-
Posts
1,174 -
Joined
-
Days Won
104
bjornk last won the day on July 16
bjornk had the most liked content!
Recent Profile Visitors
5,841 profile views
bjornk's Achievements
-
A few simple scripts for detecting equipped/unequipped armor
bjornk replied to bjornk's topic in Skyrim Mod Discussions
A Pubic Hair Hiding Script Now, while this script is quite similar to the one above, the use of it is a lot more specific. First of all, what you need is a mod that replaces or enables facial hair (beard) with pubic hair for female player characters. I have been using one although it's heavily modified and I can't remember where I found it. The plugin is named as PubicMeshColorRE.esp so if anyone knows which mod it's from let me know and I will update this post. The usual way Bethesda handles armors and clothing in Skyrim is to replace the entire torso mesh (the body as well as the armor/clothing). However, I use a two piece underwear set on the body and when they are equipped, the torso (body) remains as it is and won't be replaced. The Problem: Since we don't/can't replace the torso with one doesn't have a pubic hair whenever the player wears underwear, the pubic hair sticking out from the underwear becomes a problem. The Solution: To fix the issue, we must detect the underwear and hide the pubic hair when the underwear is worn and when it's taken off, we must show the pubic hair again. We can do this using a magic effect (and a spell) with a script. Requirements in the plugin: 1. A spell 2. A magic effect 3. Two form lists (list of all available pubic hairs, list of underwear that need to detected) Note that the pubic hair plugin must use all available underwear mods in your load order as "masters" in order to access the underwear form IDs. Here are some screenshots from my custom plugin: The Spell: The Magic Effect (in two parts): The Pubic Hair Form List: The Underwear Form List: The Script: This script also requires three properties from the plugin (you will need the CK for that): PlayerRef A reference to the player character as an Actor PubicHairHidingClothesList A formlist to hold the list of underwear (from other mods) that we need to detect. PubicHairList The list of all available pubic hair styles. Note that the very first element of it must be the "no pubic hair" option. Here's the code from the script: ScriptName PubicHairControl Extends ActiveMagicEffect Actor Property PlayerRef Auto FormList Property PubicHairHidingClothesList Auto FormList Property PubicHairList Auto HeadPart StoredPubicHair = None Bool Locked = False ; Procedure: ; 1. Check if the akBaseObject is valid (i.e. a panty etc) (valid if it is in the PubicHairBlockingClothesList) ; 2. If valid, then find and store the current pubic hair as pubichair. ; 3. Then switch it to the pubic hair #0 i.e. the one doesn't have a mesh. Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If PubicHairHidingClothesList.HasForm(akBaseObject As Armor) While Locked Utility.Wait(0.1) EndWhile Locked = True HidePubicHair(True) Locked = False EndIf EndEvent ; Procedure: ; 1. Change the pubic hair from 0 to previously stored PubicHair. Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) If PubicHairHidingClothesList.HasForm(akBaseObject As Armor) While Locked Utility.Wait(0.1) EndWhile Locked = True HidePubicHair(False) Locked = False EndIf EndEvent Function HidePubicHair(Bool Hide) HeadPart NoPubicHair = PubicHairList.GetAt(0) As HeadPart HeadPart TempHP = None ActorBase ab = PlayerRef.GetActorBase() Int i = 0 If Hide i = ab.GetIndexOfHeadPartByType(4) ; <- gets the index of 4: Beard/Pubic Hair If i > 0 TempHP = ab.GetNthHeadPart(i) ; <- gets the head part at that index If TempHP != NoPubicHair ; <- if it is not the same as NoPubicHair, in which case we don't need to hide anything StoredPubicHair = TempHP ; <- stores the current pubic hair that we found EndIf EndIf If StoredPubicHair != None && StoredPubicHair != NoPubicHair ab.SetNthHeadPart(NoPubicHair, i) ; <- Pubic Hair with no mesh/texture PlayerRef.QueueNiNodeUpdate() EndIf Else If StoredPubicHair != None && StoredPubicHair != NoPubicHair i = ab.GetIndexOfHeadPartByType(4) ; <- gets index of NoPubicHair If i > 0 ab.SetNthHeadPart(StoredPubicHair, i) ; <- nopubichair is replaced by what we previously stored EndIf PlayerRef.QueueNiNodeUpdate() EndIf EndIf EndFunction How to use in the game: I manually add the spell to the player character using Player.AddSpell. Uninstalling: You can remove the spell if you wish but not doing so shouldn't cause any issues. Discussion: Again, I'm sure there are other ways to do this, but this method works for me. Been using it for the past couple of years and haven't had any issues with it. Update: As I've mentioned, of the four pubic hair types in the plugin, the first one MUST BE the one with NO MESH, which is used for NO PUBIC HAIR. You can see that in the screenshot below. -
Join/Leave the Skyrim Unbound's Forsworn Faction by Equipping Forsworn Armor This is a simple script for the mod Skyrim Unbound that lets you join or leave the Skyrim Unbound's Forsworn faction. You might be able to make it work for other mods as well. The script requires a few modifications in the plugin file, some of which can be done by TES5Edit, however in order to attach the script to the magic effect you have to use Creation Kit. Requirements You must create the following in the plugin (ESP): 1. A magic effect with a script attached. 2. A spell that uses the magic effect 3. A perk that uses the spell (optional) 4. A form list that holds the form IDs of Forsworn armors (e.g. the standard one (Forsworn Armor) or the special one (Armor of the Old Gods)) Important: The magic effect script should at least be able to access a few things from the plugin as Properties, which you must add to the script in the Creation Kit. The form list, the SU's special Forsworn faction and the player as an actor. Here are some screenshots from TES5Edit for reference: The Armor Form List: The Perk: The Spell: The Magic Effect (in three parts): Note: We won't be using everything seen in the VMAD section. The Script: Note that the three 'properties' of the script you see below must be added from the plugin using the Creation Kit. ScriptName SU_ForswornPlayerEffect Extends ActiveMagicEffect FormList Property SU_ForswornArmorsList Auto Faction Property SU_ForswornFaction Auto Actor Property Player Auto Bool Locked = False Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If SU_ForswornArmorsList.HasForm(akBaseObject As Armor) While(Locked) Utility.Wait(0.1) EndWhile Locked = True JoinForsworn() Locked = False EndIf EndEvent Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) If SU_ForswornArmorsList.HasForm(akBaseObject As Armor) While(Locked) Utility.Wait(0.1) EndWhile Locked = True LeaveForsworn() Locked = False EndIf EndEvent Function JoinForsworn() Player.AddToFaction(SU_ForswornFaction) Player.SetFactionRank(SU_ForswornFaction, 1) EndFunction Function LeaveForsworn() Player.RemoveFromFaction(SU_ForswornFaction) EndFunction How to use it: In order to use this modification, you must add the perk or the spell to the player. As long as the player has this perk/spell, whenever the player equips a Forsworn armor he/she will join the Forsworn (i.e. guards etc. will be hostile) and will be removed from the faction when he/she take the armor off. How to Uninstall: Use Player.RemovePerk or Player.RemoveSpell before uninstalling/disabling it. Won't cause any harm even if you don't. Discussion: There are of course other ways to achieve the same thing, however there are always some tradeoffs. Another way may be to attach a similar spell to Forsworn armors but I find it inconvenient and it might create conflicts with other mods.
-
; 000xxxxx is the FormID of the magic effect in the "A Separate Mod.esp". The first two digits should always be "00...". MagicEffect TheMagicEffect = Game.GetFormFromFile(0x000xxxxx,"A Separate Mod.esp") As MagicEffect If Game.GetPlayer().HasMagicEffect(TheMagicEffect) Debug.Notification("Player has the magic effect.") EndIf HasMagicEffect Note however: (*) You may need to check for a few additional things (e.g. if the ME conditions are met etc.) for that.
