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Posted
11 hours ago, oatsvv said:

 

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? 


Glad that its working correctly now. Still confused what went wrong before, as I don't recall changing a core part of the function, except for trying to make the "save initial values" part more solid.

I'll take a look at the new sliders, I'd assume its not a big issue.

Posted

Sweet that made it work thank you! I am having an issue with the high poly head messing up my character though but idk if its my preset I use or not. It changes it from the first photo the second and idk how to fix it. 

Screenshot_20260418_164123_Photos.jpg

Screenshot_20260418_164131_Photos.jpg

Posted
13 minutes ago, domy said:

Sweet that made it work thank you! I am having an issue with the high poly head messing up my character though but idk if its my preset I use or not. It changes it from the first photo the second and idk how to fix it. 

Screenshot_20260418_164123_Photos.jpg

Screenshot_20260418_164131_Photos.jpg

Unfortunately HPH is interpreting sliders and headparts a bit different than the vanilla head. So a preset has to be specifically made for HPH and vice versa to actually look good. (And ofc regarding all of its requirements). Theres not much you can do except for trying to recreate it (either from scratch or by editing an existing HPH preset).
If you didn't try it yet, you could try exporting the head chargen (from the sculpt tab) and reimport it after changing the headpart. This could help... or make it even worse.... 

Of course preferences differ, but frankly speaking, there are many good / beautiful presets for HPH that can serve as a good base, so maybe you can find a good base that you onyl have to edit a bit to achieve your desired look.
There are way better presets, but for mine I also downloaded an existing preset as a base and edited as I saw it fit.
image.png.166b1d4b53d1a478fbb8e8effb7578c8.png

Posted

I finally got around to trying this out.

 

Pretty damn cool and an instant permanent addition to my build. It took me a minute to figure out the MCM-to-slider scaling isn't 1:1, but that was easy enough to check and adjust with the debug tools provided.

Posted

Hey @HannoJojo

I was trying your mod yesterday annd was very excited for the fuckdoll morphs. But I couldnt get them to work.
After some diggin I´ve found something, might this be the cause of my problems?

In your "BimboLipsMCMScript.psc" starting vom line 1251 you start the LoatSettings()" block. To the of this it stops with:
;;; 5
    ; JawMew Toggle
    BimLipsToggle5 = (GetModSettingInt("iBimLipsToggle:JawMew"))
    
    ; Progression Toggle
    BimLipsProgToggle5 = (GetModSettingInt("iBimLipsProgToggle:JawMew"))
    
    ; Stage Selection
    BimLipsStage5 = (GetModSettingString("sBimLipsStage:JawMew"))
    
    ; Steps per Corruption
    BimLipsSteps5 = (GetModSettingInt("iBimLipsSteps:JawMew"))
    BimLipsStepsR5 = (GetModSettingInt("iBimLipsStepsR:JawMew"))
    
    ; Final value
    BimLipsVal5 = (GetModSettingInt("iBimLipsVal:JawMew"))
    BimLipsValR5 = (GetModSettingInt("iBimLipsValR:JawMew"))
    
    ; Start value
    BimLipsStart5 = (GetModSettingInt("iBimLipsStart:JawMew"))
    BimLipsStartR5 = (GetModSettingInt("iBimLipsStartR:JawMew"))
    
endFunction

It seems like the settings for the new morphs are missing.

The problem for me: the morph doesnt change automaticly one corruption stage, I could only set it manually.
Also on the debug that shows the current morphs the new morphs are missing.

It might be a problem on my side after all.

Posted
2 hours ago, emsksm said:

Hey @HannoJojo

I was trying your mod yesterday annd was very excited for the fuckdoll morphs. But I couldnt get them to work.
After some diggin I´ve found something, might this be the cause of my problems?

