isofuso15 Posted December 27, 2021 Posted December 27, 2021 (edited) After Scaling my body doesent revert back its normal form do you have any idea? (I changed from CBBE to 3BA yesterday before that iI haven't any problem to revert back. I use this mod with Fill Her Up) Edit: After reinstalling 3BA and mod I managed to revert scaling. Only difference I noticed that is I should re-equip my armor to see changes. Edited December 28, 2021 by isofuso15 additional informations
Connector196 Posted January 1, 2022 Posted January 1, 2022 Hello, does anyone happen to know if this framework or just inflation in general works with the Highly Improved Male Body Overhaul (HIMBO)? I understand how to get it to work with females using CBBE and 3BA, but I don't know if HIMBO has the required things necessary for inflation to work. I've tried searching in other threads for answers, but to no avail. I would use a different male body, but I don't really like SAM Light (I prefer SOS), and I downloaded some custom body parts that seem to be most compatible with HIMBO. If there really is no other option, I suppose I will have to sacrifice some mods for others...
Shadowsonic18 Posted January 12, 2022 Posted January 12, 2022 Here are my two json files for BHUNP which are working as far i tested them in my game. They include every Node and Morph Slider from BHUNP except the Bodyshape slider like 7b Bombshell for example. But some Morphslider are a bit wonky like for example RoundButt or DoubleMelon Slider. That could be connected to my smp config but i'm not 100% sure about that. I don't tested them in LE so no clue if they work in LE. Hope they help some people who use the BHUNP Body. Have Fun.SL Inflation Framework BHUNP List and Morphs.7z 9
Hakuna_Matata Posted January 13, 2022 Posted January 13, 2022 Fallrimtools keeps complaining that the save files have lots of SLIF_Scanner frames and that may indicate a problem. Now ... I have turned the scanner off. So I'm a bit confused why there would be SLIF_Scanner frames in the first place. Â Is it safe to remove SLIF_Scanner from the save file?
fatrapper Posted January 14, 2022 Posted January 14, 2022 On 1/13/2022 at 12:02 PM, Hakuna_Matata said: Fallrimtools keeps complaining that the save files have lots of SLIF_Scanner frames and that may indicate a problem. Now ... I have turned the scanner off. So I'm a bit confused why there would be SLIF_Scanner frames in the first place. Â Is it safe to remove SLIF_Scanner from the save file? This might be the same issue I ran into. Consider trying my fix I put earlier in this tread (on thread page 12) if you haven't yet. If that doesn't work, you'll probably be fine removing the SLIF_Scanner frames from the save file, just backup your save. I was able to remove those without issue when investigating my earlier issue. If you aren't noticing any slow down or papyrus lag in your game, the warning from Fallrimtools could probably be ignored.
Hakuna_Matata Posted January 15, 2022 Posted January 15, 2022 (edited) 3 hours ago, fatrapper said: This might be the same issue I ran into. Consider trying my fix I put earlier in this tread (on thread page 12) if you haven't yet. If that doesn't work, you'll probably be fine removing the SLIF_Scanner frames from the save file, just backup your save. I was able to remove those without issue when investigating my earlier issue. If you aren't noticing any slow down or papyrus lag in your game, the warning from Fallrimtools could probably be ignored. Â I'm not sure if I even have an issue yet ? I get this warning from resaver when loading a save: There are 78 stacks and 198 frames, which may indicate a problem. SLIF_Scanner occurs the most often (116 occurrances). Â It used to be 118 for a long time. I wonder what happened. Â How many stacks and frames are "normal"? How many do you have with your fix? Â Â EDIT: I put in your fix, used resaver to remove the script instance (so it would load the replacement) and enabled the scanner including all the sub options of it, played for a few minutes to give it time to clean up, Now I have no more warnings. Â So thank you for the fix, man! Great work! Edited January 15, 2022 by Hakuna_Matata 2
Hakuna_Matata Posted January 24, 2022 Posted January 24, 2022 Has anyone gotten this to work with 3BA? Â I have three mods that supposedly make use of Inflation Framework: ABBA, Deadly Drain and Hentai Pregnancy. Inflation works just fine with ABBA, so I know the setup works in principle. Â However with deadly drain and hentai pregnancy I'm not noticing any effect unless I use Weight as drain scalar in deadly drain. Â It does something in principle, even deadly drain. I know because I tried having schlong size in there and it caused an underflow, suddenly NPCs had beanbag sizes testicles. I think there may be a confusion somewhere between 0-100 and 0-1 as value range.
