HannoJojo Posted April 2 Author Posted April 2 (edited) 30 minutes ago, RanmaZ said: 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? I will probably add a slider for each of the botox morphs when most of the initial issues are sorted. EDIT: this one uses id 1 only so far, so PRJ_BimboBottox It depends on your settings. You can have the full lips already applied at the first step if you want to, or with full bimbofication it could also only reach a value of 30, etc. So thats up to you. Any NPC affected has to use HPH yes. According to the comment above, this does work out of the box to some degree. (Probably easiest to test with followers that use HPH by default) You'd probably have to create patches / use overhauls if you want vanilla (named) NPCs to use HPH. Or potentially NPC Visual Editor but I didn't get to try it yet, even though I installed it already. Edited April 2 by HannoJojo
ebbluminous Posted April 2 Posted April 2 15 minutes ago, HannoJojo said: I will probably add a slider for each of the botox morphs when most of the initial issues are sorted. It depends on your settings. You can have the full lips already applied at the first step if you want to, or with full bimbofication it could also only reach a value of 30, etc. So thats up to you. Any NPC affected has to use HPH yes. According to the comment above, this does work out of the box to some degree. (Probably easiest to test with followers that use HPH by default) You'd probably have to create patches / use overhauls if you want vanilla (named) NPCs to use HPH. Or potentially NPC Visual Editor but I didn't get to try it yet, even though I installed it already. Thank you for this one pushing Bimbo Science™ to new limits Was just about to ask if you will do the other Botox sliders at some point, can't wait for that one. Would it be possible to get an option on the MCM to affect the PC only? Would save all the potential NPC headaches with that
HannoJojo Posted April 2 Author Posted April 2 13 minutes ago, ebbluminous said: Thank you for this one pushing Bimbo Science™ to new limits Was just about to ask if you will do the other Botox sliders at some point, can't wait for that one. Would it be possible to get an option on the MCM to affect the PC only? Would save all the potential NPC headaches with that Tbh idk why the mcm visualiser duplicated the pages like this, but yeah as you can see i'm also at it. NPCs will need some testing, which I probably can't properly provide (I actually had something else planned to do right now, but well... xD) Yes, I can add that, though in theory the npc headaches are probably not that hard to work around, if I have some data on when it happens. If it is only on cell change / being reloaded - easy (and already potentially fixed. If it happens on NiNodeUpdates - easy (would have to add it though) If it happens on some kind of timer base - easy but annoying as this would mean checking all npcs (with the SPELL added for the first "if") in the area with an update every X seconds / minutes.
Dela117 Posted April 2 Posted April 2 (edited) 2 hours ago, HannoJojo said: 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? I was testing around with sexlab and yeah something is definitely removing the lips on NPCs after the scenes are over, IDK if it's the clothes/armor stripping because i tried turning all the option for that off but even so right after the scenes are over the lips just disappear and i cant get them to come back unless i reinstall the mod in MO2 and reload a save from before the bimbofication happened (they do remain as the scene is going on though) Edited April 2 by Dela117
AphroditesEye Posted April 2 Posted April 2 14 hours ago, HannoJojo said: 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? Actually, yes - I was going to suggest this. The bimbo botox lips are the obvious choice, but experimenting with them, they look like they're built to be mixed with the other 2-3 lip options to get the right shape. I'd absolutely be interested in the rest.
HannoJojo Posted April 2 Author Posted April 2 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. Added Toggle to disable NPC functionality 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.
