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Posted

Hello all, just needing some tech support, so hope one of you can help me out.
I downloaded the mod, and most of it is working, except that when I try to choose a hairstyle of colour and other similar menu's don't show up. I'm doing this on version 1.6.1170.0. What mod is responsible for this? And if it is UIExtensions like I believe it is, can someone link me the correct version? I can't seem to find the right one....

Posted
3 hours ago, TheMaze. said:

Hello all, just needing some tech support, so hope one of you can help me out.
I downloaded the mod, and most of it is working, except that when I try to choose a hairstyle of colour and other similar menu's don't show up. I'm doing this on version 1.6.1170.0. What mod is responsible for this? And if it is UIExtensions like I believe it is, can someone link me the correct version? I can't seem to find the right one....

Yes, very likely UIExtensions. Links can be found in the description of this mod.

Posted (edited)
16 hours ago, Relinka said:

Cropped hair or shorter: +20 Carrying Capacity, -30 Ice Resistance, +30 Fire Resistance, -10 Illusion, +8 Heavy Armor, +8 Light Armor

Ear to neck length: +10 Carrying Capacity, -15 Ice Resistance, +15 Fire Resistance, -5 Illusion, +4 Heavy Armor, +4 Light Armor

Bra strap to waist length: +1 Fashion, -10 Carrying Capacity, +15 Ice Resistance, -15 Fire Resistance, +4 Illusion, -4 Heavy Armor, -4 Light Armor

Tailbone Length: +2 Fashion, -20 Carrying Capacity, +30 Ice Resistance, -30 Fire Resistance, +8 Illusion, -8 Heavy Armor, -8 Light Armor

Mid-thigh length and longer: +3 Fashion, -30 Carrying Capacity, +45 Ice Resistance, -45 Fire Resistance, +12 Illusion, -12 Heavy Armor, -12 Light Armor

Just rethinking the (de)buffs. Originally, I have been hesitating, but now I am in favour of these numbers. Or does anybody think here that this is too strict? It can be turned off in MCM anyway. (But I don't want to add a de/buff strength sliders to MCM, for me this is too much work for too little gain; if you really don't like them, you can edit the esp on your own).

 

I am also thinking about the upcoming new professional nail system. Currently there is the "perfect manicure" effect (will be applied when using cuticle remover / base+top coat  or when getting a professional manicure): +3 to all magic schools, -3 to all weapon skills / lockpicking / pickpocket / smithing, small chance of dropping small items when trying to pick them up.

 

Right now, I've been planning the following (de)buffs, when getting nail extensions during professional manicure:

length 1 (about 5 mm extension): +5 magicka, -5 health, -1 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +15 magicka, -15 health, -3 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

Again, what do you think? Should they be stronger? The effects should be really noticeable in game, but shouldn't render the player overpowered. Still, long nails should not be used as tools or weapons.

Edited by emily1673
Posted
21 hours ago, Relinka said:

 

This also got me thinking about these buffs and debuffs a bit more, and while I think it's a nice additional feature, long hair always being better for fashion and short hair always being worse for fashion seems very rigid and limiting. It makes sense as the default because that fits the mod's main quest and many people's preferences, but I also think those buffs and debuffs being forced and impossible to disable them or adjust what gives positive or negative buffs hurts the immersion and roleplay aspects, because it won't match the preferences of all characters or players. For some examples, one character might be a serious-minded soldier who feels more confident when keeping her hair more short and practical at around ear length, or another character might be an elegant and charismatic noble who prefers keeping her hair at chin or neck length bobs. But with the current way it's implemented, both these characters would always have a -1 to fashion level because hair length gives a fashion debuff until it reaches shoulder length or longer, even though that doesn't make sense for these characters based on their preferences. We already have the very customizable thoughts system that lets us roleplay all of these aspects however we want for our characters, but the gameplay buffs and debuffs being one way only can conflict with that and hurt immersion.

 

While your roleplaying ideas make sense, you need to consider that the soldier keeping her hair short is doing it for very practical reasons having nothing to do with how fashionable/unfashionable the look might be. In the soldier's case, one reason for short hair is that in war where the fighting is often hand-to-hand, long hair allows your opponent the opportunity to grab your hair and pull you off balance. Good way to get killed.

In the case of the noble, if she is of high enough status her hair length preference will strongly affect what is considered fashionable in that court. This would be where the ability to fine tune hair length buffs/debuffs would be needed for immersion.

Posted
10 hours ago, emily1673 said:

Just rethinking the (de)buffs. Originally, I have been hesitating, but now I am in favour of these numbers. Or does anybody think here that this is too strict? It can be turned off in MCM anyway. (But I don't want to add a de/buff strength sliders to MCM, for me this is too much work for too little gain; if you really don't like them, you can edit the esp on your own).

 

I am also thinking about the upcoming new professional nail system. Currently there is the "perfect manicure" effect (will be applied when using cuticle remover / base+top coat  or when getting a professional manicure): +3 to all magic schools, -3 to all weapon skills / lockpicking / pickpocket / smithing, small chance of dropping small items when trying to pick them up.