chaimhewast Posted January 25, 2022 Posted January 25, 2022 On 1/24/2022 at 7:03 AM, Hakuna_Matata said: Has anyone gotten this to work with 3BA? It's worked for me with Sexlab Survival, although the belly morphs oddly. Can't speak to the other mods you've listed.
dashipper Posted January 31, 2022 Posted January 31, 2022 On 11/1/2021 at 1:29 PM, fatrapper said: Spoiler 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 · 78 downloads SLIF_Morph_Util.psc 16.63 kB · 67 downloads   Fatrapper, you're my hero. 5,000,000 lines of stack dumps related to this script fixed by your edit. Thank you. 2
AmaterasuJunia Posted February 3, 2022 Posted February 3, 2022 On 1/31/2022 at 4:02 PM, dashipper said:  Fatrapper, you're my hero. 5,000,000 lines of stack dumps related to this script fixed by your edit. Thank you. Sweet mother of... What kind of computer are you playing on to handle that kind of load?
dashipper Posted February 3, 2022 Posted February 3, 2022 2 hours ago, AmaterasuJunia said: Sweet mother of... What kind of computer are you playing on to handle that kind of load?  I9 9900k, 32GB ram, RTX 2080, and skyrim plus all of my mods are installed on an NVMe M.2 drive. That particular log had 5 sets of stack dumps each lasting 5 seconds and were between 1 and 5 minutes apart. And man were those some laggy ass seconds. Went from 265 mb down to 150 kb with this script fix. 2
DepravityExtended Posted February 3, 2022 Posted February 3, 2022 Are the source scripts for 1.2.2beta outdated? If I run SLIF out of the box no new json files are generated. But if I recompile the scripts from source it generates bodymorphs and bodymorphs_settings plus lists.json. I ask because I am converting some of the scripts to skyrim platform and it just straight doesn't work with the included .pex files.
DepravityExtended Posted February 7, 2022 Posted February 7, 2022 (edited) They are 100% not the correct source files. Here's the decompiled files from Champollion decompiler. Â Â Â SLIF 1.2.2 Decompiled(edited) source scripts.zip Edited February 8, 2022 by SkyLover37
Connector196 Posted February 8, 2022 Posted February 8, 2022 (edited) On 2/3/2022 at 6:13 PM, SkyLover37 said: Are the source scripts for 1.2.2beta outdated? If I run SLIF out of the box no new json files are generated. But if I recompile the scripts from source it generates bodymorphs and bodymorphs_settings plus lists.json. I ask because I am converting some of the scripts to skyrim platform and it just straight doesn't work with the included .pex files. How were you able to recompile the scripts? I downloaded the .psc files just out of curiosity and tried to compile them but the process kept on failing. Am I doing a dumb? The scripts you show are very different than the ones the current version of SLIF comes with. I don't know that much about scripting, but I want to make sure if these scripts (compiled) would make SLIF run better or something. I'm currently trying to figure out how to make this work with another mod (Egg Factory) but the two just don't want to work together despite the other mod having native compatibility. At this point I'm trying anything lol. Edited February 8, 2022 by Connector196
DepravityExtended Posted February 8, 2022 Posted February 8, 2022 (edited) You more than likely need to download the skyui SDK. https://drive.google.com/file/d/0B4iEH8ar3jtxbFlkVzZSVHN0alk/view?resourcekey=0-bTFKQxbSl6Y_4-dZDHE0AQ Other than that, it should be telling you what source files are missing.  Unless you are talking about the decompiled scripts, then those may need be edited as those are straight from the decompiler. I haven't touched em. Edited February 8, 2022 by SkyLover37
Connector196 Posted February 8, 2022 Posted February 8, 2022 I don't know lol, I was just curious if recompiling the scripts that you decompiled would have any noticeable impact on the performance or anything for SLIF. The only errors I have gotten so far that stop them from compiling is because the compiler I'm using is complaining about nothing matching input 'e' and whatnot in SLIF_Main.psc.
