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I've made a "load decalmaker to female" button with the same settings of my "load embody to male" settings except for the gender of course but I always get


any ideas how I can get it running
Please report this on my Discord as its easier to discuss and share screenshots etc.
 
JayJayWon updated UIAssist (Patrons) with a new update entry:

UIAssist v2.31.1

New Features:
  • Sliders can now be added to the top of Grid layouts above the button grid. The feature is in beta and will be improved in coming releases.
  • Refined the appearance of slider quick buttons.
Bug Fixes:
  • Significant improvements to Heap memory usage. Under some circumstances heap memory usage would grow very quickly. When the heap memory reached a system threshold a memory clear up process (garbage collection) would be triggered by Unity...

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JayJayWon updated UIAssist (Patrons) with a new update entry:

UIAssist v2.31.2 Update

Sliders Beta 3: This release contains an update to the new Sliders functionality. The original update and instructions can be found here. Apologies for the long delays in releasing this functionality - my available time for VAM development is diminishing! There are more improvements for Sliders planned.

New Features:
  • Support for User Chosen Targets - sliders now have a popup which shows the current...

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JayJayWon updated UIAssist (Patrons) with a new update entry:

UIAssist v2.31.3 Update

New Features:
  • Support for Plugin Parameter - sliders can now be configured to control Float plugin parameters - where the plugin author has made those float parameters configurable
  • Support for Scene & Session Target types - plugin sliders can now be targeted at Scene or Session plugins
Bug Fixes:
  • Various fixes to previous slider functionality

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JayJayWon updated UIAssist (Patrons) with a new update entry:

UIAssist v2.32.0 Update

New Features:
  • Voice Triggered Functions can now be muted temporarily to disable Voice activation. A separate Button Operation allows the mute control to be toggled on and off using a UIAssist Button.
  • Voice Triggered Function now have a debug option. This will indicate on the VAM console when a Voice Trigger has been activated in UIAssist and what words were the triggger.
  • Integration with AcidBubbles Keybindings plugin has been improved to allow any UIAssist Grids to be...

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Hi, I have a lot of apperance presets (with different clothings) and would like to be able to load an appearance by choosing a preset in BA and also merge clothing from the same preset file by one operation. Currently I can't achieve it using UIAssist.
The best I can do is to create two different operations:
1) load apperance with suppressed clothing load
2) merge cloathing (and I also need to duplicate all my apperance files in the clothing folder)
This flow is inconvenient because it requires finding the same file in the BA twice (in VR) and remembering to create duplicate copies in the clothing folder. Could this be achieved into a single action?
 
Hi, I have a lot of apperance presets (with different clothings) and would like to be able to load an appearance by choosing a preset in BA and also merge clothing from the same preset file by one operation. Currently I can't achieve it using UIAssist.
The best I can do is to create two different operations:
1) load apperance with suppressed clothing load
2) merge cloathing (and I also need to duplicate all my apperance files in the clothing folder)
This flow is inconvenient because it requires finding the same file in the BA twice (in VR) and remembering to create duplicate copies in the clothing folder. Could this be achieved into a single action?
I guess it could, but doesnt seem like a very common or logical thing to want to do. I cant really see much justification for implementing it.
 
I guess it could, but doesnt seem like a very common or logical thing to want to do. I cant really see much justification for implementing it.
I'm loading my stored apperances in other scenes. By doing this in this way, I can apply one of the saved appearances while keeping a scene original clothing preset. Mostly, I'm referring to elements that aren't visible at first but are applied by a scene author as clothing and become visible later, or during the act, and may have impact on the scene.
At the same time, by merging clothing, I add items from the selected preset whenever they make sense for that preset. For example, some apperance presets can have hair as clothing, accessories, props or some specific to the preset/character actual clothing. I'd like to apply those items without removing anything the scene author included in the original apperance.
Is it really a very uncommon case? To me, this feels like a good balance between preserving the scene as it was originally intended and load some cloathing from the preset, so the character looks like the same character from the loaded preset.
 
I'm loading my stored apperances in other scenes. By doing this in this way, I can apply one of the saved appearances while keeping a scene original clothing preset. Mostly, I'm referring to elements that aren't visible at first but are applied by a scene author as clothing and become visible later, or during the act, and may have impact on the scene.
At the same time, by merging clothing, I add items from the selected preset whenever they make sense for that preset. For example, some apperance presets can have hair as clothing, accessories, props or some specific to the preset/character actual clothing. I'd like to apply those items without removing anything the scene author included in the original apperance.
Is it really a very uncommon case? To me, this feels like a good balance between preserving the scene as it was originally intended and load some cloathing from the preset, so the character looks like the same character from the loaded preset.
I'm not totally following your workflow, but I think what you are describing is meant to be addressed with the "Real Clothing" setting in VAM:
1784389641928.png

Meshed introduced this to distinguish clothing items that are "Real" like shoes, shirts, panties etc from "Not Real" clothing items that are part of a persons core look/appearance (e.g. eye effects etc). Unfortunately the implementation is sub-optimal in my opinion as it relies on the Creator to unset this attribute when they create the non-Real clothing item (which most clothing creators dont do - presumably because they dont know about this). Its hard (effectively impractical) for a consumer of the clothing resource to change this setting and persist that setting for future use in other scenes.