In your "BimboLipsMCMScript.psc" starting vom line 1251 you start the LoatSettings()" block. To the of this it stops with:
;;; 5
    ; JawMew Toggle
    BimLipsToggle5 = (GetModSettingInt("iBimLipsToggle:JawMew"))
    
    ; Progression Toggle
    BimLipsProgToggle5 = (GetModSettingInt("iBimLipsProgToggle:JawMew"))
    
    ; Stage Selection
    BimLipsStage5 = (GetModSettingString("sBimLipsStage:JawMew"))
    
    ; Steps per Corruption
    BimLipsSteps5 = (GetModSettingInt("iBimLipsSteps:JawMew"))
    BimLipsStepsR5 = (GetModSettingInt("iBimLipsStepsR:JawMew"))
    
    ; Final value
    BimLipsVal5 = (GetModSettingInt("iBimLipsVal:JawMew"))
    BimLipsValR5 = (GetModSettingInt("iBimLipsValR:JawMew"))
    
    ; Start value
    BimLipsStart5 = (GetModSettingInt("iBimLipsStart:JawMew"))
    BimLipsStartR5 = (GetModSettingInt("iBimLipsStartR:JawMew"))
    
endFunction

It seems like the settings for the new morphs are missing.

The problem for me: the morph doesnt change automaticly one corruption stage, I could only set it manually.
Also on the debug that shows the current morphs the new morphs are missing.

It might be a problem on my side after all.


Ty for the heads up. 
Indeed I added the load and save parts, but apparently recompiled and packed it before saving those changed to disk...

Please check if its working as intended now.

  • 3 weeks later...
Posted
21 hours ago, qwertykeys123 said:

I'm finding the morphs get stuck at 0 no matter what I do. Using the racemenu morphs works so I'm unsure as to whats happening any ideas?

does it work if you use the console commands?
If not then MFEE isn't working to begin with, which is essential for this to do anything.

Other than that I'd probably need some more information, as in which settings you're using and how you're testing it.

Posted

Using the commands MFEE 1 0 100, MFEE 1 2 100, has changes occur to the face as expected.

 

I have turned progression off, left morphs on, set everything to 100 and nothing occurs.

 

I have started from 0 corruption, let the corruption occur as usual and nothing happens.

 

I have also skipped to a max corruption state and nothing happens there either.

 

Setting the morphs directly works from the BimboLips MCM works. 

 

However clicking show after applying a set always shows 0 no matter what.

Posted
25 minutes ago, qwertykeys123 said:

Using the commands MFEE 1 0 100, MFEE 1 2 100, has changes occur to the face as expected.

 

I have turned progression off, left morphs on, set everything to 100 and nothing occurs.

 

I have started from 0 corruption, let the corruption occur as usual and nothing happens.

 

I have also skipped to a max corruption state and nothing happens there either.

 

Setting the morphs directly works from the BimboLips MCM works. 

 

However clicking show after applying a set always shows 0 no matter what.

Just to make sure, you have all of the listed requirements (except for maybe DAK)?

Does it also not work with progression enabled? This part was tested alot more, so I possibly made an error on the flat value method.

Posted

I have double checked, I have every listed requirement other than DAK. 

 

With progression on I have checked a new save with debug values on.

 

Initially upon start it sets them to 10 then upon every following update it reverts back to 0. So on step it always shows 0 -> 5 no matter what.

Posted
On 5/12/2026 at 7:57 PM, qwertykeys123 said:

I can see if I set step size to 100 it'll flicker to being large. So I know its working for at least a frame then something is resetting it.


So far I couldn't reproduce it. Neither in my "basic" setup, nor in my fully modded setup.
The only time where the morphs weren't working (but this was also the case for the console command / debug options) was when I loaded a save where the headpart of the character wasn't set to the HPH one.
Do you have any mods that might be heavy on updating expressions?
Since you mentioned that it flickers for a moment, I'd also guess its applied but overwritten immediately. What value do you use for the update slider? If you didn't try already, could you test what happens if you set it to 1 (i think the lowest possible value that doesn't disable it)?
Does it constantly flicker that way or change anything at all?

  • 4 weeks later...
Posted
On 5/13/2026 at 11:36 PM, HannoJojo said:

So far I couldn't reproduce it. Neither in my "basic" setup, nor in my fully modded setup.
The only time where the morphs weren't working (but this was also the case for the console command / debug options) was when I loaded a save where the headpart of the character wasn't set to the HPH one.
Do you have any mods that might be heavy on updating expressions?
Since you mentioned that it flickers for a moment, I'd also guess its applied but overwritten immediately. What value do you use for the update slider? If you didn't try already, could you test what happens if you set it to 1 (i think the lowest possible value that doesn't disable it)?
Does it constantly flicker that way or change anything at all?

I'm having the same issue
Lips load in right for a second and then they go back to small after like a single frame.

Posted (edited)

im doing some testing and it seems the bug may be related to YPS?

