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Posted
4 hours ago, HannoJojo said:

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.

Yup! The quest is CC_LyvviePart2. You're given a cursemark that acts as a sort of "false bimbofication" since it was added before the transformation was integrated proper, and it can lead to actual bimbofication. It goes in three phases, and you don't even need the quest stages because its primarily detected through the faction rank "CC_PlayerSlutmarked".
At quest stage 10, the player gains the Cursemark, and is put in the faction at rank 0. Its pretty minor and just a little distracting, down to just giving like 10% reduction in magicka and magicka regen.

As the quest progresses, you inevitibly get to rank 1, which is now actually a problem - you get frequent intrusive thoughts and arousal gains, as well as dialogue interactions on a cooldown that can give corruption depending on how you reply. It's also a -35% penalty to magicka/regen now and implied to be really distracting and hard to think through.

By rank 2 (the final stage of the curse), you're effectively teetering on the edge of full-on bimbofication and barely resisting, the buffs now at 85% and every dialogue option adds corruption and/or initiates sex, with the arousal boosts being much more frequent.

There's not currently morphs for it and the timing of when the curse progresses is going to be changed in the next update, but the mechanical effects of the curse will largely remain the same; so using the faction ranks should be adequate as long as you actually check if the player is in them.

As for whether or not they're removed, that actually depends. If the player completes the quest un-bimbofied or mid-bimbofication, the effects are all removed. If the player completes the quest as a Bimbo, they're mechanically removed from the faction, but within the game itself, they're considered to still be under its effects in a more permanent manner somewhat. Fortunately, jib integrated a way to detect this for me since I was using it while writing Morella's dialogue, and you can likely use it for this situation - there's a global value called "CC_BimboCauseLyvvi" that detects if the player began bimbofication during the quest. If the global is set to 0 or 3, that means Bimbofication began before or after the quest, and it's not relevant. If it's set to 1, that means the Player began bimbofication as the curse is manifesting after they were exposed to it; but they're not yet aware of it. If it's set to 2, that means the player began Bimbofication during the Slutmark section of the quest.

I would suggest checking if the player is in the CC_PlayerSlutmarked faction, and using ranks 0, 1 and 2 to progress the morphs. Once the quest is complete, check if the global CC_BimboCauseLyvvi is set to 1 or 2, and if it is; the morphs become part of the player's morphs when Bimbofied. Otherwise, they're removed and ignored in the future.


I've done a lot of poking around through this quest the last few years lol

Posted (edited)
7 hours ago, AphroditesEye said:

Yup! The quest is CC_LyvviePart2. You're given a cursemark that acts as a sort of "false bimbofication" since it was added before the transformation was integrated proper, and it can lead to actual bimbofication. It goes in three phases, and you don't even need the quest stages because its primarily detected through the faction rank "CC_PlayerSlutmarked".
At quest stage 10, the player gains the Cursemark, and is put in the faction at rank 0. Its pretty minor and just a little distracting, down to just giving like 10% reduction in magicka and magicka regen.

As the quest progresses, you inevitibly get to rank 1, which is now actually a problem - you get frequent intrusive thoughts and arousal gains, as well as dialogue interactions on a cooldown that can give corruption depending on how you reply. It's also a -35% penalty to magicka/regen now and implied to be really distracting and hard to think through.

By rank 2 (the final stage of the curse), you're effectively teetering on the edge of full-on bimbofication and barely resisting, the buffs now at 85% and every dialogue option adds corruption and/or initiates sex, with the arousal boosts being much more frequent.

There's not currently morphs for it and the timing of when the curse progresses is going to be changed in the next update, but the mechanical effects of the curse will largely remain the same; so using the faction ranks should be adequate as long as you actually check if the player is in them.

As for whether or not they're removed, that actually depends. If the player completes the quest un-bimbofied or mid-bimbofication, the effects are all removed. If the player completes the quest as a Bimbo, they're mechanically removed from the faction, but within the game itself, they're considered to still be under its effects in a more permanent manner somewhat. Fortunately, jib integrated a way to detect this for me since I was using it while writing Morella's dialogue, and you can likely use it for this situation - there's a global value called "CC_BimboCauseLyvvi" that detects if the player began bimbofication during the quest. If the global is set to 0 or 3, that means Bimbofication began before or after the quest, and it's not relevant. If it's set to 1, that means the Player began bimbofication as the curse is manifesting after they were exposed to it; but they're not yet aware of it. If it's set to 2, that means the player began Bimbofication during the Slutmark section of the quest.

