jib_buttkiss Posted March 16 Author Posted March 16 (edited) On 3/14/2026 at 2:18 AM, ebbluminous said: @jib_buttkiss - Just got back to doing Childish Games on new playthrough. Get underwear and not seen. When I go to Morella she says she can hear Lyli's screams and that she didn't want her hurt. She then says she is going to take the underwear back to her.    There must be something in your setup that is hitting her, like the old brawl bug. I'll try to fix that in the next version. For now, you can bypass it by setting that global I mentioned before to 0 before you talk to Morella again.  On 3/14/2026 at 3:15 AM, RanmaZ said: From the description of the skill loss effect i dont know why i though't it be temporary, like, go to sleep and a few skills returns but i guess thats not it? Thankfully turning off the option restores your original skills from before doing all the sex things made you lose them. Now i understand why the option to be forced to drink a bimbo tonic is there lol.  Edit: I think i prefer it without the skill loss option cause its closer to something like Corruption of Champions which is why i even like bimbos in the first place. ReEdit: and I'm just talking about the skill loss every time you have sex not the general debuffs, those are fine.  Well, hey, that's why there's options! I've tried to make the mod very customisable so you can disable almost any part that doesn't work nice for your playthrough/setup/fantasy.  On 3/14/2026 at 6:12 PM, Wut1969 said: I had never heard of the story manager, so I googled its name. From what I read, it seems like you can either let play scenes at random, or at specified time intervals. If that is true, you could let the scenes play once every 5 hours or so. But, as my 'problem' could easily be caused by Skyrim being Skyrim, I'm not sure you should spend time on it.  I do like the BoS scenes, so I definitely don't want to disable them.    I promise you, whatever you read about the story manager was oversimplifying it. I'll see if I can add like a 1/day cooldown or something though, that might not be too bad to do.  On 3/14/2026 at 6:56 PM, Moma743 said: Lyli is appearing really skinny after finishing the last quest. Its definitely the new outfits she is wearing because removing the clothes bring back her previous proportions. I've built her outfits along with morphs so im not sure what the issue is.  Maybe double check bodyslide that the outfit she wears didn't get missed somehow?  On 3/15/2026 at 12:20 AM, Marazhai_Stan said: Got gender bent with the mod. Now it seems my hair keeps disappearing even if i change it with the face changer. The sound effect that plays during the change seems to be looping, could it be related?  I know the sound effect looping is an issue with YPS, I think there might have been a fix posted in that mod's thread somewhere. I think the hair might be too- I don't take any control over your hair if you're only genderbent, not until you're actively bimbofied.  On 3/15/2026 at 12:57 PM, RanmaZ said: i figured out my issue with nails, i have legacy nails on and cant turn it off now that im bimbofied. is there some way to allow me to turn legacy nail off?  You can change that setting when your curse is suppressed by a bimbo tonic.  5 hours ago, DrSeptimus said: Darn... I didn't know "A small treasure" have some extra dialogue.  Does the dialog "Excuse me, I passed out there, did you see something?" does anything other than the guys say he saw nothing?  Nah, it's just flavour. Edited March 16 by jib_buttkiss
AlyssaAwoo Posted March 16 Posted March 16 1 hour ago, jib_buttkiss said: I promise you, whatever you read about the story manager was oversimplifying it. I'll see if I can add like a 1/day cooldown or something though, that might not be too bad to do.  With the Anaita waitress/dance dialogue I actually noticed that it keeps doing it again, and again, and again.  If you stay in the Bannered Mare for any length of time it gets weird.
gibloot Posted March 17 Posted March 17 Hey I'm having a problem where the npc morphs don't change from the default bodyslide morph. My character does change when i use the preview morph button though. I have batch built the morphs in bodyslide to no avail. Here is my modlist. I've got no idea what I'm doing wrong. I've even stripped my modlist to 18 mods + creation club and dlc. here is my test character next to Roni for example.Â
Wut1969 Posted March 17 Posted March 17 2 hours ago, gibloot said: Hey I'm having a problem where the npc morphs don't change from the default bodyslide morph. My character does change when i use the preview morph button though. I have batch built the morphs in bodyslide to no avail. Here is my modlist. I've got no idea what I'm doing wrong. I've even stripped my modlist to 18 mods + creation club and dlc. here is my test character next to Roni for example. I don't know exactly what the bare minimum of required mods is, but I think having a CBBE/3BA body and clothes will help. Â
kengpowpow Posted March 17 Posted March 17 Hey, mods working fine so far. The only thing I'm working or trying to figure out is how do I have the NPC you added have the botox only without effecting other NPCS as I have other mod replacer. How would I rip out the botox texture? Also, what do I need specifically for it? (Bimbo of Skyrim Botox SE PATCH, Botox mod/texture, and what else?)
