HannoJojo Posted September 2 Author Posted September 2 17 hours ago, slkajhf34 said: thanks a lot, of course I have no expectations as it's already a feature complete mod. it's completely up to you whether or not you want to consider my suggestion : P so if I give you the script edits i make you can compile it? because i have no idea how to compile mods for SSE That should be possible yes. There are 2 "caveats": 1. Usually you edit stuff, compile it, test it, notice issue xy. -> Revise script, edit it accordingly, test again, ... -> ... and so on (Depending on your understanding of how certain functions work) This would certainly slow down quite a lot in that regard, since you'll have to wait for my reply everytime you need a new version. 2. I'm not at home for 7 days starting sunday, so I can't really compile them for you at that time. Generally speaking, the whole workflow would benefit to compile them yourself, however I can totally understand if its "not worth it" for this one project. The compile process itself is rather easy, since you can use PCA & xEdit for this without opening up the CK at all. The "hard work" is setting up everything before. e.g. you have to prepare an environment with all the sources of the mods included. Even if you don't care about BoS, unless you'd totally get rid of everything related to it, the source files would be required in your compiler setup. And so on and so on. (There are other annoyances like Bethesda changing the folder structure from LE to SE, where some older mods still use the old setup, while others use the new one and you have to manually "align" the source files for one or the other) I could potentially create a "compile package" including the required source files. Since they are from different authors and projects thats just something I wouldn't post in public, even if the individual files are likely to be available to the public.
memati? Posted September 2 Posted September 2 Hi, I'm on 1.5.97 and for some reason The Morph Settings in my MCM look like this Also in Credits and Info all dependencies except for MCM helper are listed as "missing" although I'm pretty sure I installed them correctly. BoS is working fine. The morpgs are getting applied though when manually applying them via the debug option. I can also change them in Racemenu itself ofc. My guess is because Im playing on 1.5.97
Minirobo Posted September 3 Posted September 3 Probably something stupid I did, but it's not working for me. Far as I can tell, the mod just isn't detecting bimbo corruption stages? Even on someone who finished the entire bimbo curse, I can hit the button to "Show BoS Stage" and I get "No saved stage found"
HannoJojo Posted September 3 Author Posted September 3 2 hours ago, Minirobo said: Probably something stupid I did, but it's not working for me. Far as I can tell, the mod just isn't detecting bimbo corruption stages? Even on someone who finished the entire bimbo curse, I can hit the button to "Show BoS Stage" and I get "No saved stage found" Were you on max corruption before installing this? Stages are only saved the moment they happen. If thats not the case, are you certain you're using all the requirements? Specifically PapyrusUtil, which is used to actually save (and retrieve) data.
HannoJojo Posted September 3 Author Posted September 3 20 hours ago, memati? said: Hi, I'm on 1.5.97 and for some reason The Morph Settings in my MCM look like this Also in Credits and Info all dependencies except for MCM helper are listed as "missing" although I'm pretty sure I installed them correctly. BoS is working fine. The morpgs are getting applied though when manually applying them via the debug option. I can also change them in Racemenu itself ofc. My guess is because Im playing on 1.5.97 I wrote this in its entirety on "AE" (1.6.x). My best guess is the "minMCMVersion" MCMHelper uses. In \MCM\Config\BimboLips there should be a config.json. On top of it, theres a key "minMCMVersion": 9, Potentially the 1.5.97 version is older than that causing issues? I assume MCMHelper is the latest available version for 1.5.97? Other than that I don't think I can help you much, since the MCM creation is pretty much on MCM Helpers end using its API. Perhaps you can see something in its log?