I would suggest checking if the player is in the CC_PlayerSlutmarked faction, and using ranks 0, 1 and 2 to progress the morphs. Once the quest is complete, check if the global CC_BimboCauseLyvvi is set to 1 or 2, and if it is; the morphs become part of the player's morphs when Bimbofied. Otherwise, they're removed and ignored in the future.


I've done a lot of poking around through this quest the last few years lol


So after thinking about it some more, it turns out, its a bit more complex than I thought at first glance, at least regarding the implementation method.

So my idea is basically to check the faction rank etc. as you wrote and apply a "bonus" based on it to the morph values.
At first I wanted to add a flat value per rank, but I'd guess people don't want have the chin slider to increase if they otherwise only use the botox slider.
Because of that I thought of adding an additional value per morph specifically for this quest (which is then controlled by a global toggle for the quest), but in theory one slider isn't enough then, unless every rank just adds the same flat value.

An alternative would be using the existing slider, like rank 0 adds the start value and rank 1 and 2 add the value from the increase slider. However depending on the setup (if you plan for the normal corruption way to increase a bit for every stage) this value might be too low to show much of an effect. So my next thought was calculating the value based on the start value and the max value, as in 
rank 0 = startvalue as bonus
rank 1 = startvalue + (maxvalue-startvalue)/2 as bonus
rank 2 = maxvalue as bonus

which looks like a "solid" option at first glance that doesn't add any additional sliders. BUT this could be a quite extensive boost in many cases, and potentially if people set the maxvalue to 100, the normal progression wouldn't add anything to it anymore, since the queststages are adding these huge steps.
Again, an alternative would having one additional slider called idk "Division value" specifically for the quest for a progression like

rank 0 = startvalue as bonus
rank 1 = startvalue + (maxvalue - startvalue)/division value as bonus
rank 2 = maxvalue/division value as bonus

which would allow the user to decide on how much of an bonus the quest stages can be. I'm probably overcomplicating it alot, but the more I think about it, the more cases to consider I can think of.

Another issue is the crossroad regarding the permanence. Since the morphs aren't baked into the savegame, I have to save and reapply them separately. Assuming the quest is active and applies a morph, I'd have to save the total morphed value, as I would with the normal progression + the bonus value in a separate storageutil value which is loaded and added depending on the globalvariable status. Not really hard to do overall, but another value to save and handle constantly.

Last thing is the question on how to check the status of the quest/faction. There are multiple ways I guess, but I'm not sure which one I'd prefer at all and some of them (e.g. checking for the faction / quest with a spell/mgef thats added to the player) feels a bit overkill for a single quest. Not saying that would be the method I'd go for, but again there are some things to consider, I just didn't really look into this yet.


So overall, I don't think I'll look into it anytime soon, as it feels like the things to consider heavily outweight the feature itself to me.

 

Edited by HannoJojo
Posted

hey there, im having a problem with the mod with the PC morphs. whats happening is that the first morph activates fine but then it acts as if it didnt go through and is stuck in a endless loop of applying the first morph. is there anything i can do to fix it?

 

Posted
1 hour ago, albert4567 said:

hey there, im having a problem with the mod with the PC morphs. whats happening is that the first morph activates fine but then it acts as if it didnt go through and is stuck in a endless loop of applying the first morph. is there anything i can do to fix it?

 

I need to see your settings first I guess.
Also did you check this with the debug notification toggle?

 

Posted (edited)

ok the first two images are the settings i currently have and the last is what the debug says. it just keeps repeating the first morph.

 

23 hours ago, HannoJojo said:

I need to see your settings first I guess.
Also did you check this with the debug notification toggle?

 

489830_145.jpg

 

489830_147.jpg

489830_146.jpg

Edited by albert4567
wrong pic
Posted
10 hours ago, albert4567 said:

ok the first two images are the settings i currently have and the last is what the debug says. it just keeps repeating the first morph.

 

489830_145.jpg

489830_145.jpg

489830_147.jpg

You posted the image of the general settings twice, but none of the actual morph settings. based on the screenshot you only have "BimboBotox" enabled, so I'd definitely need to see that modpage settings.

