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SexLab Inflation Framework


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Posted

Hi,

 

first thanks qotsafan for the great work :).

and second my Problems:

 

When i change under Bodymorphs the Silder (NiO and the Bodyslide) nothing happens withe the Body (after the the change I have refresh the actor).

And somtimes the Body does not refresh after load a Savegame.

 

PS: Sorry for my bad English

First, you will have to have a suitable body, like All-in-One HDT Animated Pussy

 

Second, you will have to tick Build Morphs in BodySlide, when generating the body/clothes/armors/etc:

post-24276-0-40039000-1484650863_thumb.jpg

Posted

 

Hi,

 

first thanks qotsafan for the great work :).

and second my Problems:

 

When i change under Bodymorphs the Silder (NiO and the Bodyslide) nothing happens withe the Body (after the the change I have refresh the actor).

And somtimes the Body does not refresh after load a Savegame.

 

PS: Sorry for my bad English

First, you will have to have a suitable body, like All-in-One HDT Animated Pussy

 

Second, you will have to tick Build Morphs in BodySlide, when generating the body/clothes/armors/etc:

attachicon.gifBuild Morphs.jpg

 

Yes I have tick "Build Morphs"

Posted

Bug Report:

 

With Inflation Framework running, Soul Gem Oven updates the cum totals incredibly slowly. I'm not quite sure why. Sometimes it's a good minute and a half before it gives me the 'release the cum' option in SGO 3, and a similar amount of time before cum finishes draining. Am I missing something here? A setting maybe? Have a papyrus.

 

Note: By 'updates the cum' I mean 'finishes adjusting my inflation', as well, I think. o3o I am just now updating to today's version, and will report again if the bug goes away. I was at version b instead of h before.

 

Edit: Here's a more useful Papyrus with Papyrus debug log enabled in the options. Derp: Papyrus.0.log Do note, I use the 'coc riverwood' trick when opening up the program to avoid a crash, so the very first part of the log will be bunk. I tested it with the new version, and it still took about a minute and a half to drain the semen/inflation for Soul Gem Oven.

 

Great mod otherwise by the way, this is helpful usually.

Papyrus.0.log

Posted

Update 1.0.6i:

- fix for removing dead actors, when the actor is none for some reason

- updated Beeing Female patch for version 2.8.1

Posted

Yes I have tick "Build Morphs"

I will need more information then: How to report errors

 

Bug Report:

 

With Inflation Framework running, Soul Gem Oven updates the cum totals incredibly slowly. I'm not quite sure why. Sometimes it's a good minute and a half before it gives me the 'release the cum' option in SGO 3, and a similar amount of time before cum finishes draining. Am I missing something here? A setting maybe? Have a papyrus.

 

Note: By 'updates the cum' I mean 'finishes adjusting my inflation', as well, I think. o3o I am just now updating to today's version, and will report again if the bug goes away. I was at version b instead of h before.

 

Edit: Here's a more useful Papyrus with Papyrus debug log enabled in the options. Derp: attachicon.gifPapyrus.0.log Do note, I use the 'coc riverwood' trick when opening up the program to avoid a crash, so the very first part of the log will be bunk. I tested it with the new version, and it still took about a minute and a half to drain the semen/inflation for Soul Gem Oven.

 

Great mod otherwise by the way, this is helpful usually.

The papyrus logs aren't that useful though, since there isn't any information regarding my mod in them, which is good, since it means there also are no errors regarding my mod.

For information about my mod, I would need slif_debug.0.log, which is in the User folder, if debugging is enabled in my mod.

 

The time the inflation needs depends, on how small the increment is and how big the inflation difference is.

A solution to this problem could be:

1. increase the increment (via preset)

2. set the inflation type to instant (which I would recommend for SGO)

Posted

It IS set to instant. Here's the debug logs. I haven't read them myself, but I am -very- tired right now.