- 1 reply
-
- 1
-
-
If 7 of the 8 billion people on the planet suddenly died today you'd probably still find it amusing and post "memes" about it, after all you don't give a fuck about your own kind unless they live in the same country as you. In fact, you can probably maintain that level of delusion until it affects you personally. But before it comes to that, we would hear you talk on and on about bloody refugees from those places you should've given a fuck about. I neither care about Trump or Biden or any American politician, what I care about is the consequences of your choice. Why not vote for someone who wouldn't lead us to WW3? The problem is the American people, not the idiot politicians they keep voting for. I'm afraid this is no longer a meme thread, it has become a thread to vent and has been increasingly politicized since the past few years, despite this:
-
Really hard not to notice the hypocrisy here. If something similar happened to Trump you'd be fuming, I'm sure, must be the usual American exceptionalism. Unlike whoever you are getting your news from is telling you, civilians were indeed harmed. https://www.theguardian.com/world/2024/sep/18/pager-and-walkie-talkie-attacks-on-hezbollah-were-audacious-and-carefully-planned https://www.hrw.org/news/2024/09/18/lebanon-exploding-pagers-harmed-hezbollah-civilians Oh yeah, let's eliminate "the terrorists" by terrorism... welcome to the century of hypocrisy.
-
Pretty sure every single NPC in the game will be using "opposite gender animations". The menu/title song sang by supposedly "Nord guys" is the worst one, I agree. I like the incidental music played when you're wandering around Falkreath and Riften. For whatever reason, the music makes me feel incredibly nostalgic towards the late 80s and early 90s. I'm sure there's a reason. If the music is good and is varied enough, I turn down the volume, keep it at about 20%. I only turn it off if the game is really intriguing and the music is either shit or distracting, which is an extremely rare situation. If I get bored of the music I replace it with something else, or make my own soundtrack. In many games however you can't simply turn the music off, no matter how boring it becomes, because music is used as an indicator of a many different things, such as entering/exiting combat, whether or not it's a safe zone etc. I don't play woke games on principle even if I got it for free and I'd never pay for them. Trying to remove that sort of shit out of a video game using mods is an unnecessary chore IMO.
-
Don't be a fool, marshal! You're outnumbered! (PS. I played the shit out of the demo only.) Edit: Actually, I think I did play the full game, but not in the 90s, but much later, not sure if I ever finished it. I always remembered the taunts from the demo. As someone quite familiar with Italian film composers, this one sounds pretty generic, pastiche I would say, but I can understand how for someone who had never heard one before pretty sure it would have a major impact. Besides Morricone, possibly the most well-known one, almost all Italian film composers wrote at least one piece for some spaghetti western, most of which I've never seen, and there are plenty. Some of them are really good, the soundtracks I mean, although films are mostly crap. I've seen quite a bit of them but I'd imagine the only good ones that are really worth watching were made by Leone. I recommend checking out this channel which I discovered last year. Lots of full soundtrack albums from various Italian composers, and some are spaghetti westerns. Or this one for Morricone stuff, there are many more ofc.
-
I'm not sure how relevant it is to the topic, but just watched a video which really soured my opinion of him. WARNING: If you watch the video you may no longer enjoy his music as much as you used to!
-
Just a reminder, you shouldn't use any mods/patches that fix the issue if you want to see it. I think I fixed it myself (assumed that it's a bug but maybe not), but I think unofficial patch also fixes it. LOL found my own thread on LL. https://www.loverslab.com/topic/57215-dragonborn-male-dunmer-miner-morag-tong-assassins-using-female-animations/ Clearly, I'm having memory issues, need to replace my RAM. From UESP: https://en.uesp.net/wiki/Skyrim:Unearthed It's apparently not just the miners, some other NPCs from that DLC are affected as well as I mentioned in the LL thread, I had forgotten all about this bug, perhaps because I've been using the unofficial patch for quite a while.
-
At this point I'm beginning to think that the "queer miners" of Dragonborn DLC (i.e. the miner guys using female animations) was perhaps intentional. I bet TES6 is gonna be a huge meme-fest in the worst possible way for Bethesda, might even force Todd to retire early. Hope I'll be around for the laughs.
-
And we haven't heard everything... Hopefully Linux Sucks 2025 will be more entertaining.
-
-
Tomorrow is Friday... The 13th... Dun dun duuun!
-
Youtube's UI team: - "Guys we must do something new with the UI immediately!" - "But we've just rounded the corners of everything, what else can we do?" - "Dunno, make the progress bar pink or something." These people are some of the most useless people ever employed in an IT company.
-
Is that the reason why they adopted "pronouns" and "body types"? Any video game with "pronouns" and "body types" instead of sex/gender will never get a penny from me, no matter how well made it is.