Posted
1 hour ago, albert4567 said:

oops sorry here

 

489830_146.jpg


Unless I didn't add it to an uploaded version yet, there should be a debug option to check the current corruption stage. Are you already past stage 40?
If you are, were you already past that state when you installed / updated the mod?

I can think of 2 possible things right now:
1. Theres a bug so it adds the increase value although you didn't reached the initial value (I mostly tested it with the first stage to start, so I wouldn't rule this out)
2. You were already past the starting stage, so it only adds the increase but not the start value.

Did you already progress through 2 or more stages since installing?

Apart from that, I assume most people are using it already for some other mods, but did you make sure to have a working version of all the requirements (specifically PapyrusUtils?)

Posted (edited)
13 hours ago, HannoJojo said:


Unless I didn't add it to an uploaded version yet, there should be a debug option to check the current corruption stage. Are you already past stage 40?
If you are, were you already past that state when you installed / updated the mod?

I can think of 2 possible things right now:
1. Theres a bug so it adds the increase value although you didn't reached the initial value (I mostly tested it with the first stage to start, so I wouldn't rule this out)
2. You were already past the starting stage, so it only adds the increase but not the start value.

Did you already progress through 2 or more stages since installing?

Apart from that, I assume most people are using it already for some other mods, but did you make sure to have a working version of all the requirements (specifically PapyrusUtils?)

yes it goes past the first step i set but just repeats the first one with no progress. the only mod i can think of is the mfee is a older version but the rest are up to date for my skyrim version. (skyrim 1.5.97) 

Edited by albert4567
Posted
4 hours ago, albert4567 said:

yes it goes past the first step i set but just repeats the first one with no progress. the only mod i can think of is the mfee is a older version but the rest are up to date for my skyrim version. (skyrim 1.5.97) 

Hm I see. Can you check which values are saved for your character? There should be also a debug button for it. The values present at the first application are being saved, so if they were saved incorrectly or with different values this might be a reason too.

 

Potentially 1.5.97 itself is an issue here, but tbh I don't think so 

 

Posted

Nice mod! just testing the tonic suppression feature, It seems to work, but for me only reverts back to a current level of 35 (initial morph 10, stepsize 15, max morph 100). I imagined it would just remove the morph altogether? Or easier to just set them to 0, I imagine them working the same as the BoS morphs which are removed completely. 

 

The mod is solid though good job! I found the calculating a little confusing but it works, I just happen to be a heavy tonic user too hehe.

Posted (edited)
18 hours ago, oatsvv said:

Nice mod! just testing the tonic suppression feature, It seems to work, but for me only reverts back to a current level of 35 (initial morph 10, stepsize 15, max morph 100). I imagined it would just remove the morph altogether? Or easier to just set them to 0, I imagine them working the same as the BoS morphs which are removed completely. 

 

The mod is solid though good job! I found the calculating a little confusing but it works, I just happen to be a heavy tonic user too hehe.

I actually didn't test the tonic part at all. I actually didn't want to revert it to 0 in case something else will ever target it. So it's intended to use whatever value you had when it first started. I'm probably retrieving the wrong saved value or made a mistake with the saving to begin with.

 

There's also the situation that loading a save while a morph is active will not reset it. So if you load char b while char a had it set to 100 char b will be loaded with morph 100 too. That's however something I can't easily change and only affects loading saves without restarting the game (which should not be done anyway afaik)

 

Not sure when, but I'll take a look.

EDIT:
Took a quick look and I can't really see why it wouldn't work at first glance, especially with your "odd" value of 35 (10 + stepsize is either 25 or 40 but not 35)
So basically it loops over each of the morphs and sets the value to the saved original morph for it "BL_OriginalMorph_0" - "_6", if theres a value saved. THen it uses the saved value aas the morph value.
If no value is stored it will just set it to 0 flat.

Now the only thing that might be an issue here is if you restart the game in between, but even then it should be 0 after loading the save because the MGEF is also paused to restore the "BL_MorphedMorph_x" value.

I'll add the OriginalMorph value to the debug output and upload the script in here. If you replace it can you check whats actually saved in it?