Every time the hair refreshes the lips trigger to normal instead of bimbo.

Its VERY noticeable when toggling on "Do NiNodeUpdate after Hair update" and "Frequent Hair Check" as the lips will quickly flash big to small in a single frame.

Edited by RanmaZ
Posted

Toggling on "Revert Hair Style only when Headpart Changed" seems to keep the lip size intact.

Now im gonna test if changing hairstyle bugs the lips.

Posted (edited)

oook soooo toggling on both  "Do NiNodeUpdate after Hair update" and "Revert Hair Style only when Headpart Changed" in YPS Fashion seems to have cleared the issue.

Still maybe a look into why it does this may be a good idea.

Edited by RanmaZ
Posted
4 hours ago, RanmaZ said:

oook soooo toggling on both  "Do NiNodeUpdate after Hair update" and "Revert Hair Style only when Headpart Changed" in YPS Fashion seems to have cleared the issue.

Still maybe a look into why it does this may be a good idea.


Good to know.
I guess the main issue is the NiNodeUpdate, as this clears the morphs. If this happens more frequently than the reapplication this would probably lead to seeing no effect apart from the initial change.

I'll add it to the modpage for now. I don't have much time to work on stuff right now, but I also don't think its exactly fixable by me unless I add an additional "OnNiNodeUpdate" event that reapplies the morphs. Depending on the frequency this would however not completely fix it, but rather cause "pulsating" morphs.

Posted

Quite the ask - I think the features of this mod are real neat, however I'm not super interested in using the bimbos of skyrim mod itself. Is there any chance that the mod will have an independant version at any stage? I haven't looked into any of the scripts so I'm not sure how tied to the BoS systems it is, but from a standpoint of developing seperate mods that might use this one's features, it'd be super handy. (Maybe a mod that affects lip size when drinking potions, or something like the classic SL Hormones, who knows)

Posted
11 hours ago, Tiptopbunman said:

Quite the ask - I think the features of this mod are real neat, however I'm not super interested in using the bimbos of skyrim mod itself. Is there any chance that the mod will have an independant version at any stage? I haven't looked into any of the scripts so I'm not sure how tied to the BoS systems it is, but from a standpoint of developing seperate mods that might use this one's features, it'd be super handy. (Maybe a mod that affects lip size when drinking potions, or something like the classic SL Hormones, who knows)


I thought about adding it before, but since I mainly wanted it for use with BoS I discarded it rather fast.
Because of that (and I don't have that much time at the moment) it probably won't be done by me, but I think it should be fairly simple to create an "addon" relying on the scripts included.

What might be an issue is that the function does rely on the BoS starting stage for the progression setting. 
However, you could just probably call the ProcessLips function with a fixed value for stage thats EQUAL to the setting in the MCM or directly call ApplyMorphs with the desired values.
Otherwise you could just use the contents of the OnBoSCurseProgresses_Event and add it to a function called by the potion if the potion should apply all things at once.

At least thats the theory. 
I also don't mind if you (or someone else) creates an independent version. As I stated before, the heavy lifting is actually done by MFEE and I simply tied it to some MCM settings and BoS events.
The actual morphs are just 2 lines (marked with a > at the front), everything else is about the settings and preparing to call the ApplyMorphs function with the correct values.

Spoiler
Function ApplyMorphs(actor akActor, int value, int morph, bool reapply = false)
	; max out at 100
	if (value > 100)
		value = 100
	endIf
	
	if (BimLipsDebugNotify == 1)
		string targetName = akActor.GetDisplayName()
		string suffix = "_" + morph		
		
		; Data in storage
		int sSteps = StorageUtil.GetIntValue(akActor, "BL_SavedSteps" + suffix)
		int sMax   = StorageUtil.GetIntValue(akActor, "BL_SavedVal" + suffix)
		
		; real value
		int realVal = MuFacialExpressionExtended.GetExpressionValueByNumber(akActor, 1, morph) as int
		
		string msg = "--- BimboLips Debug: " + targetName + " ---\n\n"
		msg += "[Set " + morph + "]: \n"
		msg += "Current: " + realVal + " -> New: " + value + "\n"
        msg += "Max: " + sMax + " | Stepsize: " + sSteps + "\n\n"
		
		Debug.MessageBox(msg)
	endIf
	
>	MuFacialExpressionExtended.SetExpressionByNumber(akActor, 1, morph, value)
>	MuFacialExpressionExtended.UpdateExpression(akActor)

EndFunction

 

 

Posted
2 hours ago, HannoJojo said:


I thought about adding it before, but since I mainly wanted it for use with BoS I discarded it rather fast.
Because of that (and I don't have that much time at the moment) it probably won't be done by me, but I think it should be fairly simple to create an "addon" relying on the scripts included.