memati? Posted September 3 Posted September 3 2 hours ago, HannoJojo said: I wrote this in its entirety on "AE" (1.6.x). My best guess is the "minMCMVersion" MCMHelper uses. In \MCM\Config\BimboLips there should be a config.json. On top of it, theres a key "minMCMVersion": 9, Potentially the 1.5.97 version is older than that causing issues? I assume MCMHelper is the latest available version for 1.5.97? Other than that I don't think I can help you much, since the MCM creation is pretty much on MCM Helpers end using its API. Perhaps you can see something in its log? Ok I solved the problem. I had version 1.3 of MCM helper installed. But their actually was a backported 1.4 version vor 1.5.97 available on the mod page. The MCM works now. Thanks for the help 1
Minirobo Posted September 4 Posted September 4 9 hours ago, HannoJojo said: Were you on max corruption before installing this? Stages are only saved the moment they happen. If thats not the case, are you certain you're using all the requirements? Specifically PapyrusUtil, which is used to actually save (and retrieve) data. Fresh save, and I have PapyrusUtil installed. I can't fathom what's happening with this. The McM menu is kind of wonky though, as I noticed you have to exit out of the one menu and go back for it to update all the values, so there's a chance something is messed up somewhere for all I know
Minirobo Posted September 4 Posted September 4 Loaded and old save and fucked around a bit. Not sure what happened but it's actually working now. The only bimbo in this save file is a khajiit, so nothing of value lost
HannoJojo Posted September 4 Author Posted September 4 3 hours ago, Minirobo said: Loaded and old save and fucked around a bit. Not sure what happened but it's actually working now. The only bimbo in this save file is a khajiit, so nothing of value lost Glad to hear that its working. I tested this quite a lot between changes and also tried it on a barebones and full setup and never ran into most issues people were experiencing. I don't doubt that there's plenty of room to improve parts, but my few mods mostly came to be in periods were I was less busy but as soon as this phase was over they had to remain in their current state except for urgent bug fixes. Tbh I still hope for someone better to (re-)create an improved version of them xD
Minirobo Posted September 5 Posted September 5 On 9/4/2026 at 1:35 PM, HannoJojo said: Glad to hear that its working. I tested this quite a lot between changes and also tried it on a barebones and full setup and never ran into most issues people were experiencing. I don't doubt that there's plenty of room to improve parts, but my few mods mostly came to be in periods were I was less busy but as soon as this phase was over they had to remain in their current state except for urgent bug fixes. Tbh I still hope for someone better to (re-)create an improved version of them xD I'm damn happy you made this. Now we just need someone to make a patch to let this be applied independent of the curse advancing so we can easily fix things not quite working by brute force, and so it can be applied to the pre-made bimbos
RanmaZ Posted September 10 Posted September 10 Sorry for the question but is there any ahegao mod that looks halfway decent when the lips fill out using the default mod settings from finishing the bimbo transformation?
HannoJojo Posted September 11 Author Posted September 11 On 9/10/2026 at 8:38 PM, RanmaZ said: Sorry for the question but is there any ahegao mod that looks halfway decent when the lips fill out using the default mod settings from finishing the bimbo transformation? Maybe someone else can pitch in, I'm not using any ahegao mod at all (currently at least, so I never tested it with any of them). Also, I'm not sure what default settings I added to the archive tbh, so there's a good chance you might want to tweak them anyway to fit your preferences. Only thing I can say for sure is that I likely didn't use very extreme slider values as those were more fitting for the playthrough I started when I worked on this.
DrunkPancake Posted September 13 Posted September 13 Is there a way to persist changes to the morphs after they have been applied by the mod?
Minirobo Posted September 14 Posted September 14 4 hours ago, DrunkPancake said: Is there a way to persist changes to the morphs after they have been applied by the mod? As long as they're the ones automatically applied they should stick. It's just any you manually do yourself via the mcm that are temporary...though, you might be able to use racemenu to force the changes you want?
Swagmeister. Posted September 20 Posted September 20 I've been trying to figure this out for a bit now and didn't find an answer in the thread (or i'm blind), but is there anything I can do regarding lips swapping to default values once a sexlab scene starts? I use the hotkey to set them again but obviously that only targets one actor and all that.
HannoJojo Posted September 21 Author Posted September 21 20 hours ago, Swagmeister. said: I've been trying to figure this out for a bit now and didn't find an answer in the thread (or i'm blind), but is there anything I can do regarding lips swapping to default values once a sexlab scene starts? I use the hotkey to set them again but obviously that only targets one actor and all that. There should be an auto update interval you can set which should run for each actor with the MGEF (Please note that this can be taxing on the script engine depending on how many NPCs will receive regular updates). Apart from that its a limitation of MFEE I guess, since thats used to change the face morphs. Potentially you could try to disable any sexlab setting related to the face (lipsync / expressions) since those could overwrite the lips (Strictly speaking those are "expressions" too)
Swagmeister. Posted September 22 Posted September 22 On 9/21/2026 at 6:16 PM, HannoJojo said: There should be an auto update interval you can set which should run for each actor with the MGEF (Please note that this can be taxing on the script engine depending on how many NPCs will receive regular updates). Apart from that its a limitation of MFEE I guess, since thats used to change the face morphs. Potentially you could try to disable any sexlab setting related to the face (lipsync / expressions) since those could overwrite the lips (Strictly speaking those are "expressions" too) Thanks for the reply, I did make use of the auto refresh but didn't seem to work regarding the SL scenes no matter which insanely high values I tried. I notice a refresh mostly shortly after a Cell change. Tested it with the facial SL settings and such else disabled and still defaults to normal lips. The only odd think I just found was after using the debug MFEE 1 on actors that its num/name is incorrect in console. Can't find much on that though. Still not sure why the update script isn't firing properly, the only thing causing the issue here I can think of is Hentairim seeing as it has some mfee things.