Edited by HannoJojo
Posted

This is a great mod and works really well - random thought, is there any chance of making it standalone/slider based by selecting an NPC? I use BOS, but it has a bad habit of changing bimbofied imported NPC's head parts in my experience, I've just had to revert a save due to this. 

Posted (edited)
9 hours ago, DoomSequirrel said:

MCM/Config json is malformed. Line 968 has an "}" too much.

Ty, will check it, though it's weird since it was shown normally in my game and it's the same folder I'm zipping.

Edited by HannoJojo
Posted
2 hours ago, cmblue said:

This is a great mod and works really well - random thought, is there any chance of making it standalone/slider based by selecting an NPC? I use BOS, but it has a bad habit of changing bimbofied imported NPC's head parts in my experience, I've just had to revert a save due to this. 

Even if you disable the hair headpart changing in BoS'? That's the only reason I ever had this happening and the wig variant works decent enough for me.

 

Apart from that its certainly possible, I just don't think I'll add it myself anytime soon. Unless it would be enough to have a copy of the debug apply function that adds the reapply spell and saves the values for the target.

Posted
1 hour ago, HannoJojo said:

Even if you disable the hair headpart changing in BoS'? That's the only reason I ever had this happening and the wig variant works decent enough for me.

 

Apart from that its certainly possible, I just don't think I'll add it myself anytime soon. Unless it would be enough to have a copy of the debug apply function that adds the reapply spell and saves the values for the target.

Yeah fair, so it was probably hair head part, I was just salty I lots a few hours of gameplay over it! I use BOS but not usually on NPC followers, I did it for your mod specifically and didn't realize what the problem was until it happened and the solution seemed to be a reversion - a few finnicky things I'll have to get used to going forward. 

 

This mod works great, I was surprised just how well it applies. 

Posted (edited)
On 4/14/2026 at 11:29 AM, HannoJojo said:

I actually didn't test the tonic part at all. I actually didn't want to revert it to 0 in case something else will ever target it. So it's intended to use whatever value you had when it first started. I'm probably retrieving the wrong saved value or made a mistake with the saving to begin with.

 

There's also the situation that loading a save while a morph is active will not reset it. So if you load char b while char a had it set to 100 char b will be loaded with morph 100 too. That's however something I can't easily change and only affects loading saves without restarting the game (which should not be done anyway afaik)

 

Not sure when, but I'll take a look.

EDIT:
Took a quick look and I can't really see why it wouldn't work at first glance, especially with your "odd" value of 35 (10 + stepsize is either 25 or 40 but not 35)
So basically it loops over each of the morphs and sets the value to the saved original morph for it "BL_OriginalMorph_0" - "_6", if theres a value saved. THen it uses the saved value aas the morph value.
If no value is stored it will just set it to 0 flat.

Now the only thing that might be an issue here is if you restart the game in between, but even then it should be 0 after loading the save because the MGEF is also paused to restore the "BL_MorphedMorph_x" value.

I'll add the OriginalMorph value to the debug output and upload the script in here. If you replace it can you check whats actually saved in it?

 

Yes sure, I've just tested again starting at stage 20 (beginning), initial/start set at 0, stepsize 10, and final 100. after tonic use it still only reverts back to 35.

 

Also I've got more than one morph active but only the info for set 0 shows, is that right or have I misunderstood how it all works?

Spoiler

image.png.63204b9359756ee0dd1374d2675b3cdf.png

Edited by oatsvv
Posted (edited)
19 hours ago, oatsvv said:

 

Yes sure, I've just tested again starting at stage 20 (beginning), initial/start set at 0, stepsize 10, and final 100. after tonic use it still only reverts back to 35.

 

Also I've got more than one morph active but only the info for set 0 shows, is that right or have I misunderstood how it all works?
 

  Hide contents

image.png.63204b9359756ee0dd1374d2675b3cdf.png


Warning, lots of badly cropped screenshots incoming (shouldn't have used the freehand tool at first...)

Just to make sure, are all the other slots toggled on? For reasons, theres a separate toggle on each page.


So I tested this for the Player and the NPC. 

