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  • 2 weeks later...
  • 4 weeks later...
Posted

Ay man, capital mod! But i have this one problem. The 2nd time the feeding tube appears whether on milkpump type 1 and 2, the game crashes. Can anyone tell me why? Or redirect me to some mods that fix it? It's always at the 2nd feeding, the first one doesn't crash the game.

Posted
On 4/29/2025 at 2:56 AM, Kingpuddin21 said:

i do have a question would there be a 1.6.1170 compatible version or no since it been 3 years since the last update?

 

I believe I am using the same version. Everything works for me.

Posted
17 hours ago, CGI_Models said:

 

I believe I am using the same version. Everything works for me.

Ya i got it to work by picking an older version of a mod that was messing it up

  • 1 month later...
Posted

Why Recompiled MME_BodyMod.psc always error?

 

F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(24,7): cannot name a variable or property the same as a known type or script
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(25,7): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(25,7): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(26,22): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(26,13): type mismatch on parameter 1 (did you forget a cast?)
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(27,24): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(27,13): type mismatch on parameter 1 (did you forget a cast?)
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(28,24): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(28,13): type mismatch on parameter 1 (did you forget a cast?)
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(29,23): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(29,13): type mismatch on parameter 1 (did you forget a cast?)
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(30,24): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(30,13): type mismatch on parameter 1 (did you forget a cast?)
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(31,18): SLIF_inflate is not a variable
F:\SteamLibrary\steamapps\common\The Elder Scrolls V Skyrim\Data\Scripts\Source\MME_BodyMod.psc(31,13): type mismatch on parameter 1 (did you forget a cast?)
No output generated for MME_BodyMod.psc, compilation failed.

Posted
1 hour ago, EstJava said:

Why Recompiled MME_BodyMod.psc always error?

SLIF_inflate.pex is a script name and therefore a type. MME_BodyMod.psc sends a mod event to slif in lines 24 through 31. Just change the name of the event variable to not reflect a script name and it compiles.

Spoiler
			int evSLIF_inflate = ModEvent.Create("SLIF_inflate")
			If (evSLIF_inflate)
				ModEvent.PushForm(evSLIF_inflate, akActor)
				ModEvent.PushString(evSLIF_inflate, SLIF_modName)
				ModEvent.PushString(evSLIF_inflate, sKey)
				ModEvent.PushFloat(evSLIF_inflate, value)
				ModEvent.PushString(evSLIF_inflate, modName)
				ModEvent.Send(evSLIF_inflate)
			EndIf

 

Posted
1 hour ago, botticelli said:

SLIF_inflate.pex is a script name and therefore a type. MME_BodyMod.psc sends a mod event to slif in lines 24 through 31. Just change the name of the event variable to not reflect a script name and it compiles.

  Reveal hidden contents
			int evSLIF_inflate = ModEvent.Create("SLIF_inflate")
			If (evSLIF_inflate)
				ModEvent.PushForm(evSLIF_inflate, akActor)
				ModEvent.PushString(evSLIF_inflate, SLIF_modName)
				ModEvent.PushString(evSLIF_inflate, sKey)
				ModEvent.PushFloat(evSLIF_inflate, value)
				ModEvent.PushString(evSLIF_inflate, modName)
				ModEvent.Send(evSLIF_inflate)
			EndIf

 

thanks the advice

Posted (edited)

Request for advice: Been working on making MME to output log files when animations start and end. (to then integrate to another tool that reads the logs)

I've made the changes in the psc files, now trying to figure out how to compile it.

From what I gather you need to have a bunch of files so it knows what everything links to. Using either PCA or creation kit.

Asking for some guidance of what I should gather to make sure I'm covering everything?

>> Summary: if I want to make changes to MME, what files do I need to put together to make compiling work? (ideally without removing features etc)

(I've been doing it thus far in the context of a modpack, so it has a bunch of files in it already, but evidently not enough to compile yet.)


EDIT: Found the txt file for moders with this line
"Compiling mod scripts and using CK requires extracted scripts from soft-linked mods. For easier compiling install all plugins as "False", that way you wont need their sources"

Question regarding this, does this break any functionality by setting these to false and what am I looking for to set as false? Is it changes to the psc files or ....? Appreciate the help. 😄

Edited by Nsfw1234
Posted

Hello there! First, I wanted to say I like this mod, is pretty fun! Took me a while to work around the settings, still there is something I don't get, but i have a suspicion, so please do tell me if I am right. I use Oldrim (legendary edition) (I know xDDD what a pain took me a long time to make it stable with all those lover'slab mods). I had this mod before but due to my game being CTD sensitive I had to uninstall, but now that I somehow got it stable again, I wanted some milk (slurp) sooooo it works pretty well, better than before except one thing... The moment her breasts get full they become bazzookas, way too big, way to fast. It was probably due my character being pregnant when I got the mod running, so tinkered a lot with it, eventually I had to reset her maid level to get her back some "normalcy", so far it seems things to progress more...smoothly, but I have to ask, because last time, whenever I milked her, her breasts size was reduced approprietly, but now dem bongers do not change, they only grow bigger and bigger and bigger... well you get the idea. Now, after some careful reflection and thoughts and after having tried a lot of different solutions, I suspect, that the guilty part is MME bodyscalying-bodymorph. I have it on good authority that LE doesn't support Bodymorph, and I can't remember if I had it installed last time, but anyways, the question is, is said patch the perpetrator behind the ever growing and never reducing (no matter how much milked) boobs? Should I remove it from my load order? That's all! If anybody knows please do share! :) Thanks! 

