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Version 1.0.0
46 downloads
Your characters skin will tan or turn paler overtime, depending on if you're in the sunight or not. Body overlays will fade overtime while in the sunlight, unless you're wearing clothing over the overlay, in which case the overlay's visibility can be set to increase. For example a tan line overlay underneath a bikini. ESL Flagged. Additional Screenshots Due to AFKMod's rules, I've removed the original screenshots. You can easily find them via Google I couldn't get all of the screenshots to display in the correct order, so here are the screenshots of the MCM settings: Settings Player - Body Overlays Player - Enabled Body Overlays Import/Export Reset Announcements/Discussion/Support Topic Feel free to add comments directly to this file, this is just a dedicated topic: Requirements JContainers RaceMenu SkyUI (for Mod Configuration Menu) Backported Extended ESL Support (Only if your Skyrim version is older than 1.6.1130) Optional - Recommended Sunstarved - Tanlines for UUNP and CBBE - Racemenu Overlays - Special Edition Load Order Load after Requirements. Mod Overview Here's an overview of the mod's features. Also, don't forget to checkout the video below! Race/Sex Support - All races & sexes are supported, not just High Elves! I just haven't gotten around to taking those screenshots yet. Skin Tanning - Skin will slowly tan while in the sunlight (rate configurable), until it reaches the Skin Tanning Limit in the Settings. TIP: If you're playing as a Vampire, you could disable Tanning altogether! Skin Paling - Skin will slowly become paler while not in the sunlight (rate configurable), until it reaches the Skin Paling Limit in the Settings. Body Overlays - Body overlays such as tan line overlays can be configured to fade away while in direct sunlight, or increase in opacity if you're wearing clothing over them. Note that at the moment, the armor/clothing detection is very basic, so not all armor/clothing is supported. See Planned Features below for more info. Any body overlay you've added in RaceMenu is supported by this mod. You can even enable tattoos such that they slowly fade away in the sunlight too. Highly recommend Sunstarved - Tanlines for UUNP and CBBE - Racemenu Overlays - Special Edition for tan line overlays. Perhaps someone will make some more tan line overlays in the future, which more closely match various different clothing. If you know how to do this yourself, you could add a custom tan line overlay specifically for your worn clothing, and enable it in the settings. Animation/Scene Support - Skin color & overlay opacities do change during animations and scenes (Ostim for example)! Import/Export - Ability to Import/Export your Settings & Overlays between saves. I recommend manually backing up your export file after exporting it. Planned Features Info page to list current Weather, Skin Tanning & Skin Paling value, and other information. Separate min/max change sliders for Tanning & Paling. (Thanks Jazzfrezi!) Ability to select a lower/higher value for the Min/Max Change sliders. (Thanks Glarthon!) Better armor/clothing detection when in the sunlight. Right now, as long as the armor/clothing is attached to the body slot, it will work. I'm planning to add a way to designate the different body overlays as covering the top/bottom, etc, and to be able to mark/unmark clothing as covering the top/bottom (and possibly have the option to pull this info from other mods like The New Gentlemen & Modesty Animations for example) Face, Hands, and Feet overlay support. Right now only Body overlays are supported. Sunburn visual effects, as well as buffs/debuffs. Sunscreen/sunblock/suncream? Option to invert body overlay changes, including for sunburns. (Thanks Glarthon!) Option for shorter lived overlays, including for sunburns. (Thanks Glarthon!) Option to increase the tanning rate when exploring Hammerfell in the the Gray Cowl mod. (Thanks abelyo!) Follower & NPC Support Improvements to sunlight detection. Compatibility Should be compatible with everything! However, I've made a list of any mods which use effects/overlays, that I or other users have confirmed are compatible. Please see here for the list. Frequently Asked Questions (FAQ) & Common Issues Please read this Known Issue The mod keeps track of your original skin color, so that you can reset it back to its original color. However, when changing some color sliders in RaceMenu, it can be unintentionally updated. There doesn't appear to be a way to only update it when the "Skin Tone" slider is changed, so, in the meantime, I recommend that after you've changed any colors