MysticDaedra Posted August 20, 2024 Posted August 20, 2024 5 hours ago, danna233 said:  Hide contents  Incredible! Definitely beyond my talents or patience levels to mess with. Very cool though!
danna233 Posted August 20, 2024 Posted August 20, 2024 (edited) 55 minutes ago, MysticDaedra said: Incredible! Definitely beyond my talents or patience levels to mess with. Very cool though! I just discovered this mod a couple of days ago. I haven't really played with it yet. And I also think that I need to do something with the eyes. They should change too, right? So it looks like the work isn't finished yet. Now I still need to work on the eyes. If nothing works out, I'll leave it as is)  Eyes probably come separately, not in a package with the head, and are installed by a script or something. They are in RaceMenu. You can even use them yourself). Spoiler  Edited August 20, 2024 by danna233 2
danna233 Posted August 21, 2024 Posted August 21, 2024 (edited) Can someone show me the MCM settings for faster corruption gain? I don't quite understand what needs to be set there. I'm afraid that with the way I play, addiction and corruption will never happen to my character. Edited August 21, 2024 by danna233
MysticDaedra Posted August 21, 2024 Posted August 21, 2024 6 hours ago, danna233 said: Can someone show me the MCM settings for faster corruption gain? I don't quite understand what needs to be set there. I'm afraid that with the way I play, addiction and corruption will never happen to my character. Corruption Use iirc. I think having high addiction makes corruption increase faster as well. I set the "Global" corruption use all the way to 10 because it is agonizingly slow by default. Then you can tweak the addiction-specific corruption use sliders down (below 1, like 0.75 etc) for easier fine-tuning. 10 by itself is pretty fast, so I usually set the individual corruption sliders down to .50 or .75 depending on the addiction. Stuff like vaginal/anal/lactation, things that either happen more frequently or in large bursts I'll decrease more than stuff that happens rarely such as the main transformations. 1
Code Serpent Posted August 22, 2024 Author Posted August 22, 2024 On 8/20/2024 at 2:02 PM, danna233 said: And I also think that I need to do something with the eyes. They should change too, right? Currently eye changes only affect characters that use vanilla eyes. But you can make a patch easily but just adding whatever eyes you are using to the CorruptionListEyesAll formID list. This is done so there's a way to save what your character's eyes originally were (as an integer in a script which references an entry in that list) so they can be reverted if they get untransformed. 1
Code Serpent Posted August 22, 2024 Author Posted August 22, 2024 20 hours ago, danna233 said: Can someone show me the MCM settings for faster corruption gain? I don't quite understand what needs to be set there. I'm afraid that with the way I play, addiction and corruption will never happen to my character. "Corruption Use Mult", which is set per addiction, or "Corruption Use Global Mult" to affect all of them. You can also enable "Debug Mode" which will let you manually set Withdrawal, Addiction, Corruption, and Transformation values if you just want to test things.
danna233 Posted August 22, 2024 Posted August 22, 2024 (edited) Undead. Made through MCM menu.  Spoiler    Edited August 22, 2024 by danna233
danna233 Posted August 22, 2024 Posted August 22, 2024 1 hour ago, Code Serpent said: You can also enable "Debug Mode" which will let you manually set Withdrawal, Addiction, Corruption, and Transformation values if you just want to test things. I already did this, for testing. And I manually set the eyes from RaceMenu. Anyway, even vampire eyes are not automatically set on a vampire, since there is a mod that removes the blocking of all eyes in the game, this allows you to set any eyes at all for vampires, but when turning into a vampire, the eyes do not change, you need to set them manually.
danna233 Posted August 22, 2024 Posted August 22, 2024 And who are the creatures with tentacles? The Seeker signed up as a Daedra. Who else could be there?
