Skarpylol Posted April 21 Posted April 21 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?
Skarpylol Posted April 21 Posted April 21 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
safado Posted April 21 Posted April 21 (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 Edited April 21 by safado
Skarpylol Posted April 21 Posted April 21 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 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)
Sandwichee Posted May 4 Posted May 4 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 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?
jameswerder Posted May 6 Posted May 6 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?
fiecl Posted May 9 Posted May 9 Hi, does anyone know if there is a HUD mod that displays the filled amount?
safado Posted May 9 Posted May 9 (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 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 May 9 by safado 1
Kang Colly Posted May 9 Posted May 9 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
fiecl Posted May 9 Posted May 9 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 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.
manismanmade Posted May 9 Posted May 9 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
hxjaid78 Posted May 11 Posted May 11 On 5/4/2026 at 8:47 PM, Sandwichee said: Hey, could you please share your patch? sr_FillHerUp UBE patch.rar 1
HugzSX Posted May 16 Posted May 16 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?
lala005614 Posted June 5 Posted June 5 (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 June 5 by lala005614
Lacheln Posted June 13 Posted June 13 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? 2
i am not here... Posted June 20 Posted June 20 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 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
safado Posted June 21 Posted June 21 (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) Compatible Havok animation Skeleton like XP32 Maximum Skeleton Extended (LE) or XP32 Maximum Skeleton Special Extended (SE\AE). 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. The skeleton is like the puppeteer's invisible strings. The puppeteer in this case is the animation, NPC-AI, or player controller systems. 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. NetImmerse Override (NIO, NIOverride) in (Skyrim LE) or SKEE (Skyrim-Extended-Enhanced) on (SkyrimSE\AE): In SkyrimLE: last version of NIO is embedded to Racemenu. NIO standalone is older and created for Racemenu replacer mods. In SkyrimSE\AE: SKEE is always part of Racemenu. SKEE is the new NIO. 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) 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. NIO\SKEE framework functions is what mods will call for node or morphs scaling. NIO\SKEE will scale Skeleton Nodes in game with proper installed skeleton (xp32) without extra help. It will need more for morphs. Essential framework for data management. JContainers and PapyrusUtils. Have them overwriting everything in the mod manager. Setup NIO or SKEE ini files. NIOverride for SkyrimLE. Use as a guide Do not copy paste. game folder\Data\SKSE\Plugins\nioverride.ini 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 SKEE for SkyrimSE\AE. Game folder\Data\SKSE\Plugins\skee64.ini 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 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. 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. Spoiler 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. Spoiler Morphs require some manual assembly: 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. 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. 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). 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. 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. You can check in the game file's folder "game folder Skyrim version\Data\meshes\actors\character\character assets". femalebody_0.nif : in game this is the 0 percent weight form. femalebody_1.nif : in game this is the 100 percent weight form. femalebody.tri: Bodyslide created COSIO compatible morphs data for the other two NIF files. 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. 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. Test new built body in game, 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. Use console to bring an NPC or do a scene with any type of sexlab compatible male and vaginal animations. 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. 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. 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 June 21 by safado 2
MSEdgeView Posted July 5 Posted July 5 I'm having an issue when I reset the character via MCM or something else bodymorph related happens the torso is removed/transparent. When this happens I can reset the body via Obody NG (change preset to something else than zeroed sliders, and back. It fixes it but the inflation is gone). Inflation seems to work thought sometimes. I also tried the bodymorph settings from `Custom 3BA SLIF Bodymorph setting`. Running AE 1.6.1170.0, CBBE 3BA 2.48, Obody NG 4.4.3, FHU 1.96 and SLIF 1.2.2beta. Any idea?