in RaceMenu, that you go to the "Skin Tone" slider on the "Body" tab, and just open it and then press accept to refresh it. This will only be a problem for you if you edit your character in RaceMenu and change certain colors. Changes to body overlay colors shouldn't require you to refresh the skin color. Video Demonstration To demonstrate the skin tanning & tan lines slowly fading away over time, I had my character stand still for 1 hour (real time). I split it up into "3 days". Each day starts at around 11am - 6pm I used the default mod settings in the video, and I also use a timescale of 10. Mod Setup 1/ Add Body Overlays in RaceMenu (If you already have the body overlays you want to use you can skip this part and go to 2/) Add some body overlays to your character in RaceMenu (tip: type the tilde (~) key to access the Console, then type showracemenu, then go to the "Body Paint" tab and add some overlays. Once done, save your character). If the Body Paint tab is empty, or to change the amount of paints/overlays you can use, you'll need to edit the "skee64.ini" file provided by RaceMenu. I recommend making a copy of this file, and adding it to a new empty mod in your load order (ensuring it loads after RaceMenu), and then making your changes to that file. In the "skee64.ini" file, find these lines: The default should be 6. To change the number of allowed overlays, change "iNumOverlays" to something else, e.g. iNumOverlays=10 or iNumOverlays=20 Note that this mod doesn't add any body overlays of its own. You'll need another mod for that. For tan line overlays, download this mod 2/ Go to Mod Configuration Menu (MCM) -> Beach Body 3/ Click the "Player - Body Overlays" page and make sure your overlays appear. If they don't, double check they were added in RaceMenu. If it still doesn't show, please open a bug report. You can ignore the greyed out overlays that say "default.dds". Those are just overlays in RaceMenu that haven't been customized. Click the empty box next to the overlay names to enable them. You can also manually change their current opacities on the right side of the page. 4/ Go to the "Player - Enabled Body Overlays". Here you will be able to tweak enabled body overlays further. You can set a minimum & maximum opacity, and whether you want the opacity to increase if you're wearing armor/clothing over the overlay (while in sunlight). Enabled by default.This is useful if for example you want a tan line overlay's opacity to increase while wearing a bikini over it (while in sunlight). Note as I mentioned above, this detection is very basic at the moment and won't work for all armor/clothing. 5/ Go to the "Settings" page. I recommend keeping the default settings for Min Update Time, and the Min/Max Changes settings, but you can set them higher if you just want to test the mod works. You can then go back into the Beach Body MCM, lower the settings, and reset your player's skin color / overlay opacities. 6/ Once you're happy with the settings, I recommend going to the "Import/Export" page, and exporting your settings. Your exported settings can be found at "Documents\My Games\Skyrim Special Edition\JCUser\Beach Body\settings.json". I recommend manually backing up this file as well. 7/ If you ever add or remove any overlays in RaceMenu, please make sure you go into the "Player - Body Overlays" & "Player - Enabled Body Overlays" mod pages to make sure everything looks correct. 8/ Enjoy! Translations Translation files are available in the mod, but no translations have been made yet. Translation files can be found in the mod's folder at "Interface\Translations" I think I've added all the languages that are supported by the game, so please let me know if one is missing. If you're a translator, feel free to translate the mod, and you can even upload your translation as your own mod (requiring this mod). I'll include the translation in a future update, credit you, and link to your mod. Your mod's translation will take priority. I forgot to mention in the translation files that there are a few other strings that aren't translatable yet. Those are the page names on the left side of the MCM menus. Apart from those and a couple of error messages, everything else is translatable. Mods used in Screenshots/Videos RaceMenu Preset - Modified version of Vex a shortstack high poly goblin preset (Altmer) Skin - BnP - Female Skin Main Files -> BnP female skin 4k (CBBE Player and Replacer). See elsewhere for the settings I used. Old Files -> BnP female skin 8k (CBBE) (See elsewhere for the settings I used). This does overwrite the 4k version for the player, but those are the settings I've historically used. Also, I keep