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Posted
3 hours ago, Alisss said:

A lot of times when issues like this arise, it's because people didn't tick the box next to 'Create morphs' in Bodyslide before using the batch build button. Maybe you didn't even use Bodyslide to get morphs' working in general? Try doing that.

 

I really hope you don't have to go through what I went through because I had to genuinely learn how to create and edit mods manually for Skyrim to handle morphs.

 

This fixed my problem! Turns out I installed bodyslide incorrectly. The mod works perfectly now, thanks.

  • 2 weeks later...
Posted

Do the debuffs work with SE since most of the values are reversed I would assume that the debuffs would also be reversed after we change the values of the reversed morphs

Posted (edited)
On 12/6/2021 at 9:05 AM, Arastal said:

Do the debuffs work with SE since most of the values are reversed I would assume that the debuffs would also be reversed after we change the values of the reversed morphs

Buffs and debuffs work in SE.

 

___

 

However, some of the Alteration spells are broken for me:

 

Endow-spells (arms, torso) do not increase and decrease, instead they increase on source AND target and they do not respect the limit set in the MCM; on a quick test I got butterfly'esque 25 arms on my PC, on the default limit of 3. I observed that the target sometimes bounced back to the limit of 3.

 

Embezzle variants seem to work.

Edited by hexenhaus
Posted

As morphs can get pretty extensive, if you wear the same armor for a long time (vanilla esp), so that my PC is now looking like the Hulk and the morph-spells are buggy for me (SE), it got me thinking about ways to battle the situation; ofcourse there is the alchemy but as my PC is not that proficient in alchemy and I am using FMEA and CCAO, alchemy-training and brewing is a rather long process. And as I really like the idea that buffs also bring drawbacks or risks, ditching the vanilla plugin is not an option for me.

 

So what about reversing the vanilla-idea:

  • all enchantments are volatile and have to be stabilized, so that you can use the shards (or maybe simply vanilla soulgems) to contain the morphing potential for a time or potentially forever; lets say small ones for a day, middle sized for a week and in the end blacks disable the morphs altogether.

In my playthroughs I always end up with hundreds of soulgems and as I often gravitate to conjured weapons and cannot be bothered to grind enchanting, so I never have any use for soulgems besides selling. I think powering containment on magic clothing, just like powering the charge of weapons, could be a real smooth mechanism to use more soulgems, even if you don't want to be an enchanter yourself. 
 

---

 

Furthermore, I find that the co-existing buffs are problematic balance-wise. Personally I have setup my game how I like it, with buff/debuff strengths, damage, etc. and the present morphology consumables are simply not worth it, even with the vanilla plugins and they don't work on modified effects from say CCAO (I think).
For example I use Skyrim souls (time does not pause in menues anymore), so effects that work for a few seconds, e.g. 20 points better lockpicking for 10 seconds is pretty useless, especially if I would have the option to use the stacking buffs from morphology, which ofcourse will have detrimental sideeffects...

 

In essence, I would prefer non-stacking but long-lasting buffs from morphology's consumables. This way you have proes and cons; bring 10 normal (possible stronger) potions you have to pop mid-combat, or use one (decent) morphology elixir, which lasts half an hour but has longtime side-effects.

 

---

 

I am loving this mod and hope it will get more love soon ?

 

  • 2 weeks later...
Posted (edited)

How do I remove the max thing for growth I think it's causing issues with my character I don't know if this mod is the cause but my character breaks for some dumb reason like the boobs decide they want to defy physics

Edited by Arastal
  • 4 weeks later...
Posted

What kind of stuff would prevent the morphing to be visible in the game ? Also how do you properly remove all morphs applied if you want to remove the mod ?

  • 2 weeks later...
Posted
23 minutes ago, blackkatt said:

I'm noticing it's working great with unp body but my CBBE seems to have no effects. Any idea why?

 

 

Some CBBE sliders might have different names than their UNP equivalents. This can prevent morphs from working with other mods, so it might be the same case here. You can probably go into Xedit and change the names of any UNP sliders to a CBBE slider that will work. Though there might be  a json file or something that could be edited instead, I forget.

 

Also skyrim needs tri files to do morphs, so be sure to activate "build with morphs enabled" when you make the CBBE armors/nude body in bodyslide.

Posted (edited)

Mod's been treating me very nicely so far. Only issue I've found is that after playing with the morphing spells for a while, my character's become insanely large and I don't want her to be that way anymore. However, the endow spells just make her look ridiculous after removing some of the attributes but not others. Would there be a way to either remove the morphs forcibly or add it so that they can be removed?