ElsissSurana Posted March 17 Posted March 17 On 3/4/2026 at 8:33 PM, jib_buttkiss said: Nope, there's no interaction between the hypnosis quest and bimbo curse beyond some changed dialogue. The hypnosis notes will go forever until you take action to stop them- you can go to court wizards for advice, or take a more direct (violent) approach to get your Master to stop sending them. How is progress on the Dwemer brainwashing helmet quest going?
vic081 Posted March 17 Posted March 17 4 hours ago, kengpowpow said: Hey, mods working fine so far. The only thing I'm working or trying to figure out is how do I have the NPC you added have the botox only without effecting other NPCS as I have other mod replacer. How would I rip out the botox texture? Also, what do I need specifically for it? (Bimbo of Skyrim Botox SE PATCH, Botox mod/texture, and what else?) If you look at the BOS Botox patch, you'll see there is only one folder, which contains .nif files for all characters that get botoxed. Just delete those for which you have a replacer already. Or better yet, do nothing on the patch and use Skypatcher for your replacers, they will automatically win the conflict. You can even replace who you want with whichever replacer very easily without editing with xEdit, I'm so glad I finally got Lyli and Morella not to look fugly (for some reason their botoxed faces always looked weird)
ronincaido Posted March 18 Posted March 18 Hi @jib_buttkiss , I saw this earlier https://www.nexusmods.com/skyrimspecialedition/mods/174493?tab=description and I was thinking if Bimbos of Skyrim could use this.
Miauzi Posted March 18 Posted March 18 Vor 49 Minuten schrieb ronincaido: Hallo @jib_buttkiss , ich habe das vorhin gesehen https://www.nexusmods.com/skyrimspecialedition/mods/174493?tab=description und habe mich gefragt, ob Bimbos of Skyrim das gebrauchen könnte.  You still need to compile the JSON file for the respective system first. ... 3ba oder 3bbb oder ...
Serverscrying Posted March 18 Posted March 18 Hello sorry if I seem lazy but I've looked through old posts and still don't know what voice pack to download. There apparently is a voice pack which straight up breaks the mod. I couldn't find a DBVO Bella pack either just Jessica, did noone actually make a Bella voice or am I just too stupid to find it here? Simmilarly can't find a voice pack for NPCs please someone point me to the right post.
roblake37833 Posted March 19 Posted March 19 I thought I had it fixed but it has returned once again I tried rebuilding the meshes again and it has done nothing If anyone else has had this bug please lemme know
jib_buttkiss Posted March 19 Author Posted March 19 On 3/17/2026 at 10:16 AM, AlyssaAwoo said:  With the Anaita waitress/dance dialogue I actually noticed that it keeps doing it again, and again, and again.  If you stay in the Bannered Mare for any length of time it gets weird.  Oh yep I just checked and I forgot to add a cooldown to that one at all! I'll fix that.  On 3/17/2026 at 1:03 PM, gibloot said: Hey I'm having a problem where the npc morphs don't change from the default bodyslide morph. My character does change when i use the preview morph button though. I have batch built the morphs in bodyslide to no avail. Here is my modlist. I've got no idea what I'm doing wrong. I've even stripped my modlist to 18 mods + creation club and dlc. here is my test character next to Roni for example.  Two initial thoughts: -Did you tick the "build morphs" box when you built the clothes? -Do you have a mod that replaces default clothes with a bodyslide version?  22 hours ago, ElsissSurana said: How is progress on the Dwemer brainwashing helmet quest going?  It's going. I've finished the few games I was playing through so my spare time is mostly spent working on the mod again.  But everything takes time, and one task always leads to three more. It's both infuriating, and part of the fun of modding. Here's an example (minor spoilers): That helmet will be the last item (of ~6 or so) you retrieve for Lexanne in A Unique Collection and I've been working on the second- a pair of earrings that whisper sexualised thoughts and add corruption to the wearer.  