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SexLab Inflation Framework SE


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Posted
On 9/9/2021 at 9:45 PM, Kotaff said:

Man, I've read through most of the posts on here and I'm not the only one in this boat. Troubleshooting this framework is such a chore. I was gonna type out all my 3BBB scaling and mod recognition issues but instead ill just ask this : If I change which mods I play so only MME deals with breast scaling, only Milk Addict deals with ass size, and only Soulgem Oven (or another pregnancy mod) deals with Belly size, I shouldn't need this framework right? If so, that's probably going to be my solution to this whole ordeal.

Yes you are correct. You only need SLIF if you want to manage several different sources of scaling for a single body part. Even then, if you "only" have 2 or so sources that use bodymorphs I think you can manage with Racemenu ini changes alone. But I haven't tried that yet, since SLIF always worked fine for me for the most part.

Posted

Inflation is working fine for my character but NPC's are getting ridiculously inflated belly's after one sex act. Using SILF with BHUNP, filler her up, and sexlab survival. Fill her up is only showing 2.0 total inflation and in SILF its showing 22.5 belly inflation. 

Posted (edited)

Quick question for you guys.  How do you get Fertility Mode, Fill Her Up, and MME all working with SLIF?  Do I actually NEED SLIF?  Will these run together and morph appropriately without SLIF managing them all together, or is there a particular load order to get the aforementioned mods playing nice with each other?  I'm running the CBBE body, RaceMenu, etc.

Edited by amenshawn
  • 4 weeks later...
Posted

Wanna know, does anyone tried the recommend by SGO author to just change skee64.ini (in Racemenu file)

 

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=3

 

so it will merge all morph, instead of the need for SLIF anymore?

 

 

Posted
11 hours ago, asdffdsacoco said:

Wanna know, does anyone tried the recommend by SGO author to just change skee64.ini (in Racemenu file)

 

; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=3

 

so it will merge all morph, instead of the need for SLIF anymore?

 

 

what that means is on 3 that the biggest mod wins. so say 2 mods make breassts grow. the one who makes it grow the most wins.

Posted

Just came across this mod, wanted to clarify a few things:

1) is the point of this mod to combine in one place the individual inflation contributions from various body morph mods, and then combine them?

2) if above is true, can the mods that are registered still independently add/subtract inflation?

3) how do I do the initial configuration for BHUNP, as it seems a lot of people are having issues.  I want to use it with FHU Baka edition, and either EggFactory or Estrus Chaurus + w/ spider addon.

 

Thanks all!

Posted (edited)

I was hitting a pretty nasty issue with this mod where my saves were becoming corrupted and my game was experiencing FPS drop and tons of papyrus script lag. After taking a look with a save cleaner, it looked like there was a Papyrus stack from this mod that was growing unbounded. I assume that once these stacks got too big, the saves were becoming corrupted. I was able to reproduce this several times.

 

Taking a look at the script code, it looks like this section of code was the problem (although I don't know if it's the root cause for the issue):

function updateMorphs(Actor kActor, String aToString, String modName, String morphName, String oldModName, float minimum, float maximum, float multiplier, float increment) global
	if (morphName != "")
		updateMorph(kActor, aToString, modName, morphName, oldModName, minimum, maximum, multiplier, increment)
	else
		int count = StorageUtil.StringListCount(kActor, "slif_morph_list_" + modName)
		int i = 0
		while (i < count)
			String morph = StorageUtil.StringListGet(kActor, "slif_morph_list_" + modName, i)
			updateMorphs(kActor, aToString, modName, morph, oldModName, minimum, maximum, multiplier, increment)
			i += 1
		endWhile
	endIf
endFunction

 

I found that in some cases that 'morph' always came back as an empty string, which caused this function to recurse forever and result in the issue I was seeing. Don't know what causes the 'morph' to remain empty. I made a tweak to the script to check for this and bail out. Fixed the issues I was seeing and haven't noticed any bad side effects from doing this quick fix. I've attached a copy of the modified script in case its useful to anyone else.

 

SLIF_Morph_Util.pex

SLIF_Morph_Util.psc

Edited by fatrapper
Posted (edited)

Good day.
Faced a strange problem.
I use body CBBE 3BA (3BBB).  

Debugging shows that the sizes change correctly, but visually the breast size does not change until you take off or put on your clothes.

Can someone tell me where to dig?

 

update:  The situation is strange.
From the same save - it may or may not work.
Sometimes you need to restart the game ten times to get it working ...

 

 

 

Edited by -Tanat-
Posted
On 11/4/2021 at 10:52 AM, -Tanat- said:

Good day.
Faced a strange problem.
I use body CBBE 3BA (3BBB).  

Debugging shows that the sizes change correctly, but visually the breast size does not change until you take off or put on your clothes.

Can someone tell me where to dig?

 

update:  The situation is strange.
From the same save - it may or may not work.
Sometimes you need to restart the game ten times to get it working ...

 

 

 

That sounds like it might be an issue with BodySlide; when you batch build outifts, make sure "Build Morphs" is checked so that the clothes will change along with the character. 

Posted (edited)

I'm having this annoying issue with the belly node sticking out when there is nothing activating SLIF. I have fill her up baka edition and egg factory which are the only mods I have that require SLIF. I have no pregnancy mods. And I am using SE

 

The screenshots are from the beginning of the game and this only happens when not wearing any clothes or wearing bondage gear especially corsets. Wearing any clothing or armors gets rid of the issue.

 

Is this an hdt issue, bodyslide issue, a mod issue, or is it just SLIF and my settings are wack?