HannoJojo Posted April 2 Author Posted April 2 (edited) 1.1.1 probably coming soon. Overlooked a typo in the mcm config since i didn't upload the correct file it was resolved in 1.1.0 fml, looks like I broke sth else when adjusting the function for all the morphs... might take a moment longer. fml², I even uploaded the wrong zip Correct file with the issues mentioned above fixed should be now downloadable. Turned out, I forgot to change the check for the current value (which is obviously required to "calculate" the new value on progression) so it still was hardcoded to the BimboBotox morph. Edited April 2 by HannoJojo
Dela117 Posted April 2 Posted April 2 Alright! that new debug menu allows me to add the lips back to NPCs even after they reset after a sexlab scene so it's still happening but now I can actually correct it easily now
renkai0821 Posted April 3 Posted April 3 I don’t know why, but after installing the new version, there is no deformation effect without opening a new game. Recreating a game will have the deformation effect, but after saving and exiting the game completely and then re-entering the game, the deformation effect will still disappear, Debug options in old games can apply deformation effects.Is it possible that it has something to do with the Bimbos Of Skyrim version? I am using 1.905
HannoJojo Posted April 3 Author Posted April 3 (edited) 10 hours ago, Dela117 said: Alright! that new debug menu allows me to add the lips back to NPCs even after they reset after a sexlab scene so it's still happening but now I can actually correct it easily now I'll try to do some tests about this today. I just have to find a follower to test it with.. I still suspect ninos update events , but we'll see. Does the reset always happen right after a scene? If it is reset, can you use the debug option to check the values if they are still showing as increased? Then it would be only a visual thing while the game still thinks it's using that value. Potentially, but this is a wild guess, any expression a NPC uses will overwrite this as it is also some kind of expression? EDIT: I think I'll also add a button to the general page to restore all the saved values for the target (similar to the debug button but for all saved settings at once) Edited April 3 by HannoJojo
HannoJojo Posted April 3 Author Posted April 3 4 hours ago, renkai0821 said: I don’t know why, but after installing the new version, there is no deformation effect without opening a new game. Recreating a game will have the deformation effect, but after saving and exiting the game completely and then re-entering the game, the deformation effect will still disappear, Debug options in old games can apply deformation effects.Is it possible that it has something to do with the Bimbos Of Skyrim version? I am using 1.905 No the bimbos of Skyrim version is unrelated. The only requirement of BoS' version is that it sends the corruption increase mod event as I'm listening to this. Without that BoS wouldn't even be a requirement at all. The persistence works by saving different data keys per NPC using Papyrus utils and loading them again when needed. So the first things that comes to mind are: - PapyrusUtils is not installed or overwritten by another mod. - something is interrupting the reloading of vales when you load the game or the settings are loaded and a yet unknown effect is removing them right again Please note that old settings from version 1.0 won't be loaded as I changed quite a bit when the other morphs were added. So the keys I saved them with aren't targeted anymore when loading settings. I hope I understood your issue correctly because your translator seemingly added some confusing passages in there.
HannoJojo Posted April 3 Author Posted April 3 (edited) 10 hours ago, Dela117 said: Alright! that new debug menu allows me to add the lips back to NPCs even after they reset after a sexlab scene so it's still happening but now I can actually correct it easily now Sorry for the second quote / notification. Could you tell me which NPC you're testing this with? Is it a follower or are you using some HPH overhaul? Edited April 3 by HannoJojo
HannoJojo Posted April 3 Author Posted April 3 8 hours ago, renkai0821 said: I don’t know why, but after installing the new version, there is no deformation effect without opening a new game. Recreating a game will have the deformation effect, but after saving and exiting the game completely and then re-entering the game, the deformation effect will still disappear, Debug options in old games can apply deformation effects.Is it possible that it has something to do with the Bimbos Of Skyrim version? I am using 1.905 Sorry, I found the issue. As I mentioned I renamed the keys to store data. Because of that I also changed the name of the key from "MorphedLip_X" (where X is the slot) to "MorphedMorph_X" but the reload function was still looking for the old key...
HannoJojo Posted April 3 Author Posted April 3 (edited) Uploaded. 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 the 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. Edited April 3 by HannoJojo 3
Dela117 Posted April 3 Posted April 3 (edited) 9 hours ago, HannoJojo said: I'll try to do some tests about this today. I just have to find a follower to test it with.. I still suspect ninos update events , but we'll see. Does the reset always happen right after a scene? If it is reset, can you use the debug option to check the values if they are still showing as increased? Then it would be only a visual thing while the game still thinks it's using that value. Potentially, but this is a wild guess, any expression a NPC uses will overwrite this as it is also some kind of expression? EDIT: I think I'll also add a button to the general page to restore all the saved values for the target (similar to the debug button but for all saved settings at once) 5 hours ago, HannoJojo said: Sorry for the second quote / notification. Could you tell me which NPC you're testing this with? Is it a follower or are you using some HPH overhaul? Yeah. it happens always right after the scene ends, like during the scene there is no problem I also tested it by fast traveling or going in and out of instances and there is no issue there but right after a scene is over the lips reset. I checked the debug option and yeah the values themselves got reset, it showed the values were 0 on both NPCs I tested them on. IDK about the expression thing, I can confirm i have expression mods installed I would have to uninstall them to check if it's that (now that I think about it no one else has reported the same issue so I dont really know if im the only one having it and it's just a compatibility thing with a mod I have) And the NPCs I tested them on are these two: - https://www.nexusmods.com/skyrimspecialedition/mods/143163 - https://www.nexusmods.com/skyrimspecialedition/mods/155469 Also thanks for all the help man, either way I'm cool with being able to reset the lip values now in the debug menu. EDIT: I tried the new update and the new hotkey and the hotkey isn't working since the values themselves are getting reset so the hotkey just reset the values to 0 again it seems. Edited April 3 by Dela117
soilofgenisis Posted April 3 Posted April 3 Current version is bugged in that it incorrectly applies morphs across saves, applying the bimbo lip morphs even to a freshly created character. Also the debug slots don't correspond correctly to the actual morph sliders, with the cheek one affecting lips somehow.