Edited by Alisss
Typo
Posted
4 hours ago, Alisss said:

Nod's been treating me very nicely so far. Only issue I've found is that after playing with the morphing spells for a while, my character's become insanely large and I don't want her to be that way anymore. However, the endow spells just make her look ridiculous after removing some of the attributes but not others. Would there be a way to either remove the morphs forcibly or add it so that they can be removed?

 

I used "add item menu" to look inside the mods esp. There's something called "scroll of restore form" that will revert 25% of the changes made by enchancements. ( can probably use 4 of these to go back to normal, or maybe open up ssedit and create a duplicate scroll that but change the stats so it can undo 100% of changes.)

 

There's are also 3 blood elixers, (beast, elven and human) that seem to rever 25% of changes from alchemical sources.

 

Also, you might be able to open up racemenu and load a preset. That might force your body to take on a specific shape and remove any morphology changes. I use this mod but the console command might also be fine.

 

Show Limited Race Menu at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Posted
9 hours ago, venomr said:

 

I used "add item menu" to look inside the mods esp. There's something called "scroll of restore form" that will revert 25% of the changes made by enchancements. ( can probably use 4 of these to go back to normal, or maybe open up ssedit and create a duplicate scroll that but change the stats so it can undo 100% of changes.)

 

There's are also 3 blood elixers, (beast, elven and human) that seem to rever 25% of changes from alchemical sources.

 

Also, you might be able to open up racemenu and load a preset. That might force your body to take on a specific shape and remove any morphology changes. I use this mod but the console command might also be fine.

 

Show Limited Race Menu at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

I do remember there being a scroll of revert form but I couldn't find it when I checked for the scrolls, might've just been situationally blind though, as often happens. Limited racemenu sounds incredible but I play oldrim and couldn't find the mod for it. I'll try looking again but there isn't any guarantee it will actually be there. Will keep you updated.

Posted

Yeah, you can craft the scroll at an enchanting table with a paper scroll and a warped gem fragment. I used quite a lot, but it seems that I still have some morphing applied, any idea why ?

I'll also ask again if SGO or Corruption can interfere in the morphings, I'm really unsure if there are actual changes or if they're overwritten by another mod.

Posted

I used a few potions that are supposed to affect the body, and I have the buffs and debuffs, but it doesn't seem to be visible. I'm really confused and idk how to fix this.

Sorry for posting the same question multiple times (and even more if the solution is obvious), but for now it just half works.

  • 4 weeks later...
Posted

Hey I could use some help I have converted the mod correctly to SSE, but it is not working.  All the ingredients are there and when I drink a potion the status effect comes up, but nothing really happens.  I'm confused I'm sure I converted the mod correctly (at least I think it no longer says it's made for a different game), and I have all requirements and build morphs checked in body slide.  If anyone could help that would be amazing thanks.  I'm going to try and delete and reinstall all requirements to see if that fixes it

  • 1 month later...
Posted

I used various books that would transfer some parts of body to the pc, but while the measure body spell says that there are some modifiers, there isn't anything noticeable. At which point does it become really visible, and what could interfere with this ?

  • 4 weeks later...
Posted (edited)
On 4/13/2022 at 9:26 AM, TT. said:

I used various books that would transfer some parts of body to the pc, but while the measure body spell says that there are some modifiers, there isn't anything noticeable. At which point does it become really visible, and what could interfere with this ?

Sorry for not keeping up with this. Morphology size effects do consider morphs caused by other mods, so if you have Corruption installed and have been transformed by an addiction, then those will count. If you think the game or the mod has bugged out somehow, you can use this: NetImmerse Override Cleaner to get rid of all morphs.

Edited by Code Serpent
Posted
1 minute ago, Code Serpent said:

Sorry for not keeping up with this. Morphology size effects to consider morphs caused by other mods, so if you have Corruption installed and have been transformed by an addiction, then those will count. If you think the game or the mod has bugged out somehow, you can use this: NetImmerse Override Cleaner to get rid of all morphs.

Finally, an answer XD

 

more seriously i saw that you took a break from modding for a time, so dw about the delay, and thank you for your answer, i'll give it a try :)

Posted

Has anyone figured out how to properly set up the unstable enchantment morphs for SE using BHUNP? I've done the modifications in SSEedit to make the potion functions all work correctly with the proper morphs, but changing them for the unstable enchantment magic effects seems to yield no change in how those enchants affect bodymorphs. do I need to modify the scripts directly to fix the unstable enchantment morphs or am I just missing something in SSEedit? (I have already applied the MorphologyGlobalScript.pex recompiled for SSE on page 5 of this discussion from Ahegao).