MysticDaedra Posted August 22, 2024 Posted August 22, 2024 11 hours ago, Code Serpent said: Currently eye changes only affect characters that use vanilla eyes. But you can make a patch easily but just adding whatever eyes you are using to the CorruptionListEyesAll formID list. This is done so there's a way to save what your character's eyes originally were (as an integer in a script which references an entry in that list) so they can be reverted if they get untransformed. xEdit patch? I think I'm using Eyes of Beauty or something, I'll have to look. If this data were stored/used from a .json or something in the future (assuming future updates), that might make it easier, but I don't know what is involved with doing that.
Code Serpent Posted August 22, 2024 Author Posted August 22, 2024 5 hours ago, danna233 said: And who are the creatures with tentacles? The Seeker signed up as a Daedra. Who else could be there? I think seekers should also provide tentacle corruption but that might still be bugged in the current version. The tentacles from the Estrus mod are the other main source addiction. 1
Kaotik Posted August 23, 2024 Posted August 23, 2024 What's up with the 32-bit animation files? Nemesis doesn't like them (meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\1243\female are installed by the Meshes file)
MysticDaedra Posted August 25, 2024 Posted August 25, 2024 On 8/22/2024 at 7:28 PM, Kaotik said: What's up with the 32-bit animation files? Nemesis doesn't like them (meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\1243\female are installed by the Meshes file) It's an LE mod, you gotta run it through CAO first. Make sure all proper optimizations/conversions are selected.
MysticDaedra Posted August 25, 2024 Posted August 25, 2024 On 8/22/2024 at 12:27 AM, Code Serpent said: Currently eye changes only affect characters that use vanilla eyes. But you can make a patch easily but just adding whatever eyes you are using to the CorruptionListEyesAll formID list. This is done so there's a way to save what your character's eyes originally were (as an integer in a script which references an entry in that list) so they can be reverted if they get untransformed. I actually can't easily do this... I tried adding it directly, xEdit said I can't do that. Tried adding The Eyes of Beauty as a master, still didn't work. The dropdown doesn't list any mod options, only vanilla options... Â For future updates, might there be a way to separate these out from the .esp and put them in a .json or something? Would be infinitely easier to modify that way.
Kaotik Posted August 26, 2024 Posted August 26, 2024 1 hour ago, MysticDaedra said: It's an LE mod, you gotta run it through CAO first. Make sure all proper optimizations/conversions are selected. Is CAO enough or do I need to do some Creation Kit magic on it too?
MysticDaedra Posted August 26, 2024 Posted August 26, 2024 7 hours ago, Kaotik said: Is CAO enough or do I need to do some Creation Kit magic on it too? Ho hum... you might need to save as form 44, although this is an edge case. It's been long proven that there are only a couple extremely specific instances where it is necessary to convert from form 43 to form 44. YMMV. Try running everything through CAO (make sure all the proper LE>SE optimizations are selected! There's a guide on the CAO Nexus page on how to do this) first, then if that doesn't work or if the MCM doesn't show up you can try running it through the CK to convert to form 44.