Spoiler

ScreenShot2.png.99d48b8c4e7d4e937810be614238ab79.png

ScreenShot3.png.5abdd930e54594b18afb0d5a05271f5b.png

ScreenShot4.png.9d3d5c8c93b79fcb24ba3a68acb6c161.png

ScreenShot6.png.569269a3f8571818c50c244a5416d2ef.png

 

 

 

 

Edited by YamiYamichan
  • 2 weeks later...
Posted

Maybe I’m just an idiot but I cannot get SLIF to work for BHUNP body and egg factory breast scaling.

 

SLIF 1.2.2

Egg Factory 3.6

 

tried using the BHUNP node list somewhere in this thread and making my own “bodymorphs” list but when I did that there was no morphs at all under the “bodymorph” tab

 

tried using the default uunp node list and bodymorph list and I can get scaling of breast/belly/butt using the SLIF mod sliders, but although egg factory registers as a mod it never goes on to scale the breasts.

 

Does anyone know how to get this mod to work for BHUNP?  Preferably have a working configuration, node list and bodymorph list that they can share?  I’m ready to give up.  

Posted

I am using a CBBE body and I am having trouble triggering gravity. In Bodyslide, it is "Gravity" and in SLIF SE, it is "Gravity 2." Anyone have any suggestions on how to get that to line up?

  • 2 weeks later...
Posted
On 11/1/2021 at 1:29 PM, fatrapper said:

I was hitting a pretty nasty issue with this mod where my saves were becoming corrupted and my game was experiencing FPS drop and tons of papyrus script lag. After taking a look with a save cleaner, it looked like there was a Papyrus stack from this mod that was growing unbounded. I assume that once these stacks got too big, the saves were becoming corrupted. I was able to reproduce this several times.

 

Taking a look at the script code, it looks like this section of code was the problem (although I don't know if it's the root cause for the issue):

function updateMorphs(Actor kActor, String aToString, String modName, String morphName, String oldModName, float minimum, float maximum, float multiplier, float increment) global
	if (morphName != "")
		updateMorph(kActor, aToString, modName, morphName, oldModName, minimum, maximum, multiplier, increment)
	else
		int count = StorageUtil.StringListCount(kActor, "slif_morph_list_" + modName)
		int i = 0
		while (i < count)
			String morph = StorageUtil.StringListGet(kActor, "slif_morph_list_" + modName, i)
			updateMorphs(kActor, aToString, modName, morph, oldModName, minimum, maximum, multiplier, increment)
			i += 1
		endWhile
	endIf
endFunction

 

I found that in some cases that 'morph' always came back as an empty string, which caused this function to recurse forever and result in the issue I was seeing. Don't know what causes the 'morph' to remain empty. I made a tweak to the script to check for this and bail out. Fixed the issues I was seeing and haven't noticed any bad side effects from doing this quick fix. I've attached a copy of the modified script in case its useful to anyone else.

 

SLIF_Morph_Util.pex 14.57 kB · 50 downloads

SLIF_Morph_Util.psc 16.63 kB · 41 downloads

Guessing this requires a new game... I'm still getting Actor spams after adding these.

Posted
17 hours ago, Zeorik said:

Guessing this requires a new game... I'm still getting Actor spams after adding these.

It shouldn't. The fix should start kicking in as soon as you load a game. If your save game is already plagued with the issue I mentioned, then you'll have to wait several minutes for the fix to unwind the papyrus stacks. After a little while, your game should be running better if this mod was an issue.

Posted
8 hours ago, fatrapper said:

It shouldn't. The fix should start kicking in as soon as you load a game. If your save game is already plagued with the issue I mentioned, then you'll have to wait several minutes for the fix to unwind the papyrus stacks. After a little while, your game should be running better if this mod was an issue.

i believe I found the issue... the scanner wasn't set up to do periodic scans, only on-load. So only loading in would 'fix'  anything... then it'd start breaking again. Changed the scanner to timed and it seems to no longer persist.

Edit as typing: Or... not... It definitely has 'helped' at least.
image.png.bf3c98d853f24c814ed9ec4f3f2a5e7e.png

Posted
2 hours ago, Zeorik said:

i believe I found the issue... the scanner wasn't set up to do periodic scans, only on-load. So only loading in would 'fix'  anything... then it'd start breaking again. Changed the scanner to timed and it seems to no longer persist.

Edit as typing: Or... not... It definitely has 'helped' at least.

When I looked at my save game, I usually had less than 10 stacks for SLIF that were way too big. If you have stacks don't involve "updateMorphs", maybe you are running into a different issue. You can check if the save file has stacks with lots of "updateMorphs" calls (hundreds to thousands of them). That will indicate that you have the issue my fix should address.

Posted (edited)

I can't get this to run with SL Parasites. In SLP's menu it just says NiOverride: 0 SLIF: 0, so it doesn't detect either and accordingly doesn't send any changes. I have the relevant patch installed, running old Skyrim SE (pre AE patch). Fill her up registers and works perfectly fine. Haven't provided any logs since I don't know which would be relevant.

Edited by Testificate17185
Posted
On 12/20/2021 at 11:50 PM, fatrapper said:

When I looked at my save game, I usually had less than 10 stacks for SLIF that were way too big. If you have stacks don't involve "updateMorphs", maybe you are running into a different issue. You can check if the save file has stacks with lots of "updateMorphs" calls (hundreds to thousands of them). That will indicate that you have the issue my fix should address.

Huh... Nope. Apparently mine is actor.addspell, actor.addtofaction, actor.isdead, etc. all having large stacks... Ddoing a tiny bit of prodding links back to Succubus Heart. Weird...

Posted
On 12/11/2021 at 4:41 PM, Seleia said:

MO2 keeps telling me that this mod has 43 plugins, while SE requires 44. Anyone else have this problem and know how to fix it?


The "Form 43 (or lower) plugin detected" error can be ignored.

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