HannoJojo Posted April 3 Author Posted April 3 31 minutes ago, soilofgenisis said: Current version is bugged in that it incorrectly applies morphs across saves, applying the bimbo lip morphs even to a freshly created character. Also the debug slots don't correspond correctly to the actual morph sliders, with the cheek one affecting lips somehow. So just for my understanding. You were ingame, changed morphs and then created a new character which had the morphs applied? If so, thats exactly what I'm referring to with this: If you closed the game in between I might need some more information. It's been some time since I worked with it, but as far as I remember, the functions I'm using writes the saved values (which are required for any reapplication after restarting the game) into the savegame. So even if the "NPC" (Prisoner) is the same, the new save should not have access to the stored values. About the second thing: When you click on the text/button, effectively one function is being called. It consists of some checks (like does the MFEE script exists, or the target) and the Debug message thats shown. The actual thing thats "doing something" is this line: ApplyMorphs(CurrentRef, BimLipsDebugVal, BimLipsDebugSlot) CurrentRef = the target (crosshair or player) BimLipsDebugVal = the current value of the slider (0-100) BimLipsDebugSlot = the current value of the slider (0-5) So if you use slider slot 2 and value slider 50 without looking at a NPC it will execute ApplyMorphs(CurrentRef, 50, 2) And the whole function tied to this is the following: Function ApplyMorphs(actor akActor, int value, int morph) ; max out at 100 if (value > 100) value = 100 endIf MuFacialExpressionExtended.SetExpressionByNumber(akActor, 1, morph, value) MuFacialExpressionExtended.UpdateExpression(akActor) EndFunction Which just takes those 2 values and uses MFEEs provided Function to set the expression. I'm somewhat tired right now, but I can't see how that specific function would target more than 1 morph at the same time. 2 hours ago, Dela117 said: Yeah. it happens always right after the scene ends, like during the scene there is no problem I also tested it by fast traveling or going in and out of instances and there is no issue there but right after a scene is over the lips reset. I checked the debug option and yeah the values themselves got reset, it showed the values were 0 on both NPCs I tested them on. IDK about the expression thing, I can confirm i have expression mods installed I would have to uninstall them to check if it's that (now that I think about it no one else has reported the same issue so I dont really know if im the only one having it and it's just a compatibility thing with a mod I have) And the NPCs I tested them on are these two: - https://www.nexusmods.com/skyrimspecialedition/mods/143163 - https://www.nexusmods.com/skyrimspecialedition/mods/155469 Also thanks for all the help man, either way I'm cool with being able to reset the lip values now in the debug menu. EDIT: I tried the new update and the new hotkey and the hotkey isn't working since the values themselves are getting reset so the hotkey just reset the values to 0 again it seems. Yeah well, if the values are getting lost they obviously can't be restored, though I don't see how thats happening. I'll dl one of the followers and test it if I have some time.