HannoJojo Posted September 28 Author Posted September 28 I have absolutely no idea when I'll be done, but I think I'll just mention it in between here. Thanks to alot of help by my new friend "Claude", I'm rebuilding a combined version as a SKSE Plugin. (I don't know where exactly it comes from, but I have a very deep hate for the syntax of C++ and would never have looked into it without AI at all) Because of my aversion against C++, it is also heavily AI generated. Its not like I'm clueless about programming, but for real, I used it alot here (and not only for faster progressing). You are free to completely hate this, I'd just ask for you to simply ignore the "new" mod and its modpage instead of stirring drama of any kind. The original versions (with their existing issues but minimal AI use for tedious tasks, that I probably could've solved better anyway) will stay up. And, as before, I really really hope someone with more (C++) experience will step forward to create a better version without AI if they have the time and motivation. Combining BimboSkin and BimboLips into one mod called BimboMakeover was on my list for quite some time, but real life often has other plans so I never got around to do it. Since there are also some known issues (partially because of papyrus limitations) a native SKSE plugin was also one of my planned changes. But honestly, without AI this wouldn't have happened anytime soon. I'll (hopefully) add more detailed information when this thing is in a state I'd feel ok to release (and which was tested not only in my compile profile with only a bunch of mods and plugins), so I'll leave it at that. I'm also open to suggestions while I'm at it, if anyone reads this to begin with, I already went a bit overboard with some ideas (Hair, Tattoos, Makeup) where I'm still thinking of how to integrate them for users of YPS. (Tattoos will rely on SlaveTats, potentially SlaveTatsNG only, anyway and is only meant to integrate more tattoos into the Bimbofication Process) (The image below is already somewhat outdated tbh) 2
HannoJojo Posted October 2 Author Posted October 2 On 9/28/2026 at 10:14 PM, HannoJojo said: I have absolutely no idea when I'll be done, but I think I'll just mention it in between here. Thanks to alot of help by my new friend "Claude", I'm rebuilding a combined version as a SKSE Plugin. (I don't know where exactly it comes from, but I have a very deep hate for the syntax of C++ and would never have looked into it without AI at all) Because of my aversion against C++, it is also heavily AI generated. Its not like I'm clueless about programming, but for real, I used it alot here (and not only for faster progressing). You are free to completely hate this, I'd just ask for you to simply ignore the "new" mod and its modpage instead of stirring drama of any kind. The original versions (with their existing issues but minimal AI use for tedious tasks, that I probably could've solved better anyway) will stay up. And, as before, I really really hope someone with more (C++) experience will step forward to create a better version without AI if they have the time and motivation. Combining BimboSkin and BimboLips into one mod called BimboMakeover was on my list for quite some time, but real life often has other plans so I never got around to do it. Since there are also some known issues (partially because of papyrus limitations) a native SKSE plugin was also one of my planned changes. But honestly, without AI this wouldn't have happened anytime soon. I'll (hopefully) add more detailed information when this thing is in a state I'd feel ok to release (and which was tested not only in my compile profile with only a bunch of mods and plugins), so I'll leave it at that. I'm also open to suggestions while I'm at it, if anyone reads this to begin with, I already went a bit overboard with some ideas (Hair, Tattoos, Makeup) where I'm still thinking of how to integrate them for users of YPS. (Tattoos will rely on SlaveTats, potentially SlaveTatsNG only, anyway and is only meant to integrate more tattoos into the Bimbofication Process) (The image below is already somewhat outdated tbh) I might ask this in the bos thread too as it's quite more active, but if anyone would be interested in helping with testing please let me know. Specifically id like to have someone test it on 1.5.97 and the latest steam version. 1
RanmaZ Posted October 7 Posted October 7 (edited) https://www.nexusmods.com/skyrimspecialedition/mods/193598 Warning This mod is 100% incompatible with Bimbo lips the mod will stop Bimbo lips from doing anything at all. Which is a shame cause Better Facial Animations looked really cool Wondering if the same applies for this one but i havent tested it. Edited October 7 by RanmaZ
crajjjj Posted October 8 Posted October 8 43 minutes ago, RanmaZ said: https://www.nexusmods.com/skyrimspecialedition/mods/193598 Warning This mod is 100% incompatible with Bimbo lips the mod will stop Bimbo lips from doing anything at all. Which is a shame cause Better Facial Animations looked really cool Wondering if the same applies for this one but i havent tested it. How it works: when a character speaks a game voice line, the plugin feeds the audio to NVIDIA's Audio2Face network on the GPU. It then moves the face mesh vertices directly each frame, in place of the game's own lip morphs. SLOVE is ok cause that mod doesn't touch sexlab or ostim scenes. Downsides (compatibility): Graphics stack: it creates a second D3D12 device and uses about 250 MB of VRAM. It has already had ReShade/ENB conflicts, and the CPU fallback is slow. Other face mods: during a line it blanks phonemes and brow/squint modifiers, and for 5 minutes after it replays expressions itself. The author lists MFG Fix, Open Your Mouth and Cinematic Conversation Camera as uncertified. Voice mods: it only sees engine speech. Player voice needs Dragonborn ReVoiced 1.4.4+ or one exact DBVO 2 build (experimental), and mods that play audio their own way get no animation. Heads and races: custom heads work only if their .tri has the needed morphs. Argonians and creatures keep vanilla lip-sync.
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