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Fill Her Up Baka Edition


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Posted (edited)
14 hours ago, tonitrulupus said:

So we need to remove all mods related to 1.96 and any fix, before installing 2.03, can we do this during a play through or would you advise to wait until new playthrough?

 

 

Safest way is always to start a new playthrough, BUT, if you want to make sure you go about it the second to "safest" way, this is where you need ReSaver and a bunch of saving and loading in the game. This 99% works for me when I'm removing mods that has scripts and such.

 

The way I do it:

1. Disable FHU in the MCM. This will reset any character that FHU has changed and makes it "safe-ish" to uninstall.

2. Save(1) your game. Exit game.

3. Remove FHU in your mod manager.

4. Start the game, load the save(1) made in step 2, it should complain that the esp is gone. Move to another worldcell from where you are (enter a dungeon/inn or whatever), this will make the game refresh itself a bit, so to speak.

5. Make a new save(2). then load that save(2), and make a new save(3) again. This is to make sure that anything FHU is removed. Ish. Exit game.

6. Start ReSaver, File/Open your latest save(3) and clean it. I usually just use Clean/"Remove unattached instances" from the top menu. File/"Save As" "test" or something.

7. Start game, load "test", move to another worldcell from where you are (if you entered a dungeon, go back out in the world), make a new save(4).

8a. Optional. Run around a bit and kill a bear or a bandit because you're bored. Save(5) again?

8b. Exit game. enable new FHU mod in your mod manager, start game, load your save(4/5). Done.

 

 

Hope it helps.

 

 

9. Very optional, sometimes just to make extra sure that game kind of "resets/refreshes" my character from mod bloat, I go into "showracemenu" and rename my character, then save and load after that. But I don't know if this really helps.

 

Edited by SantanaX
Posted
1 hour ago, SantanaX said:

Safest way is always to start a new playthrough, BUT, if you want to make sure you go about it the second to "safest" way, this is where you need ReSaver and a bunch of saving and loading in the game. This 99% works for me when I'm removing mods that has scripts and such.

Lengthy but without having to restart a new game makes since to take so many steps. Thanks.

Posted
23 hours ago, SantanaX said:

 

Safest way is always to start a new playthrough, BUT, if you want to make sure you go about it the second to "safest" way, this is where you need ReSaver and a bunch of saving and loading in the game. This 99% works for me when I'm removing mods that has scripts and such.

 

The way I do it:

1. Disable FHU in the MCM. This will reset any character that FHU has changed and makes it "safe-ish" to uninstall.

2. Save(1) your game. Exit game.

3. Remove FHU in your mod manager.

4. Start the game, load the save(1) made in step 2, it should complain that the esp is gone. Move to another worldcell from where you are (enter a dungeon/inn or whatever), this will make the game refresh itself a bit, so to speak.

5. Make a new save(2). then load that save(2), and make a new save(3) again. This is to make sure that anything FHU is removed. Ish. Exit game.

6. Start ReSaver, File/Open your latest save(3) and clean it. I usually just use Clean/"Remove unattached instances" from the top menu. File/"Save As" "test" or something.

7. Start game, load "test", move to another worldcell from where you are (if you entered a dungeon, go back out in the world), make a new save(4).

8a. Optional. Run around a bit and kill a bear or a bandit because you're bored. Save(5) again?

8b. Exit game. enable new FHU mod in your mod manager, start game, load your save(4/5). Done.

 

 

Hope it helps.

 

 

9. Very optional, sometimes just to make extra sure that game kind of "resets/refreshes" my character from mod bloat, I go into "showracemenu" and rename my character, then save and load after that. But I don't know if this really helps.

 

Yeah I followed your instructions, got it installed and still have the same issue as before, I did ask if they fixed the head tracking issue, I don't believe that was ever answered and I thought maybe it was due to the install and because I installed to over 1.96 it was broken, that was incorrect. yes, doing the race menu does fix it up until you expel manually and its right back to the tracking issue. any permeant fixes for this yet?

Posted
23 minutes ago, tonitrulupus said:

Yeah I followed your instructions, got it installed and still have the same issue as before, I did ask if they fixed the head tracking issue, I don't believe that was ever answered and I thought maybe it was due to the install and because I installed to over 1.96 it was broken, that was incorrect. yes, doing the race menu does fix it up until you expel manually and its right back to the tracking issue. any permeant fixes for this yet?

 

No fix for the post-deflate tracking issue that I've found.  I've tried a ton of things, and all the various patches/refactors I could find.  There has to be some random mod conflict (not in the esp, or overwrite), or dependancy that is just not tracked down.  Obviously it works for lots of people, and is broken for others.... Would like for it to be isolated, but I for one haven't found it after quite a lot of time trying.  So for me, it's 1.96 with Crajjjj's fix patch.  Opening up racemenu each time just is just too cumbersome of a fix that just isn't reasonable for playing with.