Dela117 Posted April 3 Posted April 3 21 minutes ago, HannoJojo said: So just for my understanding. You were ingame, changed morphs and then created a new character which had the morphs applied? If so, thats exactly what I'm referring to with this: If you closed the game in between I might need some more information. It's been some time since I worked with it, but as far as I remember, the functions I'm using writes the saved values (which are required for any reapplication after restarting the game) into the savegame. So even if the "NPC" (Prisoner) is the same, the new save should not have access to the stored values. About the second thing: When you click on the text/button, effectively one function is being called. It consists of some checks (like does the MFEE script exists, or the target) and the Debug message thats shown. The actual thing thats "doing something" is this line: ApplyMorphs(CurrentRef, BimLipsDebugVal, BimLipsDebugSlot) CurrentRef = the target (crosshair or player) BimLipsDebugVal = the current value of the slider (0-100) BimLipsDebugSlot = the current value of the slider (0-5) So if you use slider slot 2 and value slider 50 without looking at a NPC it will execute ApplyMorphs(CurrentRef, 50, 2) And the whole function tied to this is the following: Function ApplyMorphs(actor akActor, int value, int morph) ; max out at 100 if (value > 100) value = 100 endIf MuFacialExpressionExtended.SetExpressionByNumber(akActor, 1, morph, value) MuFacialExpressionExtended.UpdateExpression(akActor) EndFunction Which just takes those 2 values and uses MFEEs provided Function to set the expression. I'm somewhat tired right now, but I can't see how that specific function would target more than 1 morph at the same time. Yeah well, if the values are getting lost they obviously can't be restored, though I don't see how thats happening. I'll dl one of the followers and test it if I have some time. Ok and I'll try with other different followers too.
HannoJojo Posted April 3 Author Posted April 3 45 minutes ago, Dela117 said: Ok and I'll try with other different followers too. Hm, were the morphs on the follower changed by the corruption event, or did you add them in any other way? Tested a bit with Laci, and there weren't even any values saved by my script, which makes me think that NPC support still needs work to work at all.
Dela117 Posted April 3 Posted April 3 2 hours ago, HannoJojo said: Hm, were the morphs on the follower changed by the corruption event, or did you add them in any other way? Tested a bit with Laci, and there weren't even any values saved by my script, which makes me think that NPC support still needs work to work at all. I used the scroll to trigger the curse, also I tested it in other NPCs and the results so far have been the same. Either way man like i said before being able to just use the debug to add them back again is already good enough! Thanks a lot!
DrSeptimus Posted April 4 Posted April 4 On 4/3/2026 at 1:09 AM, HannoJojo said: 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. I try with console command and it work fine, but it doesn't seems to apply during the corruption phase. I gonna do a bit more test before sending in the result.
HannoJojo Posted April 4 Author Posted April 4 1 hour ago, DrSeptimus said: I try with console command and it work fine, but it doesn't seems to apply during the corruption phase. I gonna do a bit more test before sending in the result. Which corruption phase are you trying to start the effect at? Do you happen to know which corruption stage your char was at when you first installed (unless it was pre bimbo curse to begin with)
CuriousBigred Posted April 5 Posted April 5 First off fantastic job on this mod. It beats going into racemenu and changing the sliders manually or my old method was just changing the head with a pre built head mesh. I've always had random crashes with mfee, but for this I'll keep it in my load order. Now for the major problem I've noticed, whenever I apply the lips to my PC, the morphs randomly stop especially in sex lab scenes. What I'm thinking is since these are considered expressions, they have a tendency to change when a new expression is applied. I wonder if an On update event would help.
HannoJojo Posted April 5 Author Posted April 5 1 hour ago, CuriousBigred said: First off fantastic job on this mod. It beats going into racemenu and changing the sliders manually or my old method was just changing the head with a pre built head mesh. I've always had random crashes with mfee, but for this I'll keep it in my load order. Now for the major problem I've noticed, whenever I apply the lips to my PC, the morphs randomly stop especially in sex lab scenes. What I'm thinking is since these are considered expressions, they have a tendency to change when a new expression is applied. I wonder if an On update event would help. Yes, thats my main assumption too, though I'd rather use some "proper" events isntead of running it on OnUpdate(). For now the MGEF added should run on NiNodeUpdates (which should be also called on dressing events if I remember correctly from my Bimbo Skin mod) and the Load Event, though that one is probably not as relevant for the player as i'm restoring the saved values on loading the savegame already. I delayed some other (non Skyrim) things because of the mod, which I'll have to take care of first, after that I'll likely try looking into it. I "fear" I'll have to go down the OnUpdate route, but well. Apart from that, if anyone wants to create a patch themselves / add the onUpdate logic to the MGEF feel free to do so. 1
Durante Posted April 5 Posted April 5 This seems like a very interesting mod feature wise. If one would like to use it to increase lip sizes a bit for NPC's would it be possible to use in a similar way like npc body randomizer works?
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