HannoJojo Posted April 1 Posted April 1 Bimbos of Skyrim - BimboLips View File A plugin to Bimbos of Skyrim, adding (Bimbo) lip changes based on BoS progression. Please let me know about any issues you find. Description: Again, this is mainly intended to be a small addon for the great Bimbos of Skyrim (get it now!) mod. Initially I planned to include it in Bimbos of Skyrim - Bimbo Skin but I was too lazy to add all the required file checks and conditions, so it ended up as its own file. Similar to my other mod Bimbo Skin, this adds an additional change to characters and NPCs affected by the Bimbo curse from BoS. This mod is primarily intended to add a progression of "normal" to "bloated bimbo" lips as the bimbofication curse progresses. While BoS and its curse is a direct requirement, most other parts are fairly configurable. Apart from the lip morphs, it includes any other visible morph provided by High Poly Head SMP. Strictly requires Bimbos of Skyrim to have any effect. Credits for finding this out to begin with go to AylaElfie (original post), of course Acro748 for MFEE and Predator-RJ for High Poly Head SMP. The included MFEE files were also created by AylaElfie. HARD Requirements: SKSE po3's Papyrus Extender PapyrusUtil MCMHelper - so again... no LE support by me. Bimbos of Skyrim MFEE High Poly Head & High Poly Head SMP (OPTIONAL) DAK The mod essentially uses the Papyrus equivalent of mfee <category number> <morph number> <value 0~100> with the values set in the MCM + the option to have some kind of progression. As you can see here, the value is capped at 100. So no matter the combinations of settings you choose, if you reach a value of 100 no further changes will happen to the morphs. Should also work for NPCs as long as they use High Poly Head (SMP). Spoiler The general options Enable Bimbomorphs - Toggles the general functionality Enable Morphs for NPCs - Toggle the functionality for NPCs Refresh Interval - Interval at which the MGEF added to targets will check if it has to be reapplied. A value of 0 will disable this. Suppression potion "heals" morphs - Toggle to restore your normal morphs upon using BoS' suppression potions. Enable morph notification - Shows a notification (upper left corner) when a change occurs (Player only) Buttons: Restore morphs of target - If no target it will affect the player. Simply reapplies the saved values for this target. If theres nothing saved, nothing should happen. Manual option if refresh interval is disabled. Reset all morphs of target to 0 - If no target it will affect the player. Removes the morphs of the target and saves a value of 0. Add/Remove refresh spell - Manually adds the Spell to refresh the effect to the target. Hotkeys: Restore morphs of target - See above, but as a hotkey Use DAK as modificator - If enabled, the hotkey will require you to hold the DAK key to work. The options (changeable per morph after selecting it on Slot): Enable this morph - Toggle the morph functionality based on BoS Corruption Enable Progression - Toggle morph progression based on BoS Corruption Corruption Stage to hook - The stage at which the first or full (if progression is disabled) morph should happen. Initial morph - The initial morph value to use with progression. Can be anything between 0 and 100 but obviously there won't be any progression if it starts with 100. Final morph (0-100) - The full morph effect. Either applied directly, or the final value. Morph increase per corruption level - What the name says. For each corruption step it will increase by this value until the max morph value set is reached, or no corruption stages occur. Final morphvalue is always capped by the amount of corruption stages in BoS and/or the maximum morph value of 100 Examples (if everything is working as intended that is...): Spoiler Startmorph: 10 Increase: 10 Hook: Step 10 Final: 100 BoS has 16 "normal" corruption stages (unless this was changed with a recent update) So 6 steps remain after the initial morph => 10 + (6*10) = 70 will be the final value although we allow it up to 100. Startmorph: 0 Increase: 5 Hook: Step 1 Final: 30 => 0 + 15*5 = 75 but the final effect is limited to 30 Startmorph: 30 Increase: 10 Hook: Step 9 Final: 100 => 30 + 7*10 = 100 Randomization mode - Will randomize the values depending on setting for noone, only the player, only npcs or both. Testing values: Probably the easiest way to test values prior setting them is using the MFEE console commands. For more information on the commands check the description of MFEE Reset values: MFEE r MFEE reset Change a morph value: MFEE <category> <id> <value> Category id Name 1(Misc) 0 PRJ_Bottox 1(Misc) 1 PRJ_BimboBottox 1(Misc) 2 PRJ_BimboBottox_Extreme 1(Misc) 3 PRJ_BottoxCheeks 1(Misc) 4 PRJ_BottoxChin 1(Misc) 5 PRJ_BottoxJawMew 1(Misc) 6 PRJ_Doll_Bottox_Extreme 1(Misc) 7 PRJ_Bottox_Countor 1(Misc) 8 PRJ_Nostrils_In Known issues: - Reloading a save before the change will show the morphed lips until the game is restarted, which I probably won't fix anytime soon. Submitter HannoJojo Submitted 04/01/26 Category Adult Mods Requirements See also the main description. SKSE po3's Papyrus Extender PapyrusUtil MCMHelper Bimbos of Skyrim MFEE High Poly Head High Poly Head SMP (Optional) DAK Regular Edition Compatible No Install Instructions Install manually or with a mod organizer of any kind. Very simple Fomod for the requirement list. It shouldn't do much harm, but if you value your savegame you might want to wait for some feedback in the support thread before using it. 5
