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For the time being this is going to stay this way, but in mid-late january i plan on adding extra options to the color buttons so that users can change settings of the shader per layer.
Mainly to allow more customisation of the skin coloring, but that would also allow to change various settings on the fly.
Maybe it's because I haven't converted the PCC?
enable
https://imgur.com/a/Tcasxaj
disable,this is the color I want.
https://imgur.com/a/ir4uDRi
Also the color picker will not completely represent the end color, you have to play around with it, as this shader doesn't just overlay a flat color on top, it uses the grayscale sprite to change the colors.
If i am completely off the mark and you're getting completely different colors, like for example, orange instead of green. I'd be interested in finding the cause as i have not had this happen.
Translation through AI.
Thanks for the hint about the plugin. After realizing it's a DLL, I just added the following line into the launch options of Elin to make loading of DLL mods possible:
WINEDLLOVERRIDES="winhttp=n,b" %command%
Yeah, it says "Plugins:0" shortly before the aforementioned error.
I'm playing on a Steam Deck (SteamOS, which is Arch Linux).
@NPOu
I was having the mod loader already and besides I also reinstalled everything. So the game must have been up-to-date.
This was an issue on older versions before the mod loader was integrated into the game, make sure your game is updated.
Updated to be compatible with DK's mod :)
@Grabblez
Thanks! I did have a look at the portraits, i might try and do something eventually, but at the moment this mod does not touch the portraits at all.
Unsubscribing to the mod will revert the colors. Strictly speaking they are not messed up, the shader is just different so you have to go set new colors.
@Xerrok
That errors seems to indicate that it's trying to load the makeup assets, but since it is an invalid layer in vanilla, that would mean my plugin was unsucccessfully patched into the game, but the sprite files still get loaded. If it is still an issue on your end, look at the player.log to see if it says 0 plugins to load in the chain loader section. If that's the case, it may somehow have to do with your device, what OS are you using?
I am not sure if this is just an issue on my end with my load order, but I am finding this mod to be incompatible with "Variable Sprite Support" by DK.
Both of these mods add really great features that I'd love to see work together. I'm not sure if you're aware of this incompatibility, but I just wanted to bring it to your attention.
...
KeyNotFoundException: The given key 'makeup' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <7e05db41a20b45108859fa03b97088d4>:0
at PCC+BodySet.Init () [0x00182] in <52f8ff4e1dce4582bfa46b8bc138e2c2>:0
at PCCManager.Init () [0x0001a] in <52f8ff4e1dce4582bfa46b8bc138e2c2>:0
at Core.Init () [0x000c5] in <156111a6f03f416a8203a00976f70f27>:0
at Core.StartCase () [0x0025b] in <156111a6f03f416a8203a00976f70f27>:0
...
These are the values i use as starting points for skin colours:
White folk : 255,210,180
Brown folk : 205,125,95
Black folk: 130,85,60
Yellow folk: 250,215,150
Please take everything i say with a pinch of salt, as i am not aware what your limitations are...and there's a character limit.
-------
Split the body into 5 parts:
Head,ears,torso, legs and tail
Most people play humanoids (human legs+torso) , so most mods will just need the head,ears and tail to be created.
--equipment
helm : for hats,helmets etc
face A : for goggles,eye-patch etc
face B : for mouth covers,cigars etc
chest : for breastplates,vests,aprons etc
waist: for belts,holsters,sheaths etc
pelvis : for chastity belts etc
back: for backpacks,cloaks,quivers etc
top: for shirts etc
bottom: for pants etc
hands: for gloves etc
feet: for shoes etc
extra: for earrings,halo etc
--hair
Hair : base haircut
sub hair A : (forehead)
sub hair B : (side of the head)
sub hair C : (back of the head)
facial hair : beards etc
But anyway the new setting preserved the templates I had a lot better in terms of skin. Thanks!
It's mostly because I had a few templates and it was being difficult to update them all to this mod but getting there bit by bit.
Currently working on a new shader specifically for skin to have it look better. For now, if you want skin color, in the color picker, something around red/orange and closer to the top left corner usualy gives the right color.
Already have a few people making use of this for theirs.
Hopefully people creating PCC mods will do so with respect to this.