 

Right now, I've been planning the following (de)buffs, when getting nail extensions during professional manicure:

length 1 (about 5 mm extension): +5 magicka, -5 health, -1 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +15 magicka, -15 health, -3 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

Again, what do you think? Should they be stronger? The effects should be really noticeable in game, but shouldn't render the player overpowered. Still, long nails should not be used as tools or weapons.

 

personally, i think the only stats that hair length affects is speechcraft, because hair length on a female contribute to their attractiveness... it wouldnt make sense for hair length to affect thing like health, magicka, weapons skills and so on...  we arent samson..

 

as for nail length, i think it should be a debuff on weapon skill the longer your nail is, it won't make sense for a short nail to give a weapon skill debuff when shorter nail make handling weapon easier... so in nail fashion, the trade off is, longer nail make you look more beautiful but less effective in physical combat..

 

that said, i dont really mind how you implement it as long as there is an option to turn it off...

Posted
12 hours ago, emily1673 said:

Just rethinking the (de)buffs. Originally, I have been hesitating, but now I am in favour of these numbers. Or does anybody think here that this is too strict? It can be turned off in MCM anyway. (But I don't want to add a de/buff strength sliders to MCM, for me this is too much work for too little gain; if you really don't like them, you can edit the esp on your own).

 

I am also thinking about the upcoming new professional nail system. Currently there is the "perfect manicure" effect (will be applied when using cuticle remover / base+top coat  or when getting a professional manicure): +3 to all magic schools, -3 to all weapon skills / lockpicking / pickpocket / smithing, small chance of dropping small items when trying to pick them up.

 

Right now, I've been planning the following (de)buffs, when getting nail extensions during professional manicure:

length 1 (about 5 mm extension): +5 magicka, -5 health, -1 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +15 magicka, -15 health, -3 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

Again, what do you think? Should they be stronger? The effects should be really noticeable in game, but shouldn't render the player overpowered. Still, long nails should not be used as tools or weapons.

If you want it to be something in between, maybe it could be this for the hair, which I think would still keep it significant enough to matter some for gameplay:

 

Cropped hair or shorter: +20 Carrying Capacity, -20 Ice Resistance, +20 Fire Resistance, -6 Illusion, +6 Heavy Armor, +6 Light Armor

Ear to neck length: +10 Carrying Capacity, -10 Ice Resistance, +10 Fire Resistance, -3 Illusion, +3 Heavy Armor, +3 Light Armor

Bra strap to waist length: -10 Carrying Capacity, +10 Ice Resistance, -10 Fire Resistance, +3 Illusion, -3 Heavy Armor, -3 Light Armor

Tailbone Length:  -20 Carrying Capacity, +20 Ice Resistance, -20 Fire Resistance, +6 Illusion, -6 Heavy Armor, -6 Light Armor

Mid-thigh length and longer: -30 Carrying Capacity, +30 Ice Resistance, -30 Fire Resistance, +9 Illusion, -9 Heavy Armor, -9 Light Armor

 

Or if you want it to be closer with the buff strengths on both ends of long and short hair, maybe this:

 

Cropped hair or shorter: +20 Carrying Capacity, -20 Ice Resistance, +20 Fire Resistance, -8 Illusion, +8 Heavy Armor, +8 Light Armor

Ear to neck length: +10 Carrying Capacity, -10 Ice Resistance, +10 Fire Resistance, -4 Illusion, +4 Heavy Armor, +4 Light Armor

Bra strap to waist length: -10 Carrying Capacity, +10 Ice Resistance, -10 Fire Resistance, +4 Illusion, -4 Heavy Armor, -4 Light Armor

Tailbone Length:  -20 Carrying Capacity, +20 Ice Resistance, -20 Fire Resistance, +6 Illusion, -6 Heavy Armor, -6 Light Armor

Mid-thigh length and longer: -30 Carrying Capacity, +30 Ice Resistance, -30 Fire Resistance, +8 Illusion, -8 Heavy Armor, -8 Light Armor

 

I also think it would be a good idea to have the fashion buffs/debuffs for hair lengths and these stat buffs/debuffs be two different settings in the MCM, so people can use only use one or the other if they'd like. (Due to the bug I mentioned before, the setting currently doesn't disable the fashion buffs or debuffs anyway.) I think the numbers you currently have for that are fine for the defaults.

 

For the nails, I think keeping the numbers smaller like that may be best considering your intentions of not wanting them to be used as tools or weapons, and because they currently seem to give more debuffs than buffs.

 

If you want the nail buffs/debuffs to be slightly stronger, it could maybe be something like this:

 

length 1 (about 5 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +20 magicka, -20 health, -4 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +30 magicka, -30 health, -6 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

But if you do these numbers for the nails, I think there should probably be some more buffs to balance it out a bit, maybe +2/4/6 to some or all of the magic skills. You could probably skip Destruction and maybe Conjuration if you don't want nails to give more offense-focused skill buffs.

