Eronon Posted December 25, 2023 Share Posted December 25, 2023 (edited) Quote Sporty Sexy Sweat - wet body skin texture - CBBE UNP UNPB BHUNP 3BBB https://www.nexusmods.com/skyrimspecialedition/mods/68204 This mod has simply texture files for a specular map I think to make the character look sweaty and wet. The textures could be put into a mod that activates with exercise exertions, hot zones, rain and water. The specular textures in the above mod I think do not affect normal skin textures, so already work with the skin texture mods. The activation would happen: Entering water or rain (instant activation) After a total accrued time doing 'active' animations, without the counter being reset to zero by a duration of 'Rest', 'rest' period also being a setting, ..............(all animations by default contribute except excluded ones that can be selected or entered into a menu setting, 'delayed activation'). Examples of 'Rest' animations that are in an Excluded list in a menu setting: sitting, prone, walking, gestures, talking,swimming. Being in a hot zone (Hot Zone activation setting as a duration, 'delayed activation', timer begins upon entry) Being close to fires for a certain duration. Deactivation would happen: When WET activated, it would Deactivate after a preset duration (Wet deactivation setting as a duration, 'drying'). The Exertion/SWEAT effect and HOT ZONE effect could not start and would remain "0" until at least 2-5x the Wet deactivation duration had passed (could make this length a separate setting rather than a fixed multiplier). That means all exertion activity would not be counted. This represents being cooled off by the water as well as drying time. These would reset upon Water reentry/Rainfall reentry. If in a Hot Zone, The IN_HOT_ZONE flag would be turned off in any wet condition, and turn on outside of the wet condition (rain, water) only after the Wet deactivation duration and the cooled off duration (2-5x the Wet deactivation time as above, or via setting) had expired. Then the IN_HOT_ZONE flag would be set ON and considered a re-entry into the Hot Zone. So it would be a re-entry into the Hot Zone if already in it but have been in Water inside the zone and only after the cool off duration. This is how the Hot Zone would reactivate. When HOT ZONE activated, it would Deactivate after a preset duration after leaving the Hot Zone (Hot Zone deactivation setting as a duration, 'drying'). If Water or rain is entered while in the Hot Zone, it would be considered like leaving the Hot Zone and reset it, but keep the texture activated (so it wouldn't flicker off and on), and transferring it into a WET activation (above) instantly. When Exertion/SWEAT activated, it would Deactivate after a preset duration and after a 'Rest' period had elapsed (Exertion/SWEAT setting as a duration, 'drying'). Similar to Hot Zone, Water/Rain cancels and resets it, while keeping texture on (so as not to flicker on/off), but transfer into a WET activation (above) instantly. Any actions while 'drying' considered as part of Exertion/SWEATunder those mechanics, would be added to the Exertion/SWEAT Deactivation timer until it is capped at the setting maximum. 'Rest' animations/actions such as walking or standing (found in the Excluded list in the menu) would allow the process of deactivation to proceed. Activation by Exertion/SWEAT: In moderate zones (not snow or hot zones), time spent in Active animations is accrued and stored, with a threshold to activation represented by a Exertion duration setting. Once reached the texture is activated. The total Exertion time above stored/accrued would be reset to zero/0, when a "Rest" period has been reached (a 'Rest' duration setting): An at 'Rest' timer (interruptive setting) tracking the time doing animations from the Excluded list (eg. standing, walking, talking, gestures, prone, that are listed), uninterrupted by any Active animations/actions, if reached triggers a reset of the total accrued Exertion time and will set it to 0. If interrupted by any Active animations while counting, the 'Rest' timer restarts from zero/0. It stops counting and resets to zero/0 when the Exertion/SWEAT becomes Active. It again resumes when Exertion/SWEAT deactivates. Fire/Sweat interactions with other states: Being within Fire setting radius will add X seconds/per second (configurable) for any Exertion/Active animations done within the radius, to establish Exertion/SWEAT status, or to count against 'Rest' if applicable. Water/Rain being Active instantly negates/cancels Fire activation and sustains the negation while within it. Texture being on is retained. Night interaction with Exertion/SWEAT: Night setting doubles or triples(configurable) Exertion/SWEAT activation threshold setting, unless within a Fire radius then it's as normal. All states must be OFF for texture to be turned off. Menu Settings would be: Deactivation ('drying') times as a duration for: WET separately a setting for Cooled down time approx 2-5x above as default (lasting after deactivation to delay the other two states below from beginning counts immediately, when applicable) Exertion/SWEAT HOT Zone from Fire defaults should be moderately long to last a while. Activation times as a duration for each of: Exertion/SWEAT threshold of activity for activation HOT Zone Fire closeness Radius setting for fires (activation purposes). Re-entering radius will reset fire deactivation timer. Fire interaction with Exertion: Adds X number of seconds/per second to Active animation timer. Night multiplier for Exertion time threshold duration for activation. x1-3 as default. List area for Excluded animations representing inactivity and considered "Rest" in list that can be selected/added to etc (3rd party or rare animations can then be added) example defaults: sitting, idle standing, walking, talking, gestures, prone, swimming All above examples count as 'Rest' time. Intermittent, interruptive 'Rest' duration setting. This contrary to below could be a smaller time, because it's purpose is to reset the total time under Active/Exertion animations when reached. It's use is before Exertion/SWEAT activation, and acts to delay it happening when reached. It uses time in animations from the excluded list, also to count toward it. Setting for amount of time of 'Rest' before Deactivation countdown process of Exertion/SWEAT is triggered. This 'Rest' unlike above is about the amount needed to begin a process of deactivation ('drying'). This 'Rest' is similarly tracked and accrued while Exertion/SWEATstate is Active/ON. When it reaches the total amount without interruption (all Active actions before 'Rest' time is met are added to the countdown, with a maximum cap of the 'Rest' setting duration). 'Rest' will still resume countdown to deactivation. To avoid popping on suddenly in activation, maybe an alpha amount could fade it in over 15-30 seconds (would be configurable too). Reverse would be the same case also. A button in menu settings to: Instantly activate it (resets timers/state) Instantly deactivate it (resets timers/state) Toggle each type on/off to disable the type Optionally a list of animations that are considered vigorous, like combat,jumping and 3rd party (that can be added by selecting them), that add X number of milliseconds every second doing them. Edited December 26, 2023 by Eronon Link to comment Share on other sites More sharing options...
Eronon Posted December 29, 2023 Author Share Posted December 29, 2023 @modders what sort of interventions in the game files would it take? it doesn't seem much, overall. Link to comment Share on other sites More sharing options...
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