MSEdgeView Posted July 5 Posted July 5 47 minutes ago, MSEdgeView said: I'm having an issue when I reset the character via MCM or something else bodymorph related happens the torso is removed/transparent. When this happens I can reset the body via Obody NG (change preset to something else than zeroed sliders, and back. It fixes it but the inflation is gone). Inflation seems to work thought sometimes. I also tried the bodymorph settings from `Custom 3BA SLIF Bodymorph setting`. Running AE 1.6.1170.0, CBBE 3BA 2.48, Obody NG 4.4.3, FHU 1.96 and SLIF 1.2.2beta. Any idea? Tested it with crajjjj patch, inflation does indeed work. Resetting the PC breaks the torso. Still stuck
safado Posted July 5 Posted July 5 (edited) 3 hours ago, MSEdgeView said: Tested it with crajjjj patch, inflation does indeed work. Resetting the PC breaks the torso. Still stuck I remember having that issue long ago (torso disappear but also other morphed sections), do not remember the fix but is another SKSE library messing things up for morphs. It affects SLIF and obody-refits. Used Obody preset to reset body back to visual, and enabled a SLIF hidden test feature to make all morph be not-zero by adding -0.01 to all morph entries to the aggregate in game. All that was a workaround. Remember been very angry when I discovered why, can't remember what it was. 😖 Trying to refresh my memory; do you use a caching SKSE mod? A mod that is supposed to raise performance like making ini files be read once and such. Try removing it and look for another performance mod of the SKSE only type, it is not Engine fixes or display tweaks. Morphs are actually done by NIO\SKEE, make sure Racemenu is last version compatible, it is better if the game is last version and all SKSE like Racemenu also follow. Edited July 5 by safado 1
MSEdgeView Posted Tuesday at 10:19 PM Posted Tuesday at 10:19 PM (edited) On 7/5/2026 at 10:23 PM, safado said: I remember having that issue long ago (torso disappear but also other morphed sections), do not remember the fix but is another SKSE library messing things up for morphs. It affects SLIF and obody-refits. Used Obody preset to reset body back to visual, and enabled a SLIF hidden test feature to make all morph be not-zero by adding -0.01 to all morph entries to the aggregate in game. All that was a workaround. Remember been very angry when I discovered why, can't remember what it was. 😖 Trying to refresh my memory; do you use a caching SKSE mod? A mod that is supposed to raise performance like making ini files be read once and such. Try removing it and look for another performance mod of the SKSE only type, it is not Engine fixes or display tweaks. Morphs are actually done by NIO\SKEE, make sure Racemenu is last version compatible, it is better if the game is last version and all SKSE like Racemenu also follow. Thanks for the hints! Yeah, exactly that sounds like my issue. Were your non-zero morph settings a workaround that worked? Then I guess I'll try that out. I used CSVO as a base install and added and switched some mods, I don't think there are any special caching mods from what I can see. I'm using RaceMenu 0.4.19.16 not the latest, but I could update it (but highly doubt this would fix it?) Maybe Bug Fixes SSE? https://www.nexusmods.com/skyrimspecialedition/mods/33261 Or Vanilla Scripting Enhancements? https://www.nexusmods.com/skyrimspecialedition/mods/68139 Or anything that makes you think "That's it!" in my Modlist maybe? If not, no worries, appreciate your response. Spoiler +2560x1440 -1920x1080 +Settings +RaceMenu Presets +DynDOLOD Output +TexGen Output +xLODGen Output +PGPatcher Output +Grass Cache Output +Pandora Output +BodySlide Output +SKSE Output +SSE Cache -Outputs and Settings_separator -Grass Bounds +Grass Cache Helper NG -Grass Cache_separator +BodySlide