eggman1967 Posted August 19 Posted August 19 Is there any way to break up with a boyfriend other than waiting out the sex counter?
Balgin Posted August 19 Posted August 19 4 minutes ago, eggman1967 said: Is there any way to break up with a boyfriend other than waiting out the sex counter? Bizarrely Lena and Ray from the Dibella quest seem to be somewhat unique in this regard. If you complete the Dibella quest then go into the MCM and turn on may have sex with other npc's, flirt with another npc enough times to have sex with them and then they'll ask if you want to be their girlfriend and you can immediately start a new relationship. This might be a bug and may not be the intended behaviour. I don't think this exploit works with other npc's. 1
Anunya Posted August 21 Posted August 21 Is there a debug way to grow out pubic hair (or other body hair). I'd like my PC to start the game unshaved, if possible, but as far as I can tell she defaults to shaved.
Balgin Posted August 21 Posted August 21 I don't think there is. You could set the pubic hair growth to really fast then change it to a slower rate once it's fully grown. 1
AlyssaAwoo Posted August 22 Posted August 22 (edited) Funnily enough in my case the character's pubic hair always starts fully grown. Edited August 22 by AlyssaAwoo
Balgin Posted August 22 Posted August 22 2 hours ago, AlyssaAwoo said: Funnily enough in my case the character's pubic hair always starts fully grown. That's because, when you turn on pubic hair growth, you get assigned a random SOS pubic hair to begin with which needs to be set to no pubic hair/none to get the growth working correctly.
Anunya Posted August 22 Posted August 22 Yeah I was relying on the built in slavetats pubes, but maybe I should install the SOS pubic hair.
Balgin Posted August 22 Posted August 22 The mod uses both. It starts with slavetats then, when they grow long enough, they transform into sos pubes. Monoman's tweak replaced the slavetats with progressive sos pubic hairs. That might have been integrated into the mod at some point with an option to shave down to various stages instead of simply removing it all in one go. Or it might just continue to work on its own without having been rewritten by the mod updates since.
eggman1967 Posted September 5 Posted September 5 (edited) I added the keyword with QAR, but still cannot equip. Any suggestions? UPDATE: It appear to be the YPS nails that have the problem. SHAS nails worked. Edited September 5 by eggman1967 Update
RanmaZ Posted September 5 Posted September 5 On 8/5/2024 at 9:36 PM, HannoJojo said: If anyone cares / is interested in it: A quick and dirty (honestly no idea why the Keyword added as Property didn't work at all...) put together MCM to add / remove the YPSFingerlessGloves Keyword to gloves while playing. Very short overview: Add & remove keyword while playing in MCM Saved in savegame ( i guess.. No Idea If this will reset If the Item is moved to a Container, etc) MCM dropdown will only list gloves (= uses slot 33) you have in inventory Up to 128 entries (as mentioned above, gloves only, so this should be enough in a normal playthrough) Item list is retrieved when opening the config menu so it >SHOULD NOT< interfere while playing* * it loops over ALL items in inventory, so if you love being over encumbered and have lots of items in your inventory this might take a moment (or might even fail?) Requires SKSE, PO3 Papyrus Extender, MCM Helper and ofc YPS. No intention to expand this in any way, including being able to select the other YPS keywords. I was annoyed that mod added gloves I was wearing were "fingerless" but I did not have them added to KID and wished for a way to do it ingame when needed. Thats it. Added another file where I changed some minor things, hoping to better detect anything that could count as gloves (mainly by keyword "ClothingHands" or "ArmorGauntlets" but also by the slotmask (33, 34, 33&34). YPSNailKYWD_0.1.7z 3.29 kB · 90 downloads YPSNailKYWD_0.2.7z 3.46 kB · 350 downloads Just as a headsup: A better way to do this is using the amazing QAR which also allows exporting your changes as a _KID file! SIDE NOTE ABOUT THE KID FILE INCLUDED IN THE SHAS' NAIL FILE: Not sure if I simply made a typo or I wrote the file before the actual keyword was added, but the file included applies a wrong keyword (unless @emily1673 is checking for both). In the File it uses YPS_FingerlessGloves which has an additional "_" added. The .esp file provided by emily includes the keyword YPSFingerlessGloves so the included lines would have to be corrected. e.g. Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Nightingale Gloves or Keyword = YPSFingerlessGloves|Armor|*Nightingale Gloves Sorry about that. Attached is a file where this is done YPS_Gloves_KID.7z Or if you want to Copy&Paste the full contents in the following spoiler: Reveal hidden contents # 0x270382~yps-ImmersivePiercing.esp | YPSFingerlessGloves Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Nightingale Gloves Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Hide Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Imperial Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Leather Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Penitus Oculatus Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Scaled Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Stalhrim Light Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Ulfric's Bracers Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Arm Bandages Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Ancient Nord Gauntlets Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Linwe's Gloves Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Falmer Gauntlets Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Fine Armguards Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Forsworn Gauntlets Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Gilded Wristguards Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Gauntlets of the Old Gods Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Guild Master's Gloves Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Psiijic Gloves Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Shrouded Hand Wraps Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Steel Imperial Gauntlets Keyword = 0x270382~yps-ImmersivePiercing.esp|Armor|*Thieves Guild Gloves No sure if im the only one but the mcm is now spawning anymore? Is it cause Skyrim updated? I'm using the latest version of the Nefaram modlist so im not sure which version of Skyrim i'm running.