Posted
6 hours ago, KentuckyExpat said:

While your roleplaying ideas make sense, you need to consider that the soldier keeping her hair short is doing it for very practical reasons having nothing to do with how fashionable/unfashionable the look might be. In the soldier's case, one reason for short hair is that in war where the fighting is often hand-to-hand, long hair allows your opponent the opportunity to grab your hair and pull you off balance. Good way to get killed.

In the case of the noble, if she is of high enough status her hair length preference will strongly affect what is considered fashionable in that court. This would be where the ability to fine tune hair length buffs/debuffs would be needed for immersion.

That's true that with the soldier she doesn't keep her hair short for fashion reasons, so her taking a bit of a fashion hit for having shorter hair can probably make sense, but it can also depend on what you see the debuff representing. With me, I usually imagine the fashion buff/debuff mainly representing self-confidence because the stat it changes is speech. It makes sense that a glammed up and fashionable girl with long hair and pretty makeup would feel more confident, but I also think it makes that a short-haired soldier can also have more confidence and be good at speech and persuasion, especially if she was something like a commander who has strong leadership skills and is good at inspiring others. Also, the part I find unimmersive isn't her not getting buffs from her appearance, since I think it makes sense for such a soldier character to rely more on her speech skill than her fashion, what I find unimmersive is her getting a big speech debuff for having shorter hair, since that implies she loses confidence from having short hair. If I could customize it, I would make this soldier have no buff or debuff from shorter hair, but she would get a debuff from longer hair because she's not used to it and feels like it doesn't fit her, just like many other girls would feel with shorter hair.

 

Then with the noble character, I agree she would probably be more fashionable than the soldier and would likely have a more fashionable hairstyle, which was actually part of why I gave those two examples. Even though the noble would have a hairstyle I'd consider more fashionable, the mod has no way to consider things like how nice the specific hairstyle looks or roleplay and only cares about the hair length, so it treats both characters and their very different hairstyles the same, giving them both a -1 to fashion. If I could customize it, I'd probably give this noble character a positive buff for chin and neck length hairstyles, negative for shorter hairstyles and either neutral or positive for longer styles.

 

Anyway, my main point wasn't about those specific examples, it was just to help show why it would be nice to some more choice and flexibility with those new options. Not only can it be a bit subjective depending on personal taste and context as I tried to show with those examples, but this mod already takes the approach of making most of its settings very flexible and customizable, so this setting not having similar flexibility feels limiting. That flexibility and ability to tweak and toggle many of the settings is also one reason this mod works very well for all sorts of playthroughs and characters, since it allows us to tailor it to our specific needs and way of playing Skyrim.

Posted

So I cant seem to find a post about this, for some reason post reassignment, when you are supposed to walk around the city, within the first day of that my MC is dying. I have taken pain meds and have not left the city. I have no idea why this is happening. 

 

Posted (edited)
10 hours ago, Relinka said:

...

If you want the nail buffs/debuffs to be slightly stronger, it could maybe be something like this:

 

length 1 (about 5 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +20 magicka, -20 health, -4 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +30 magicka, -30 health, -6 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

But if you do these numbers for the nails, I think there should probably be some more buffs to balance it out a bit, maybe +2/4/6 to some or all of the magic skills. You could probably skip Destruction and maybe Conjuration if you don't want nails to give more offense-focused skill buffs.

I will think more about it, and might do something like this, let's see.

It was always intended that the MCM option turning of the hair debuffs will also turn of the effects on fashion (see MCM description). But this is easy to fix.

And yes: there will be 3 different on/off MCM options for: (1) hair debuffs, (2) long nail stat debuffs, (3) long nail small item pickup failure chance.

 

8 hours ago, xXDawnCasterXx said:

So I cant seem to find a post about this, for some reason post reassignment, when you are supposed to walk around the city, within the first day of that my MC is dying. I have taken pain meds and have not left the city. I have no idea why this is happening. 

 

You should be suffering a lot, but not die away. If that happens, there must be another mod negatively affecting your health.

Just wait for a while, and the pain should go off (within 1-2 days).

Edited by emily1673
Posted
23 hours ago, emily1673 said:

Just rethinking the (de)buffs. Originally, I have been hesitating, but now I am in favour of these numbers. Or does anybody think here that this is too strict? It can be turned off in MCM anyway. (But I don't want to add a de/buff strength sliders to MCM, for me this is too much work for too little gain; if you really don't like them, you can edit the esp on your own).

 

I am also thinking about the upcoming new professional nail system. Currently there is the "perfect manicure" effect (will be applied when using cuticle remover / base+top coat  or when getting a professional manicure): +3 to all magic schools, -3 to all weapon skills / lockpicking / pickpocket / smithing, small chance of dropping small items when trying to pick them up.

 

Right now, I've been planning the following (de)buffs, when getting nail extensions during professional manicure:

length 1 (about 5 mm extension): +5 magicka, -5 health, -1 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +15 magicka, -15 health, -3 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

Again, what do you think? Should they be stronger? The effects should be really noticeable in game, but shouldn't render the player overpowered. Still, long nails should not be used as tools or weapons.