and Outfit Studio +PGPatcher (aka ParallaxGen) -Tools_separator +FHU Baka Patch +Armor and Weapon Patches +CBPC Anus Support AE 1170 Patch +SL Solutions Revisited SE USSEP Patch +SLHH Loadscreen Patch +SLSW Patch 1.01 +PW Patch 1.2.4 +SL Tools SE Patch (Unlimited Animations Fix) +RaceMenu High Heels Patch (Height Fix) +XP32 SOS Patch +CSVO ISC USSEP +CSVO - Audio Synthesis Patch +CSVO - FootPrints FFM Patch +CSVO - Faultiers Clutter ISC Patch -Patches_separator +SexLab Solutions Revisited SE Voice Pack +SexLab Defeat SE Voice Pack +SexLab SLSF Fame Comments SE Voice Pack +SexLab Skooma Whore SE Voice Pack +SexLab Horrible Harrassment Expansion (SLHH) Voice Pack +SexLab Dialogues SE Voice Pack +SexLab Confabulation SE Voice Pack +SexLab Approach Redux Voice Pack +Public Whore (PW) Comments Voice Pack +Public Whore (PW) Voice Pack +Prison Overhaul Patched AE Voice Pack +Devious Interests Voice Pack +Deviously Helpless Redux Voice Pack -SexLab Voice Packs_separator +SLAL Znarok +SLAL SH Furniture +SLAL Sailing Rebel Creatures +SLAL Rydin +SLAL Proxy +SLAL Nymra Foreplay +SLAL Nibbles +SLAL Mike24s +SLAL Milky +SLAL MasterMike +SLAL M2M +SLAL Leito +SLAL K4 +SLAL Gunslicer (incl. 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Blended Road Fixes +Blended Roads +Ruins Clutter Improved SE +Mesh Improvement Compilation +Assorted mesh fixes +Unofficial Material Fix +Static Mesh Improvement Mod +Better Dynamic Snow SE -Basic Mesh Alterations_separator +Realistic Galaxy 16k +Rally's Celestial Canvas +AURORA S.E +CS Particle Patch +Obsidian CS +Vanilla Skies Enhanced +Volumetric Mists +Moons And Stars - Sky Overhaul SKSE +Obsidian Weathers and Seasons +Native EditorID Fix +KreatE Preset Amethyst +KreatE -Weather_separator +Acoustic Space Improvement Fixes - SkyPatcher +Reverb Interior Sounds Expansion +Regional Sounds Expansion (SRD - Wilds Dungeons Towns Ambience Birds - Fixes) +Audio Overhaul - Immersive Sounds Integration (AOS - ISC Compatibility Patch) +Immersive Sounds - Compendium +Audio Overhaul for Skyrim (4.1.2) -Audio_separator +Far Object LOD Improvement Project SSE +Mountain LOD Helper +Lod Model Library for DynDOLOD +DynDOLOD DLL NG +DynDOLOD Resources SE -Dyndolod_separator +Object Impact Framework (OIF) +Utility Mod AE +Enchantment Art Extender +SkyPatcher +Custom Skills Framework +FormList Manipulator - 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Updated +MCM Helper +QUI - Unofficial Update +QUI +UIExtensions +SSE Display Tweaks +Console Commands Extender - Anniversary Edition Update -UI Engine Fixes_separator +NPC's Run and Walk at Your Pace +Yes Im Sure NG +Sprint Sneak Movement Speed Fix +Conjuration Limit Fix +Bound Weapon Fix +Perk Entry Point Extender +Alchemy XP Fix +Stagger Effect Fix +Animated Static Reload Fix - NG +Dual Casting Fix +RemoveAllItems Freeze Fix +Barter Limit Fix +Equip Enchantment Fix +NPC AI Process Position Fix - NG +Vendor Respawn Fix +Script Effect Archetype Crash Fix -DLL Game Fixes_separator +CrosshairRefEvents Script Hang Fix +Alt-Tab Stuck Key Fix NG +LeveledList Crash Fix +Mute On Focus Loss +Kill Caps Lock NG +Media Keys Fix SKSE +Better AltTab +Auto Input Switch +Save Unbaker +Recursion Monitor +Crash Logger SSE AE VR - PDB support +JContainers SE +Papyrus Tweaks NG +powerofthree Papyrus Extender +PapyrusUtil SE - Modders Scripting Utility Functions +powerofthree's Tweaks +Actor Limit Fix +Scrambled Bugs +Bug Fixes SSE +SSE Engine Fixes (skse64 plugin) -Engine Fixes_separator +DPI Scaling Fix +Knotwork +SkyUI - Ghost Item Bug Fix +Fix Note icon for SkyUI (SKSE64 plugin) +SkyUI 5.2 SE Plugin with Master Added +SkyUI +Address Library for SKSE Plugins +SKSE64 ini pre-download for lazy users +Skyrim Script Extender (SKSE64) -Master Fixes_separator +Neloth's Experimental Subject Quest (DLC2TTR4a) Fix +Magic Student (WIChangeLocation04) Quest Fix +King Olaf's Fire Festival Not Ending Fix +College of Winterhold Quest Start Fixes +High Gate Ruins Puzzle Reset Fix +No More Blinding Fog - SSE Port +Hunters Not Bandits +Vanilla Scripting Enhancements +Unofficial Skyrim Creation Club Content Patch - USSEP for CC +Unofficial Skyrim Special Edition Patch - USSEP -Base Game Master Fixes_separator +Resource Pack +Creation Club +Cleaned Masters -Base Game Cleaned_separator Edited Tuesday at 10:26 PM by MSEdgeView
