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Fill Her Up Baka Edition


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Posted
18 hours ago, Skarpylol said:

Thank you I'll install this rn see if it works finally

It didn't work still her belly will not inflate should I uninstall the patch and slif?

Posted
47 minutes ago, Skarpylol said:

It didn't work still her belly will not inflate should I uninstall the patch and slif?

It seems to work she is inflating but only when I change clothes does she changes

Posted (edited)

 

2 hours ago, Skarpylol said:

It seems to work she is inflating but only when I change clothes does she changes

 

You need to add the morph to the body or armors by building it with morphs enabled in BodySlide. 

Only the meshes with morph references can do morphs. Generally if the mesh for the body or armor has a bodyslide kit, it will have the morph references for the targeted body 3BAv2, BHUNP, UBE, or others.  Use the armors referencing the same body style used for the naked body, or you will have scaling and sometime textures issues.

 

Here is the Grand Scarlet Kunoichi Top referencing the old CBBE-SE Advanced body morph references (3BBB\3BA version 1) in outfit Studio with the PregnacyBelly morph at 93%.

Spoiler

 

Bellymorphsample1.jpg.7b137afba791453abc379d4106e7c189.jpg

 

 

Edited by safado
Posted
1 hour ago, safado said:

 

 

You need to add the morph to the body or armors by building it with morphs enabled in BodySlide. 

Only the meshes with morph references can do morphs. Generally if the mesh for the body or armor has a bodyslide kit, it will have the morph references for the targeted body 3BAv2, BHUNP, UBE, or others.  Use the armors referencing the same body style used for the naked body, or you will have scaling and sometime textures issues.

 

Here is the Grand Scarlet Kunoichi Top referencing the old CBBE-SE Advanced body morph references (3BBB\3BA version 1) in outfit Studio with the PregnacyBelly morph at 93%.

  Hide contents

 

Bellymorphsample1.jpg.7b137afba791453abc379d4106e7c189.jpg

 

 

Ah I see I some how managed to make it work rn not exactly sure what I did but I downloaded a thing that changed a line in racemenus skee64 and it's working rn (needed to start a new save but I was just starting so it's fine for me)

  • 2 weeks later...
Posted
On 3/28/2026 at 1:55 AM, hxjaid78 said:

I don't think it's a free camera problem, the camera mod I use (Customizable Camera) doesn't have that option, FHU doesn't either, the only mod that have something like that is sexlab, but when the FHU animations happen, the camera is fixed in third person and doesn't become "free"
I opened SSEdit, and since I use the UBE body, I'm using a patch for FHU that I downloaded on Discord, from what we see in the image, the modder changed slot 54 to 57,
The only slots that work ok so far seem to be 52 (eggs chaurus for example,) and 48 (anal beast cum), then I will have to carefully check if there is any mod I am using (for example if the DD mods and their patches for UBE) if are causing any conflict

LeakThickVag.JPG

 

edit: I got it working, I switched to slot 60 (in SSEdit) and save it,  and now my new patch for the FHU UBE looks great. If anyone is interested, I can upload it here the new esp. thanks for help idea

Hey, could you please share your patch?

Posted

I had this working fine in BHUNP but my new install is 3BA base.

 

The 3BA belly slider is called Belly - Pregnant not PregnancyBelly, but manually typing it in doesnt make it register.

 

Any ideas? 

Posted (edited)
1 hour ago, fiecl said:

Hi, does anyone know if there is a HUD mod that displays the filled amount?

 

There are Loverslab mods Iwant's widgets trackers not HUDs.  Icons change to show levels, for FHU-baka each anal, vag, oral\stomach (last three icons at the right).   There are more widget trackers for Iwant in Nexus, for example ineed hunger thirst, stealth, light level and the like. There also icons replacements. 

sample

Spoiler

164162-1768750818-93629220.jpg

 

Requirement and tracked mods.