Posted
10 minutes ago, Bigglsby said:

 

No fix for the post-deflate tracking issue that I've found.  I've tried a ton of things, and all the various patches/refactors I could find.  There has to be some random mod conflict (not in the esp, or overwrite), or dependancy that is just not tracked down.  Obviously it works for lots of people, and is broken for others.... Would like for it to be isolated, but I for one haven't found it after quite a lot of time trying.  So for me, it's 1.96 with Crajjjj's fix patch.  Opening up racemenu each time just is just too cumbersome of a fix that just isn't reasonable for playing with.

I call that a work around, not a fix. if it was a conflict there should be more going on, what it looks like to me is its calling up that function of the head tracking, have you tried to see if it happens on auto? if it doesn't, that means the hotkey maybe calling that function up.

Posted
3 minutes ago, tonitrulupus said:

I call that a work around, not a fix. if it was a conflict there should be more going on, what it looks like to me is its calling up that function of the head tracking, have you tried to see if it happens on auto? if it doesn't, that means the hotkey maybe calling that function up.

 

Yeah, fix is the wrong word - more like a reset of whatever thing gets broken.

 

I don't have any head tracking mod installed.  The break ties in a little different based on set-up I think.  For me (and some others), it seems to cause a tracking offset with the crosshair - particularly apparent when aiming a bow.

 

It happens regardless of auto or manual deflate (tested).  It happens regardless of version of XP32, not OAR animation related, not configuration related.  My current working theory is that it has something to do with a change in the deflate script now being a spell (at least I think that was how the deflate spell is now).  That or the morph timer - but I've tried with morph-disabled with the same result so not sure that's related.

 

Thought for a while that it might be FNIS (which is all I use) vs pandora, but there isn't a problem with the animations themselves, and it's being handled by OAR now, not DAR, so FNIS/Pandora shouldn't even apply. 

 

I've poked at lots of things, just can't isolate the problem...

Posted
1 hour ago, Bigglsby said:

 

Yeah, fix is the wrong word - more like a reset of whatever thing gets broken.

 

I don't have any head tracking mod installed.  The break ties in a little different based on set-up I think.  For me (and some others), it seems to cause a tracking offset with the crosshair - particularly apparent when aiming a bow.

 

It happens regardless of auto or manual deflate (tested).  It happens regardless of version of XP32, not OAR animation related, not configuration related.  My current working theory is that it has something to do with a change in the deflate script now being a spell (at least I think that was how the deflate spell is now).  That or the morph timer - but I've tried with morph-disabled with the same result so not sure that's related.

 

Thought for a while that it might be FNIS (which is all I use) vs pandora, but there isn't a problem with the animations themselves, and it's being handled by OAR now, not DAR, so FNIS/Pandora shouldn't even apply. 

 

I've poked at lots of things, just can't isolate the problem...

Ok I did some playing around and it looks like if you get https://www.nexusmods.com/skyrimspecialedition/mods/11993?tab=files&file_id=223187 it will help mitigate a lot of the issues and will help with the archery, I tested it since I use a bosmer for all my PC. I have not seen any issue thus far, but each person has their own setup and mod which will play a factor. for the most part it make 2.03 usable. There is a update for AE I am about to try.

on the plus side you can have a voice for your PC to some extent.

Posted (edited)
5 hours ago, Bigglsby said:

 

I've poked at lots of things, just can't isolate the problem...

 

@tonitrulupus

Try FHU modifications patch by @crajjjj.  I do not know if it helps you. 

Just overwrite FHU, do the MCM Reset and reconfigure. Use the new debug options for testing. 

 

Replace any MFG-fix version with MfgFixNG. 

 Make sure the FHU patch first two version numbers match your FHU first two verson num, the last is the patch version. 

 

I currently can't have the moan or tongue out, but it does not do the tracking issue you have.  My issue is likely an expression mod resetting the head.     MCM reset again, fix it.  Tongue out and no head tracking issue.  

 

 

Edited by safado
Posted
On 8/1/2025 at 4:21 AM, tonitrulupus said:

I would run your body slides again just in case the mfg fix ng changed something

I re-generated the languages in bodyslide, nothing has changed.

Posted
1 hour ago, The_XXI said:

I re-generated the languages in bodyslide, nothing has changed.

 

The problem with building/batch building tongue (or other head-attached parts) is that there is no "body" to build them against.  Depending on your head preset, the fit may be way off.

 

There is no quick or simple way to do it.  For head-part body slide adjustments, you need to gauge the direction you need to adjust the part based on how it shows up in-game, open up bodyslide and make and build your adjustments (and save them so they don't reset each time you build).  Adjust as needed.

 

Luckily, you CAN open up and do this while the game is running, instead of closing down and restarting each time.  But for the changes to apply in-game, you need to refresh it in some manner.  Either remove and reequip, or scene refresh, or something similar.