For the Player:
First debug is the output after reaching max bimbo stage. Second debug is the one with the tonic (see bottom line) active. Each with a screenshot of the (basic) character above it (if the formatting is like in the comment editor...)
As you can see, all values are shown in debug (hence my assumption that the toggle might be off) just fine. One thing I do see is that on the Tonic debug, the saved value is increased by 1 increment, so there might be a bug here that wrongly adds 1 step whenever the potion is used. But apart from that I can't reproduce your issue unless the bug mentioned before is somehow increasing your saved original value (which should not be possible... in theory at least)

Spoiler

            image.png.ff5b80bfeac0aa036855b3f2fa252ff0.png                                    image.png.9a94e441de5cf30484fda7856431c9b7.png
image.png.39633c55f41f5a52d045a7ac50d7a4f8.pngimage.png.9b900a876f0ea71c310d92005ca092da.png



NPC with some debug messages (badly cropped as mentioned) just to show that the application for other morphs work just fine on my end.

Set 1 is starting with Stage 20, the other slots (0, 2, 3, 4 - 5 is disabled) start with stage 100 and thos only have 5 steps (5x5 = 25 + 10 -> 35)
And all of them worked fine (for this NPC). The player should work identically, or rather, the NPC logic was based on the PC logic and then adjusted for their different stage "names" or ids (player is using queststages, npc use a simple counter)

Spoiler


image.png.f870485d4ac0bca82efcd80399edcee8.pngimage.png.b43cb09324dbd9d66a920f417e44b952.pngimage.png.c8d12b56ab2af2df054c8f4a7335b66b.pngimage.png.73d82c671ba9fff31290b50a7eef0848.pngimage.png.f61bb1e0adb65535bc736837e0a110a3.pngimage.png.cf77bc15a42fe4bd8dfc42c217b115b9.pngimage.png.c9bfd1861df8a8ab58b57724fc127ec4.png

 

Edited by HannoJojo
Posted
On 4/16/2026 at 5:40 PM, HannoJojo said:


Warning, lots of badly cropped screenshots incoming (shouldn't have used the freehand tool at first...)

Just to make sure, are all the other slots toggled on? For reasons, theres a separate toggle on each page.


So I tested this for the Player and the NPC. 

For the Player:
First debug is the output after reaching max bimbo stage. Second debug is the one with the tonic (see bottom line) active. Each with a screenshot of the (basic) character above it (if the formatting is like in the comment editor...)
As you can see, all values are shown in debug (hence my assumption that the toggle might be off) just fine. One thing I do see is that on the Tonic debug, the saved value is increased by 1 increment, so there might be a bug here that wrongly adds 1 step whenever the potion is used. But apart from that I can't reproduce your issue unless the bug mentioned before is somehow increasing your saved original value (which should not be possible... in theory at least)

  Reveal hidden contents

            image.png.ff5b80bfeac0aa036855b3f2fa252ff0.png                                    image.png.9a94e441de5cf30484fda7856431c9b7.png
image.png.39633c55f41f5a52d045a7ac50d7a4f8.pngimage.png.9b900a876f0ea71c310d92005ca092da.png



NPC with some debug messages (badly cropped as mentioned) just to show that the application for other morphs work just fine on my end.

Set 1 is starting with Stage 20, the other slots (0, 2, 3, 4 - 5 is disabled) start with stage 100 and thos only have 5 steps (5x5 = 25 + 10 -> 35)
And all of them worked fine (for this NPC). The player should work identically, or rather, the NPC logic was based on the PC logic and then adjusted for their different stage "names" or ids (player is using queststages, npc use a simple counter)

  Reveal hidden contents


image.png.f870485d4ac0bca82efcd80399edcee8.pngimage.png.b43cb09324dbd9d66a920f417e44b952.pngimage.png.c8d12b56ab2af2df054c8f4a7335b66b.pngimage.png.73d82c671ba9fff31290b50a7eef0848.pngimage.png.f61bb1e0adb65535bc736837e0a110a3.pngimage.png.cf77bc15a42fe4bd8dfc42c217b115b9.pngimage.png.c9bfd1861df8a8ab58b57724fc127ec4.png

 

 

Hey, so after updating it seems to work as expected, thanks for the quick updates, still not sure what was going on there, but I can't reproduce the problem anyway. Any plans to include the new sliders for Pred's SMP HPH per chance? 

Posted

I've noted an issue.

The morphs apply correctly to the PC for me (I've tested slots 1, 3, 4 and 5). They persist across the reloads. I kept the debug messages on to see that it checked and reapplied them.