HannoJojo Posted April 1 Author Posted April 1 (edited) Please let me know about any issues. I only tested the main functionality in a very basic setup. I don't think there should be many incompatibilities with other mods given the nature of it, but its Skyrim... so who knows. Also as always, if anyone wants to take this and improve it in any way, feel free to do so. Changelog archive Clean save should not be necessary, no changes to the structure of saved data. Please report any (new) issues you find. Changelog v1.3.0 Fixed Tonic Suppression effect not being applied on save load (Thanks to @jackinthebox2) Added the 3 new morphs in HPH SMP as options FuckDoll Lips InnerLips Nostril Cavity Removed the individual setting pages - all morphs are now controlled on the same page by changing the morph selector on top Let me know if you prefer the old way, but if there are more sliders to come, the list of mod pages might get a bit long... As this changed quite a lot, please let me know if I missed anything. Added Credits / Requirements page Super simple requirementcheck (checks for .esp / scriptfile) Does NOT check the actual versions, however some features might require a specific verison of the requirement (e.g. new sliders need the latest HPH SMP version to work) This requires PapyrusUtil, if this is missing the checks for other requirements will be incomplete MCM Helper defaults to "Found", as it is required to even display the MCM Removed old archives from the mod page. If you need them for any reason, let me know. NOTICE: I'm thankful for any feedback provided. Reminder about updating from v1.x to v1.2.0+ Spoiler You'll have to adjust the settings in the MCM again. If you're having issues make sure to replace the BimboLips.ini in > /MCM/Settings/ < with the one included in the archive. Already affected targets should be fine, as nothing about the values stored per target has changed. Previous changelog in spoiler Spoiler Changelog v1.2.5a Added Originalmorph to show value debug box Small internal change to make sure that originalmorph is only saved on first application Will resave the setting values for the character if any of them is -1 / not saved properly. Before I only checked for one of them. Fixed malformed MCM config file. Somehow I added an additional "}" in the time between my last test and zipping the files... Changelog v1.2.4 T_T I just noticed that I never packed the refresh spell script into the archive, because the compiled script was put into the MO2 overwrite folder and I never moved it to the MO2 folder I'm using to pack the archive... SORRY ABOUT THAT... Changelog v1.2.3 Added MCM option to add/remove the effect refresh spell (Internal) normalized code for the button functions. They were achieving the same but written differently... Let me know if I accidentally broke a function with this. I tested them but maybe I missed something. Changed some translation tests. Changelog v1.2.2 Fixed NPC Progression I was only checking for the player corruption stages (20 - 30 - 40 -...) but NPCs use a different value for their stages (1-2-3-....) Because of that the condition "start_stage == current_stage" was never fulfilled for them. Reorganized the Debug menu. Separated the buttons removing stuff (temporary and permanent) from other settings Removed the slot info table Replaced the slot slider with a menu containting the slot names. Setting is still the same, so it should still show your last selection by default Added a debug button to show the BoS stage of the player or target. Changelog v1.2.1 Added notification toggle. Will show a small notification when the corruption event affects a morph. "You feel a tingle in your face and at your lips." if lip and face morphs are changed. "You feel a tingle at your lips." if only lip morphs are changed. "You feel a tingle in your face." if only the face morphs are changed. Fixed wrong label for general mod toggle which was using the "Enable this morph" translation Added a debug notification toggle. Will show a messagebox whenever a change occurs (THIS INCLUDES THE REAPPLY CASES!!!) --- BimboLips Debug: <Targetname> --- [Set <morphnumber>]: Current: <real value> -> New: <new value> "Max: <saved max value> | Stepsize: < saved step size> Added an additional check to the MGEF so the application function is only called if a change is necessary. Probably shouldn't make a huge difference, unless you enable the debug notification which then would show every X seconds even if it didn't have to restore a value. Created a FOMOD mainly to link the HARD REQUIREMENTS of the mod. Changelog v1.2.0 You can now enable randomization for every slider setting. 