Spoiler


Hard Requirements

iWant Status Bars
iWant Widgets
PapyrusUtil
Soft Dependencies

Sexlab Aroused SE (any version, including SLAX)
Apropos2 SE (ESL/ESP)
Fill Her Up Baka Edition 1.90+
Milk Mod Economy
Mammaries And Lactation (MAL)
SGO4 IF (1.10 hotfix)
SexLab Parasites
Fertility Mode v3 Fixes and Tweaks / FM Reloaded
HentaiPregnancy
BeeingFemale
Egg Factory 3.0+
EstrusChaurus / EstrusSpider / EstrusDwemer
PAF
MiniNeeds
Alive Peeing SSE
Private Needs Orgasm
SLDefeat
Curse of Life (1.13.2+)

 

Edited by safado
Posted

Change Logs(1.60V)

- Bug Fix: NPC's sperm was detected as Player's sperm and convey the information to external pregnancy mods

weird it said it has been fixed but in the latest patch all i see was my mc name written on it

Posted
9 hours ago, safado said:

 

There are Loverslab mods Iwant's widgets trackers not HUDs.  Icons change to show levels, for FHU-baka each anal, vag, oral\stomach (last three icons at the right).   There are more widget trackers for Iwant in Nexus, for example ineed hunger thirst, stealth, light level and the like. There also icons replacements. 

sample

  Reveal hidden contents

164162-1768750818-93629220.jpg

 

Requirement and tracked mods.

  Reveal hidden contents


Hard Requirements

iWant Status Bars
iWant Widgets
PapyrusUtil
Soft Dependencies

Sexlab Aroused SE (any version, including SLAX)
Apropos2 SE (ESL/ESP)
Fill Her Up Baka Edition 1.90+
Milk Mod Economy
Mammaries And Lactation (MAL)
SGO4 IF (1.10 hotfix)
SexLab Parasites
Fertility Mode v3 Fixes and Tweaks / FM Reloaded
HentaiPregnancy
BeeingFemale
Egg Factory 3.0+
EstrusChaurus / EstrusSpider / EstrusDwemer
PAF
MiniNeeds
Alive Peeing SSE
Private Needs Orgasm
SLDefeat
Curse of Life (1.13.2+)

 

Amazing! Thank you for the detail response and links.

Posted

I got the patches and silf and body morphs but still no inflation is it becouse i have pandora instead of fnis or the sex lab pplus .

Im so lost

 

Posted

As far as I can tell withe Sexlab P Plus it sets my character's sex to "Futa", not "Male", so my female w/schlong can't fill people up. I could overwrite the gender assignment and make it "Male" but then I would miss out on a few things, and I'm actually switching it frequently. Are there any patches for this or am I just out of luck?

  • 3 weeks later...
Posted (edited)

Is there a version with "no stamina" cost so u deflate without stopping due to stamina?

(My only lore friendly workaround to have infinite  stamina was using naked Dibellan tatto art and deflate naked so staminaa instant refill)

 

Edited by lala005614
  • 2 weeks later...
Posted

Hello, I am having a problem with the inflation stats. It seems as though no sperm is detected, as the menu does not show any sperm inside of me from any entities, and cum amount + total inflation remains at 0 no matter what I do. Is there any known cause and fix for this?

Posted
On 4/21/2026 at 3:06 PM, Skarpylol said:

Ah I see I some how managed to make it work rn not exactly sure what I did but I downloaded a thing that changed a line in racemenus skee64 and it's working rn (needed to start a new save but I was just starting so it's fine for me)

 

On 4/21/2026 at 1:43 PM, safado said:

 

 

You need to add the morph to the body or armors by building it with morphs enabled in BodySlide. 

Only the meshes with morph references can do morphs. Generally if the mesh for the body or armor has a bodyslide kit, it will have the morph references for the targeted body 3BAv2, BHUNP, UBE, or others.  Use the armors referencing the same body style used for the naked body, or you will have scaling and sometime textures issues.

 

Here is the Grand Scarlet Kunoichi Top referencing the old CBBE-SE Advanced body morph references (3BBB\3BA version 1) in outfit Studio with the PregnacyBelly morph at 93%.

  Reveal hidden contents

 

Bellymorphsample1.jpg.7b137afba791453abc379d4106e7c189.jpg

 

 

i've been trying to troubleshoot the same issue with the model not inflating at all.. i'm running the cosioHD model and all this mod's dependencies seem to be running fine including SLIF yet nothing happens despite all inflation numbers in the menu and expulsion mechanics working fine.

 

i'm pretty new to this modding scene so i wouldn't be surprised if i'm still missing something, but i highly suspect it's because i somehow didn't set up the model correctly along the way so the rig can't move like it's supposed to.

