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Posted
40 minutes ago, Durante said:

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?


It would be certainly possible, might require a bit of rework though.
Currently NPC and Players use the same values so I'd have to account for that. Despite my last message, I might work on it later today if I got the time, then I could look into it.
Will probably also add an OnUpdate setting.

 

Posted (edited)

Uploaded.

Since I can't test everything right now, you might want to treat this as a BETA. If you don't want to be my "guinea pig" and aren't interested in the randomization settings you might want to stay on 1.1. for the time being.

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.

Edited by HannoJojo
Posted
On 4/5/2026 at 12:00 AM, HannoJojo said:

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)

 

I am now using version 1.2 and it now work fine.

 

But, I don't get the difference between Botox Morph, Bimbo Botox Morph and Bimbo Botox Extreme Morph.

 

Do I enable 1 or do I enable all 3 at same time? 

 

I set the max values at BM = 10, BBM = 20 and BBEM at 30. But the lips look like it morph to the value of 100.

Posted
1 minute ago, DrSeptimus said:

 

I am now using version 1.2 and it now work fine.

 

But, I don't get the difference between Botox Morph, Bimbo Botox Morph and Bimbo Botox Extreme Morph.

 

Do I enable 1 or do I enable all 3 at same time? 

 

I set the max values at BM = 10, BBM = 20 and BBEM at 30. But the lips look like it morph to the value of 100.


Thats good to hear that its working now.

The morphs are provided by @Predator-RJ files, so he might give you a better explanation on them (or you might want to look it up on his modpage). 

I >think< they should be used in conjunction, but its not strictly necessary.
They might be even targeting the exact same thing, just with different maxvalues.

So theoretically like:
BimboBottoxExtreme (using the actual morph name here) has a max value of 100
If you set this slider to 100 you will reach the most extensive visual effect.

BimboBottox in comparison to the extreme one has a max value of 75
You can still set the slider to 100, but visually it will be equal to 75 on the Extreme one.
And the same for the last one.

But since there are 3 morphs, they can be used additive, so as you stated, a combination of the 3 can achieve the same effect as setting only one of them to the maximum value, etc.


Generally speaking, theres no "rule" on how to use them, that's entirely up to you, I just provided the means to edit them all after this was requested.
Personlly I think I'll only use BimboBotox with a max value of 40-60, disabling all the other morphs in my settings. But this is only my own preference, as the general setup isn't meant to be too extreme visually while still showing the corruption/degradation/whatever you want to call it.

Posted
1 hour ago, HannoJojo said:


But since there are 3 morphs, they can be used additive, so as you stated, a combination of the 3 can achieve the same effect as setting only one of them to the maximum value, etc.
 

 

Is it possible to add a debug message whenever the morph is being refresh/apply? For example, a simple message such as "You feel tingle at your lips" would be enough to let me know it the morph is being applied.

 

I am setting mine at value 10-30 with increment of 1-3 values, so it is hard to tell apart when the morph is applied.

Posted

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.

 

Reminder about v1.2.0

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.

 

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.

Posted
21 minutes ago, HannoJojo said:

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.

 

 

God damn, this is a fastest update if I ever see one.

Posted

Hey man, so I tried the new update and the new debug menu to check on the NPCs and it seems all their values are always saved at 0 no matter what. i think if there was a way to save a value for an NPC the lips would stop resetting after a sexlab scene 

Posted
1 minute ago, Dela117 said:

Hey man, so I tried the new update and the new debug menu to check on the NPCs and it seems all their values are always saved at 0 no matter what. i think if there was a way to save a value for an NPC the lips would stop resetting after a sexlab scene 


Well, they should save to begin with, thats pretty much a main part of the script to save the values per target.
I'll look into it the next few days if I have the time.

Posted (edited)
7 hours ago, HannoJojo said:


Thats good to hear that its working now.

The morphs are provided by @Predator-RJ files, so he might give you a better explanation on them (or you might want to look it up on his modpage). 

I >think< they should be used in conjunction, but its not strictly necessary.
They might be even targeting the exact same thing, just with different maxvalues.

So theoretically like:
BimboBottoxExtreme (using the actual morph name here) has a max value of 100
If you set this slider to 100 you will reach the most extensive visual effect.

BimboBottox in comparison to the extreme one has a max value of 75
You can still set the slider to 100, but visually it will be equal to 75 on the Extreme one.
And the same for the last one.