HannoJojo Posted September 5 Posted September 5 56 minutes ago, RanmaZ said: No sure if im the only one but the mcm is now spawning anymore? Is it cause Skyrim updated? I'm using the latest version of the Nefaram modlist so im not sure which version of Skyrim i'm running. Only requirement for the MCM should be MCM Helper, which was updated for the last updates as far as I can see. I've never used a preset modlist, but I also can't think of much that would interfere. If the modlist and your game were updated to the latest version, did you make sure to update SKSE? No idea if this is shipped with modlists, but if it wasn't it could be a reason for MCM Helper not working. However I assume you'd notice alot of other stuff being wonky then, too. Hmm. Did you start a new savegame, or is it suddenly missing from a running save? If its the first, I noticed some MCM Helper menus only appearding after the first loading of a save, if its the latter and it was shown before I'd really advise to investigate if MCM Helper is working. There are also plenty of good MCM "helper mods" out, like MCM Redone, MCM Unlocked or Menu Maid 2, which could / should help with proper registration of MCM, as well as raising the limit. Base SkyUI had (not sure if this was lifted) a 128 hard cap of menu entries. Anything above that wasn't shown, and since the menu is called "YPS Keyword..." it might also be initialized rather late and perhaps simply because of that not shown anymore. However, those are all just simple assumptions on what could be the issue. Generally speaking, an imo better tool for this is QAR though (wasn't updated yet though). The only small advantage I'd attest my mod is that it scans your inventory, whereas QAR only has filters for whole mods and currently equipped items (which you can't use if you already have long nails).
DrunkPancake Posted Tuesday at 10:43 PM Posted Tuesday at 10:43 PM On 7/8/2026 at 2:37 PM, Balgin said: High Poly Head works just fine with LE. SE as well. One of the alternate makeup add ons for SE someone did has different textures. Nicer eyeshadow but the lipstick is an odd design that focuses on the middle of the lips and doesn't go all the way to the corners. But out the box, YPS works just fine with High Poly Heads on LE & SE. Not sure about AE 'though. Do you have a link, havent been able to find it
Balgin Posted Tuesday at 10:59 PM Posted Tuesday at 10:59 PM 16 minutes ago, DrunkPancake said: Do you have a link, havent been able to find it It's this one. In this very thread.
DrunkPancake Posted Wednesday at 12:14 AM Posted Wednesday at 12:14 AM 1 hour ago, Balgin said: It's this one. In this very thread. Thanks!
RanmaZ Posted Thursday at 06:43 PM Posted Thursday at 06:43 PM On 9/5/2026 at 11:18 PM, HannoJojo said: Only requirement for the MCM should be MCM Helper, which was updated for the last updates as far as I can see. I've never used a preset modlist, but I also can't think of much that would interfere. If the modlist and your game were updated to the latest version, did you make sure to update SKSE? No idea if this is shipped with modlists, but if it wasn't it could be a reason for MCM Helper not working. However I assume you'd notice alot of other stuff being wonky then, too. Hmm. Did you start a new savegame, or is it suddenly missing from a running save? If its the first, I noticed some MCM Helper menus only appearding after the first loading of a save, if its the latter and it was shown before I'd really advise to investigate if MCM Helper is working. There are also plenty of good MCM "helper mods" out, like MCM Redone, MCM Unlocked or Menu Maid 2, which could / should help with proper registration of MCM, as well as raising the limit. Base SkyUI had (not sure if this was lifted) a 128 hard cap of menu entries. Anything above that wasn't shown, and since the menu is called "YPS Keyword..." it might also be initialized rather late and perhaps simply because of that not shown anymore. However, those are all just simple assumptions on what could be the issue. Generally speaking, an imo better tool for this is QAR though (wasn't updated yet though). The only small advantage I'd attest my mod is that it scans your inventory, whereas QAR only has filters for whole mods and currently equipped items (which you can't use if you already have long nails). I resolved it and opps the issue wasnt that it wasnt there its that somehow the menu move under a different mod than YPS so it confused the heck out of me seeing a mod starting with Y being in the middle of ones starting with S in the mcm O_O Thats why i thought the mcm wasnt there.
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