Fortunately BA has a solution! I've implemented a "Force Not Real" tag for clothing items:
1784390044147.png


Once this Tag is set, then BA will treat the clothing items as "Not Real" (it doesnt effect native VAM functionality outside of BA). This means you can load an Appearance Preset, Suppress Clothing items but only suppress "Real" clothing items:
1784390394740.png


I think this addresses the use case you were describing?
 
I'm not totally following your workflow, but I think what you are describing is meant to be addressed with the "Real Clothing" setting in VAM:
View attachment 607623
Meshed introduced this to distinguish clothing items that are "Real" like shoes, shirts, panties etc from "Not Real" clothing items that are part of a persons core look/appearance (e.g. eye effects etc). Unfortunately the implementation is sub-optimal in my opinion as it relies on the Creator to unset this attribute when they create the non-Real clothing item (which most clothing creators dont do - presumably because they dont know about this). Its hard (effectively impractical) for a consumer of the clothing resource to change this setting and persist that setting for future use in other scenes.

Fortunately BA has a solution! I've implemented a "Force Not Real" tag for clothing items:
View attachment 607628

Once this Tag is set, then BA will treat the clothing items as "Not Real" (it doesnt effect native VAM functionality outside of BA). This means you can load an Appearance Preset, Suppress Clothing items but only suppress "Real" clothing items:
View attachment 607631

I think this addresses the use case you were describing?
Thanks for the response.

Yes, I think that would give me the result I want, but it would take a lot of time to tag all of the clothing items. I have created many appearance presets with different clothing sets that I sometimes (not always) want to merge.

I think it's more convenient to first load an appearance without clothing and then merge the clothing (as I described in my previous post) rather than tag every clothing items from those presets.

I'll also try to explain why I do it this way:

When I load a scene from a creator, the female atom already has an appearance with clothing added by the scene creator. That clothing may include fluids, makeup, or other scene-specific items that are either visible immediately or will be visible later during the scene. I don't want to remove those. Because of that, when I load clothing from my appearance preset, which may include items I want to add, such as makeup, gloves, a hat, or other clothing specific to a fictional character, I want to merge it with the existing clothing.

That's basically it. :) I don't want to lose any "non-real" clothing or effects that were added by the scene creator, while also being able to add clothing from my own preset. When I checked the default appearances in scenes, all of the clothing items were marked as "real." So, the easiest way I can think of to avoid losing any trully "non-real" clothing is to load the appearance preset without clothing first and then merge the clothing from the preset.

Also, I'm not asking for any new feature to be implemented. I was just wondering if there's an easier or more convenient way to achieve this using UIAssist than the method I'm currently using (manually copy apperance presets to clothing folder and use two load buttons in UIAssist) :)
 
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Thanks for the response.

Yes, I think that would give me the result I want, but it would take a lot of time to tag all of the clothing items. I have created many appearance presets with different clothing sets that I sometimes (not always) want to merge.

I think it's more convenient to first load an appearance without clothing and then merge the clothing (as I described in my previous post) rather than tag every clothing items from those presets.

I'll also try to explain why I do it this way:

When I load a scene from a creator, the female atom already has an appearance with clothing added by the scene creator. That clothing may include fluids, makeup, or other scene-specific items that are either visible immediately or will be visible later during the scene. I don't want to remove those. Because of that, when I load clothing from my appearance preset, which may include items I want to add, such as makeup, gloves, a hat, or other clothing specific to a fictional character, I want to merge it with the existing clothing.

That's basically it. :) I don't want to lose any "non-real" clothing or effects that were added by the scene creator, while also being able to add clothing from my own preset. When I checked the default appearances in scenes, all of the clothing items were marked as "real." So, the easiest way I can think of to avoid losing any trully "non-real" clothing is to load the appearance preset without clothing first and then merge the clothing from the preset.

Also, I'm not asking for any new feature to be implemented. I was just wondering if there's an easier or more convenient way to achieve this using UIAssist than the method I'm currently using (manually copy apperance presets to clothing folder and use two load buttons in UIAssist) :)
You might be able to avoid duplicating the presets, by creating a symbolic link between clothing and appearance folders. Not 100% sure that BA will like that, but I cant think of any issue with it off the top of my head. Definitely worth taking a backup of BA meta data (using the built in backup tool) before trying it.
 
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