But since there are 3 morphs, they can be used additive, so as you stated, a combination of the 3 can achieve the same effect as setting only one of them to the maximum value, etc.


Generally speaking, theres no "rule" on how to use them, that's entirely up to you, I just provided the means to edit them all after this was requested.
Personlly I think I'll only use BimboBotox with a max value of 40-60, disabling all the other morphs in my settings. But this is only my own preference, as the general setup isn't meant to be too extreme visually while still showing the corruption/degradation/whatever you want to call it.

Hi more or less yes, and also for@DrSeptimus, to be honest the sliders where personal for a long time until people started to ask about my character lips XD, and at the time i did them stand alone and only in bodyslide because thats what i knew, then learned how to add them to RC later, but the two "Bimbo Botox and Bimbo botox Extreme" came from the "botox" slider" just scalated bigger with some fixes, the latest one Bimbo DOLL is supposed to be used additive on top of the botox or the others at least at 80%..... but now since they can have a proper use with this mod, i will make them "additive" based on the Base botox one, like the UBE ones i created, and then they can hopefully be more "usable" with lower values!     

 

- will update the HPH mod soon with the changes so they are additive, and probably the UBE version wil be incluided in the fomod too ; )

Edited by Predator-RJ
Posted (edited)
1 hour ago, Dela117 said:

Hey man, so I tried the new update and the new debug menu to check on the NPCs and it seems all their values are always saved at 0 no matter what. i think if there was a way to save a value for an NPC the lips would stop resetting after a sexlab scene 

 

1 hour ago, HannoJojo said:


Well, they should save to begin with, thats pretty much a main part of the script to save the values per target.
I'll look into it the next few days if I have the time.

I think I found the reason.
Its actually something I should've known from experience. But I'm currently checking against the player BoS curse queststages. NPCs don't use 10 - 20 -100 - etc. though but 1-16. So yeah. it saves the intial values, but never enters the "startstage == currentstage" condition.

Edit: Also this investigation was sponsored by Skyrim bugging out 2 times in a row *sigh* (one time it simply froze, the other time some MGEF bugged and my attacks were all healing enemies...)

 

Edited by HannoJojo
Posted

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.

 

Reminder about v1.2.0

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.

 

NOTICE:

I tested only one follower (Laci) by using the BoS Elder Scroll, so there still might be issues with "natural" progression.
So I'm thankful for any feedback provided.

Posted
41 minutes ago, HannoJojo said:

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.

 

Reminder about v1.2.0

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.

 

NOTICE:

I tested only one follower (Laci) by using the BoS Elder Scroll, so there still might be issues with "natural" progression.
So I'm thankful for any feedback provided.

 

Yep! This did it I can quickly reset the morphs using the hotkey now after a scene, just need to make sure the bimbofication happend with this new version of the mod otherwise it won't save the values. 

Is there any chance I can donate to you man? since you've been very thoughful and have replied to all of my feedback.

 

Posted
15 minutes ago, Dela117 said:

 

Yep! This did it I can quickly reset the morphs using the hotkey now after a scene, just need to make sure the bimbofication happend with this new version of the mod otherwise it won't save the values. 

Is there any chance I can donate to you man? since you've been very thoughful and have replied to all of my feedback.

 


I included an auto updater in one of the earlier versions, so depending on what intervals your save allows, you could use a very low values so it tries to instantly restore it. Be advised though, that it also wasn't tested extensively yet (especially with many NPCs affected)

And thank you for the thought, but its fine. Everything was related to stuff that I wanted to get working anyway (or thought of as suitable). Otherwise I probably wouldn't have done it (that fast) to begin with.
Also you were somewhat lucky that it was a holiday, so I obviously had some time to check things / this thread.

Posted (edited)
3 hours ago, HannoJojo said:


I included an auto updater in one of the earlier versions, so depending on what intervals your save allows, you could use a very low values so it tries to instantly restore it. Be advised though, that it also wasn't tested extensively yet (especially with many NPCs affected)

And thank you for the thought, but its fine. Everything was related to stuff that I wanted to get working anyway (or thought of as suitable). Otherwise I probably wouldn't have done it (that fast) to begin with.
Also you were somewhat lucky that it was a holiday, so I obviously had some time to check things / this thread.

LOL, guess I hit the jackpot. In that case if there are thing you need for me to test just say the word.

Oh and BTW I tried to use the updater at like intervals of 2 or 1 but it doesnt work on the NPCs but there is the hotkey now so it doesn't matter.