Code Serpent Posted August 26, 2024 Author Posted August 26, 2024 10 hours ago, MysticDaedra said: I actually can't easily do this... I tried adding it directly, xEdit said I can't do that. Tried adding The Eyes of Beauty as a master, still didn't work. The dropdown doesn't list any mod options, only vanilla options...  For future updates, might there be a way to separate these out from the .esp and put them in a .json or something? Would be infinitely easier to modify that way. I haven't looked into extensions that let me read from and write to json files. And I'd rather not have skse extensions like that required since it would make porting to SE much harder. Although I've been considering looking into json extensions as an optional requirement to make the bodyslide presets easier to implement since the only other option currently is editing the scripts themselves.  For the moment, to make a patch all you need to do is: Open the mod in xEdit Find the FormID list and select 'copy as override into' and type in a name for the patch file Right-click on the new .esp file in the list, select, 'Add Masters' and select the eye mod you're using Go the formlist in the new .esp and r-click and select 'add' on the blank line near the top of the list Scroll down to the bottom of list, r-click on the Null Reference entry, click 'edit' and enter the formid of the eye headpart you want to add Tip: You can use CTRL+I while selecting a form in xEdit to copy its formid  Spoiler     2
jib_buttkiss Posted August 26, 2024 Posted August 26, 2024 1 hour ago, Code Serpent said: I haven't looked into extensions that let me read from and write to json files. And I'd rather not have skse extensions like that required since it would make porting to SE much harder. Although I've been considering looking into json extensions as an optional requirement to make the bodyslide presets easier to implement since the only other option currently is editing the scripts themselves. Â I can recommend using JSONs for bodyslide stuff and customisation. It's what I've moved to in Bimbos, and it's relatively simple to work with (with a few quirks of course, it is Skyrim after all). Plus, since it's handled by PapyrusUtil, there's no worry about LE/SE issues. Â If what you want to do is load morph values from a JSON and apply them, feel free to just lift the code directly out of BoS's CC_BimboMorphHandler script- it selects a JSON, loads an arbitrary number of node morph values from it (so the user can add/remove nodes), then applies those morphs to an actor. 6
Miauzi Posted August 26, 2024 Posted August 26, 2024 Am 24.07.2024 um 05:29 Uhr sagte Code Serpent: Das Gesicht verändert sich und möglicherweise ist die Wölbung des Fußes wahrscheinlich ein Konflikt, aber alles andere sollte kompatibel sein.  However, you can set the changes in these areas separately - i.e. a) whether they take place at all (eyes, nose, mouth (mouth opening width and lips) and feet) b) how strong they are - The PERMANENT opening width caused by the gag - which remains even when the gag is removed - can lead to very crazy changes in the face if the values are too large... for example, the teeth (the teeth) digging through the cheeks.
Unknown22923 Posted August 26, 2024 Posted August 26, 2024 (edited) 13 hours ago, Code Serpent said: I haven't looked into extensions that let me read from and write to json files. And I'd rather not have skse extensions like that required since it would make porting to SE much harder. Although I've been considering looking into json extensions as an optional requirement to make the bodyslide presets easier to implement since the only other option currently is editing the scripts themselves.  For the moment, to make a patch all you need to do is: Open the mod in xEdit Find the FormID list and select 'copy as override into' and type in a name for the patch file Right-click on the new .esp file in the list, select, 'Add Masters' and select the eye mod you're using Go the formlist in the new .esp and r-click and select 'add' on the blank line near the top of the list Scroll down to the bottom of list, r-click on the Null Reference entry, click 'edit' and enter the formid of the eye headpart you want to add Tip: You can use CTRL+I while selecting a form in xEdit to copy its formid   Hide contents        Sorry to bother, but i have a quick question to this, is it possible to copy all of the "Head Part" into the "formID" of "CorruptionListEyesAll" or do i have to add all 283(From Eyes of beauty) manually one by one? Edited August 26, 2024 by Unknown22923
PNclarity001 Posted November 10, 2024 Posted November 10, 2024 In case yall want to convert the BTP body textures here into CBBE or vice versa https://www.nexusmods.com/skyrimspecialedition/mods/133588
