iGinger Posted May 6 Posted May 6 (edited) Hello everyone! I was trying to modify Fill Her Up (2.0.3) BAKA edition and make a small patch for MO2🤓 The purpose of the patch is this: right now, the belly inflates to a huge size at around 20 portions, and it is not really possible to go above 20 portions I wanted to make the behavior more realistic: - Increase the maximum number of accepted portions - for example to 200, 500, or 1000 - Change the belly scaling so that at 500 portions, the belly size would be roughly the same as it currently is at 4 portions So the idea is not to make the belly even bigger, but the opposite - to stretch out the progression. I want large amounts to accumulate gradually, without instantly inflating the belly to moon size. I found where this seems to be controlled. The main changes appear to be needed in two PSC files: sr_inflateconfig.psc sr_inflatequest.psc In sr_inflateconfig.psc, I changed the line with the upper limit for the portion count setting in the MCM: AddSliderOptionST("MAX_CUMSLIDER", "$SR_Inflate_MaxCum", sr_inflateQuest.MaxCum, "{0}", 0, 20, 1) to: AddSliderOptionST("MAX_CUMSLIDER", "$SR_Inflate_MaxCum", sr_inflateQuest.MaxCum, "{0}", 0, 200, 1) The point of this change is to allow the setting to go up to 200 instead of 20 In sr_inflatequest.psc, I changed the formula that calculates belly size from the accumulated amount: float belly = CumAmount / 20.0 to: float belly = CumAmount / 500.0 The point of this change is to make belly growth much slower. With 500 as the divisor, 500 portions should give roughly the same belly size as 4 portions in the current version, assuming the original formula is linear. I'm not sure if these are the only required edits, but logically the patch should be something like this: - raise the upper portion limit in the MCM/config script; - change the belly scaling coefficient/divisor in the main quest script; But I've run into a fundamental problem: I'm dumb and don't know how to compile this😅 I found a couple of tutorials online and discussed it with every neural network I know, but after five hours of failure, I decided to ask for help here Could someone make this as an MO2 patch?😅 PS If anyone is interested in working on this patch in a more proper way, it would probably make sense to turn CumAmount/500.0 into something like CumAmount/CumSeparatorFloat, and then add CumSeparatorFloat (slider?) to the Mod Menu so the scaling can be adjusted in-game. In that case, AddSliderOptionST could probably use 1000 instead of 200. PPS - hard mode It would also be great to add an option/checkbox to allow absorption while plugs are equipped... ...and add ~CumAbsorbtionSpeed as MCM slider...? sr_inflatequest.psc sr_inflateconfig.psc Edited May 6 by iGinger
traison Posted May 6 Posted May 6 (edited) 4 hours ago, iGinger said: I don't know how to compile this😅 Willing to learn? What are you stuck on? Edit: I modified iGinger's quote but can't properly express what was edited due to forum software limitations. Edit was in my opinion insignificant and did not change the message. Edited May 6 by traison
iGinger Posted May 6 Author Posted May 6 Well... The biggest problem for me was installing CK😅 But I think I managed to get it working, and it seems to be running. When I try to compile the sr_inflateconfig.psc/sr_inflatequest.psc files, I get a “fail” message and a list of missing .psc files from SexLab, SLIF, and so on. The biggest problem is that adding the source code for these mods to the new mod folder and trying to compile it again triggers even more errors related to other dependencies... After adding skse, skyui, racemenu, SLIF, SL Framework, PapyrusUtil SE and after more dependencies apeared... I decidied to stop😅 I have literally zero experience creating mods
traison Posted May 6 Posted May 6 (edited) 26 minutes ago, iGinger said: I decidied to stop You stopped before the last row of dependencies. There's nothing after the CK scripts and SKSE. You were 10 minutes from success. Edited May 6 by traison 2
iGinger Posted May 6 Author Posted May 6 I thought so too, until the errors started pointing to existing files. Specifically, even though fnis.psc exists, I still get the error “variable FNIS is undefined” At some point, judging by the logs, it started requiring SLIF_SexLab_Script.psc, which I can’t even find anywhere. Maybe the modders always have a collection of .psc files from the past year on hand, but when I tried to compile them manually, I ended up with 22 MB of .psc files... and compile errors