DepravityExtended Posted February 8, 2022 Posted February 8, 2022 9 minutes ago, Connector196 said: I don't know lol, I was just curious if recompiling the scripts that you decompiled would have any noticeable impact on the performance or anything for SLIF. The only errors I have gotten so far that stop them from compiling is because the compiler I'm using is complaining about nothing matching input 'e' and whatnot in SLIF_Main.psc. Yea, I looked through. The issue was the decompiler wrote some of the floats in scientific notation. I fixed those and they compiled for me. I replaced the zip in the earlier comment.
Connector196 Posted February 8, 2022 Posted February 8, 2022 (edited) Now I'm getting a ton of undefined variable errors and not known user-defined type and other errors. I must be doing something wrong... these scripts really do not want to compile for me. Oh well it was worth a try.  EDIT: The scripts do compile, I just don't know if they are any good with all of these errors being thrown around... I don't want to put in any faulty scripts in my game. Edited February 8, 2022 by Connector196
DepravityExtended Posted February 8, 2022 Posted February 8, 2022 3 minutes ago, Connector196 said: Now I'm getting a ton of undefined variable errors and not known user-defined type and other errors. I must be doing something wrong... these scripts really do not want to compile for me. Oh well it was worth a try.  EDIT: The scripts do compile, I just don't know if they are any good with all of these errors being thrown around... I don't want to put in any faulty scripts in my game. So the scripts throw errors in the trace log, is what your saying?
Connector196 Posted February 8, 2022 Posted February 8, 2022 (edited) Yes, I get tons of errors like the variables and user-defined types as I stated above. There's other errors as well, but it's mostly those two. (For the scripts I've tried to compile.) Edited February 8, 2022 by Connector196
DepravityExtended Posted February 8, 2022 Posted February 8, 2022 (edited) 8 minutes ago, Connector196 said: Yes, I get tons of errors like the variables and user-defined types as I stated above. There's other errors as well, but it's mostly those two. Odd, Did you try a new game? Because I am not getting those errors on a new game., I don't have an old save with SLIF on it so I can't check on an active save.  Edit: I haven't emptied my Rbin so I had a save that had SLIF and I still didn't get those errors. Edited February 8, 2022 by SkyLover37
Connector196 Posted February 8, 2022 Posted February 8, 2022 (edited) I'll try it out now. I'll update soon. Â UPDATE: Still nothing. The only errors I'm getting now are from SLIF_Scale.psc when I try to compile. The two errors I get are 'variable NiOverride is undefined' and 'none is not a known user-defined type' in SLIF_Scale.psc. Idk why this is happening, I have all the prereqs installed as well. Edited February 8, 2022 by Connector196
DepravityExtended Posted February 8, 2022 Posted February 8, 2022 7 minutes ago, Connector196 said: I'll try it out now. I'll update soon. Â UPDATE: Still nothing. The only errors I'm getting now are from SLIF_Scale.psc when I try to compile. The two errors I get are 'variable NiOverride is undefined' and 'none is not a known user-defined type' in SLIF_Scale.psc. Idk why this is happening, I have all the prereqs installed as well. NiOverride is a global script. So if you have it I don't see why it would be giving you issues. The NULL issue is prob caused by the NiOverride issue.
Connector196 Posted February 8, 2022 Posted February 8, 2022 (edited) 26 minutes ago, Connector196 said: I'll try it out now. I'll update soon. Â UPDATE: Still nothing. The only errors I'm getting now are from SLIF_Scale.psc when I try to compile. The two errors I get are 'variable NiOverride is undefined' and 'none is not a known user-defined type' in SLIF_Scale.psc. Idk why this is happening, I have all the prereqs installed as well. So turns out I was missing the NiOverride.pex file that was included in RaceMenu because it was packed in the .bsa file. I unpacked the bsa and took out only the scripts and now everything is compiling as it should. I never knew that scripts in .bsa files don't show up in your virtual mo2 folder and are pretty much invisible... no wonder the scripts weren't compiling. Edited February 8, 2022 by Connector196 1
Connector196 Posted February 8, 2022 Posted February 8, 2022 I've noticed now with the new scripts that there only seems to be one list and one bodymorph file instead of choosing which ones you want to use. Will this be a problem if I have both 3BA and a male body with belly node support? Can I just merge the male one into the list and bodymorph files? If all the morphs are merged, will having Actor A (male) with certain sliders affect Actor B (female) if those same sliders from Actor A are active on Actor B but Actor B doesn't have those sliders? This is a bit confusing, lol.
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