These numbers look good to me :)

 

Also thinking that when in heels, carry capacity should also be reduced.

Posted (edited)
On 7/1/2024 at 1:54 PM, emily1673 said:

Right now, I've been planning the following (de)buffs, when getting nail extensions during professional manicure:

length 1 (about 5 mm extension): +5 magicka, -5 health, -1 to all weapon skills / lockpicking / pickpocket / smithing, increased chance of dropping small items when trying to pick them up.

length 2 (about 15 mm extension): +10 magicka, -10 health, -2 to all weapon skills / lockpicking / pickpocket / smithing, big chance of dropping small items when trying to pick them up.

length 3 (more than 25 mm extension): +15 magicka, -15 health, -3 to all weapon skills / lockpicking / pickpocket / smithing, ~90% chance of dropping small items when trying to pick them up.

 

I think these are doing too many things and it detracts from the narrative.  I'm also really unsure about the dropping mechanic being fun.  I'm imagining it is just >>push E>> item drops on floor>> push E to try again?  

 

I think it is a good idea to look at these types of things in terms of 'the gameplay loop' or the experience the player goes through when interacting with a mechanic and how that impacts the emergent story the player is experiencing.  The worst case scenario for the drop mechanic is that player is doing tedious inventory management type stuff and does the  >>push E>> item drops on floor>> push E>> cycle, they are probably in their house, or in a cleared dungeon and all this mechanic is adding is a tedious work cycle and searching for the item on the ground.  The best case scenario I can imagine for a drop mechanic is that the PC is running through/away from a dangerous situation, needs to grab an important items and then gets a fun experience of choosing to fight/sexlab/whatever, that's a pretty good experience for the player.  The problem is that the worst case scenario is going to be REALLY common, and the best case scenario is going to be really really rare.  I really just don't think that cost/benefit is there, and I would probably want to turn this mechanic off pretty quickly (and I'm a person that loves the idea of a PC struggling to pick up coins because her nails are too long).

 

The flat (de)buffs tell a pretty basic story, 'it's hard to do physical stuff with long nails', 'you get better at magic', and maybe to a lesser extent 'you are more delicate due to fragile nails'.  I'm kind of glad you didn't give too much justification because it gives me a more honest impression of what the actual game mechanics tell me.

 

I like the 'it's hard to do physical stuff with long nails' but I don't like the 'you get better at magic.'  I mean I get the idea of pushing the PC into a less physical role, but I think this idea ignores one of the realities of Skyrim character building.  In general in Skyrim characters are either warrior or mage, its possible to overlap but due to how the leveled enemy system works you always end up doing one much more than the other.  The problem is that this system is likely to either just make your PC much strong if you are a magic, or make you much weaker if you are physical but it unlikely to facilitate a change of playstyle.  There just isn't much to experience between taking longer to kill enemies.  I don't think I would enjoy the weapon/magic debuffs regardless if I'm playing a warrior or if I'm playing a mage

 

I'll admit I don't know the answer to all these problems, but here are some random ideas that might serve as inspiration

 

It's hard to pick up pennies (debuff)

-Simple: -5% sale prices (representing leaving some coins behind)

-Complex: On sale there is a %chance that a portion of the gold scatters on the ground. You get the item drop experience but without the repetitive annoying loop of pickup/drop/repickup/redrop

 

Nails make it hard to do physical stuff

-Simple: -smithing, -weapon skill ect. I would avoid pickpocket as its so hard to incorporate pickpocket as is.  The realistic drawbacks of long nails are really obvious and while I'm not a huge fan of flat stat buffs they certainly fit here.  I'm a big fan smiting penalty.  I would avoid archery panalties as I don't think nails would get in the way beyond risk of breaking.

 

We don't want there to just be debuffs to nails do something useful (although I guess you said you don't like these kinds of things? feel free to ignore)

-Complex: Use you nails as a lockpick, with a chance to break them.  Maybe with a bonus to encourage using them

-Simple: Long nails add a bonus to unarmed attack damage, with a chance to break them

 

To me the gameplay loop I want to experience is the cycle of >>Getting my PCs nails done>>getting them broken because of something I did>>.  I think the critical element here is the "because of something I did". "Do I risk it?", "I can't do that I might break  a nail!"

 

It doesn't need to be balanced between good and bad.  A large part of YPS gameplay is the fashion addiction track, and addition isn't an upwards journey. I want short term benefits and long run drawbacks.  Nails could do literally nothing positive other than temporarily prop up my PCs opinion of herself and I would love it. Consider adding more interesting benefits to keeping ahead of the addiction/satisfaction rather than nail specific buffs.

 

My ultimate logic is that if I wanted my character to have nails AND I wanted the game to be easier/harder, the character creator and difficulty menu is a better option for that.  I want my PC to get a heady rush from getting her nails done, only for her to slowly discover how impractical they are, only then to move on to the next fashion item.

