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Posted
9 hours ago, ebbluminous said:

@emily1673. Could this mod be used for nail growth? :)

 

https://www.nexusmods.com/skyrimspecialedition/mods/116425

Thanks for pointing this out! Looks interesting. Will try whether I can manage the nail length via script. If so, it should work.

 

3 hours ago, vlaze said:

Not 100% sure why, hair growth, hair cuts and perms seem to work fine, but color wont apply, any dyes just leave the hair color the same 

Playing on SE if that helps

let me know if you need any other information

LITE or standard version?

Make sure to enable "frequent hair check" in MCM.

Posted

Not sure what to do anymore so I'm asking here Tris Shadowrunner has no dialogue for getting piercings everything else is working fine including ear piercings I have used this mod before and I did not have this issue so I'm wondering if this is a known bug or if I have done something wrong and should keep looking for a solution. Also Tris seemingly has all other dialogue working fine 

Posted
2 hours ago, Xylana said:

Not sure what to do anymore so I'm asking here Tris Shadowrunner has no dialogue for getting piercings everything else is working fine including ear piercings I have used this mod before and I did not have this issue so I'm wondering if this is a known bug or if I have done something wrong and should keep looking for a solution. Also Tris seemingly has all other dialogue working fine 

What version do you use? LE or SE? LITE or full version?

Posted
46 minutes ago, emily1673 said:

What version do you use? LE or SE? LITE or full version?

SE 1.5.97 and the full version I tried switching to lite and making a new save and still had the same issue 

 

Posted (edited)
On 11/21/2023 at 4:46 PM, HahaAh said:

 

Kind of stupid but on my end I found the solution - I simply forgot to register the new YPS in SlaveTat. Go to SlaveTat MCM and click "Add Tattoo". 

 

Makeup (Both Lipstick and Eyeliner) works now. Only remaining issues for me are the piercings and stockings but those are certainly caused by the lack of 3BA bodyslide files.

 

Got back into playing Skyrim but unfortunately I still struggle to get the (body) piercings to work. Makeup and face piercings (earrings, septum piercing) are all visible. Body piercings appear in the SlaveTats menu but aren't visible on the body. Is this really caused by 3BA and am I just out of luck because of it or is anyone aware of a fix? 

 

 

Screenshot 2024-05-28 192226.png

Screenshot 2024-05-28 192216.png

Screenshot 2024-05-28 192124.png

  Edited by HahaAh
Posted (edited)
2 hours ago, HahaAh said:

 

Got back into playing Skyrim but unfortunately I still struggle to get the (body) piercings to work. Makeup and face piercings (earrings, septum piercing) are all visible. Body piercings appear in the SlaveTats menu but aren't visible on the body. Is this really caused by 3BA and am I just out of luck because of it or is anyone aware of a fix? 

This is a known issue, and sadly I don't know to fix it. (It's also mentioned in the section "COMPATIBILITY ISSUES AND DEBUGGING" of the mod description.)

Sometimes the SlaveTats show up after saving/loading the game a couple times.

Alternatively, install RegnPiercings and HDT Piercingsets, as configured in ypsItemSE.json -- they should work, and look better as well.

 

  

2 hours ago, Xylana said:

SE 1.5.97 and the full version I tried switching to lite and making a new save and still had the same issue

Sorry, cannot reproduce this bug. The piercing dialogue starts with "may I ask you something".

 

 

Edited by emily1673
Posted

Not sure why, but I am still occasionally seeing the "your restraints are brushing against your armor" or words to that effect, even though my PC has completed her transition from male to female, losing the bra and belt of female curves, and has met with, and had sex with, her lover, so even the post-op chastity belt is gone. Any ideas?

Posted
13 hours ago, KentuckyExpat said:

Not sure why, but I am still occasionally seeing the "your restraints are brushing against your armor" or words to that effect, even though my PC has completed her transition from male to female, losing the bra and belt of female curves, and has met with, and had sex with, her lover, so even the post-op chastity belt is gone. Any ideas?

This message comes from another mod (I think DD).

Try to equip+unequip a DD chastity belt and chastity bra (any bra and belt works), and see whether this problem persists.

