairType4", "ypsSpecialHairType5", "ypsSpecialHairType6" When it's about time to refresh your style: "ypsHairDyeReminder", "ypsNapeBuzzReminder" Love Status: 0 = none (default), 1 = young love (has bf/gf), 2 = being loved (has bf/gf), 3 = in a relationship (has bf/gf), 4 = lovesick (relationship broken up), 5 = lonely (relationship broken up), 6 = lost opportunity (relationship broken up) "ypsCurrentLoveState0", "ypsCurrentLoveState1", "ypsCurrentLoveState2", "ypsCurrentLoveState3", "ypsCurrentLoveState4", "ypsCurrentLoveState5", "ypsCurrentLoveState6", Player sexual orientation: 0 = hetero, 1 = bi, 2 = homosexual "ypsSexualOrientation0", "ypsSexualOrientation1", "ypsSexualOrientation2" Variables denoting previous states (which were previously true, but currently no longer): "ypsHadShortHair", "ypsHadLongHair" "ypsHadHairDyed", "ypsHadSpecialHairType0", "ypsHadSpecialHairType0", "ypsHadSpecialHairType2", "ypsHadSpecialHairType3", "ypsHadSpecialHairType4", "ypsHadSpecialHairType5", "ypsHadSpecialHairType6", "ypsHadHairDyed", "ypsHadNylons" "ypsHadLipstick", "ypsHadEyeshadow" "ypsHadFingernailPolish" (refering to normal nail polish; not professional) "ypsHadFingernailPolishProfessional" "ypsHadToenailPolish" "ypsHadLipBalm","ypsHadFingerNailOil","ypsHadAntiAgingCream","ypsHadPerfume", "ypsHadShavedArmpits","ypsHadShavedPubic", Sexlab arousal conditions: "ypsSLAdistracted" (SLA level ≥ 50), "ypsSLAaroused" (≥ 70), "ypsSLAneedsex" (≥ 90) Quest variables: "ypsShemale", "ypsPostopMTF", "ypsInfibulated" General conditions: "ypsGeneral": Always true, for thoughts to be played wihout a specific condition. Edited May 26, 2024 by emily1673 4
Balgin Posted February 18, 2024 Posted February 18, 2024 I've got to be careful with these updates. Almost overwrote my custom names file :p.
jfraser Posted February 18, 2024 Posted February 18, 2024 I did not see all of that coming. You amaze, as always. 1
ArgyleSmith Posted February 18, 2024 Posted February 18, 2024 Seems like the Thoughts feature might potentially be able to fulfil the role of other YPS mod notifications. Enjoying the feature so far. Thanks!
ebbluminous Posted February 18, 2024 Posted February 18, 2024 4 hours ago, emily1673 said: Commented list of YPS papyrus (storageutil) variables that can be used with the thought system: Reveal hidden contents active fashion buff, strength level 0 to 11: "yps_FashionAddictionBuffLevel0", "yps_FashionAddictionBuffLevel1", "yps_FashionAddictionBuffLevel2", "yps_FashionAddictionBuffLevel3", "yps_FashionAddictionBuffLevel4", "yps_FashionAddictionBuffLevel5", "yps_FashionAddictionBuffLevel6", "yps_FashionAddictionBuffLevel7", "yps_FashionAddictionBuffLevel8", "yps_FashionAddictionBuffLevel9", "yps_FashionAddictionBuffLevel10", "yps_FashionAddictionBuffLevel11", active fashion debuff, strength level 1 to 10: "yps_FashionAddictionBuffLevel-1", "yps_FashionAddictionBuffLevel-2", "yps_FashionAddictionBuffLevel-3", "yps_FashionAddictionBuffLevel-4", "yps_FashionAddictionBuffLevel-5", "yps_FashionAddictionBuffLevel-6", "yps_FashionAddictionBuffLevel-7", "yps_FashionAddictionBuffLevel-8", "yps_FashionAddictionBuffLevel-9", "yps_FashionAddictionBuffLevel-10", Nylons: "ypsNylonsCurrentlyWorn" Nail polish: "ypsToenailPolishWorn", "ypsToenailPolishSmudged", "ypsToenailPolishChippingOff", "ypsFingernailPolishWorn", "ypsFingernailPolishSmudged", "ypsFingernailPolishProfessional", "ypsFingernailPolishChippingOff", Other makeup: "ypsLipstickWorn", "yps_LipstickSmudged", "ypsLipBalmWorn", "ypsAntiAgingCreamWorn", "ypsFingerNailOilWorn", "ypsEyeshadowWorn", "yps_EyeShadowSmudged", "ypsPerfumeWorn", Ear piercing stages: -1: ears have never been pierced; 0: ears not pierced; 1: starter piercing, no grace period; 2: only studs, short grace period; 3: all Piercings, longer grace period; 4: permanent "ypsEarPiercingStage-1", "ypsEarPiercingStage0", "ypsEarPiercingStage1", "ypsEarPiercingStage2", "ypsEarPiercingStage3", "ypsEarPiercingStage4", "ypsEarringsWorn", Armpit / pubic hair stages: 0 = no hair, 5 = full hair "ypsArmpitHairStage0", "ypsArmpitHairStage1", "ypsArmpitHairStage2", "ypsArmpitHairStage3", "ypsArmpitHairStage4", "ypsArmpitHairStage5", "ypsPubicHairStage0", "ypsPubicHairStage1", "ypsPubicHairStage2", "ypsPubicHairStage3", "ypsPubicHairStage4", "ypsPubicHairStage5", Heels and heel training status: 0 = untrained; 10 = high heel novice; 20 = flexible feet; 30 = high heel walker; 40 = arched feet; 50 = slave feet "ypsHeelsWorn", "ypsHeelTrainingStatus0", "ypsHeelTrainingStatus10", "ypsHeelTrainingStatus20", "ypsHeelTrainingStatus30", "ypsHeelTrainingStatus40", "ypsHeelTrainingStatus50", Hair length stages: ; 1 = bald, 2 = short stubbles, 3 = long stubbles, 4 = cropped, 5 = ear length, 6 = chin length, 7 = neck length, 8 = shoulder length, 9 = armpit length, 10 = bra strap length, 11 = mid back length, 12 = waist length, 13 = hip length, 14 = tailbone length, 15 = classic length, 16 = mid-thigh length, 17 = knee length, 18 = calf length, 19 = ankle length, 20 = floor length, 21 = rapunzel length. "ypsHairlengthStage1", "ypsHairlengthStage2", "ypsHairlengthStage3", "ypsHairlengthStage4", "ypsHairlengthStage5", "ypsHairlengthStage6", "ypsHairlengthStage7", "ypsHairlengthStage8", "ypsHairlengthStage9", "ypsHairlengthStage10", "ypsHairlengthStage11", "ypsHairlengthStage12", "ypsHairlengthStage13", "ypsHairlengthStage14", "ypsHairlengthStage15", "ypsHairlengthStage16", "ypsHairlengthStage17", "ypsHairlengthStage18", "ypsHairlengthStage19", "ypsHairlengthStage20", "ypsHairlengthStage21", Special hair types: 0 = standard, 1 = permed, 2 = braided, 3 = ponytail, 4 = buzzed nape, 5 = broad mohawk, 6 = narrow mohawk "ypsHairDyed", "ypsSpecialHairType0", "ypsSpecialHairType1", "ypsSpecialHairType2", "ypsSpecialHairType3", "ypsSpecialHairType4", "ypsSpecialHairType5", "ypsSpecialHairType6", Love Status: 0 = none (default), 1 = young love (has bf/gf), 2 = being loved (has bf/gf), 3 = in a relationship (has bf/gf), 4 = lovesick (relationship broken up), 5 = lonely (relationship broken up), 6 = lost opportunity (relationship broken up) "ypsCurrentLoveState0", "ypsCurrentLoveState1", "ypsCurrentLoveState2", "ypsCurrentLoveState3", "ypsCurrentLoveState4", "ypsCurrentLoveState5", "ypsCurrentLoveState6", Player sexual orientation: 0 = hetero, 1 = bi, 2 = homosexual "ypsSexualOrientation0", "ypsSexualOrientation1", "ypsSexualOrientation2" Quest variables: "ypsShemale", "ypsPostopMTF", "ypsInfibulated" Quickly glanced at the update... Does this second post mean that it is possible to do thoughts based on Fashion Addiction, Heels Training levels etc?