Posted
On 6/16/2025 at 2:43 PM, Nsfw1234 said:

Request for advice: Been working on making MME to output log files when animations start and end. (to then integrate to another tool that reads the logs)

I've made the changes in the psc files, now trying to figure out how to compile it.

From what I gather you need to have a bunch of files so it knows what everything links to. Using either PCA or creation kit.

Asking for some guidance of what I should gather to make sure I'm covering everything?

>> Summary: if I want to make changes to MME, what files do I need to put together to make compiling work? (ideally without removing features etc)

(I've been doing it thus far in the context of a modpack, so it has a bunch of files in it already, but evidently not enough to compile yet.)


EDIT: Found the txt file for moders with this line
"Compiling mod scripts and using CK requires extracted scripts from soft-linked mods. For easier compiling install all plugins as "False", that way you wont need their sources"

Question regarding this, does this break any functionality by setting these to false and what am I looking for to set as false? Is it changes to the psc files or ....? Appreciate the help. 😄

ck,skse,skyui,sl

 

yes, install all plugins as "False", psc and pex

Posted
On 6/18/2025 at 2:25 AM, Ed86 said:

ck,skse,skyui,sl

 

yes, install all plugins as "False", psc and pex


Bit of a probably basic question then.

"yes, install all plugins as "False", psc and pex"

What does this mean specifically? Not sure whether it means to not have those mods ticked in MO2 when opening CK, leaving unticked in CK, changing some reference in the psc to set to false or something else?

Thanks for the help.

Posted
38 minutes ago, Nsfw1234 said:


Bit of a probably basic question then.

"yes, install all plugins as "False", psc and pex"

What does this mean specifically? Not sure whether it means to not have those mods ticked in MO2 when opening CK, leaving unticked in CK, changing some reference in the psc to set to false or something else?

Thanks for the help.

when you install mme through mo/ nmm/ vortex, at certain instalation step set plugins as false

  • 3 weeks later...
Posted

Hello! My game wasnt giving me an error before, took a couple months off to wait for a new update for a mod, a follower mod. Only added some outfits and that update since, but im getting the error "MME incorrect load order: Sandbox patch should go after milkpumps". Now I know that is telling me the sandbox esp should be after the milkpumps esp, but the problem is I dont have the sandbox esp installed. When I sort by "sandbox" there is nothing in the esp window of MO2, and when I go into the mod install file there is no sandbox esp. I don't want to install any extra esp's, and it wasnt giving that error before. The Esp's I have are:

MilkModNEW.esp

MilkMod_MilkPumpsBasic.esp

MilkModNew CF.esp

MilkModNew ZaZ.esp

 

Should that be the bare minimum esps? I have never had the Sandbox esp before and it wasnt giving the error and I didnt update anything other than a specific follower mod so Its just confusing to me. Any help would be greatly appreciated!

  • 3 weeks later...
Posted (edited)

EDIT - SOLVED: via chatgpt - see spoiler

Breast enlargement potions - What number do they effect and how?

(I saw comments about extra rows, but that's turned off for me)

Ultimately I'm trying to under what the different number related lines in the mcm debug settings and general settings do. 

From what I can see thus far if I have base modifier (in debug) on something beyond 0, e.g. 0.1 then this number increases over time after having the potion, as well as production rate number (in debug).

Also wondering how maximum visual side effects the size in relation to other settings? > Since when I set it to maximum 12 or whatever it was, breasts shrink in size compared to when I have it set to 3.
 

Spoiler
Thought for 55 seconds

The “breast enlarge” and “breast reduce” potions don’t directly tweak your MCM sliders or your MilkGen rates – they only touch one storage‑util float, and everything else flows from there. Here’s exactly what happens in code:

  1. On drinking the potion

    • Enlarge potion calls

       
      papyrus
      CopyEdit
      StorageUtil.AdjustFloatValue(akTarget, "MME.MilkMaid.BreastBaseModPotion", +0.1)
    • Reduce potion calls

       
      papyrus
      CopyEdit
      StorageUtil.AdjustFloatValue(akTarget, "MME.MilkMaid.BreastBaseModPotion", −0.1)

     

  2. Each time your Maid’s milk‐cycle runs (every tick of MilkCycle😞

    • It checks BreastBaseModPotion.