 

i'm still pretty confused on if it changes the body size via the player model's weight or the morph shape. is there a guide for dummies on how to set up a character properly for use with this mod and SLIF? admittedly, BodySlide is still a bit of a steep learning curve for me.

 

sorry if this seems like a redundant/obvious-answer question, but i've been pretty lost on what seems like a breeze for everyone else to use so far lol

Posted (edited)

 

3 hours ago, i am not here... said:

 

i've been trying to troubleshoot the same issue with the model not inflating at all.. i'm running the cosioHD model and all this mod's dependencies seem to be running fine including SLIF yet nothing happens despite all inflation numbers in the menu and expulsion mechanics working fine.

 

 

 

CosioHD is primarily a SkyrimLE body, and I'm on SkyrimSE using 3BAv2.  The issue still the same with both games version and bodies.  

 

First you need to understand that in the Creation Engine for an NPC to be visible it needs to have an "Armor Mesh" (NIF with textures) equipped\attached to the havok-skeleton (game\Data\meshes\actors\character\character assets female\skeleton_female.nif).  For the engine the naked bodies for humanoids or creatures are also armors with 0 rate and "no armor" or clothes specific keywords.  The lack of armor\cloths keywords tells the game that the NPC is using the race fallback default armor, the naked skin armor. The armor are visible by rendering their Mesh referencing 3d-model NIF files used by Netimmerse based systems (Creation Engine is a custom version). 

That means that testing is better with the default race armor, and you need the character to be naked during testing of any morph.  The default naked body generally has the necessary features for morphing or is easier to enable them.  Armors that do not represent the race naked body generally needs a special version that will be able to include morph references if a Bodyslide file is available for said armor. 

 

Spoiler

Requirements for Node-Scaling or morphs of breast, butt, or body. (BBB) on SkyrimLE, (3BBB is for skyrimSE bodies that have breast with 3 nodes)

  1. Compatible Havok animation Skeleton like XP32 Maximum Skeleton Extended (LE) or XP32 Maximum Skeleton Special Extended (SE\AE).  
    1. It has the humanoid NPC skeletons with vanilla and special nodes used by most mods in Nexus and Loverslab. For creature NPC, More-Nasty-Creature has more extended versions but only for creatures, humanoid needs XP32 version. 
    2. The skeleton is like the puppeteer's invisible strings. The puppeteer in this case is the animation, NPC-AI, or player controller systems. 
    3. It also defines the scale of the NPC in the world and the scale of it separate but united nodes. Like hands, feets, head, and the like. 
  2. NetImmerse Override (NIO, NIOverride) in (Skyrim LE) or SKEE (Skyrim-Extended-Enhanced) on (SkyrimSE\AE): 
    1. In SkyrimLE: last version of NIO is embedded to Racemenu. NIO standalone is older and created for Racemenu replacer mods.
    2. In SkyrimSE\AE: SKEE is always part of Racemenu.  SKEE is the new NIO.
    3. They are both by Expired6978 and fulfill the same functions but for different Skyrim versions, NIO is for 32bit directX 9 SkyrimLE and SKEE is for 64bits directX11 SkyrimSE\AE.  This is a framework system that extend the Creation Engine character's rendering by taking advantage of the havok animation system combined with the modified Gamebryo 3D model features.  The 3D model are stored in Net-Immerse format (.NIF) files.  Each NIF file is technically a database fragment with a lot of features, many ignored by Bethesda custom version of Gamebryo(formerly Netimmerse) named Creation Engine.   (Havok is the animation and physics system)
    4. NIO and SKEE drive the extended body overlay system (aka tattoos), the extended character look alteration, the runtime skeleton nodes scale modifier, and the morphs system.  Yes, expired is kind of a genius and the person that enabled morphs, originally for the face alterations but applied to the whole body. 
    5. NIO\SKEE framework functions is what mods will call for node or morphs scaling. 
    6. NIO\SKEE will scale Skeleton Nodes in game with proper installed skeleton (xp32) without extra help.  It will need more for morphs.
  3. Essential framework for data management.  JContainers and PapyrusUtils.  Have them overwriting everything in the mod manager.  
  4. Setup NIO or SKEE ini files.
    1. NIOverride for SkyrimLE. Use as a guide Do not copy paste.  game folder\Data\SKSE\Plugins\nioverride.ini
      1. Spoiler