safado Posted Wednesday at 12:39 AM Posted Wednesday at 12:39 AM (edited) 2 hours ago, MSEdgeView said: I'm using RaceMenu 0.4.19.16 not the latest, but I could update it (but highly doubt this would fix it?) SkyrimAE 1.6.1170 = RaceMenu Anniversary Edition v0-4-20-0 (do not recall this fixing the issue) Maybe Bug Fixes SSE? This is ok Or Vanilla Scripting Enhancements? Legacy, replaced by Ultimate Optimized Scripts Compilation. Or anything that makes you think "That's it!" in my Modlist maybe? If not, no worries, appreciate your response. Why both? they do the same and supose to be one or the other, same with any SLAR replacer variant. Is this some compatibility trick? +OSL Aroused -SLO Aroused NG I use ConsoleUtil Extended instead of ConsoleUtilSSE NG Recommend revisiting each Fix or SKSE64 nexus mod and check for updates. I removed this, can't recall why. NPC AI Process Position Fix - NG Sorry do not remember specifics of fixing the morph mesh breaking issue, only that a mod did it while loaded and was not directly . ***Not related to the issue but you have a lot of legacy community shaders add-ons. Is ok if your community shader is old. Read quote copy window above. ☝️ Edited Wednesday at 01:24 AM by safado 1
MSEdgeView Posted Friday at 07:26 PM Posted Friday at 07:26 PM (edited) On 7/8/2026 at 2:39 AM, safado said: I'm using RaceMenu 0.4.19.16 not the latest, but I could update it (but highly doubt this would fix it?) SkyrimAE 1.6.1170 = RaceMenu Anniversary Edition v0-4-20-0 (do not recall this fixing the issue) Will try Maybe Bug Fixes SSE? This is ok Or Vanilla Scripting Enhancements? Legacy, replaced by Ultimate Optimized Scripts Compilation. Will try Or anything that makes you think "That's it!" in my Modlist maybe? If not, no worries, appreciate your response. Why both? they do the same and supose to be one or the other, same with any SLAR replacer variant. Is this some compatibility trick? +OSL Aroused -SLO Aroused NG Forgot to remove SLO from the list (it's deactivated but still in my ML from when I was testing it.) I'm using OSL Aroused (+) I use ConsoleUtil Extended instead of ConsoleUtilSSE NG Recommend revisiting each Fix or SKSE64 nexus mod and check for updates. Thanks, I'll look through them, but you'd say it's an SKSE64 Mod that you removed and that fixed it for you, right? I removed this, can't recall why. NPC AI Process Position Fix - NG Doubt this will have an impact, but will try as well Sorry do not remember specifics of fixing the morph mesh breaking issue, only that a mod did it while loaded and was not directly . ***Not related to the issue but you have a lot of legacy community shaders add-ons. Is ok if your community shader is old. Haven't udpated CS in some months, yeah it's an older version where the shaders weren't in the Base mod already. Have to do that too, but doubt that has an impact, and sometimes with Skyrim I'd rather not touch a running system :') Thanks for all the inputs, much appreciated, see my comments above ^ Edited Friday at 07:27 PM by MSEdgeView
MSEdgeView Posted Friday at 08:43 PM Posted Friday at 08:43 PM None of it worked. But your workaround of setting morphs to -0.01 worked. I've set only all Belly morphs to -0.01 and it works on PC. Don't know about NPCs yet.
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