emily1673 Posted February 18, 2024 Author Posted February 18, 2024 (edited) 3 hours ago, Balgin said: I've got to be careful with these updates. Almost overwrote my custom names file :p. Indeed. Must also be careful with future updates. I added a reminder to do backups to the FAQ. 2 hours ago, ArgyleSmith said: Seems like the Thoughts feature might potentially be able to fulfil the role of other YPS mod notifications. Oh yes, of course. You can see it as a first step to get YPS still more into interaction with the game environment. I might remove the previous notifications at some point, but for now I kept them in. For me, it is also important to make everything easily customizable, because my modding time is limited, so the whole thing can become more of a community effort. 2 hours ago, ebbluminous said: Does this second post mean that it is possible to do thoughts based on Fashion Addiction, Heels Training levels etc? Absolutely, that and every other YPS feature, plus any armor keyword (from any mod), plus variables from any mod, and every condition can be combined with everything else. Just need to edit the thought database json. Edited February 18, 2024 by emily1673 1
Balgin Posted February 18, 2024 Posted February 18, 2024 During the Dibella quest, immediately after the armpit shaving stage, the "my armpit hair is fully grown" message still occasionally plays despite it not having had time to grow back. I haven't checked on a non Dibella quest save yet.
ebbluminous Posted February 18, 2024 Posted February 18, 2024 1 hour ago, emily1673 said: Indeed. Must also be careful with future updates. I added a reminder to do backups to the FAQ. Oh yes, of course. You can see it as a first step to get YPS still more into interaction with the game environment. I might remove the previous notifications at some point, but for now I kept them in. For me, it is also important to make everything easily customizable, because my modding time is limited, so the whole thing can become more of a community effort. Absolutely, that and every other YPS feature, plus any armor keyword (from any mod), plus variables from any mod, and every condition can be combined with everything else. Just need to edit the thought database json. Amaze 1
emily1673 Posted February 18, 2024 Author Posted February 18, 2024 (edited) 1 hour ago, Balgin said: During the Dibella quest, immediately after the armpit shaving stage, the "my armpit hair is fully grown" message still occasionally plays despite it not having had time to grow back. I haven't checked on a non Dibella quest save yet. Can confirm this bug, will be fixed soon. The next update should also include: new condition: $isoverencumbered "or" operator for combining conditions Edited February 18, 2024 by emily1673
anonymous515 Posted February 18, 2024 Posted February 18, 2024 (edited) On 2/17/2024 at 3:02 PM, emily1673 said: Sometimes slavetat piercings are not showing up. Frequent reloading might help. Or use the HDT piercing sets: Worked! Need to use Bodyslide after though. Also, it appears there may be issues. Bug #1: Solitude's final stage earrings, chest, and stomach piercings can easily be un-equipped after being put on in v6.5.6. Bug #2: When using the "CBBE HDT Piercing Sets v1.0" mod you linked, the piercings are visible through all clothes: Edited February 18, 2024 by anonymous515
jfraser Posted February 18, 2024 Posted February 18, 2024 39 minutes ago, anonymous515 said: Worked! Need to use Bodyslide after though. Also, it appears there may be issues. Bug #1: Solitude's final stage earrings, chest, and stomach piercings can easily be un-equipped after being put on in v6.5.6. Bug #2: When using the "CBBE HDT Piercing Sets v1.0" mod you linked, the piercings are visible through all clothes: now that would be an interesting fashion statement