4 Options: No randomization Player only NPC only Both slightly different behaviour per slider: Final Value -> 0 - 100 Initial Value -> 0 - FinalValue Stepsize -> 0 - (FinalValue - InitialValue) Fixed typo in english translation file Reduced / simplified english translation file alot Regrouped MCM Helper settings. Mostly relevant for the internal stuff, but this also means: You'll have to adjust the settings in the MCM again. If you're having issues make sure to replace the BimboLips.ini in > /MCM/Settings/ < with the one included in the archive. Already affected targets should be fine, as nothing about the values stored per target has changed. Removed OnNiNodeUpdate() Added OnUpdate refresh including a setting slider for the interval (0 = disabled, 1 - 300 = valid values) Reworked the MGEF script (again, just internal stuff for better readability or sth.) Added Debug option to display all currently saved data for the target (or player) NOTICE: Again, I did not test any NPC functionality myself yet, as my "scripting/modding" setup is pretty barebones and I'd have to look up which of the installed followers would actually use HPH already. So I'm thankful for any feedback provided to catch as many causes for resets as possible. However, if it there are too many cases, I might drop NPC support / keep it at the status quo. Changelog v1.1.1 Added "restore all morphs" button & Hotkey to general section If DAK is installed it can be used as a modificator key for the hotkey. Fixed reload morph functionality for the player and other instances where I forgot to update the keynames... Added unset button to general section which will remove morphs and set the saved values to 0. A similar button is added to the debug menu, which will only remove all changed morphs temporarily Added check for morphs OnNiNodeUpdate() to see if this helps with NPCs losing the morphs. Added option to remove ALL saved values for a target to the debug menu. I probably forgot something here... NOTICE: Again, I did not test any NPC functionality myself yet. I tried finding a follower / overhaul I could use, but the ones I have installed seem to be mostly standalone, so they don't use the installed HPH .nif but the one they're shipped with and I didn't want to waste time on trying to get those to work yet. So I'm thankful for any feedback provided to catch as many causes for resets as possible. However, if it there are too many cases, I might drop NPC support / keep it at the status quo. I changed quite a lot (including the names of the stored values) so it will not pick up whatever was saved in v1.0.0 Changelog v1.1.0 Added options for the other 5 morphs - each with their individual settings. Settings (per morph) are saved for the target the first time the morph is affected by a BoS progression event. Added a spell / MGEF that will be applied to the target the first time its affected. If the target is loaded it will re-apply the morphs (this probably needs some extensions for all the cases where NPC will lose their morphs, but please test if this helps a bit already) Fixed persistence of morph. Upon loading a savegame (even after restarting the game) the current morph should be reapplied. Fixed size of the MCM splashscreen Added basic debug options: Set morph to a specific value for the selected slot - This will also tell you if you're missing the MFEE script required for this mod Display the current slots morph value 2 Sliders for the above options (Slot & Value) Slotmap info as the slot slider uses the ID of the morph. console command reminder for the same functionality Added Toggle to disable NPC functionality Translation hotfix Noticed I didn't update the translation of the suppresion setting and its help. It's really just the text and you could also edit yourself if needed. NOTICE: Again, I did not test any NPC functionality myself yet, as my "scripting/modding" setup is pretty barebones and I'd have to look up which of the installed followers would actually use HPH already. So I'm thankful for any feedback provided to catch as many causes for resets as possible. However, if it there are too many cases, I might drop NPC support / keep it at the status quo. Edited April 18 by HannoJojo
AphroditesEye Posted April 2 Posted April 2 YEEEEEEEEEEEESSSSSSSSS! I'VE BEEN WAITING FOR THIS! You the GOAT fr
HannoJojo Posted April 2 Author Posted April 2 I noticed there are 2 potential issues in the script. I'll upload a patch later today when I'm at home. 1 hour ago, AphroditesEye said: YEEEEEEEEEEEESSSSSSSSS! I'VE BEEN WAITING FOR THIS! You the GOAT fr Full credits to to acro and predator-rj who created the mods to allow this. Also AylaElfie had the initial idea on how to achieve this. I only converted that idea into a Papyrus script, which also wouldn't be possible without the work of acro. 1
HannoJojo Posted April 2 Author Posted April 2 1 hour ago, AphroditesEye said: YEEEEEEEEEEEESSSSSSSSS! I'VE BEEN WAITING FOR THIS! You the GOAT fr Sorry for the double quote. Right now I'm only utilizing one of the sliders HPH SMP provided to begin with. Are the others also of interest? 1
jib_buttkiss Posted April 2 Posted April 2 Oh hell yeah. I was vaguely planning to incorporate AylaElfie's work into the next version of BoS as an 'experimental' feature, but I'm glad this is up for people who want it now. You should post about it in the main BoS thread, and I'll add a link on the mod page. 2
renkai0821 Posted April 2 Posted April 2 (edited) Very interesting mod, my lips can deform normally after installation, but when I exit the game (I mean completely exit) and re-enter the game, the previous lip deformation effect disappears Edited April 2 by renkai0821
DrSeptimus Posted April 2 Posted April 2 I try it and and the shape of my lips stay the same, do i need to build the head at bodyslide to make it work?