Posted
On 5/28/2024 at 9:37 PM, emily1673 said:

This is a known issue, and sadly I don't know to fix it. (It's also mentioned in the section "COMPATIBILITY ISSUES AND DEBUGGING" of the mod description.)

Sometimes the SlaveTats show up after saving/loading the game a couple times.

Alternatively, install RegnPiercings and HDT Piercingsets, as configured in ypsItemSE.json -- they should work, and look better as well.

 

  

Sorry, cannot reproduce this bug. The piercing dialogue starts with "may I ask you something".

 

 

 

Thank you for the suggestion. I installed the suggested piercing mods and they are visible. They aren't "integrated" into the yps piercing system though and don't require pierced body parts when spawning them with the item spawner. Should they? I checked and they appear in the ypsItemSE.json.

Posted

Not sure if this has been answered, but arm pit hair doesn't show up when grown or shaved, and no animation plays when shaving. Do i still need devious devices animations for it to play?

Posted (edited)
10 hours ago, HahaAh said:

 

Thank you for the suggestion. I installed the suggested piercing mods and they are visible. They aren't "integrated" into the yps piercing system though and don't require pierced body parts when spawning them with the item spawner. Should they? I checked and they appear in the ypsItemSE.json.

YPS will auto-equip these piercings when the player gets pierced, if these mods are installed and if the items are configured in the json.

 

9 hours ago, Ephemeral66 said:

Not sure if this has been answered, but arm pit hair doesn't show up when grown or shaved, and no animation plays when shaving. Do i still need devious devices animations for it to play?

YPS uses some DD animations when doing makeup (like shaving pubic hair and painting toenails). They won't show up when YPS lite is installed. If you want to see these animations, then install DD and YPS full version.

It makes no sense to use DD (or Sexlab) with YPS lite versions.

 

I would be happy to use non-DD animations for these actions:

- painting toenails

- shaving pubic hair

- shaving armpits

- (hairdressers) cutting hair

 

If anybody knows good (free-to-use) animations, please let me know. Or if anybody here can create these animations, then even better.

Edited by emily1673
Posted

v. 6.7.3:
- added new (de)buffs for hair lengths: Short hair gives a buff to carry weight and fire resistance, as well as a debuff to cold resistance. Long hair does the opposite. (Can be turned off in MCM)
- fashion level will be adjusted according to hair length: Cropped hair or shorter gives -2 fashion; ear to neck length -1; bra strap to waist length +1, hip to classic length +2, mid-thigh and longer +3 fashion. (previously it was just +1 fashion for long hair)
- adjusted weight and visuals of hair trophies
- hairdye process: different messages for using toner or permanent coloration
- hairdressers have now dialog options to give advice on different hair lengths and styles
- added some new "girl talk" dialog topics on hairstyles
- Ray and Lena now have proper voice types
- changed the script of the cuticle remover, so it can run only one instance at a time (possibly fixing a bug)
- updated the contents of the book "A Guide To Nail Polish"
- added about 200 new thoughts to the database

Posted
17 minutes ago, emily1673 said:

v. 6.7.3:
- added new (de)buffs for hair lengths: Short hair gives a buff to carry weight and fire resistance, as well as a debuff to cold resistance. Long hair does the opposite. (Can be turned off in MCM)
- fashion level will be adjusted according to hair length: Cropped hair or shorter gives -2 fashion; ear to neck length -1; bra strap to waist length +1, hip to classic length +2, mid-thigh and longer +3 fashion. (previously it was just +1 fashion for long hair)
- adjusted weight and visuals of hair trophies
- hairdye process: different messages for using toner or permanent coloration
- hairdressers have now dialog options to give advice on different hair lengths and styles
- added some new "girl talk" dialog topics on hairstyles
- Ray and Lena now have proper voice types
- changed the script of the cuticle remover, so it can run only one instance at a time (possibly fixing a bug)
- updated the contents of the book "A Guide To Nail Polish"
- added about 200 new thoughts to the database

Currently reinstalling everything due a vortex issue. I'll let you know how this version goes in a few days once ready

Posted
10 hours ago, emily1673 said:

YPS will auto-equip these piercings when the player gets pierced, if these mods are installed and if the items are configured in the json.