So you'll find them, of course, already being worn by someone corrupted by them, so I need a new character to be wearing them. But it's more fun if she exists in the world before you do the quest, so you could have already met her. So now Iljari has to exist, and be given a schedule, dialogue, and packages. ...huh, idle markers. I forgot about those. Maybe I can make her randomly dance in the tavern. Let's figure those out. ...oh yeah that doesn't work because the animations don't terminate after they play unless I force cancel them. Maybe I can fix those? ....yes, eventually, 4 hours later of figuring out how FNIS and .hkx animations work, I can. Oh and now that I've fixed that issue with the animations I can use them in all sorts of other players, let's go do that... Great, now Iljari exists and does a little dance sometimes. Cool, now let's give her the earrings... No, wait. Since she always exists, what if the player uses Perfect Touch to pickpocket them off her before starting the quest? I'll give her a pair of fake unplayable-tagged earrings instead, then remove those and give her the real quest-item ones when the player reaches that stage, then she'll visibly have them but the player can't take them until they're meant to. ...but with the earrings gone she should go back to normal, right? Since they're not an all-powerful mindmelting artifact?  So I'll set up a trigger to swap her out for a less mindbroken version of herself ~12 hours after the player takes the earrings. ...and now the non-bimbo Iljari needs a schedule, dialogue, and packages. Also, what if the player equips the earrings? Yeah I can easily add the CC_CorruptiveItem keyword to make them add corruption, but we just met Iljari and clearly the earrings have a compulsion that makes you not want to take them off, or she wouldn't have gotten so bad. So now I have to script a system that tracks that you've equipped the earrings, and when you try to take them off rolls a chance and if you fail forces them back on and won't let you try again for an hour. ...this script took like 2 hours to implement because it turns out to call equipItem on an Alias-generated item you have to call it on the base object not just the reference. And I don't just want you getting out of them by handing them over to Lexanne, so I'll put a check on the quest completion dialogue that prevents it playing if the player has the earrings equipped. But that's not clear for the player so let's set up an optional quest stage for if the player has equipped the earrings, then go back to handing them in when removed. And well now I've got some scripting on the earrings so I may as well add some other effects, like giggles and thought messages. I'll use the the bimbo thought list .json, for variety. How does that work again? ...and- well, you get the point. That's not even considering all the standard quest framework stuff (objectives, aliases, stage progression etc.)!  5 hours ago, ronincaido said: Hi @jib_buttkiss , I saw this earlier https://www.nexusmods.com/skyrimspecialedition/mods/174493?tab=description and I was thinking if Bimbos of Skyrim could use this.  They should have spend more time writing a good mod description and less time generating AI slop header images because my eyes are just sliding off that mod page. The first thing I see there is an AI thumbnail and the second is a big post defending themselves regarding the 'rumours'. Not a great look.  As a framework that totally replaces other inflation logic with no backwards compatibility it doesn't seem worth it or necessary, particularly for one so new, untested, and with so few downloads. And frankly, with the glut of AI *vibe-coded* SKSE plugins around at the moment, as soon as I see AI on a mod page I assume the whole mod is worthless slop. Maybe I'll be proven wrong in time but for now... eh.   8 hours ago, Serverscrying said: Hello sorry if I seem lazy but I've looked through old posts and still don't know what voice pack to download. There apparently is a voice pack which straight up breaks the mod. I couldn't find a DBVO Bella pack either just Jessica, did noone actually make a Bella voice or am I just too stupid to find it here? Simmilarly can't find a voice pack for NPCs please someone point me to the right post.  The voice pack that breaks the mod has been sorted out, so you don't have to worry about that at least. I don't use DBVO so I don't know the specifics, but all the voice packs I know about are linked on the mod page. 10