Posted
1 hour ago, stevenuki said:

Has anyone figured out how to properly set up the unstable enchantment morphs for SE using BHUNP? I've done the modifications in SSEedit to make the potion functions all work correctly with the proper morphs, but changing them for the unstable enchantment magic effects seems to yield no change in how those enchants affect bodymorphs. do I need to modify the scripts directly to fix the unstable enchantment morphs or am I just missing something in SSEedit? (I have already applied the MorphologyGlobalScript.pex recompiled for SSE on page 5 of this discussion from Ahegao).

I don't have an immediate solution for you, but I will be uploading a new version soon, hopefully within the next week, that will have a new script structure that will make it easier to support BHUNP, HIMBO and other bodies that support body morphs.

  • 2 months later...
Posted

Two months later...Version 3.0

 

Like I did with Body Builders, this version has had a partial script rewrite to accommodate new morph sliders and male morphs. See MorphologyMorphsScript.psc.

 

The many other changes:

Redid script structure to better allow different morphs and male morphs.
Made size effects less extreme by default.
Reverted changes to creature drops.
Changed vanilla variant ingredients (Giant's toe, hagraven feathers, falmer ears) to morphology ingredients (liver, eyeballs)
Added maxs and mins to alchemy and enchants.
Added adept rank morphing spells (Plump- and Pilfer-).
Made blood elixirs and restore form scrolls always available at apothecaries and mages.
Made alchemy and enchanting effects cause weighted random morphs, rather than specific morphs.
Made unstable variants of robes.
Added restoring scrolls for NPCs.
Added morphing potions to vendors.
Added soul gems and unstable rings to court wizards.
Added unstable rings to warlocks, forsworn, vampires.
Made experimental ingredient effects last longer.
Rebalanced experimental ingredient values.
Added npc reactions to morph spells.
Added global max/min morph limits.
Added Nipple spells.
Changed size effect updating.
Added morphology spell tomes to vanilla spell tome lists.
Rebalanced tools when dissecting, so certain tools are more useful, and depreciated others.
Moved alchemy refining to a seperate tool. Alchemical Refinery.
Removed Specific Morphs from Alchemy/Enchanting effects. Now Alch/Ench effects randomly increase a random morph from a body section.
Alch/Ench effects now increase/decrease randomly, based off the total morph value that is being manipulated.
Added many more creature parts, so it's easier to use the alchemy system without playing as a ghoul or cannibal, reused depreciated 'fresh' ingredients.
Added size offsets for large Bodyslide presets.
Added mcm option for size exponent.
Added mcm toggle for removing items from dissected bodies.
Added mcm options for base dissection time.
Added multiple base dissection times for different corpse sizes.
Added cancel option to dissection.
Added force size update option to MCM.
Added player weaponspeedmult fix, and MCM option to disable it.
Decreased value of alchemical morph effects.
Added creature ingredients to hunters.
Added Reset Morphs debug options to MCM.

Posted

Thanks for the update. The description is a bit misleading though. UUNP/BHUNP and CBBE LE share morph names as well as which sliders are reversed. I've tested this with BHUNP SE and it works perfectly, at least as of 2.0. Unless something drastic changed in 3.0, I'd expect this version to work as well. You are correct when it comes to CBBE SE/3BA SE though, as both morph names and which sliders are reversed have changed. So you'd have to edit the scripts and compile them to get it working with any CBBE SE flavor.

Posted
On 7/17/2022 at 3:03 AM, Code Serpent said:


Made alchemy and enchanting effects cause weighted random morphs, rather than specific morphs.

Removed Specific Morphs from Alchemy/Enchanting effects. Now Alch/Ench effects randomly increase a random morph from a body section.
Alch/Ench effects now increase/decrease randomly, based off the total morph value that is being manipulated.

 

If I understand right : this new version makes it so the player has no longer control of the morphs, everything is random? If so, I will stick with the previous version as this nfortunately screws my "body sculptor alchemist" ?

Posted
5 minutes ago, gin1 said:

If I understand right : this new version makes it so the player has no longer control of the morphs, everything is random? If so, I will stick with the previous version as this nfortunately screws my "body sculptor alchemist" ?

No, only the experimental ingredients and unstable enchantments are random. The direct morphing effects are unchanged. And the alch/ench effects are not completely random, but select from a pool of relevant morphs.

Posted
5 hours ago, Code Serpent said:

No, only the experimental ingredients and unstable enchantments are random. The direct morphing effects are unchanged. And the alch/ench effects are not completely random, but select from a pool of relevant morphs.

Okay, thank you for the answer! I can update right away then.

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