 

YPS uses some DD animations when doing makeup (like shaving pubic hair and painting toenails). They won't show up when YPS lite is installed. If you want to see these animations, then install DD and YPS full version.

It makes no sense to use DD (or Sexlab) with YPS lite versions.

 

I would be happy to use non-DD animations for these actions:

- painting toenails

- shaving pubic hair

- shaving armpits

- (hairdressers) cutting hair

 

If anybody knows good (free-to-use) animations, please let me know. Or if anybody here can create these animations, then even better.


how about the arm pit hair not showing up or not disappearing when I shave? What could be the cause of that?

Posted
11 hours ago, Ephemeral66 said:


how about the arm pit hair not showing up or not disappearing when I shave? What could be the cause of that?

 

Two possible reasons:

- You didn't install the file Nordic Warmaiden Body Hair - SlaveTats Version.zip from Nordic Warmaiden Body Hair (or Nordic Warmaiden Body Hair SlaveTats SE Version) (see mod descripton)

- You are affected by the "slavetats don't show up" bug.

 

In any case: Check in the SlaveTats MCM, whether the YPS slavetats have been applied.

Posted
1 hour ago, Digiwiz said:

sorry to bother yall if this has been answered but none of the YPS stuff is showing in slave tats.

any advice?

Missing sound & texture pack?

Posted
On 5/27/2024 at 7:01 PM, emily1673 said:

Thanks for pointing this out! Looks interesting. Will try whether I can manage the nail length via script. If so, it should work.


Hi emily,

about https://www.nexusmods.com/skyrimspecialedition/mods/116425: Would it be possible to include support for these in general (unrelatead to the length feature)? Since they are added as headparts they don't need an equip slot. 
As an example the following screenshots:
1. fingerless mod added gloves with yps manicured fingers (shimmery pink). I guess because of the way the glove model is created the nail meshes aren't shown.
2. unequipping the gloves -> meshes are working as expected.

3. the fingernails added as headparts -> still visible on the gloves.

 

image.png.d9ffe526fb563121b3408f381ca9bab4.pngimage.png.1256f9bec2b88085e584d31f56bf168a.pngimage.png.f764931c6a0d476b754b885f310b92a5.png

The headpart nails here are also attached to an item and were not applied on racemenu. I borrowed the script PAHP_Applyer from the mod Satisfactory Facial Piercings here, which does the same with its included piercings. But essentially the application just boils down to 

Actor.ChangeHeadPart(HeadpartProperty)


Since the nail items are also handled on the YPSItems.json, maybe implementing it would also be possible without any script changes by simply creating the Armor items and adding them there?
What do you think?

Posted (edited)
1 hour ago, HannoJojo said:


Hi emily,

about https://www.nexusmods.com/skyrimspecialedition/mods/116425: Would it be possible to include support for these in general (unrelatead to the length feature)? Since they are added as headparts they don't need an equip slot. 
As an example the following screenshots:
1. fingerless mod added gloves with yps manicured fingers (shimmery pink). I guess because of the way the glove model is created the nail meshes aren't shown.
2. unequipping the gloves -> meshes are working as expected.

3. the fingernails added as headparts -> still visible on the gloves.

 

image.png.d9ffe526fb563121b3408f381ca9bab4.pngimage.png.1256f9bec2b88085e584d31f56bf168a.pngimage.png.f764931c6a0d476b754b885f310b92a5.png

The headpart nails here are also attached to an item and were not applied on racemenu. I borrowed the script PAHP_Applyer from the mod Satisfactory Facial Piercings here, which does the same with its included piercings. But essentially the application just boils down to 

Actor.ChangeHeadPart(HeadpartProperty)


Since the nail items are also handled on the YPSItems.json, maybe implementing it would also be possible without any script changes by simply creating the Armor items and adding them there?
What do you think?

Thank you so much for pointing this out! If they count as headparts and can be controlled via script, it will definitely work out.

I would rather not do this with the help of armor items, because armor items occupy slots, which makes them more difficult to handle, and also can cause incompatibilities.

Scripting is the way to go here.

Fingerless gloves will be a headache though! So I would first develop a system that shows the nails when no gloves are worn, and hides them when gloves are worn.