 

'Satisfaction ahead of addiction' basically opens up the world in terms of what Skyrim mechanics you can interact with

+speach (confident in social situations)

+all skills, maybe 1 per point of satisfaction ahead of addiction? (self confidence)

+HP/Magika/stamina (energized/motivated)

+experience (focused, not distracted)

+activated powers similar to Nord warcry (rebrand it as "intimidating beauty or w/e) , there are tons of these you could do.

 

TLDR/my final point: Almost all buffs should come from keeping ahead of addiction, Debuffs should come from the actual impracticality of the fashion items (and they all should have at least some sort of impracticality.  That way the play gets the fun RPG strategy choices of choosing which fashion items they want in order to balance the payoff, cost and risk of addiction.  Being behind on addiction should make the PC worse off then if they never got started at all (these debuffs could be anything)

Edited by Darkwing241
Posted (edited)
On 7/3/2024 at 2:15 AM, Darkwing241 said:

To me the gameplay loop I want to experience is the cycle of >>Getting my PCs nails done>>getting them broken because of something I did>>.  I think the critical element here is the "because of something I did". "Do I risk it?", "I can't do that I might break  a nail!"

 

It doesn't need to be balanced between good and bad.  A large part of YPS gameplay is the fashion addiction track, and addition isn't an upwards journey. I want short term benefits and long run drawbacks.  Nails could do literally nothing positive other than temporarily prop up my PCs opinion of herself and I would love it. Consider adding more interesting benefits to keeping ahead of the addiction/satisfaction rather than nail specific buffs.

...

Thanks for the suggestions!

Having thought more about the issue, I will just slightly change the planned (de)buffs, but basically keep them as they are for the time being.

It was not my intention that players should think too much about how the (de)buffs might impact their abilities to play through the vanilla content. Rather, my focus is on "immersion", so I wanted the players to "feel" that their fashion choices have at least some effects in the game world.

 

The "failing to pick up small items with long nails" effect has a percentage slider anyway, so everybody can fine tune it as they want. I personally think that it is realistic and immersive to be almost unable to pick up coins with long nails.

 

Certainly it would be nice to have a more elaborate version of YPS fashion features affecting vanilla game stats, but that would in my opinion rather be something for a 3rd party plugin mod. If anybody wants to write such a mod, I would gladly help out to set up the necessary mod events, papyrus variables etc.

 

Myself, I'd rather concentrate on working on the fashion features (and on polishing out the quests).

 

The new professional nail feature is quite complex, and needs lot of work (it's about 70% finished already).

 

An important feature is the "addiction" part, which I definitely plan to strengthen more. So far, it is planned that long nails will add to fashion (+1/+2/+3, depending on length), which is already an addiction effect. But there might be a still better way to do it.

 

21 hours ago, User39042 said:

Would it be at all possible to include a slot list for each piercing item. I'm lost as to figuring out what goes where, such as slot 43 for pierced ears is okay, but if I make my own eyebrow piercing, what slot do I put the armor on to get it recognized by YPS, or is this a keyword thing?

If you want to see the slots, you can look up the corresponding section in the "piercing ticker" script source file. The problem is that 3rd party mods use all kinds of different piercings slots, so there is no standard, and YPS tries to detect all piercings in a heuristic way. It has been suggested to replace this feature by keywords, but that is not on top of my to do list.

Edited by emily1673
Posted (edited)

I have an odd bug, a question about functionality, and a couple probably too complex feature requests/suggestions:

1st the bug - its persisted for numerous versions over multiple installs (including latest LITE version at least):

In the high heels menu (a lot of the menus actually) the dropdowns don't give me any options MOST of the time. I've noticed if i create a new game and open the MCM immediately, they show up for a little while, but once the rest of the mcms load, the dropdown options go away. Nothing is overwriting YPS, and i can't figure out why that would be happening. (ONLY happening with YPS - other mods don't have the same issue)

 

And then the question:
Why does the high heels training make your default movement speed so slow? I think the idea behind it is good, but shouldn't it only effect the player when they are wearing high heels? I have to turn it off in the MCM immediately because its excruciating in practice.

And then the feature suggestions - I have so many hairstyles installed, tinkering with the json files is incredibly annoying, and its hard to get hairstyles that match my character to be consistent, especially with all the hair lengths, but if i don't do that legwork, you are just stuck with whatever it decides to load off your library. Its particularly annoying when a regular KS hairdo shows up because its a requirement for a different mod, and i have all the smp ks hairdos installed.

1. Maybe if there are SMP hairs installed, prioritize those?

2. Maybe in the MCM you give us a dropdown to set preferred hair pack for the random selection - so the hair textures are at least consistent.
3. Racemenu lets us set our hairstyle, but if we have yps hair growth enabled, it just immediately switches it to its own. Maybe when the hair control quest is started, it checks your current hair, looks at the config files for the length, uses that as the default for that length for this playthrough, and then continues its default behavior from there. possibly also restarting that quest on racemenu activation for the same effect. I get that you can go to a hairdresser, but if I just started my game, created my character, why would i immediately want the hairstyle i chose to be reset to something random?