         

        [Debug] ; -1 to disable logging
        ; 0 - Fatal Error
        ; 1 - Error
        ; 2 - Warning
        ; 3 - Message
        ; 4 - Verbose Message
        ; 5 - Debug Message
        iLogLevel=5 ; Default[5]


        [General]
        ; Changes the way overrides are loaded,
        ; 0 - Dynamic (delays loading on the first game load of the session, then immediately loads for all subsequent game loads of the session)
        ; 1 - Always Immediate (will always load overrides immediately)
        ; 2 - Always Delayed (will always pass overrides to the task manager)
        ; Previous versions were always set to 2, but I experienced CTD when loading
        ; subsequent saves of the same game session (like dying and reloading)
        iLoadMode=0 ; Default[0]

        ; Parallizes computation of BodyMorphs on armor/bodies
        bParallelMorphing=1 ; Default[0]  switch it back to 0 if game glitching

        ; Enables automatic reapplication of transforms on model load
        bEnableAutoTransforms=1 ; Default[1]

        ; Determines scaling mode
        ; 0 - Multiplicative
        ; 1 - Averaged
        ; 2 - Additive
        ; 3 - Largest
        iScaleMode=3 ; Default[0] switch it back to 0 if game glitching

        ;   3 means that if multiple mods call the same node, the biggest value wins. The other options could overscale or diminish.

        ; Determines combination mode for BodyMorph
        ; 0 - Additive
        ; 1 - Averaged
        ; 2 - Largest
        iBodyMorphMode=2 ; Default[0]  switch it back to 0 if game glitching. 

        ;   2 means that if multiple mods call the same morph name, the biggest value wins. The other options could overscale or diminish.

        ; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
        ; String Data: (Without semi-colon)
        ;[
        ;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
        ;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
        ;]
        bEnableEquippableTransforms=1 ; Default[1]

        ; Amount of memory to be used by BodyMorph TRI cache
        ; cache will temporarily exceed this limit to load a TRI
        ; then remove least recently used entries until the 
        ; used memory is below this threshold
        uBodyMorphMemoryLimit=256000000 ; Default[256000000]

        ; Enables Body Randomization based on guided files
        bEnableBodyGen=1 ; Default[1]

        [Overlays]
        ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
        bPlayerOnly=1 ; Default[1]

        ; Determines whether face overlays are enabled
        ; disabling this disables the hook
        ; Note: face overlays are known to crash when decapitated
        bEnableFaceOverlays=1 ; Default[0]  
        ;  Being-A-Cow and tattoo mods need this in 1, but game could CTD if player or NPC with overlays is beheaded by killmove.  SkyimSE\AE has mods that fix the issue but SkyrimLE can only disable killmove. 

        ; Determines whether to immediately apply shader changes
        ; when overlays are installed on an ArmorAddon
        bImmediateArmor=1 ; Default[1]

        ; Determines whether to immediately attach and apply shader changes
        ; when overlays are installed to the face
        bImmediateFace=0 ; Default[0]

        [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
        ; Determines how many body overlays there should be
        iNumOverlays=30 ; Default[6]   BAC need this on 30 but any other mod likely will work on 12.
        iSpellOverlays=0 ; Default[0]   Not sure, one of the dibellan warrior mods with magic tattoos may need this on some number, do to remember. 


        [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
        ; Determines how many hand overlays there should be
        iNumOverlays=3 ; Default[3]  If you have a mod that add hands tattoos it may need more slots.
        iSpellOverlays=0 ; Default[0]


        [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
        ; Determines how many feet overlays there should be
        iNumOverlays=3 ; Default[3] If you have a mod that add feets tattoos it may need more slots.
        iSpellOverlays=0 ; Default[0]


        [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
        ; Determines how many face overlays there should be
        iNumOverlays=6 ; Default[3] If you have a mod that add more face tattoos it may need more slots.
        iSpellOverlays=0 ; Default[0]


        [Overlays/Data]
        ; Assigns these alpha properties to all overlays when they are applied
        ; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
        ; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
        iAlphaFlags=4845 ; Default[4845]
        iAlphaThreshold=0 ; Default[0]
        sDefaultTexture=textures\actors\character\overlays\default.dds

         