What I like about the 3D Hand Nails is the different nail lengths and shapes, so it would be possible to simulate nail growth and the application of differently shaped nail tips during a professional session.

Still will have to find out what happens when the 3D Hand Nails are used in combination with nailpolish slavetats.

 

Of course, you could also just create some items and place them in the YPSitems.json. But this json is only used for the attire of the YPS vendors, and has no effect on the player. (The item forms for the player are contained in the piercingticker script, and can of course also be edited there.)

Edited by emily1673
Posted
22 minutes ago, emily1673 said:

Thank you so much for pointing this out! If they count as headparts and can be controlled via script, it will definitely work out.

I would rather not do this with the help of armor items, because armor items occupy slots, which makes them more difficult to handle, and also can cause incompatibilities.

Scripting is the way to go here.

Fingerless gloves will be a headache though! So I would first develop a system that shows the nails when no gloves are worn, and hides them when gloves are worn.

What I like about the 3D Hand Nails is the different nail lengths and shapes, so it would be possible to simulate nail growth and the application of differently shaped nail tips during a professional session.


Hm, there seems to be a misunderstanding here.

In my test I created an ARMO entry without an ARMA (Armor Addon). So the Armor has no slot assigned and thus does not occupy a BipedSlot. It is indeed applied by the script I borrowed from the mentioned piercings mod. (See Screenshot below)

Therefore it does with fingerless gloves out of the box as seen in the screenshot above. I thought this might be a better way since we can use the ypsItems.json to implement these perhaps, without having to edit (and possibly hardcode the items in) the script. 
However I'm not sure which option would be better to add additional colors. The Racemenu Nails mod does not cover the same colors as your mod does (yet) and also does not have any Armor items created. I did this for myself just now and it was a pain (still not yet finished, if you want to I can attach the file here when I'm done)
Maybe the PAHP_Applyer script could be modified so we need only one Armor item and decide on the headpart in a different way instead of having 1 armor / headpart, but you'll probably have a better idea on how this could be implemented in accordance to YPS the best.

The actual problem would probably be quite the opposite:
If there is a long mesh used it won't be unequipped by a full glove and might cause clipping. So in those cases it might be necessary to somehow detect if a glove / Slot 33 Item is overlaying the fingertips.

 


The Armor only has the PAHP_Applyer script attached. The script has 3 properties, in my quick test I only used two of them though.
LinkedHeadPart: Just has to target the Headpart (Long Almond Bone Nail here)

NoneHeadPart: Is targeting a NoneHeadpart to use when no Nail item is equipped.

image.png.e6655561a0168ba3a553721ef17a820c.png

Posted (edited)
17 minutes ago, HannoJojo said:


Hm, there seems to be a misunderstanding here.

In my test I created an ARMO entry without an ARMA (Armor Addon). So the Armor has no slot assigned and thus does not occupy a BipedSlot. It is indeed applied by the script I borrowed from the mentioned piercings mod. (See Screenshot below)

Therefore it does with fingerless gloves out of the box as seen in the screenshot above. I thought this might be a better way since we can use the ypsItems.json to implement these perhaps, without having to edit (and possibly hardcode the items in) the script. 
However I'm not sure which option would be better to add additional colors. The Racemenu Nails mod does not cover the same colors as your mod does (yet) and also does not have any Armor items created. I did this for myself just now and it was a pain (still not yet finished, if you want to I can attach the file here when I'm done)
Maybe the PAHP_Applyer script could be modified so we need only one Armor item and decide on the headpart in a different way instead of having 1 armor / headpart, but you'll probably have a better idea on how this could be implemented in accordance to YPS the best.

The actual problem would probably be quite the opposite:
If there is a long mesh used it won't be unequipped by a full glove and might cause clipping. So in those cases it might be necessary to somehow detect if a glove / Slot 33 Item is overlaying the fingertips.

 


The Armor only has the PAHP_Applyer script attached. The script has 3 properties, in my quick test I only used two of them though.
LinkedHeadPart: Just has to target the Headpart (Long Almond Bone Nail here)

NoneHeadPart: Is targeting a NoneHeadpart to use when no Nail item is equipped.