 

Edited by thor3222
Posted
On 7/4/2024 at 8:32 PM, KentuckyExpat said:

Emily,

VERY minor issue. When starting the Dibella Quest, a text box comes up stating that the quest is in ALPHA.

Indeed, we are in beta already. Easy to fix.

 

On 7/4/2024 at 11:34 PM, User39042 said:


Well, I'm genuinely impressed that you can remember what's in here and maybe if I feel like reading 6000 lines of papyrus, I'll figure out a naming scheme... buuut in the mean time, I think I will just use YPSitems.json, now that I know it takes decimal instead of hex values.

It's this section of the script (which might seem complex at first glance, but I think it's not too hard to get the idea behind it - and how complex the situation is):

Spoiler

       if PSlot == 1
        if ItemSlot == kSlotMask43
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Ring",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Pierc",0) >= 0) || (StringUtil.Find(FindPiercingName ,"cuff",0) >= 0)  || (StringUtil.Find(FindPiercingName ,"plug",0) >= 0)
            FindPiercingFound = FindPiercingFound ||  (StringUtil.Find(FindPiercingName ,"Moonrise",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Tempest",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Prisonic Fairytale",0) >= 0)  || (StringUtil.Find(FindPiercingName ,"Edelweiss",0) >= 0)
            FindPiercingFound = FindPiercingFound ||  (StringUtil.Find(FindPiercingName ,"Dream Dusk",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Blood Thorn",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Kestrel's Call",0) >= 0)  || (StringUtil.Find(FindPiercingName ,"Rising Sun",0) >= 0)
            FindPiercingFound = FindPiercingFound ||  (StringUtil.Find(FindPiercingName ,"Northern Star",0) >= 0) ||  (StringUtil.Find(FindPiercingName ,"Ear Bell",0) >= 0)
        elseif (ItemSlot == kSlotMask44) || (ItemSlot == kSlotMask45) || (ItemSlot == kSlotMask50) || (ItemSlot == kSlotMask55)
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Earring",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Earcuff",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Earplug",0) >= 0)  || (StringUtil.Find(FindPiercingName ,"Ear pierc",0) >= 0)
            FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Ear plug",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Ear cuff",0) >= 0)  || (StringUtil.Find(FindPiercingName ,"Ear ring",0) >= 0)  || (StringUtil.Find(FindPiercingName ,"creola",0) >= 0)