the 4k version as it does overwrite some default CBBE/3BA hand, old, and astrid textures. Tattoos Lyru's Tattoo pack collection (LyruThalmorBack) Lyru's Tattoo pack collection 2 (Lyru2DibellaSideBelly, Lyru2AldmeriQueenBelly) Hair - "Luanda" from "[Dint999] BDOR Hairs SSE 0.18" (Patreon) Eyebrows - Koralina's Eyebrows for High Poly Head (f07) Makeup Lamenthia's Marks of Beauty Female Makeup Suite Even More Makeup by Koralina - ESL Extended Makeup and Features MintChoco Tintmask Eyes - Kala's Eyes - Improved Ears - Goam's Elven Ears BodySlide Presets Screenshots with the character laying down w/ glasses: Modified Elven Supremacy Preset (CBBE 3BA) (100 weight) All other screenshots use a modified version of Temptations - 3BA 3BBB CBBE SSE Bodyslide Preset (100 weight) ENB - Modified Azurite Horizons ENB (v4.0n) ReShade - Modified ReShade (AMD FidelityFX, DPX, LumaSharpen, Tint, Vibrance) Thalmor Resort (Extravagant Version) - Thalmor Headquarters - Player Home Clutter - Skyland Bits and Bobs - A Clutter Overhaul Interior Lighting - Lux Exterior Lighting - Lux Orbis Architecture & Landscapes - Skyland AIO ENB Dynamic Cubemaps - ENB Dynamic Cubemaps Water - Water for ENB ("Shades of Skyrim" Water Color Setting) Water Wading - Wade In Water Redone Female Facial Expressions Waifu Expression Redux (With High Poly Head Support) Conditional Expressions - Subtle Face Animations Laying Down Animations - Improved Idle Laydown Animations Idle Animations - Malignis Animations - Random Idles Talk Barter I've added a few custom animations to the random list of animations that Malignis plays. I'll update this list. Glasses - Glasses Pack Vol.1 Bikini - Ryan Reos Daemon Girl - CBBE 3BA Interface Overhaul - NORDIC UI - Interface Overhaul Did I miss anything? Please let me know. Credits ryobg & silvericed - JContainers expired6978 - RaceMenu schlangster - Sky UI Links YouTube - http://www.youtube.com/@RaddusX Discord - https://discord.gg/uamHg86bdM Ko-fi - https://ko-fi.com/RaddusX Patreon - https://www.patreon.com/RaddusX -
Beginning with Patch 1.5.3 of Skyrim Special Edition, the game supports a new type of mod file known as a "light plugin" with the .esl extension. Elminster has spent a considerable amount of time studying how this works and has had a number of community members aid in verifying this information. Since questions about new plugin types come up all the time, I felt it was best to make sure our source here is accurate. Flag Types Plugins can have 3 different flag types: ESP, ESM, and ESL. This causes them to load in different ways, and in some cases handle their form IDs different from the old ways. ESP files are standard every day mods. There will be no type flag set on these and they have the .esp file extension. Mod managers all know how these work and various modding tools consider these to be the basics of modding. Files flagged with ESM are commonly referred to as "masters". They load early, immediately following the 5 hardcoded official files and any Creation Club content you may have. Files flagged with ESL are known as "light plugins" or "light masters". How these load is determined by their file extension. The exception being any Creation Club content you may have downloaded. Those files load immediately following the 5 official files, according to the order they're listed in the Skyrim.ccc file. File Extensions The engine treats files in a certain way based on their file extensions: A .esm file extension will always be treated as a master file. The ESM flag will automatically set in memory. A .esl file extension will always be treated as a light master. The ESM and ESL flags are automatically set in memory. A .esp file can function as either type of file depending on which flags are set in its file header. If the ESM flag is set, then the .esp is treated as a master file. If the ESL flag is set, it will be treated as a light plugin. If BOTH flags are set, then it is treated as a light master. It is important to note that as far as the game is concerned, a .esp file with no ESM flag will load as a normal .esp file would. All standard load order procedures apply to them, and any properly functioning mod manager should handle them the same way it does regular .esp files. The Golden Goose Files with the ESL flag are given special treatment with their form IDs. Upon loading into the game, the form IDs are remapped into the FE mod index. This is now considered a special slot in SSE and should not be occupied by any mods in your load order. Not even the Bashed Patch or any other form of merged data. As a result of this new support, the engine can allow you to bypass the previously hard limit of 255 