zurtrin69 Posted March 19 Posted March 19 (edited) 1 hour ago, jib_buttkiss said: Â Here's an example (minor spoilers): Sounds like you're doing a lot of work, but it also sounds like it's very good work. Very much looking forward to it. Will all the items be equipable by players? I think it would be cool if they automatically equipped to the player when you picked them up, and then you'd want to get them to Lexanne ASAP to avoid too much corruption. Edited March 19 by zurtrin69 1
Balgin Posted March 19 Posted March 19 (edited) 33 minutes ago, zurtrin69 said: Sounds like you're doing a lot of work, but it also sounds like it's very good work. Very much looking forward to it. Will all the items be equipable by players? I think it would be cool if they automatically equipped to the player when you picked them up, and then you'd want to get them to Lexanne ASAP to avoid too much corruption. Or perhaps, instead of automatically equipped, Iljari could offer to put them on you when she gives them to you (assuming she is persuaded to give them instead of them being obtained some other way) with a chance to resist this offer which should not be automatic. Â Then do the earrings pierce the player's ears if they're using YPS and don't have pierced ears yet? If so are they locked on like Devious Devices to avoid them being unequipped if they're too large for starting piercings? Would using something similar to DD's locking/unlocking/escape system work for these earrings or do they need a unique system? Â It's all making extra work for the modder. Â And then there's four more quest items after that which will all require work too. Now I know that at one point the plan was for the next update to include the whole of the remaining quest. Of course, we can be greedy and hope the quest comes out across the next few mod updates so we can get to all the other good fun stuff quicker but it might actually be better to build the whole quest before releasing the next update. It depends on the overall quest structure. Â We should all be grateful Jib's got more time to work on the mod now but we'll probably just have to keep waiting and see when an update finally drops. Edited March 19 by Balgin
Serverscrying Posted March 19 Posted March 19 2 hours ago, jib_buttkiss said: The voice pack that breaks the mod has been sorted out, so you don't have to worry about that at least. I don't use DBVO so I don't know the specifics, but all the voice packs I know about are linked on the mod page. Thank you for the info! So that means that there hasn't been any new voice files since 1.8.2 neither for NPCs nor player, nor is there a Bella voice pack for player. 1
Veladarius Posted March 19 Posted March 19 (edited) So I'm having issues getting the bodymorphs to work. This is what I'm using modwise: I use LE version of Skyrim CBBE HDT body XP32 Skeleton SLIF ECE for body adjustments (works just as well with every mod I've used as Racemenu does) Â I have had no issues with other mods that apply body morphs (BAC, Corruption and Weightmorphs for Devourment are the main ones that don't use SLIF or just change body weight). I have built the bodyslide files with 'Build Morphs' checked and all the clothing fits my body perfectly (have put them on in game with no clipping). I use a custom Bodyslide preset and have added BoS to the groups for the preset file. Not really sure what to look at next. Â Update: Just figured it out. Turns out having the option to use SLIF to handle the morphs was interfering with the body changes so it seems that they are not working together for me. Edited March 19 by Veladarius uPDATE 1
H Bof Posted March 19 Posted March 19 7 hours ago, jib_buttkiss said: But everything takes time, and one task always leads to three more. It's both infuriating, and part of the fun of modding. Here's an example (minor spoilers): Â As someone who's been waiting to do this quest until it's complete (and also just haven't been playing much Skyrim lately), this sounds great! It just reaffirms my respect for mod makers who put all this time into it for the love of the game! Thanks for all the hard work! 2