        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingForm.HasKeyword(ypsStudPiercing)) || ( StringUtil.Find(FindPiercingName ,"Earrings Stud",0) >= 0) || ( StringUtil.Find(FindPiercingName ,"Ear Plug Piercing",0) >= 0)
            FindPiercingIsStarter = FindPiercingIsStud ;;; (FindPiercingForm.HasKeyword(ypsStarterPiercing)) || ( StringUtil.Find(FindPiercingName ,"Piercings Stud",0) >= 0) ;;; <- later maybe to be replaced by "Piercings Starter"
        endif
       elseif PSlot == 2
        if ItemSlot == kSlotMask55
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Spiral Nose Ring",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Nose Piercing",0) >= 0) || (StringUtil.Find(FindPiercingName ,"IJ Nath",0) >= 0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (StringUtil.Find(FindPiercingName ,"Nose Piercing",0) >= 0)
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 3
        if ItemSlot == kSlotMask44
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Septum",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Nose Chain",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Piercing Combo 3",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Nose Ring",0) >= 0)
        elseif ItemSlot == kSlotMask55
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Septum",0) >= 0) || ((StringUtil.Find(FindPiercingName ,"Nose Ring",0) >= 0) && (StringUtil.Find(FindPiercingName ,"Spiral Nose Ring",0) < 0))
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Nose Ring")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 4
        if ItemSlot == kSlotMask44
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Snake Bite",0) >= 0)
        elseif ItemSlot == kSlotMask55
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Collide Lip Piercing",0) >= 0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Snake Bites Piercing")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 5
        if ItemSlot == kSlotMask44
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Lip Spike",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Spider Bite",0) >= 0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Lip Spike Piercing")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 6
        if ItemSlot == kSlotMask44
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Vertical Labret",0) >= 0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Vertical Labret Piercing")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 7
        if ItemSlot == kSlotMask44
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Eyebrow",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Piercing Combo 2",0) >= 0 )
        elseif ItemSlot == kSlotMask32
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Nasal Stud and",0) >= 0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Eyebrow Piercing")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 8
        if ItemSlot == kSlotMask44
            FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Nose Bridge",0) >= 0) || (StringUtil.Find(FindPiercingName ,"NoseBridge",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Piercing Combo 2",0) >=0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Nose Bridge Piercing")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 9
        FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Piercing B -",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Belly Ring",0) >= 0)
        if (ItemSlot == kSlotMask54) || (ItemSlot == kSlotMask56)
            FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Navel",0) >= 0)
        elseif (ItemSlot == kSlotMask53) || (ItemSlot == kSlotMask55)
            FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Piercings belt",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Piercings simple navel",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Pierce B",0) >= 0)
        elseif ItemSlot == kSlotMask57
            FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Navel",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Barbell",0) >= 0)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Piercing Navel Gold")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 10
        FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Nippleshield",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Nipple Piercing",0) >= 0) || (StringUtil.Find(FindPiercingName ,"piercing nipple",0) >= 0)
        FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"nipplering",0) >= 0) || (StringUtil.Find(FindPiercingName ,"nipple ring",0) >= 0) || (StringUtil.Find(FindPiercingName ,"nipplesring",0) >= 0)
        FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Piercings N -",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Drowners Piercings",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Nipple Bars",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Nipple Cross",0) >= 0)
        if (ItemSlot == kSlotMask46)
            FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Piercings top",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Piercings simple top",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Pierce A",0) >= 0)        
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Nipplering Silver")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 11 ; clitoris
        FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Piercing Labia",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Vaginal Piercing",0) >= 0) || (StringUtil.Find(FindPiercingName ,"labiarings",0) >= 0)
        FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"labia ring",0) >= 0) || ( (StringUtil.Find(FindPiercingName ,"AH1",0) >= 0) && (StringUtil.Find(FindPiercingName ,"(lp)",0) >= 0) )
        FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"Clitoris Piercing",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Clit Ring",0) >= 0)
        FindPiercingFound = FindPiercingFound && !(StringUtil.Find(FindPiercingName ,"16 labia rings",0) >= 0)         ; 16 labia rings aren't clit piercing
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "Piercing Labia Gold")
;            FindPiercingIsStarter = FindPiercingIsStud
        endif
       elseif PSlot == 12 ; labia
        FindPiercingFound = (StringUtil.Find(FindPiercingName ,"Piercing Labiasmall",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Labiarings",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Chastity Piercing",0) >= 0)
        FindPiercingFound = FindPiercingFound || (StringUtil.Find(FindPiercingName ,"chastity ring set",0) >= 0) || (StringUtil.Find(FindPiercingName ,"Labia Ring",0) >= 0)
        if ChastityLabiaRings != NONE
            FindPiercingFound = FindPiercingFound || (FindPiercingForm == ChastityLabiaRings)
        endif
        if FindPiercingFound
            FindPiercingIsStud =  (FindPiercingName == "16 labia rings") || (FindPiercingForm == ChastityLabiaRings)
            FindPiercingIsStarter = FindPiercingIsStud
        endif
       endif
       if PSlot >= 2 ; check manually configured starter piercing items
        string File = "../ypsFashion/ypsItems.json" ; Skyrim LE
        if skse.getversion() == 2 ; Skyrim SE detected
            File = "../ypsFashion/ypsItemsSE.json"
        endif
        form StudPiercings = JsonUtil.GetFormValue(File, PiercingSlotName[PSlot] + " stud")
        FindPiercingIsStud = FindPiercingIsStud || (StudPiercings == FindPiercingForm)
        FindPiercingIsStarter = FindPiercingIsStarter || (StudPiercings == FindPiercingForm)
       endif

 

 

1 hour ago, thor3222 said:

1st the bug - its persisted for numerous versions over multiple installs (including latest LITE version at least):

In the high heels menu (a lot of the menus actually) the dropdowns don't give me any options MOST of the time. I've noticed if i create a new game and open the MCM immediately, they show up for a little while, but once the rest of the mcms load, the dropdown options go away. Nothing is overwriting YPS, and i can't figure out why that would be happening. (ONLY happening with YPS - other mods don't have the same issue)

 

And then the question:
Why does the high heels training make your default movement speed so slow? I think the idea behind it is good, but shouldn't it only effect the player when they are wearing high heels? I have to turn it off in the MCM immediately because its excruciating in practice.

And then the feature suggestions - I have so many hairstyles installed, tinkering with the json files is incredibly annoying, and its hard to get hairstyles that match my character to be consistent, especially with all the hair lengths, but if i don't do that legwork, you are just stuck with whatever it decides to load off your library. Its particularly annoying when a regular KS hairdo shows up because its a requirement for a different mod, and i have all the smp ks hairdos installed.

1. Maybe if there are SMP hairs installed, prioritize those?

2. Maybe in the MCM you give us a dropdown to set preferred hair pack for the random selection - so the hair textures are at least consistent.
3. Racemenu lets us set our hairstyle, but if we have yps hair growth enabled, it just immediately switches it to its own. Maybe when the hair control quest is started, it checks your current hair, looks at the config files for the length, uses that as the default for that length for this playthrough, and then continues its default behavior from there. possibly also restarting that quest on racemenu activation for the same effect. I get that you can go to a hairdresser, but if I just started my game, created my character, why would i immediately want the hairstyle i chose to be reset to something random?

I will look at the bug.