plugin files. The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. All files using ESL flags must therefore contain their internal form IDs between xx000800 and xx000FFF. Anything exceeding this range is invalid and the game will either crash or you'll have severely corrupted data due to overruns. The reason for this is how the mapping works. We're all familiar with the normal 8 digit form ID. The first 2 digits are only used to handle load order, the other 6 are internal to their plugin file. What the ESL flag system does is it break this down even further. The First 3 digits get mapped into an internal table for the FE slot. The remaining 3 belong to the actual records in the plugin. You'll end up with something like this: FE000800 - FE000FFF ModFile1 FE001800 - FE001FFF ModFile2 FE002800 - FE002FFF ModFile3 FExxxyyy and so forth up until you reach FEFFFFFF and run out of IDs and mappings. This is where the 4096 files and 2048 form IDs per file comes from. The benefits of all of this should be fairly clear. No more need to merge the 20 weapon mods with 5 records each. Just flag them with ESL and you're good to go. This is much safer than merging and is fully supported by the game engine so it works the same way for everyone. Other Information Using ESL flagged files come with some important issues to consider: You must be playing on a copy of SSE version 1.5.3 or newer in order to use ESL flagged files. You must be using a copy of the SSE CK version 1.5.3 or higher in order to properly recognize these files for editing. The file cannot contain more than 2048 records in it or the form IDs will overflow into another FE slot and corrupt the save. Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. xEdit also has a function for this. When using either of these, PAY ATTENTION TO THE WARNINGS. You cannot compact IDs on a file you intend to continue using in an existing save or you WILL corrupt it due to the form IDs contained within it being rewritten. Only do this on files you have not yet begun using, and which do not yet exist as public releases. Other mods which reference form IDs in the mod you are compacting (compatiblity patches, script calls, etc) will break if you compact the form IDs on a mod that's been released to the public. NMM does not work with files that have the .esl extension or carry an ESL flag. It has been reported to completely lock up if even one of these is present in your Data folder. Use a functional mod manager such as Wrye Bash to manage these types of mods. If by some wierd twist of fate you end up with a ESL flagged file that's also ESM flagged and someone uses a standard .esp file as a master to it for some reason, that file will be forced to load into the wrong part of your setup. Normally a standard .esp file will never load before anything ESM flagged, this is the one exception to that now and it should be considered a bug to report to any mod's author who has done this. DO NOT attempt to patch anything inside of a CELL record that originates with a file flagged as ESL. Doing so will cause the cell to break and not load most of its contents when you enter it. This includes any official Creation Club content you may have. It doesn't matter who made the file, it will break. Mods that use the GetFormFromFile() function in their scripts to reference things within them cannot be compacted unless the scripts are also recompiled with the new form ID. Mods using recorded voice lines or that include NPC facegen data cannot be compacted because all of those asset files will need to be manually renamed to match the new dialogue and NPC form IDs. This post will be updated again as needed to reflect new information that may be uncovered.
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I'm at the packaging up point in my mod update, and as part of that I'm converting a good chunk of it into a series of .esl plugins, so that the user can select which parts they want, and none of them count against the mod limit. I downloaded the tutorial I found, and followed the directions, editing the Record Flags under File Header to check the ESL box, after compacting the form IDs for esl. They now show with FE before them, and all have the ESL box checked. However, they still all show in the folder as esp files, with the .esp extention. I read in the tutorial that they recommend against changing the file type extension to .esl, as that can cause problems. So my question is, what if anything do I need to do at this point to finish converting them to .esl files? Are they really already stealth .esl files, acting in all ways as a .esl, but disguised as a .esp? Or is there a step I missed?