Edited by Dela117
Posted
6 hours ago, Dela117 said:

LOL, guess I hit the jackpot. In that case if there are thing you need for me to test just say the word.

Oh and BTW I tried to use the updater at like intervals of 2 or 1 but it doesnt work on the NPCs but there is the hotkey now so it doesn't matter.

Were the NPCs already past the set progression stage when you updated to a version 1.2.x?

 

I think I only apply the spell/mgef when they should be first affected so if they don't have the effect it can't refresh 

 

I might add a debug option to apply/ remove the spell afterwards I guess if it gets dispelled or is wrongfully applied.

Posted

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.

 

Reminder about v1.2.0

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.

 

NOTICE:
Still thankful for any feedback provided.

Posted
16 hours ago, Dela117 said:

LOL, guess I hit the jackpot. In that case if there are thing you need for me to test just say the word.

Oh and BTW I tried to use the updater at like intervals of 2 or 1 but it doesnt work on the NPCs but there is the hotkey now so it doesn't matter.


See notes for 1.2.4...

I just failed hard and never packed the compiled script into the archive as MO2 placed it in the overwrite folder (obviously) after I first created it.
Please try with 1.2.4.

Posted (edited)

I do a few more testing and it seems like BimboBotox apply max values right at the start instead of one at a time..

 

I set all those settings with Corruption begin at 20, Initial 0, Final value 30 and Morph increase per level at 2.

 

image.jpeg.106c760ab0c567c793ce33278c8e18ed.jpeg

 

I also set the values at 30, but it seems to apply 70 for some unknown reason. Take note that I have Botox and Botox Extreme disabled.

 

image.jpeg.d0e472432d590e58d86e978bc7b23018.jpeg

 

As for Botox and Botox Extreme, it seems to work fine, but I might need to do more test to confirm it.

Edited by DrSeptimus
Posted
On 4/6/2026 at 5:00 AM, HannoJojo said:


Thats good to hear that its working now.

The morphs are provided by @Predator-RJ files, so he might give you a better explanation on them (or you might want to look it up on his modpage). 

I >think< they should be used in conjunction, but its not strictly necessary.
They might be even targeting the exact same thing, just with different maxvalues.

So theoretically like:
BimboBottoxExtreme (using the actual morph name here) has a max value of 100
If you set this slider to 100 you will reach the most extensive visual effect.

BimboBottox in comparison to the extreme one has a max value of 75
You can still set the slider to 100, but visually it will be equal to 75 on the Extreme one.
And the same for the last one.

But since there are 3 morphs, they can be used additive, so as you stated, a combination of the 3 can achieve the same effect as setting only one of them to the maximum value, etc.


Generally speaking, theres no "rule" on how to use them, that's entirely up to you, I just provided the means to edit them all after this was requested.
Personlly I think I'll only use BimboBotox with a max value of 40-60, disabling all the other morphs in my settings. But this is only my own preference, as the general setup isn't meant to be too extreme visually while still showing the corruption/degradation/whatever you want to call it.

 Sorry for replying so late, was kinda busy but I can confirm that the morphs are re applying on their own now and everything works perfectly on NPCs with HP heads

Posted
14 hours ago, DrSeptimus said:

I do a few more testing and it seems like BimboBotox apply max values right at the start instead of one at a time..

 

I set all those settings with Corruption begin at 20, Initial 0, Final value 30 and Morph increase per level at 2.

 

image.jpeg.106c760ab0c567c793ce33278c8e18ed.jpeg

 

I also set the values at 30, but it seems to apply 70 for some unknown reason. Take note that I have Botox and Botox Extreme disabled.

 

image.jpeg.d0e472432d590e58d86e978bc7b23018.jpeg

 

As for Botox and Botox Extreme, it seems to work fine, but I might need to do more test to confirm it.



Could you try using the purge debug setting for your character -> save the game -> restart the game and load the new save -> test again?
From the images this indeed does not make any sense, but I couldn't reproduce this at all yet.

Posted

Would it be possible to also have these morphs activate, either independently or as an "extra boost", when the player has the three Slutmark stages during Lyvelia's quest?

Posted
11 hours ago, AphroditesEye said:

Would it be possible to also have these morphs activate, either independently or as an "extra boost", when the player has the three Slutmark stages during Lyvelia's quest?

Possible: yes I guess.

 

Can you give me a summary of the quest and the stages?

Are the effects supposed to be removed after the hr quest is completed? I'm not sure if I ever fully played the quest, at least not recently.

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