         

    2. SKEE for SkyrimSE\AE. Game folder\Data\SKSE\Plugins\skee64.ini
      1. Spoiler

         

        [Debug] ; -1 to disable logging
        ; 0 - Fatal Error
        ; 1 - Error
        ; 2 - Warning
        ; 3 - Message
        ; 4 - Verbose Message
        ; 5 - Debug Message
        iLogLevel=2 ; Default[5]

        [Features]
        ; Enables sculpting panel and functionality
        bEnableSculpting=1 ; Default[1]

        ; Enables exporting actor heads from menu
        bEnableHeadExport=1 ; Default[1]

        ; Enables layering textures ontop of the player
        bEnableOverlays=1 ; Default[1]

        ; Determines whether face overlays are enabled
        bEnableFaceOverlays=1 ; Default[1]

        ; Enables BodySlide assisted morphing for further customization
        bEnableBodyMorph=1 ; Default[1]

        ; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
        bEnableBodyGen=0 ; Default[1]

        ; Enables automatic reapplication of transforms on model load
        bEnableAutoTransforms=1 ; Default[1]

        ; Enables syncing of hair or skin tint to a Dyeable Item
        bEnableTintSync=1 ; Default[1]

        ; Enables tint system on inventory models
        bEnableTintInventory=1 ; Default[1]

        ; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
        bEnableTintHairSlot=1 ; Default[1]

        ; Enables recalculating Normals and Tangents when loading or changing sliders
        bEnableFaceNormalRecalculate=1 ; Default[1]

        ; Enables recalculating Normals and Tangents when using Body morphs
        bEnableBodyNormalRecalculate=1 ; Default[1]

        ; Enables automatically disabling the Model Space Normal flag from a mesh when the Actor's Skin TextureSet is set to use Tangent space
        bEnableTangentSpaceCorrection=1 ; Default[1]

        ; Allows plugins to send the interface exchange message immediately after SKEE is loaded
        ; this is not recommended! plugins should exchange at kMessage_PostPostLoad to ensure
        ; that SKEE is loaded, otherwise it depends on arbitrary OS decided load ordering of dll
        ; this option is provided purely for compatibility with mods that are attempting to exchange early
        bEnableEarlyRegistration=0 ; Default[0]

        ; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
        ; String Data: (Without semi-colon)
        ;[
        ;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
        ;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
        ;]
        bEnableEquippableTransforms=1 ; Default[1]

        [Hooks]
        ; Debugging use only, these disable hooks in the game which affect various features
        bBipedAttach=1
        bNativeSliders=1
        bMorphUpdates=1
        bSliderCallbacks=1
        bTintInventory=1
        bHeadProcessing=1
        bFaceOverlays=1

        [General]
        ; Determines scaling mode
        ; 0 - Multiplicative
        ; 1 - Averaged
        ; 2 - Additive
        ; 3 - Maximum
        iScaleMode=3 ; Default[0]   3 means that if multiple mods call the same node, the biggest value wins. The other options could overscale or diminish.

        ; Determines key merging method (when there are two body morph keys for the same morph)
        ; 0 - Additive
        ; 1 - Averaged
        ; 2 - Maximum
        iBodyMorphMode=2 ; Default[0]  2 means that if multiple mods call the same morph name, the biggest value wins. The other options could overscale or diminish.

        ; Amount of memory to be used by BodyMorph TRI cache
        ; cache will temporarily exceed this limit to load a TRI
        ; then remove least recently used entries until the 
        ; used memory is below this threshold
        uBodyMorphMemoryLimit=512000000 ; Default[256000000]  increase it based on recommendation I can't recall for what.  optional

        ; Enables whether shapes are morphed in parallel
        bParallelMorphing=1

        ; Alternate method to copy from primary skin partition to alternate skin partitions using CopyResource instead of UpdateSubresource
        ; Probably faster
        bBodyMorphGPUCopy=0 ; Default[1]  Was told there glitches for morph not applying if GPU is used. Forgot specifics

        ; When a morphable AA is equipped the GPU resource will be re-created and copied in as dynamic and then the new resource will be applied to all skin partitions
        ; Probably faster, and likely faster when changing morphs on a piece that is already equipped
        bBodyMorphRebind=0 ; Default[1]  Optimization that is part of the setting above

        ; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
        uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

        [Overlays]
        ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
        bPlayerOnly=1 ; Default[1]

        ; Determines whether to immediately apply shader changes
        ; when overlays are installed on an ArmorAddon
        bImmediateArmor=1 ; Default[1]

        ; Determines whether to immediately attach and apply shader changes
        ; when overlays are installed to the face
        bImmediateFace=0 ; Default[0]

        [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
        ; Determines how many body overlays there should be
        iNumOverlays=56 ; Default[6]  I have mods that require this to be huge, BAC needs 30 + whatever other mods needs. 
        iSpellOverlays=10 ; Default[1]


        [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
        ; Determines how many hand overlays there should be
        iNumOverlays=10 ; Default[3]
        iSpellOverlays=2 ; Default[1]


        [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
        ; Determines how many feet overlays there should be
        iNumOverlays=10 ; Default[3]
        iSpellOverlays=2 ; Default[1]


        [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
        ; Determines how many face overlays there should be
        iNumOverlays=12 ; Default[3]
        iSpellOverlays=4 ; Default[1]


        [Overlays/Data]
        ; Assigns these alpha properties to all overlays when they are applied
        ; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
        ; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
        iAlphaFlags=4845 ; Default[4845]
        iAlphaThreshold=0 ; Default[0]
        sDefaultTexture=textures\actors\character\overlays\default.dds

        [FaceGen]
        fSliderMultiplier=3.0
        bDisableFaceGenCache=1
        bExternalHeads=0 ; Change this to 1 to generate external heads
        bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
        bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
        bExportSkinToBone=1
        bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
        bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

        [Sculpting]
        fPanSpeed=0.01 ; Negative reverses panning direction
        fFOV=60
        iWidth=768 ; Must be divisible by 8
        iHeight=768 ; Must be divisible by 8
        fBackgroundR=0.0
        fBackgroundG=0.0
        fBackgroundB=0.0
        fBackgroundA=0.0
        fOffsetX=0.11
        fOffsetY=0.0
        fOffsetZ=0.0
        bDrawBrushPoint=1
        bDrawBrushRadius=1

        ; Mask brushes have no strength values
        [Brush/MaskAdd/Radius]
        dbDefault = 0.5
        dbMin = 0.01
        dbMax = 2.00
        dbInterval = 0.01

        [Brush/MaskSubtract/Radius]
        dbDefault = 0.5
        dbMin = 0.01
        dbMax = 2.00
        dbInterval = 0.01

        [Brush/Inflate/Radius]
        dbDefault = 0.5
        dbMin = 0.01
        dbMax = 2.00
        dbInterval = 0.01

        [Brush/Inflate/Strength]
        dbDefault = 0.01
        dbMin = 0.001
        dbMax = 1.000
        dbInterval = 0.001

        [Brush/Deflate/Radius]
        dbDefault = 0.5
        dbMin = 0.01
        dbMax = 2.00
        dbInterval = 0.01

        [Brush/Deflate/Strength]
        dbDefault = 0.01
        dbMin = 0.001
        dbMax = 1.000
        dbInterval = 0.001

        [Brush/Smooth/Radius]
        dbDefault = 0.5
        dbMin = 0.01
        dbMax = 2.00
        dbInterval = 0.01

        [Brush/Smooth/Strength]
        dbDefault = 0.05
        dbMin = 0.001
        dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
        dbInterval = 0.001

        [Brush/Move/Radius]
        dbDefault = 0.5
        dbMin = 0.01
        dbMax = 2.00
        dbInterval = 0.01

        [Brush/Move/Strength]
        dbDefault = 0.01
        dbMin = 0.001
        dbMax = 1.000
        dbInterval = 0.001

         

         

         

  5.  
  6. Up to here the mods can use Skeleton-Nodes-scaling, but not necessarily morphs.  Skeleton-node scale work directly on the node attached to the 3D mesh that is used to represent the rendered character.
    1. 3d female armor Mesh (in wireframe render mode) with the invisible havok-skeleton nodes highlighted as green points and its relationship to other nodes represented as green lines. 
      1. Spoiler

         

        465802579_MESHshowingskeletonnodes.jpg.6f151e2ce724e08554b5259305408f17.jpg

         