emily1673 Posted February 19, 2024 Author Posted February 19, 2024 5 hours ago, anonymous515 said: Worked! Need to use Bodyslide after though. Also, it appears there may be issues. Bug #1: Solitude's final stage earrings, chest, and stomach piercings can easily be un-equipped after being put on in v6.5.6. Bug #2: When using the "CBBE HDT Piercing Sets v1.0" mod you linked, the piercings are visible through all clothes: Not related to YPS, it seems. 3rd party piercings may conflict each other. 1 hour ago, Wacek said: Is it just me, or are nylons broken for SE? I mean they seem to be working ok-ish, under the hood, but no SlaveTat is being applied. For instance lipstick locks itself a slot in SlaveTats and works correctly. Stockings don't do that. Btw the texture itself is ok, because I can apply it manually in SlaveTats just fine. The script doesn't want to apply the SlaveTat for stockings for whatever reason. I tested the original Equipable Stockings for CBBE 0.1, and it is invisible as well. Is there a special version of SlaveTats SE I should use for it to work? Can confirm this bug.
RevanCathal Posted February 19, 2024 Posted February 19, 2024 2 hours ago, Wacek said: Is it just me, or are nylons broken for SE? I mean they seem to be working ok-ish, under the hood, but no SlaveTat is being applied. For instance lipstick locks itself a slot in SlaveTats and works correctly. Stockings don't do that. Btw the texture itself is ok, because I can apply it manually in SlaveTats just fine. The script doesn't want to apply the SlaveTat for stockings for whatever reason. I tested the original Equipable Stockings for CBBE 0.1, and it is invisible as well. Is there a special version of SlaveTats SE I should use for it to work? I wish there was a specific version of Slavetats that would fix the issue but it's an ongoing battle for all versions. I can't get anything to apply to the feet or legs through slavetats and pretty much none of the piercings or eyeshadow auto apply to the face but I've managed to somehow get lipstiick and earring backs to appear without manually adding them, but even that's not guaranteed everytime.
ebbluminous Posted February 19, 2024 Posted February 19, 2024 Trying to equip the nylon items never works for me. However the stockings and panythose item (I use that additem mod to get it) works.
emily1673 Posted February 19, 2024 Author Posted February 19, 2024 6 hours ago, Wacek said: For me, nylons used to work fine with the old version of YPS fashion (before the Monoman tweak merge, I suppose), and I'm still using the same version of SlaveTats SE. Similarly, other mods are able to apply tats on legs. Yes, the problem with the nylons must have been caused by the tweak. I don't want to remove the tweak (because it has brought also lots of benefits), but I am considering to bring back the old nylon's system, so players can use nylons in both the old and the new way, whichever works.
kaa62 Posted February 19, 2024 Posted February 19, 2024 (edited) Maybe instead of SlaveTats stockings, equipping clothing item versions (lots of choices) could be a option? Edited February 19, 2024 by kaa62
ebbluminous Posted February 19, 2024 Posted February 19, 2024 1 hour ago, kaa62 said: Maybe instead of SlaveTats stockings, equipping clothing item versions (lots of choices) could be a option? The issue with object based ons is that the foot has to bee shaped for high heeled foot wear. And they are all different. The SlaveTats version doesn't have this issue
Balgin Posted February 19, 2024 Posted February 19, 2024 7 minutes ago, ebbluminous said: The issue with object based ons is that the foot has to bee shaped for high heeled foot wear. And they are all different. The SlaveTats version doesn't have this issue And that they seem to clash with the belly button piercing slot.