 

Thanks for the clarification!

It will need some testing. I don't have much experience with armors and armor addons, so might use some help here and then.

 

My initial idea is to implement the 3D Hand Nails as additional nail polish choices, and in particular as possible outcomes during a professional nail session.

If the headparts can be applied by a script (which I expect should work), then I would do so.

Furthermore, the script would do periodically (about every 15 seconds) the following commands:

 

if HandItemWorn

   hide3dNails()

else

  show3dNails()

endif

 

(or just listen to the "(un)equipitem" mod event and do the changes when needed).

Edited by emily1673
Posted
8 minutes ago, emily1673 said:

Thanks for the clarification!

It will need some testing. I don't have much experience with armors and armor addons, so might use some help here and then.

 

My initial idea is to implement the 3D Hand Nails as additional nail polish choices, and in particular as possible outcomes during a professional nail session.

If the headparts can be applied by a script (which I expect should work), then I would do so.

Furthermore, the script would do periodically (about every 15 seconds) the following commands:

 

if HandItemWorn

   hide3dNails()

else

  show3dNails()

endif

 

(or just listen to the "(un)equipitem" mod event and do the changes when needed).

 

Maybe the script could check for a Keyword? That way it would be possible to use KID to distribute a keyword like YPS_FingerlessGlove (or whatever) and not remove the headpart if the keyword is found? Because like I mentioned before, the nails/headparts would probably only required to be hidden / unequipped if its a full glove covering it + the nail meshin being used clipping throught it.

Looking at the implemented nails, this would probably anything with VLong in its ID by default (Very long).


As I mentioned before, I'll just upload my test file for you to check some things if required (or if anyone wants to use them by equipping a non-slot-using item.

Also, I can understand the idea to have them as additional nail polish choices, but I think it might be an idea to have them be used instead of the other ones (if they are found, and all the required colors are added to cover the same variants), as they do not have the same issues as the current ones.
If they were additional choices, they certainly could give the player more motivation to get a professional manicure instead of applying the nail polish with the item, but it would also create a somewhat unimmersive discrepancy, as item applied polish would still vanish when wearing gloves (even though these are fingerless / transparent) while professional ones would be visible either way.


I got a feeling that theres still a misconception here (perhaps because of my lackluster explanation before, or because I actually got an issue with YPS in my setup) so forgive me for repeating this as a clarification:

Current yps nails (in my game; Doesn't seem to be the slavetats variant):
Without Gloves: Visible
With Gloves (Full): Unequipped (?)
With Gloves (Fingerless / Transparent): Not Visible

Headpart Nails (in my game):
Without Gloves: Visible
With Gloves (Full): Not Visible / Clipping depending on lenth variant
With Gloves (Fingerless / Transparent): Visible

If the script were only checking for any equipped glove, I'd think that the Headpart nails would in the end behave just like the nails are currently doing in my game - not being visible as soon as gloves are worn.
 

Posted (edited)

Here's the plugin with an armor item for each headpart. (ESP & ESL included)

I added one myself (Dark Cherry) which isn't supposed to be a serious attempt, though. It just served as a test how much work adding new colors would be, and its really simple with the files included in the original mod. 

I also tested it with Lyida, giving her the armor item did equip the headpart properly, not sure about further handling of it though.

EDIT: It is also stated on the original modpage, but since those are headparts they don't work in 1st Person...

New File is a few posts below...

 

 

Edited by HannoJojo
Posted

I checked the file in SSEdit.

Basically those are "real" armor items. So they consist of a ARMO and ARMA pair. However they use Slot 61 which isn't a "traditional" Biped Slot. Jewelry Limiter e.g. also uses this slot for its system to equip multiple jewelry items together (and even displaying multiple rings on different fingers).

They should therefore also work for fingerless glove meshes + they are visible in 1st person. But as I already mentioned above, albeit being rarely used, Slot 61 is still a Biped slot that could be used by other mods which might cause "light incompatibilities".

Either variants are probably worth to be considered, but has their pro and cons

Headpart:
+ probably no real conflicts
- doesn't work in first person

Armor:
+ works for 1st and 3rd person
- could cause (minor) imcompatibilities with any other mod using Slot 61

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