      2. Skeleton-node "NPC Belly" scaled from 1 to 8. It is the node used by legacy SkyrimLE mods. It looks acceptable up to 6 for CBBE-LE and maybe COSIO, but higher looks like a donut. Its may look different for other bodies like UUNP or BHUNP.
      3. Spoiler

         

        Bellynodescaledsample1.jpg.a224afeee517447dba74370902d3822a.jpg

         

         

  7. Morphs require some manual assembly:
    1. While Skeleton-nodes scaling works directly on the nodes but visible on the attached mesh section, the morph works directly on the mesh bypassing the skeleton-nodes' system. 
    2. That means the NIF files that holds the mesh data needs to be altered with the addition of the morph data. While the 3d Mesh data is stored in NIF files, the morph data is stored in TRI files.  Skyrim only uses the TRI morph data files for the face's alteration when talking or doing expressions, everything using NIF could do morph, but Skyrim only used in on faces. 
    3. NIO\SKEE added functions to also call morph on other meshes. Only meshes with references to TRI files can be rendered with morphs alterations, generally the TRI file have the same name as the NIF file, but it is not necessary, it depends on the tools used to generate the TRI data and attach it to the NIF. If the NIF and the TRI data do not match the 3dmodel topology, you will see like the redered object exploded with 3d spikes stretching the whole display. It is common with some mods that use custom heads for NPC that do not match extended expression mods overwriting vanilla expressions (tri files for head).  
    4. The tool created by Ousnius to generate Morphs on meshes is called BodySlide and Outfit Studio.  I think the newer versions covers Skyrim\SkyrimSE\AE\Fallout. Download latest and deploy with mod manager.
    5. CosioHD includes Bodyslide files and references. You may need to install CBBE bodyslides and overwrite with COSIO. That is how 3BA works but do not remember if also COSIO.  Go and generate new COSIO naked body in Bodyslide with the built-in-morphs enabled. Preset Curvy is the most used by mod authors that includes CBBE prebuilts. Use your preferred one. Armors may not match the body preset unless also build with the same preset. Skip armors during testing. 
    6. You can check in the game file's folder "game folder Skyrim version\Data\meshes\actors\character\character assets".
      1. femalebody_0.nif : in game this is the 0 percent weight form.
      2. femalebody_1.nif : in game this is the 100 percent weight form.
      3. femalebody.tri: Bodyslide created COSIO compatible morphs data for the other two NIF files. 
      4. Note: All of this target female characters but male body using SAM or HIMBO can also do morphs, not SOS or vanilla.  Morph maybe named differently.
    7. The femalebody.tri is unique for each body mod, you can not combine tri files for COSIO with CBBE, UUNP, BHUMP, 3BA, and any other. Each has different vertex count and topology. 
  8. Test new built body in game,
    1. You can use Filleherup by configuring it with "Maximum Inflation" and "Cum amount multiplier" to the highest value accepted. Test node scaling by disabling "Bodymorph" or test morphs by having "Bodymorphs" enabled.  PREGNANCYBELLY is the default belly morph with great range and aesthetics for CBBE based bodies like COSIO and 3BA. It is preferred during testing to have SLIF disabled, use "reset actors" and maybe switch pages back and forth if the options are locked.  Older version of Filleherup were bugged with uneditable menus.  If SLIF is enabled, it will redirect node test to morph as configured in SLIF, not necessarily a fail, but it could confuse, disabling SLIF for testing is optional. 
    2. Use console to bring an NPC or do a scene with any type of sexlab compatible male and vaginal animations. 
    3. When Fillherup detects the event for orgasm it will execute the filling calculation that are now multiplied by big values and will exaggerate the morph for the test. 
  9. I skipped configuring SLIF for proper morph scaling, that a lot more.  Generally default with CBBE profile should work. If you want LE mods to use morphs instead of node scale then it needs some configuration. FillHerup-baka does not need extra configs in SLIF. Fillherup bodymorph with SLIF, will use SLIF-morphmodus that record and redirect directly to NIO\SKEE. SLIF is middleware.
  10. For armor to also do morph, the armor needs Bodyslides files for it and be rebuilt-with-morphs and the same preset as the body.  SkyrimLe armors rarely includes bodyslide files. You can create personal version by following some Bodyslide reference to armor tutorial. 

Note: I may have typo or forgot something. 

 

 

Edited by safado

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