traison Posted May 6 Posted May 6 (edited) 1 hour ago, iGinger said: I thought so too, until the errors started pointing to existing files. There's 2 standards for where script sources should be, thanks to Bethesda: The old standard: Data\Scripts\Source The new standard: Data\Sources\Script Check your CreationKit.ini for where the scripts should be. If it's not specified, then it's the new standard. You need to normalize the sources of all mods to whichever standard you choose. 1 hour ago, iGinger said: ...it started requiring SLIF_SexLab_Script.psc, which I can’t even find anywhere. For scripts hiding in BSA archives: https://www.nexusmods.com/skyrimspecialedition/mods/1756 For scripts that have no public sources: https://www.nexusmods.com/skyrim/mods/35307 It seems unlikely to me that SLIF wouldn't have public sources. 1 hour ago, iGinger said: Maybe the modders always have a collection of .psc files from the past year on hand Try the past 15 years, but yes. Luckily for you though, you only need to set it up once. The earlier in your load order you start, the easier it is. Edited May 6 by traison
Asteria8492 Posted May 10 Posted May 10 On 5/7/2026 at 2:02 AM, iGinger said: I thought so too, until the errors started pointing to existing files. Specifically, even though fnis.psc exists, I still get the error “variable FNIS is undefined” At some point, judging by the logs, it started requiring SLIF_SexLab_Script.psc, which I can’t even find anywhere. Maybe the modders always have a collection of .psc files from the past year on hand, but when I tried to compile them manually, I ended up with 22 MB of .psc files... and compile errors SLIF_SexLab_Script.psc is here https://www.loverslab.com/files/file/6938-sexlab-inflation-framework-se/ SexLab Inflation Framework SE 1.2.2 beta Installer/SexLab Installed/Scripts/Source
Magrasea Posted May 11 Posted May 11 If you only need to compile a papyrus script you can use a plugin for Notepad++(https://github.com/blu3mania/npp-papyrus) instead of CK. It would probably be a bit easier.
traison Posted May 11 Posted May 11 30 minutes ago, Magrasea said: It would probably be a bit easier. All script sources are still needed, and that's usually the only obstacle.
iGinger Posted May 21 Author Posted May 21 Editing the binary files directly turned out to be easier than compiling all the source code Sounds crazy..? But it works Anyone who wants to test it can go ahead and do so. I've added .txt inside to see what's done (and how). I've tested - it's working. Most likely needs more testing. Core gameplay changes: - Main inflation limit slider is expanded from 20.0 to 800.0. - Oral inflation limit slider is expanded from 5.0 to 600.0. - Debug fill amount slider is expanded from 20.0 to 800.0. - Cum amount multiplier slider is expanded from 0.1-3.0 to 0.1-120.0. - BodyMorph scaling is changed from value / 10 to value / 400. - NodeScale scaling is changed from direct value scaling to 1.0 + value / 50.0. Requirements: I'm using NAFARAM; I haven't tested this on other builds. You might not need all of this. 1. Sexlab Fill Her Up Baka Edition 2. Fill-Her-Up-Baka-Edition-CORE, if installed 3. Fill Her Up Baka Edition - Settings Loader Fill Her Up - Baka Edition - Extended Scaling Patch MO2.zip
traison Posted May 21 Posted May 21 8 minutes ago, iGinger said: Editing the binary files directly turned out to be easier than compiling... So you know how to bytecode patch executable code, but got stuck setting up files and folders? Don't take that as a "you're stupid", it's not; if anything perhaps it says something about the underlying systems. Just looks like a really weird discrepancy. A successful surgeon claiming drinking hand sanitizer does wonders for the common cold. Anyhow, well done.
lux7777 Posted May 21 Posted May 21 6 hours ago, iGinger said: Fill Her Up Baka Edition - Settings Loader I can't find the setting loader anywhere, can you please provide a link? I searched up the exact term and what not
iGinger Posted May 22 Author Posted May 22 (edited) 13 hours ago, lux7777 said: I can't find the setting loader anywhere, can you please provide a link? I searched up the exact term and what not I think it is this one https://www.nexusmods.com/skyrimspecialedition/mods/167490?tab=description Quote So you know how to bytecode patch executable code, but got stuck setting up files and folders? It’s not like I really “knew” how to create a bytecode patch before that, but making limited changes actually turned out to be easier than gathering all the .psc files (spoiler: I never managed to gather them all, because even when they were already included, the compiler kept complaining that they were missing)😅 Edited May 22 by iGinger
traison Posted May 22 Posted May 22 57 minutes ago, iGinger said: ...even when they were already included, the compiler kept complaining that they were missing... 2 reasons for that: The compiler does not look for scripts in BSA archives. These need to be extracted. You missed the part about there being 2 standards for where script sources are placed. If in doubt, Process Monitor from Sysinternals (Microsoft) will reveal where it expected the script source to be.
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