 

Edit: I try to change Increment for SGO Inflate under Presets, and despite me changing the value, the value in the menu doesn't change when I hit confirm. Have another file: slif_debug.0.log

User.7z

Posted

It IS set to instant. Here's the debug logs. I haven't read them myself, but I am -very- tired right now.

 

Edit: I try to change Increment for SGO Inflate under Presets, and despite me changing the value, the value in the menu doesn't change when I hit confirm. Have another file: attachicon.gifslif_debug.0.log

Depends, how high did you set the increment? 1.0 is the maximum.

From the logs, the incoming increments seem to be less than 0.1 though, so it will not make a difference.

The inflation type seems to be instant, so changing the increment shouldn't make a difference.

The time differences seem to be alright (although 0.5+ seconds is pretty long compared to the small increase), it's just that the inflation steps seem to be pretty small.

Posted

What is with the Deviously Cursed Loot Support? Not needed anymore?

Deviously Cursed Loot uses BodyMorphs now, which are not yet supported by my framework (not sure, if they ever will be).

Posted

Got the similar issue with jack_monroe. Can successfully change the pregnancybelly morph with The Manipulator in game but cannot change that morph in either SLIF's slider (of course in morph menu, only "pregnancybell" is not 0%) or my own morph patch of FHU for SLIF. No corresponding papyrus error log. I also notice that in your Lists.json there are no keys of morph, but I've no idea whether this has something to do with my issue. 

 

Edit:

it seems that just need add one line "NiOverride.UpdateModelWeight(kActor)" at the bottom of "function SetBodyMorphValue(Actor kActor, String modName, String morphName, float value, float percent) global" in SLIF_Scale. 

 

 

 

function SetBodyMorphValue(Actor kActor, String modName, String morphName, float value, float percent) global
    value = SLIF_Math.SetBounds(value, 0.0, 20.0)
    value = value * (percent / 100.0)
    value = ConvertValueForBodyMorph(morphName, value)
    if value != 0.0
        NiOverride.SetBodyMorph(kActor, morphName, modName, (value / 10.0))
    else
        RemoveBodymorph(kActor, morphName, modName)
    endIf
    NiOverride.UpdateModelWeight(kActor)
endFunction

 

 

Posted

it seems that just need add one line "NiOverride.UpdateModelWeight(kActor)" at the bottom of "function SetBodyMorphValue(Actor kActor, String modName, String morphName, float value, float percent) global" in SLIF_Scale.

Nope, setting and updating are separated on purpose, so I can for example, set the left and right breast values for NiNodes and update them at the same time, so that they don't pop up one after each other.

BodyMorphs came later and I kept the setting and updating separate for them as well.

There seems to be an updating problem though, I will look into it.

Posted

I have a general question related to inflation in general, and how this mod handles it. So, my understanding is that in general, inflation is increasing the named "sliders" that we see in bodyslide, the node for them ("butt," "breast," "belly,: etc.) Theoretically, any of those can be increased correct, not just the standard breasts, butt, and belly?

I'm asking this because, I use quite a few inflation mods that affect the size of the butt, and it looks fine up until a certain size, but eventually starts looking comical in relation to the hips of my character. It gets these weird creases were it becomes obvious that there's a certain bounds as to where the butt is versus the legs, back, and hips.

Now, something like this I can play with the sliders or the max value to prevent that before it happens, but I'm wondering if it's possible to inflate the hips and legs along with the butt since their proportions are so closely dependent. Would that be as simple as adding another set of slider controls in your mod, or would it require the original mod causing the inflation to have that functionality? That is, if you used DBB for example, could your mod also allow for hip inflation too, or would DBB have to allow for it first? I haven't seen a mod that actually does hip inflation specifically.