AphroditesEye Posted March 19 Posted March 19 11 hours ago, jib_buttkiss said: So you'll find them, of course, already being worn by someone corrupted by them, so I need a new character to be wearing them. But it's more fun if she exists in the world before you do the quest, so you could have already met her. So now Iljari has to exist, and be given a schedule, dialogue, and packages. ...huh, idle markers. I forgot about those. Maybe I can make her randomly dance in the tavern. Let's figure those out. ...oh yeah that doesn't work because the animations don't terminate after they play unless I force cancel them. Maybe I can fix those? ....yes, eventually, 4 hours later of figuring out how FNIS and .hkx animations work, I can. Oh and now that I've fixed that issue with the animations I can use them in all sorts of other players, let's go do that... Great, now Iljari exists and does a little dance sometimes. Cool, now let's give her the earrings... No, wait. Since she always exists, what if the player uses Perfect Touch to pickpocket them off her before starting the quest? I'll give her a pair of fake unplayable-tagged earrings instead, then remove those and give her the real quest-item ones when the player reaches that stage, then she'll visibly have them but the player can't take them until they're meant to. ...but with the earrings gone she should go back to normal, right? Since they're not an all-powerful mindmelting artifact?  So I'll set up a trigger to swap her out for a less mindbroken version of herself ~12 hours after the player takes the earrings. ...and now the non-bimbo Iljari needs a schedule, dialogue, and packages. Also, what if the player equips the earrings? Yeah I can easily add the CC_CorruptiveItem keyword to make them add corruption, but we just met Iljari and clearly the earrings have a compulsion that makes you not want to take them off, or she wouldn't have gotten so bad. So now I have to script a system that tracks that you've equipped the earrings, and when you try to take them off rolls a chance and if you fail forces them back on and won't let you try again for an hour. ...this script took like 2 hours to implement because it turns out to call equipItem on an Alias-generated item you have to call it on the base object not just the reference. And I don't just want you getting out of them by handing them over to Lexanne, so I'll put a check on the quest completion dialogue that prevents it playing if the player has the earrings equipped. But that's not clear for the player so let's set up an optional quest stage for if the player has equipped the earrings, then go back to handing them in when removed. And well now I've got some scripting on the earrings so I may as well add some other effects, like giggles and thought messages. I'll use the the bimbo thought list .json, for variety. How does that work again? ...and- well, you get the point. That's not even considering all the standard quest framework stuff (objectives, aliases, stage progression etc.)!  1.I super admire this dedication to immersion and how thoughtful you are with all of this 2.I now understand why Lyvelia's quest has gone under 10 billion revisions (all great imo) 3.I feel like if you tried to make the Lyvelia quest from scratch today, it'd be a year long process LMAO
AphroditesEye Posted March 19 Posted March 19 On 3/10/2026 at 7:22 AM, DrSeptimus said: Â To be honest, I would prefer lesser NPC. With other adult mod adding soo much NPC, those town was literally oversaturated with NPC. Â Just DD, DCL, and Simple Slavery already make Bannered Mare overcrowded. Â Or maybe do like what BBLS mod does, add a MCM features that allowed you to spawn/despawn the NPC. Â Â Imo a better solution would be to keep the NPCs but put them in less commonly used locations, since Skyrim's population is... Weirdly small.
AphroditesEye Posted March 19 Posted March 19 9 hours ago, Balgin said: Or perhaps, instead of automatically equipped, Iljari could offer to put them on you when she gives them to you (assuming she is persuaded to give them instead of them being obtained some other way) with a chance to resist this offer which should not be automatic. I've been thinking on a mechanic like this for some time, particularly when working on my own side projects. Imo this mod would heavily benefit from some kind of "Mental Fortitude" stat, so the player's choices impact whether or not they take sluttier actions or dialogue choices (equipping cursed items, giving into the Slutmark or resisting it, ect) but without the Intelligence and Willpower attributes, it'd be a little tricky to do without becoming tedious. The best solution I've found to include such a system without feature creep is to do a "skill check" like you would with Pursuation/Barter/Intimidate, just against the player's corruption score. The higher the corruption, the lower the chance of resilience success. Fun way to have consequences and still be a mechanic.