emily1673 Posted February 20, 2024 Author Posted February 20, 2024 7 hours ago, ebbluminous said: The issue with object based ons is that the foot has to bee shaped for high heeled foot wear. And they are all different. The SlaveTats version doesn't have this issue 7 hours ago, Balgin said: And that they seem to clash with the belly button piercing slot. Solution is coming soon. The old nylon system will be back, and can be used alongside with the new system. 1
Thoraag Posted February 20, 2024 Posted February 20, 2024 (edited) Is there an idiots guide to getting the custom hairstyles to work? Every time I start a new skyrim game I look at this mod, think it is awesome, and then spend hours trying to figure out how to get the hair control to use my custom styles instead of the default styles and it has never once worked for me. I MUST be doing something wrong but I can't tell what. YPS goes on, it triggers, and i give it control over hairstyles. Then I go into the MCM, I confirm hair control is on, and i confirm custom hairstyles are checked. Then I start going through racemenu, setting the custom styles. I first click the enable custom hairstyles button so the menu is accessible. For the first one, I set it to HairFemaleRedguard03, and set it as bald. Then I go through each line, setting the length, and entering what I ASSUME is the hairstyles code. I get those codes by going into racemenu, finding the hairstyle i want for that length, and getting the name. Is this the step I am getting wrong? Am I supposed to get the code from somewhere else? I found what look like examples inside of SKSE/Plugins/YPSFashion, and sometimes those have different codes than I find in racemenu. For instance, I have Dint999 KS hairs, but my racemenu shows them as HDPT_DINT[KS]BlackBullet, where in your [Dint999] KSH's HDT.esp file has _Dint_KSBlackBulletHDT - However, regardless of which one I set, it doesnt apply. My custom styles export to my overwrite folder, and do import if I choose to do that. Hopefully something I noted here sticks out to you and you can point me to how I can solve my stupid problem. I don't think its a bug in the mod, I think its just user error for a complex easy to mess up system. The system works for your chosen hairstyles, but I have all these beautiful HDT hairs for a reason and I want to use them, and ideally make my own choices. Edit: On SE 1.5.97 in case that matters Edited February 20, 2024 by thor3222
emily1673 Posted February 20, 2024 Author Posted February 20, 2024 11 minutes ago, thor3222 said: Is there an idiots guide to getting the custom hairstyles to work? From the mod description: Spoiler Custom hair styles (more complicated, not recommended): you can configure up to 40 custom hair styles directly in the MCM menu. You can use them as "default" hair styles for each length, or as alternate hairstyles (as options for use of the Shampoo and the Perm Lotion). Custom hair will grow into next custom stage, if length matches. Assuming that you have installed a 3rd party hair mod, find the hair style name in Racemenu. Then open the console and type "help <hairstylename>". Then the hairstyle ID will show up. (Some Racemenu mods immediately display the hairstyle ID.) I put an example in the screenshots of this mod (screenshots 20+21). Let's say you have the "Merida Hair with physics" installed and are looking for the ID of the hairstyle named "Merida's Hair Short". Open the console and type "help merida", and you will see that the corresponding ID is "Yoo_MeridaHair_Short". This is what you type into the MCM menu (see screenshot 21). The complete set of Custom hair styles can be exported or imported to the file Data\SKSE\Plugins\ypsFashion\ypsCustomStyles.json (click on the corresponding options in the MCM "Custom Hair" tab) However, it is easier and more reliable to edit the json files, to setup "default hair" or custom styles. 1