The morphs are also correctly removed when suppression tonic is taken (I see the debug message for 0)

The issue is when reloading on a suppressed PC. It reapplies the morphs on load (even though under suppression they should remain 0). I suspect the reload function doesn't check for suppression. I'm gonna have a look.

 

The debug option to set morphs to 0 but not save them is a fine temporary fix for the problem.

Posted

I had a look and it seems like the reload check doesn't look for suppression state on the player. 

 

I edited it to this:

Function ReloadMorphsPlayer()
    Actor akActor = Game.GetPlayer()
    
    if (!akActor.Is3DLoaded())
        Utility.wait(0.1)
    endif
    
    bool isSuppressed = (StorageUtil.GetIntValue(akActor, "BL_IsSuppressed", 0) == 1)
    
    int i = 0
    while (i < 6)
        string suffix = "_" + i
        
        if (isSuppressed)
            int origMorph = StorageUtil.GetIntValue(akActor, "BL_OriginalMorph" + suffix, -1)
            
            if (origMorph != -1)
                ApplyMorphs(akActor, origMorph, i)
            else
                ApplyMorphs(akActor, 0, i)
            endif
        else
            int morphedLip = StorageUtil.GetIntValue(akActor, "BL_MorphedMorph" + suffix, -1)
            
            if (morphedLip != -1)
                ApplyMorphs(akActor, morphedLip, i)
            endif
        endif
        
        i += 1
    endwhile
EndFunction

And now it doesn't reapply morphs on a suppressed player.

Posted

Hi the morphs are not working at all for me. Even in the racemenu edit going to the bimbo lips doesn't change anything at all. I made sure I have the correct version of everything needed installed and went through the links only one that doesn't have a link is the high poly head and I have this downloaded that I got from someone's google drive. Is there a specific order these need to be in on Mo2? Anything that needs to be done in bodyslide? 

 

 

image.png.24d5a6a28fa5762c636e54f8867085e9.png

Posted
8 hours ago, jackinthebox2 said:

I had a look and it seems like the reload check doesn't look for suppression state on the player. 

 

I edited it to this:

Function ReloadMorphsPlayer()
    Actor akActor = Game.GetPlayer()
    
    if (!akActor.Is3DLoaded())
        Utility.wait(0.1)
    endif
    
    bool isSuppressed = (StorageUtil.GetIntValue(akActor, "BL_IsSuppressed", 0) == 1)
    
    int i = 0
    while (i < 6)
        string suffix = "_" + i
        
        if (isSuppressed)
            int origMorph = StorageUtil.GetIntValue(akActor, "BL_OriginalMorph" + suffix, -1)
            
            if (origMorph != -1)
                ApplyMorphs(akActor, origMorph, i)
            else
                ApplyMorphs(akActor, 0, i)
            endif
        else
            int morphedLip = StorageUtil.GetIntValue(akActor, "BL_MorphedMorph" + suffix, -1)
            
            if (morphedLip != -1)
                ApplyMorphs(akActor, morphedLip, i)
            endif
        endif
        
        i += 1
    endwhile
EndFunction

And now it doesn't reapply morphs on a suppressed player.


Ty for that, I'll add it to the script.

The tonic feature was added pretty much "on the fly" without any testing, so it doesn't surprise me I forgot something.

Posted
3 hours ago, domy said:

Hi the morphs are not working at all for me. Even in the racemenu edit going to the bimbo lips doesn't change anything at all. I made sure I have the correct version of everything needed installed and went through the links only one that doesn't have a link is the high poly head and I have this downloaded that I got from someone's google drive. Is there a specific order these need to be in on Mo2? Anything that needs to be done in bodyslide? 

 

 

image.png.24d5a6a28fa5762c636e54f8867085e9.png


You have to make sure that Predator-RJs HPH is the one thats loaded last (left side in MO2). But you also have to change the headpart for your PC. By default, even with HPH installed it will use the vanilal one, so in RaceMenu under "Head" there should be a slider "Headpart". Change it from 0 to 2 (I think those were the indexes), on the lower right, when changing the slider it should show you the name and it should be obvious that its a different one.

Bodyslide should not be necessary afaik. The HPH with the morphs does have bodyslide files, but comes with pre-generated meshes too.

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