Balgin Posted March 20 Posted March 20 6 hours ago, AphroditesEye said: I've been thinking on a mechanic like this for some time, particularly when working on my own side projects. Imo this mod would heavily benefit from some kind of "Mental Fortitude" stat, so the player's choices impact whether or not they take sluttier actions or dialogue choices (equipping cursed items, giving into the Slutmark or resisting it, ect) but without the Intelligence and Willpower attributes, it'd be a little tricky to do without becoming tedious. The best solution I've found to include such a system without feature creep is to do a "skill check" like you would with Pursuation/Barter/Intimidate, just against the player's corruption score. The higher the corruption, the lower the chance of resilience success. Fun way to have consequences and still be a mechanic. The script could literally just check how much corruption you have to see if you can resist or if the resistance option is disabled/hidden. 1
jib_buttkiss Posted March 20 Author Posted March 20 16 hours ago, zurtrin69 said: Sounds like you're doing a lot of work, but it also sounds like it's very good work. Very much looking forward to it. Will all the items be equipable by players? I think it would be cool if they automatically equipped to the player when you picked them up, and then you'd want to get them to Lexanne ASAP to avoid too much corruption. 15 hours ago, Balgin said: Or perhaps, instead of automatically equipped, Iljari could offer to put them on you when she gives them to you (assuming she is persuaded to give them instead of them being obtained some other way) with a chance to resist this offer which should not be automatic.  Yes, all the items will be equippable and have their effects, but not all will force themselves on the player. All that work I did for the earrings to affect the PC is completely missable if you're just... not dumb enough to put the cursed earrings on.  Although I like Balgin's idea and now I'm adding that as an alternate path for convincing Iljari to give you the earrings- you can either muck around doing the normal path, or take the easy way out by wearing the earrings instead (or just murder her, that's also a valid option).  5 hours ago, AphroditesEye said:  1.I super admire this dedication to immersion and how thoughtful you are with all of this 2.I now understand why Lyvelia's quest has gone under 10 billion revisions (all great imo) 3.I feel like if you tried to make the Lyvelia quest from scratch today, it'd be a year long process LMAO  I'm quite thankful that the mod that gets lots of downloads, because that means that I can spend time on niche little things that 90% of players will miss, and still know that enough people will see it for to have been worth the time. I think that's also why Lyvelia's quest has had so many revisions- it was the first main quest I did, so nothing was optional or missable because for all I knew the mod was going to get 23 downloads and fade away!  5 hours ago, AphroditesEye said: I've been thinking on a mechanic like this for some time, particularly when working on my own side projects. Imo this mod would heavily benefit from some kind of "Mental Fortitude" stat, so the player's choices impact whether or not they take sluttier actions or dialogue choices (equipping cursed items, giving into the Slutmark or resisting it, ect) but without the Intelligence and Willpower attributes, it'd be a little tricky to do without becoming tedious. The best solution I've found to include such a system without feature creep is to do a "skill check" like you would with Pursuation/Barter/Intimidate, just against the player's corruption score. The higher the corruption, the lower the chance of resilience success. Fun way to have consequences and still be a mechanic.  A more sophisticated system would be useful in the broader scope, but I think it would have needed to be a core system that the mod used from the start. It's a bit late now I reckon. For these earrings I've just done a simple dice roll when you try to unequip them, and if you get unlucky you can't try again for an hour.  3
Balgin Posted March 20 Posted March 20 3 hours ago, jib_buttkiss said: Although I like Balgin's idea and now I'm adding that as an alternate path for convincing Iljari to give you the earrings- you can either muck around doing the normal path, or take the easy way out by wearing the earrings instead (or just murder her, that's also a valid option). Oh no. Have I made more work for you and delayed the update even further? 1
DrSeptimus Posted March 20 Posted March 20 On 3/17/2026 at 5:44 AM, jib_buttkiss said: Nah, it's just flavour. Â Darn, was hoping it is some sort of easter egg or something. Â By the way, is there any features in this mod currently using the Airhead fame from SLSF Reloaded? Â 11 hours ago, AphroditesEye said: Imo a better solution would be to keep the NPCs but put them in less commonly used locations, since Skyrim's population is... Weirdly small. Â I rather not add them. You would never know if there is any mod you are using going to end up breaking or in conflict with BoS due to it. Â I rather have this mod keep it simple so it would be user friendly to other mod.
Veladarius Posted March 20 Posted March 20 11 hours ago, AphroditesEye said: I've been thinking on a mechanic like this for some time, particularly when working on my own side projects. Imo this mod would heavily benefit from some kind of "Mental Fortitude" stat, so the player's choices impact whether or not they take sluttier actions or dialogue choices (equipping cursed items, giving into the Slutmark or resisting it, ect) but without the Intelligence and Willpower attributes, it'd be a little tricky to do without becoming tedious. The best solution I've found to include such a system without feature creep is to do a "skill check" like you would with Pursuation/Barter/Intimidate, just against the player's corruption score. The higher the corruption, the lower the chance of resilience success. Fun way to have consequences and still be a mechanic. You can allow or block dialogue options based on a value giving only appropriate dialogue and use it to 'swap' dialogue between options that require a 'skill check' or just allow it straight out. You can have multiple lines of dialogue in a single option, just enter them on different lines where you give the dialogue. Pretty sure you can give each of them their own filters as well. It's also a good way to reduce the number of dialogue parts as it will start at the top and work down instead of stringing multiple dialogue pieces together.
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