Thoraag Posted February 20, 2024 Posted February 20, 2024 (edited) 35 minutes ago, emily1673 said: From the mod description: Reveal hidden contents Custom hair styles (more complicated, not recommended): you can configure up to 40 custom hair styles directly in the MCM menu. You can use them as "default" hair styles for each length, or as alternate hairstyles (as options for use of the Shampoo and the Perm Lotion). Custom hair will grow into next custom stage, if length matches. Assuming that you have installed a 3rd party hair mod, find the hair style name in Racemenu. Then open the console and type "help <hairstylename>". Then the hairstyle ID will show up. (Some Racemenu mods immediately display the hairstyle ID.) I put an example in the screenshots of this mod (screenshots 20+21). Let's say you have the "Merida Hair with physics" installed and are looking for the ID of the hairstyle named "Merida's Hair Short". Open the console and type "help merida", and you will see that the corresponding ID is "Yoo_MeridaHair_Short". This is what you type into the MCM menu (see screenshot 21). The complete set of Custom hair styles can be exported or imported to the file Data\SKSE\Plugins\ypsFashion\ypsCustomStyles.json (click on the corresponding options in the MCM "Custom Hair" tab) However, it is easier and more reliable to edit the json files, to setup "default hair" or custom styles. I found that nearly instantly after posting and felt even dumber However, what I am noticing is the default styles seem to be immediately using the KS Hairdo's.esp file. I believe I had a fundamental misunderstanding of how the custom hairstyles/Hair growth system works. When starting the mod does it just assign one of the styles listed inside of one of the hairstylemods in the ypsHairDatabase.json (based on current length)? and then I have to go to a hairdresser to pick the exact one I want? I tried removing all the hairstyle mods except for a few HDT mods and when re-initializing it looks like it is pulling from one of those now (and its not pulling items I removed) so at least I have my SMP hairs, and I assume I can just edit those files to avoid the styles I don't like. If so, does that mean custom hairstyles should only really be used if you are adding completely new hair styles to yps so it can use them? (and i can totally see why you don't recommend it in that case) Edited February 20, 2024 by thor3222
emily1673 Posted February 21, 2024 Author Posted February 21, 2024 10 hours ago, thor3222 said: I believe I had a fundamental misunderstanding of how the custom hairstyles/Hair growth system works. When starting the mod does it just assign one of the styles listed inside of one of the hairstylemods in the ypsHairDatabase.json (based on current length)? and then I have to go to a hairdresser to pick the exact one I want? When starting the mod, after picking your natural hair length and color, you have to do nothing else than visiting a hairdresser! (Provided that you have a significant number of hairstyle mods installed. See list in the mod description.) Advanced users may change the configuration: ypsHairDatabase.json : List of all hairstyle mods recognized by YPS. You can delete items in it (hairstyles of these mods will no longer be used), or add your own new new hair mods to it. Hairstyle mods contained in ypsHairDatabase.json which are not installed will just be ignored. So it's no problem if ypsHairDatabase.json contains mods you don't use. When adding new hair mods (not in the ypsHairDatabase.json list), you must also create a file <hairsyle mod.esp>.json , making a list of hairstyle length and types contained in the specific hair mod <hairsyle mod.esp> . Will be used by YPS only if (1) the mod name is contained in ypsHairDatabase.json and if (2) you have the mod installed. ypsHairDefault.json : List of hairstyles that will be applied when your hair grows to a certain length. This will not be used (unless activated in MCM); by default YPS will pick a standard hairstyle randomly from all installed hair mods. ypsHairgrowthDatabase.json : List of hairstyles that will grow into a specific other hairstyle. Instructions inside. MCM custom hair configuration: An old feature I used before I had the idea to configure hairstyles with json files (which is so much easier). I still kept it in game for compatibility reasons. I should add a warning message. 1
Thoraag Posted February 21, 2024 Posted February 21, 2024 That all makes sense! I have been tinkering around with it tonight and it has been working great as you described! Awesome mod! One other question: Before this I was using "Let your hair down" to let me just swap between down and up hairs, but I wanted the growth and stuff, one thing I am missing from it is the immersive animation from it looked like you were actually fussing with your hair, which was a nice touch - is there any way to swap the animation to that? (for reference) https://www.nexusmods.com/skyrimspecialedition/mods/81444?tab=files
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