    • If it’s > 0, it:

      1. Increases the stored “base adjustment” (BreastBaseMod) by + 0.01

      2. Decreases the potion float by − 0.01 (so the effect decays)

    • If it’s < 0, it:

      1. Decreases BreastBaseMod by − 0.01

      2. Increases the potion float by + 0.01 (again, decaying back toward zero)

    • It then writes the new BreastBaseMod back into storage.

     
    papyrus
    CopyEdit
    if StorageUtil.GetFloatValue(…, "BreastBaseModPotion") > 0 BreastBaseMod += 0.01 StorageUtil.AdjustFloatValue(…, "BreastBaseModPotion", -0.01) elseif StorageUtil.GetFloatValue(…, "BreastBaseModPotion") < 0 BreastBaseMod -= 0.01 StorageUtil.AdjustFloatValue(…, "BreastBaseModPotion", +0.01) endif MME_Storage.setBreastsBaseadjust(akActor, BreastBaseMod)

     

  3. How that ripples out

    • After adjusting, the script recomputes

       
      papyrus
      CopyEdit
      BoobTick = BreastBase + BreastBaseMod

    - And then milk‐generation for that tick is

     
    papyrus
    CopyEdit
    MilkTick = (1/3) * BreastRows * (1 + Arousal/100) * (MilkProdMod/100) * t

    but since t is BoobTick in fixed‐gen mode, any rise in BreastBaseMod (from your potion) directly ups MilkTick .

— In short: the only numbers the potions touch are

  • the one‐time + 0.1 / − 0.1 on "MME.MilkMaid.BreastBaseModPotion"

  • the per‑tick ± 0.01 decay of that same float
    – which in turn gradually shifts your Maid’s BreastBaseMod and thus your effective breast size and milk output.

Sources
 
Sources
You said:
What is the effect of consuming multiple enlarge potion?
 
ChatGPT said:
 
Thought for 52 seconds

Each Enlarge Potion you drink doesn’t instantly bump your breast size by 0.1 units—instead it deposits 0.1 into a “potion buffer” (BreastBaseModPotion). That buffer is then slowly converted into permanent size increases during each run of the milking cycle:

  1. On consume (in MME_BreastEnlargePotion.psc😞

     
    papyrus
    CopyEdit
    StorageUtil.AdjustFloatValue(akTarget, "MME.MilkMaid.BreastBaseModPotion", 0.1)

    – adds +0.1 to your potion buffer.

  2. Each tick of MilkCycle (in MilkQUEST.psc😞

     
    papyrus
    CopyEdit
    if StorageUtil.GetFloatValue(akActor, "MME.MilkMaid.BreastBaseModPotion") > 0 BreastBaseMod += 0.01 StorageUtil.AdjustFloatValue(akActor, "MME.MilkMaid.BreastBaseModPotion", -0.01) endif

    – takes 0.01 out of the buffer and adds 0.01 to your permanent BreastBaseMod each pass .


Net effect of multiple potions

  • 1 potion (buffer = 0.1) → 10 ticks at +0.01 each → +0.10 total size.

  • N potions (buffer = N × 0.1) → 10 × N ticks+0.1 × N total size.

Ticks occur during whatever “sleep” or time‑advance triggers MilkCycle. The only real cap is your BoobMAX setting in MCM—once BreastBase + BreastBaseMod hits that, further ticks won’t increase size.



 

Edited by Nsfw1234
  • 4 weeks later...
  • 1 month later...
Posted

Can i get compatibility with XO32 Maximum  Skeleton Extended with a RIg set up please? I need the Rig because Billy's animations work off it. An so does Fill Her Up Baka Edition also uses the Extended Rig. Can you convert files to also use the Rig please?

Posted

what is the correct order because there is no milkmod new . The file i have curently is the script, assets and the 3ba . Curently i tried :

MME

Asset

3ba body for MME

 

but this crash when game open when it wasnt before.

  • 3 weeks later...
  • 3 weeks later...
Posted

Very basic question but I want to make sure.

 

Are there in fact 2 weight based debuffs for breasts? The first for the general size of them (which reduces carry weight and some skills) and another that occurs when fulll of milk (reducing carryweight more and movement speed). Thanks!

Posted
13 hours ago, big_1 said:

Very basic question but I want to make sure.

 

Are there in fact 2 weight based debuffs for breasts? The first for the general size of them (which reduces carry weight and some skills) and another that occurs when fulll of milk (reducing carryweight more and movement speed). Thanks!

yes

  • 2 months later...
Posted

I need a little help. I'm in an area where there's high demand for Redguard milk. My character is a Redguard. I've been using the milk mod for years, but I never really understood the economy. How do I sell it? I've been milked in town, but I didn't get any messages, nor did I see any Redguard milk bottles, only strong and weak milk. Is this random? And who do I sell it to? Or does the sale happen automatically when I'm being milked by the machine or the Curiass ?

 

Thanks a lot...

Posted
4 hours ago, Moacir Jr said:

I need a little help. I'm in an area where there's high demand for Redguard milk. My character is a Redguard. I've been using the milk mod for years, but I never really understood the economy. How do I sell it? I've been milked in town, but I didn't get any messages, nor did I see any Redguard milk bottles, only strong and weak milk. Is this random? And who do I sell it to? Or does the sale happen automatically when I'm being milked by the machine or the Curiass ?

 

Thanks a lot...

you get Redguard milk when you orgasm during milking

you can sell them to inn vendors through dialogue or enable mcm option to sell it after using milking machine

or just dump to vendors, though thats not a part of mod ecomommy

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