PNclarity001 Posted April 2 Posted April 2 23 minutes ago, DrSeptimus said: I try it and and the shape of my lips stay the same, do i need to build the head at bodyslide to make it work? Do you have high poly head?
DrSeptimus Posted April 2 Posted April 2 26 minutes ago, PNclarity001 said: Do you have high poly head? Of course I have it, the only thing I have yet done is to build the head with predator smp head. But from what I do know, predator smp head already came with it's build in head.
PNclarity001 Posted April 2 Posted April 2 24 minutes ago, DrSeptimus said: Of course I have it, the only thing I have yet done is to build the head with predator smp head. But from what I do know, predator smp head already came with it's build in head. have you rebuilt it? did it work
HannoJojo Posted April 2 Author Posted April 2 43 minutes ago, DrSeptimus said: Of course I have it, the only thing I have yet done is to build the head with predator smp head. But from what I do know, predator smp head already came with it's build in head. I'm at work right now so I can't check but I think I used the meshes that were pre built in HPH SMP. I assume you already checked that the character is also using the headpart?
HannoJojo Posted April 2 Author Posted April 2 (edited) 1 hour ago, renkai0821 said: Very interesting mod, my lips can deform normally after installation, but when I exit the game (I mean completely exit) and re-enter the game, the previous lip deformation effect disappears That could be. I only tested it without completely closing the game, so it might keep the information in memory as long as it's the same session. Should be easy to solve for the player ( for NPCs too but there it might become a performance topic if too many are affected.. at least that's my vague guess for now) I'll look into it when I get home in ~5-6 hours. Edited April 2 by HannoJojo
DrSeptimus Posted April 2 Posted April 2 28 minutes ago, PNclarity001 said: have you rebuilt it? did it work 9 minutes ago, HannoJojo said: I'm at work right now so I can't check but I think I used the meshes that were pre built in HPH SMP. I assume you already checked that the character is also using the headpart? I try rebuild it and doesn't see any result, maybe because my character is already bimbo or maybe I installed the mod incorrectly, after all it looks like this the first time I had it installed.
renkai0821 Posted April 2 Posted April 2 11 minutes ago, DrSeptimus said: I try rebuild it and doesn't see any result, maybe because my character is already bimbo or maybe I installed the mod incorrectly, after all it looks like this the first time I had it installed. 我试着重新安装了一下,但没有任何效果,也许是因为我的角色本来就是个傻瓜,或者是我安装模组的方式不对。毕竟,这是我第一次安装时的样子。 Bro, you may not have this installed [Predator] HP Head SMP. My role was originally also bimbo. It didn't work until I installed this, you can try installing it (remember the BS)
DrSeptimus Posted April 2 Posted April 2 47 minutes ago, renkai0821 said: Bro, you may not have this installed [Predator] HP Head SMP. Either your translator is broken or you did not paid attention to what I post. Don't forget the author clearly mention the morphs seem to persist between saves and not much test is being conduct upon it, 1
HannoJojo Posted April 2 Author Posted April 2 38 minutes ago, DrSeptimus said: Either your translator is broken or you did not paid attention to what I post. Don't forget the author clearly mention the morphs seem to persist between saves and not much test is being conduct upon it, Like I wrote before I'll take a look as soon as I get back home. In retrospect I might have wanted to test it some more today before actual posting but I guess I was in high spirits when it was seemingly working right away for me. That being said. Can you open the race menu (console -> showracemenu or the command from the skse mod recently released) and check if the headpart slider is actually set to the headpart from hph (& ofc hph SMP overwriting the original one)? Just in case some (transformation) mod of any kind reset this. Sorry if I didn't see your reply about this if you already checked. Also ty for the MCM screenshot. I replaced the splash afterwards and apparently packed the file with the wrong dimensions... Really should've posted this today and not right before going to bed
DrSeptimus Posted April 2 Posted April 2 37 minutes ago, HannoJojo said: That being said. Can you open the race menu (console -> showracemenu or the command from the skse mod recently released) and check if the headpart slider is actually set to the headpart from hph (& ofc hph SMP overwriting the original one)? Yes, my preset always use HPH. I even double check to make sure none of the mod are being overwritten in some form of way. I suspect it is one of the few loverslab mod I install, but I cannot confirm it until I check every single one. But I also suspect the culprit might be OBody since this isn't the first time OBody disable morph. I would forward to you once I confirm the culprit.