 

I don't use tongues in game, but I recall that it will equip a random one - there are several to choose from.  I'd recommend picking one to adjust, then copy those settings over to the other tongues.  Remember to build and save so you don't have to go through the process next time you batch-build.

Posted
40 minutes ago, Bigglsby said:

don't use tongues in game

I don't use them either, to me someone sticking their tongue out during sex or any other reason of a "sexual" nature isn't neural, the only time is oral and that at least has a purpose lol

Posted
1 hour ago, tonitrulupus said:

I don't use them either, to me someone sticking their tongue out during sex or any other reason of a "sexual" nature isn't neural, the only time is oral and that at least has a purpose lol

 

Well, it can be hot at times I think, but doesn't work for me as a default... and it's not designed as a random occurrence here, so I prefer it off.  But really, we all have our things and I'm not gonna stand in anybody's way (outside of some more extreme examples).  Generally, not one to cast shade on anyone's preferences.  But in this I can at least help someone get where they want to go, so all good.  :)

Posted (edited)
On 8/3/2025 at 6:27 PM, The_XXI said:

I re-generated the languages in bodyslide, nothing has changed.

 

You said in a past post that you are using a patch?

 

Replace it with HALOS Human HDT Tongues and HALOS Human HDT Tongueslide.


 

Spoiler

The picture is a demo. Ignore the anime head. To replicate the setup, start by loading the tongue in BodySlide and clicking the button to send it to Outfit Studio. In Outfit Studio, click "load outfit" and navigate to

"Your game" \Data\meshes\actors\character\character assets\femalehead.nif.

Enable the "Keep Other Shapes" option. Use the sliders to align the tongue between the lips and resize if necessary. Make note of the slider values, then close Outfit Studio without saving. Back in BodySlide, apply the recorded values and consider saving a preset for future use. Once everything is set, build the tongue meshes.

To review the results in-game, ensure that tongue.esp is enabled. Use a mod like AddItemMenu or a suitable replacement to retrieve the items. Equip the tongues to preview them, and use a phoneme mouth-open command mod or the SL Survival All-In-One wheel (Self > Open Mouth) to test the visual alignment.

 

Because heads are morphed, you may need to realign differently from the original head. Specially if mouth visuals were personalized in character creation.

 

Spoiler

3047617-1695947457.gif

 

This is for alignment only, mouth not opening or closing early is another issue. Cause by multiple mods forcing and resetting expressions because do not have conditions to not apply during fillherup or other mod scenes. 

 

 

Edited by safado
Posted

Is it possible to make the cum stream during deflation more viscous/gloopy looking? Currently it's more similar to water effects, ie it runs too fast and smooth. I see you can change the textures, and I assume you could tweak the stream animation speed? I don't know how feasible it is or how it'd look, but just wondering.

Posted (edited)

I'm playing as a male character but left the mod active for NPCs to get inflated, however I noticed that first Lydia and now Ysolda seem to re-equip a "leak" item as apparel every time the cell re-loads.  I've disabled the mod in game and re-set all actors via MCM but Ysolda keeps re-acquiring the leak item, which I have to removed and throw in a random container.  


I've also noticed that while the inflation figures for my character are zero, it registers as him having male and female cum in him, presumably from group encounters? 
 

Any suggestions on how to remedy this?  

Edited by MajorWard
Posted

Does anyone else use that newer version of bathing in Skyrim? 

Bathing in Skyrim renewed.

since I installed it it seems like the manual expel option has stopped working, not even a message as to why you cant expel, I do have that patch other has recommended but it seems to work just fine with the old version of bathing in Skyrim.

Posted

 

Every since I did that suggested patch and gone to 2.03 been having issues getting to expel manually. I thought at first it was the bathing in Skyrim renewed version, but then it expelled, and seems to be hit and miss even when auto deflate is turned off. anyone else having similar issues? It is a new playthrough. 

Posted
39 minutes ago, tonitrulupus said:

 

Every since I did that suggested patch and gone to 2.03 been having issues getting to expel manually. I thought at first it was the bathing in Skyrim renewed version, but then it expelled, and seems to be hit and miss even when auto deflate is turned off. anyone else having similar issues? It is a new playthrough. 

 

If you're talking about Crajjjj's patch, there is a update (2.03.9) that specifically fixes that expel blockage issue.  Update that and should be fixed.

Posted
6 hours ago, Bigglsby said:

 

If you're talking about Crajjjj's patch, there is a update (2.03.9) that specifically fixes that expel blockage issue.  Update that and should be fixed.

Up that did it, its working correctly now

Posted
1 hour ago, Turracil said:

after expel event, face get stuck in expression. have to start scene to unstick. Is there option to fix?

I just tap the manual expel hot key, just tap it and it resets the expression

 

Posted
On 8/16/2025 at 7:45 PM, tonitrulupus said:

I just tap the manual expel hot key, just tap it and it resets the expression

 

that works thank

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