DEVON1335 Posted December 15, 2024 Posted December 15, 2024 (edited) On 5/31/2024 at 8:25 AM, jdtest17 said: Well, since I did mention it, here is a bsa archive of just the meshes/textures of the corruption mod converted to CBBE and SE, they have been run through the cathedral optimizer, and are also based off of the original mods in question that they were pulled from, and hence have a fair deal higher quality than the stock ones, though as a result they also take up a fair deal more space. They are BC7 compressed and for pretty much everything they are 2k skin textures. They have been put into a compressed BSA archive that should be able to load with the corruption.esp file, so should just be able to grab the scripts/esp out of the latest script/mesh download and pop this alongside them, and then you'll have working corruption transformations for the CBBE body type, and it works perfectly well on 3BA. The images in the quoted post, which admittedly might have been a mistake as they were perhaps ignored by being hidden, were all done on Skyrim SE with a CBBE 3BA body with the CBBE Curvy preset, and I think overall they turned out quite well. The hands isn't entirely perfect as the conversion tool used had some artifacts there, and unfortunately the tentacle one has a lower quality normal map as it was pulled from the cbbe version of the mod, which unfortunately has 2k rather than 4k textures as well as a 1k normal, but for that specific mod there was a pretty bad seam on the bottom region which stuck out when I tried converting the UNP version of the mod, so the CBBE version was used. Â The textures themselves come out to 1.5G, which is fairly heavy but not surprising considering it was 2k skin textures for each of the 9 transformations, and each one had between 5-7 different phases that each took their own skin textures. This is one reason they are wrapped in a compressed bsa, which comes out to about 450mb, which is definitely a decent bit better than 1.5G for being on local disk space, and might improve loading perhaps due to the way that the bsa is structured rather than all loose files. As a result it's important not to pull in the meshes and textures from the LE version of the mod, and specifically only grab the esp and scripts, but it should be mostly functional, other than some of the morphs looking a little weird on cbbe due to differences in how the 2 body morphs behave. Anyway, hopefully someone finds this useful, as this is still quite a neat little mod to have lying around on a modern SE install, and I do look forward to the update landing whenever that will be, but figured I would get the mod running now and provide a way for people to do so as I've already done the work myself and figured I would give back to the community. The mod author is welcome to use these if they so desire, but I know they've done a lot of their own work on new assets so this isn't meant to be stepping on those efforts, as I'm sure they are lovely, and this is just a port of the current LE vision of how the transformations look, done in a higher quality. Â Just as an example of the texture conversion, here is the Furry Set, other images of all the other transformations can be seen linked in the quoted post under the spoiler: Â Without further ado, I took the liberty of uploading the file itself to mega, which I've found to have decent download speeds and be up most of the time, though if requested I can also put it into LL as an attachment to this post, just refraining from doing so atm as I know the download speeds can be hit or miss depending on the local traffic to the site, the link itself is the following, though do note that the format is in 7z in order to save even more space, so the final download is about 285.5MB: Â https://mega.nz/file/NOYRlSyR#SfnuhAvL9epVQaBNi01ZG_w86RNhqm2jDuLSFEbCcGw It turned out great. You could also try adding cat whiskers (like from that mod "Fluffy Cat Ears and Whiskers" by Ashnur or "Khajiit Brow Whiskers" by SassiestAssassin ) at the end of the transformation. Edited December 15, 2024 by DEVON1335
Ildon Posted December 29, 2024 Posted December 29, 2024 Hot damn. This mod was just starting up when I unexpectedly lost my entire Skyrim setup and walked away a few years ago. Absolutely loved that first version of it, but figured it would probably not go much further with transformation being such a niche fetish in these parts. Extremely glad to see I was wrong! The mod looks to have expanded quite a bit in a great direction. Can anyone give me a quick tl;dr on the current status, as in whether or not it's still in development, future plans, dead in the water so that I don't have to try to read back through 40+ pages of posts? I did glance far enough back to see that the mod (mostly) works with SE/AE, so I'll be adding it to the reinstallation queue now that I hate myself enough to try restoring the great mountain of chaos that was the lost setup. Even if the mod is dead now, thanks for the extra effort put in since the last time I looked! Can't wait to try those additions out for myself.
Code Serpent Posted December 30, 2024 Author Posted December 30, 2024 On 12/29/2024 at 4:37 AM, Ildon said: Can anyone give me a quick tl;dr on the current status, as in whether or not it's still in development, future plans, dead in the water so that I don't have to try to read back through 40+ pages of posts? Eh, it's currently treading water, I think. I'm intermittently working on stuff but real-life crises, work projects, and other games keeping getting in the way. So, don't expect anything anytime soon. 2
TripleKnightmare Posted January 4, 2025 Posted January 4, 2025 Came back to this gem for my 2025 list, its a must have in my opinion. any updates on the weight gain / feederism aspects? Thank you for your work Code Serpent, have an incredible 2025 bro 1
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