HannoJojo Posted April 2 Author Posted April 2 42 minutes ago, DrSeptimus said: Yes, my preset always use HPH. I even double check to make sure none of the mod are being overwritten in some form of way. I suspect it is one of the few loverslab mod I install, but I cannot confirm it until I check every single one. But I also suspect the culprit might be OBody since this isn't the first time OBody disable morph. I would forward to you once I confirm the culprit. Hm, I see Do you have any mod that shipped its own files for MFEE perhaps? It's just a wild guess, but maybe something else is already occupying the morph slot I'm targeting.
HannoJojo Posted April 2 Author Posted April 2 4 hours ago, DrSeptimus said: Yes, my preset always use HPH. I even double check to make sure none of the mod are being overwritten in some form of way. I suspect it is one of the few loverslab mod I install, but I cannot confirm it until I check every single one. But I also suspect the culprit might be OBody since this isn't the first time OBody disable morph. I would forward to you once I confirm the culprit. Ah, some more questions to investigate this. Is there any mods of the requirements which you specifically installed for this? I might want to rework the requirements, in case I forgot to mention a sub-requirement. I double checked my HPH SMP install. the .nif in the meshes folder has the same date as the one in the original zip. Also as you can see above, nothing is overwriting it in my test environment, so based on that it should work with the non-built one too. Did you already try using the console command mentioned on the description? Does this have any effect? mfee 1 1 <value 0~100> e.g. mfee 1 1 50 If not, it shouldn't be an issue with my script but the general MFEE / HPH SMP functionality I guess.
Dela117 Posted April 2 Posted April 2 The lip morphs are not staying on when appied to NPCs with hipoly heads, they work for a while but then they are just removed for no apparent reason, either way awesome work man, this is what a lot of people have been hoping for.
HannoJojo Posted April 2 Author Posted April 2 31 minutes ago, Dela117 said: The lip morphs are not staying on when appied to NPCs with hipoly heads, they work for a while but then they are just removed for no apparent reason, either way awesome work man, this is what a lot of people have been hoping for. Yeah, I didn't test this for NPCs at all yesterday evening, and again, the full credits belong to the people mentioned in the description. Since the morphs are also undone when restarting the game (save -> reload the save during the same session seems to work) I'll probably add some check for it too. Did the morph perhaps get lost after traveling through doors? Then it could be caused by the npcs being loaded into the world anew. Would be great if thats the case, as I'd just have to reload the morphs whenever an affected NPC (based on a keyword perhaps) is loaded as this should be called on first spawn and traveling.
Dela117 Posted April 2 Posted April 2 5 minutes ago, HannoJojo said: Yeah, I didn't test this for NPCs at all yesterday evening, and again, the full credits belong to the people mentioned in the description. Since the morphs are also undone when restarting the game (save -> reload the save during the same session seems to work) I'll probably add some check for it too. Did the morph perhaps get lost after traveling through doors? Then it could be caused by the npcs being loaded into the world anew. Would be great if thats the case, as I'd just have to reload the morphs whenever an affected NPC (based on a keyword perhaps) is loaded as this should be called on first spawn and traveling. Oh LOL, well I can confirm they do work on NPCs with hipoly heads but so far I've only noticed they reset if I reload the save or after a sexlab scene is triggered or even just on their own after a few minutes have gone by.
HannoJojo Posted April 2 Author Posted April 2 25 minutes ago, Dela117 said: Oh LOL, well I can confirm they do work on NPCs with hipoly heads but so far I've only noticed they reset if I reload the save or after a sexlab scene is triggered or even just on their own after a few minutes have gone by. Thats.. annoying then. If its just on reloading them (doors / traveling) thats pretty simple I guess. If it happens just after some time I'd have to use RegisterForUpdate I guess. If its just going away after some time, is there possibly some re-dress event happening? Perhaps they are affected by NiNodeUpdate calls or sth?
RanmaZ Posted April 2 Posted April 2 (edited) Which botox parameter does it use? Im curious of what it looks like at full bimbofication. Also how would this work on NPC? Do i need to change them in racemenu to use the new head? Edited April 2 by RanmaZ
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