What might be an issue is that the function does rely on the BoS starting stage for the progression setting. 
However, you could just probably call the ProcessLips function with a fixed value for stage thats EQUAL to the setting in the MCM or directly call ApplyMorphs with the desired values.
Otherwise you could just use the contents of the OnBoSCurseProgresses_Event and add it to a function called by the potion if the potion should apply all things at once.

At least thats the theory. 
I also don't mind if you (or someone else) creates an independent version. As I stated before, the heavy lifting is actually done by MFEE and I simply tied it to some MCM settings and BoS events.
The actual morphs are just 2 lines (marked with a > at the front), everything else is about the settings and preparing to call the ApplyMorphs function with the correct values.

  Reveal hidden contents
Function ApplyMorphs(actor akActor, int value, int morph, bool reapply = false)
	; max out at 100
	if (value > 100)
		value = 100
	endIf
	
	if (BimLipsDebugNotify == 1)
		string targetName = akActor.GetDisplayName()
		string suffix = "_" + morph		
		
		; Data in storage
		int sSteps = StorageUtil.GetIntValue(akActor, "BL_SavedSteps" + suffix)
		int sMax   = StorageUtil.GetIntValue(akActor, "BL_SavedVal" + suffix)
		
		; real value
		int realVal = MuFacialExpressionExtended.GetExpressionValueByNumber(akActor, 1, morph) as int
		
		string msg = "--- BimboLips Debug: " + targetName + " ---\n\n"
		msg += "[Set " + morph + "]: \n"
		msg += "Current: " + realVal + " -> New: " + value + "\n"
        msg += "Max: " + sMax + " | Stepsize: " + sSteps + "\n\n"
		
		Debug.MessageBox(msg)
	endIf
	
>	MuFacialExpressionExtended.SetExpressionByNumber(akActor, 1, morph, value)
>	MuFacialExpressionExtended.UpdateExpression(akActor)

EndFunction

 

 

Were it only that I possesed such skill

Posted (edited)

I rebuilt some NPCs with HPH but I'm having a problem getting this to work for NPCs. I have mfee commands working for NPCs, but all "mfee 0 <0-8> xx" commands produce no change. These same commands work fine on my PC, so there's something off with mfee but I can't figure out what. I also tested with debug notifications turned on, and when the game loads it tells me that morphs are being applied to the character I'm testing on, but no change in appearance. Anyone have any ideas what might be going on?

 

edit: after some more testing, it's only certain NPCs that the mfee commands don't work on. Ysolda: doesn't work. Lynly: doesn't work. Temba: doesn't work. Lydia: works. NPCs added by mods: works.

 

All of these were generated using the same femalehead.nif.

edit 2: I did a stupid and let a mod overwrite my high poly replacer so a bunch of NPCs were using low poly heads.

Edited by foreveraloneguy
Posted (edited)

Hello

 

I’m trying to clarify whether my setup is actually supported or if I’m missing a required integration step.

I am using:

  • UBE
  • High Poly Head
  • MFEE
  • BimboLips

Current behavior

MFEE appears to be working correctly in general:

  • basic MFEE expressions work on NPCs
  • UBE-related expressions work on PC

MFEE also loads and registers the Bimbo/PRJ morphs correctly according to logs:

  • PRJ_Bottox
  • PRJ_BimboBottox
  • etc.

The issue

Although the PRJ morphs are registered in MFEE, they are not applied to my character (UBE)

MFEE logs show:

  • morphs are registered successfully
  • but runtime application fails with missing morph data for PRJ entries on UBE-related TRI files

Question

Is this setup (UBE + HPH + MFEE + BimboLips) actually supported as-is?

Or does PRJ/BimboLips require specific TRI/config integration for UBE that is not included by default?

I’m mainly interested in player character usage only (UBE).

 

Any clarification would be appreciated, and thank you for your work, it's appreciated

Edited by Ronate

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