Default movement speed should not slow down, until you reach higher stages of heal training.

 

For the hair: I suggest disabling the "Use random default hair styles" in MCM, and set up a ypsHairDefault.json, which is more to your liking.

To my knowledge, there is no way for a script to check the current hair style. A script can only set it, but not read it.

Posted

Encountered a weird issue when I updated to 1.6.1170, the high heel movement debuff doesn't happen immediately. When my player character stops the movement speed resets to normal and doesn't slow down until I've ran for a second.

Posted
17 hours ago, emily1673 said:

I will look at the bug.

 

I think he's mentioning what was (shortly) discussed a few pages before when using Menu Maid II. (1 and 2)

Posted (edited)

I think I finally tracked my "white whale" of a bug to YPS (Probably my favorite mod in my load order). My smp physics hair would constantly "reset" (for lack of a better term) and return to a default position about every 5 seconds or so. This has been driving me nuts and has been the one thorn in the side of my almost perfected LO. I finally learned today that its happening in time with this mods main ticker interval. Increasing this interval all the way causes the hair resets to become almost unnoticeable. Is this a good solution to the problem or will it mess with YPS to much? is there any other less invasion solution I can take to address this? If mod author is still around thank you so much for this amazing mod!

 

PS. I use SMP wind which makes this much more noticeable, im not just being a perfectionist.

Edited by RecycleBin
Posted
7 hours ago, RecycleBin said:

I think I finally tracked my "white whale" of a bug to YPS (Probably my favorite mod in my load order). My smp physics hair would constantly "reset" (for lack of a better term) and return to a default position about every 5 seconds or so. This has been driving me nuts and has been the one thorn in the side of my almost perfected LO. I finally learned today that its happening in time with this mods main ticker interval. Increasing this interval all the way causes the hair resets to become almost unnoticeable. Is this a good solution to the problem or will it mess with YPS to much? is there any other less invasion solution I can take to address this? If mod author is still around thank you so much for this amazing mod!

 

PS. I use SMP wind which makes this much more noticeable, im not just being a perfectionist.

Thanks for reporting this, didn't know about this issue!

Yes, you could increase the main ticker interval up to about 30 seconds, without big problem.

Disabling "frequent hair check" also should work, and is more elegant.

Posted
12 hours ago, emily1673 said:

Thanks for reporting this, didn't know about this issue!

Yes, you could increase the main ticker interval up to about 30 seconds, without big problem.

Disabling "frequent hair check" also should work, and is more elegant.

Thank you! Can you tell me what (if any) effects I will notice by increasing the interval or disabling frequent checks? My hair will still update after waiting or sleeping or loading right? That should be good enough for hair growth etc. Will it effect anything else? What about dyes? pony tails etc. Will it hurt anything? Thanks again

Posted (edited)
21 hours ago, RecycleBin said:

Thank you! Can you tell me what (if any) effects I will notice by increasing the interval or disabling frequent checks? My hair will still update after waiting or sleeping or loading right? That should be good enough for hair growth etc. Will it effect anything else? What about dyes? pony tails etc. Will it hurt anything? Thanks again

The main ticker monitors the general fashion features, like makeup, nails, body hair, heel training etc.

It will also monitor hair status (growth etc.), unless "frequent hair check" is turned off, but even when turned off, there will be one default hair check once per in-game day.

When changing the hair style (or getting a dye), the hair bodyparts are changed anyway.

So in your case I would recommend to turn the "frequent hair check" off, and keep the monitor interval as it is. Just try it out.

 

Edited by emily1673
Posted

And the question everyone is asking:

Does this mod work on the Steam Deck?

All the prereqs are supported as far as I can see. Except maybe Faster HDT-SMP.

Posted

Emily -

There is a message that appears occasionally that says something like "your hard nipples brush against the chastity bra cups". This message doesn't seem to make sense. Prior to the accidental breast augmentation surgery the PC is still a guy and the chastity bra's cups wouldn't be touching his nipples. After the surgery, and after the new breasts heal, the PC is no longer wearing the chastity bra so again, no touching there. The only time the touching could occur is during the healing process but following the surgery, the new breasts are bandaged so the nipples would be under the bandages and so couldn't touch the bra cups either.

Just a minor thing.

Posted
On 7/9/2024 at 6:26 PM, fred200 said:

Does this mod work on the Steam Deck?

Maybe. I have no steam deck to try.

 

On 7/14/2024 at 6:27 PM, KentuckyExpat said:

There is a message that appears occasionally that says something like "your hard nipples brush against the chastity bra cups". This message doesn't seem to make sense. Prior to the accidental breast augmentation surgery the PC is still a guy and the chastity bra's cups wouldn't be touching his nipples. After the surgery, and after the new breasts heal, the PC is no longer wearing the chastity bra so again, no touching there. The only time the touching could occur is during the healing process but following the surgery, the new breasts are bandaged so the nipples would be under the bandages and so couldn't touch the bra cups either.

That's a message from DD and can be turned off somewhere in the MCM.

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