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 Thursday at 06:38 PM Posted Thursday at 06:38 PM 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 Friday at 10:03 PM Author Posted Friday at 10:03 PM 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 11 hours ago Posted 11 hours ago Is there a way to persist changes to the morphs after they have been applied by the mod?
Minirobo Posted 7 hours ago Posted 7 hours ago 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?
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