Posted

Update 1.0.6j:

- improved updating (the most important nodes (breasts, belly, butt, schlong, etc.(primary_nodes/keys in Lists.json)) are now getting updated, whether or not their value has changed, all others only if the value changed)

- fixed butt BodyMorph scaling

- reduced debug messages

- the scanner now updates actors from the actor list, if remove dead actors is ticked and they are not dead or none or already getting updated

- the scanner now only updates actors whose 3d is loaded

Posted

I have a general question related to inflation in general, and how this mod handles it. So, my understanding is that in general, inflation is increasing the named "sliders" that we see in bodyslide, the node for them ("butt," "breast," "belly,: etc.) Theoretically, any of those can be increased correct, not just the standard breasts, butt, and belly?

For the BodyMorphs part yes, all others are NiNodes, which you can view with NifSkope, if you open up a skeleton.

 

I'm asking this because, I use quite a few inflation mods that affect the size of the butt, and it looks fine up until a certain size, but eventually starts looking comical in relation to the hips of my character. It gets these weird creases were it becomes obvious that there's a certain bounds as to where the butt is versus the legs, back, and hips.

The butt BodyMorphs had some issues, which are hopefully resolved. (it also be a mod, that's not covered by my mod (Devious Butt's code looks suspicious, even though it supposedly has native support))

 

Now, something like this I can play with the sliders or the max value to prevent that before it happens, but I'm wondering if it's possible to inflate the hips and legs along with the butt since their proportions are so closely dependent. Would that be as simple as adding another set of slider controls in your mod, or would it require the original mod causing the inflation to have that functionality? That is, if you used DBB for example, could your mod also allow for hip inflation too, or would DBB have to allow for it first? I haven't seen a mod that actually does hip inflation specifically.

It could be possible, it's a good idea, I will whip something up.

It would be adding more slider controls.

At the moment only the belly has hip support, but no leg support yet, which will also come.

Posted

I used to not have this problem until I did some script cleaning to stabilize my save, but now I do.
Everything else is running fine and dandy, however whenever I swallow or regurgitate prey using the EBBB devourment mod, the belly node isn't updated in SLIF, causing disruption. It used to work before but now the only time I can get any change to belly node is via Transfer to Belly. The reaction I'm getting is similar to the original script working as if it wasn't being updated by SLIF.

Papyrus.0.log

slif_debug.0.log

Posted

I used to not have this problem until I did some script cleaning to stabilize my save, but now I do.

Everything else is running fine and dandy, however whenever I swallow or regurgitate prey using the EBBB devourment mod, the belly node isn't updated in SLIF, causing disruption. It used to work before but now the only time I can get any change to belly node is via Transfer to Belly. The reaction I'm getting is similar to the original script working as if it wasn't being updated by SLIF.

Yeah, you pretty much at least killed one devourment script while save cleaning, I hope you backed up the save, the best would be to go back to the old not cleaned save and watch out more, what you clean or you would have to pretty much reinstall the devourment mod (if nothing else was killed).

I can't fix stuff like broken saves, no-one can.

Posted

 

I used to not have this problem until I did some script cleaning to stabilize my save, but now I do.

Everything else is running fine and dandy, however whenever I swallow or regurgitate prey using the EBBB devourment mod, the belly node isn't updated in SLIF, causing disruption. It used to work before but now the only time I can get any change to belly node is via Transfer to Belly. The reaction I'm getting is similar to the original script working as if it wasn't being updated by SLIF.

Yeah, you pretty much at least killed one devourment script while save cleaning, I hope you backed up the save, the best would be to go back to the old not cleaned save and watch out more, what you clean or you would have to pretty much reinstall the devourment mod (if nothing else was killed).

I can't fix stuff like broken saves, no-one can.

 

 

Thanks!

Posted

Yuge Update 1.0.7:

- fixed initializing inflation type presets with instant, instead of incremental inflation

- reset inflation type preset for All Mods and all keys to instant

- minimum, maximum, multiplier and increment values are now set, if the npc is updated and the given values are not equal to -1.0 or the already existing value

- removed Estrus Chaurus+ patch, because it now has native support, thanks to @Bane Master

- added modus menu to the config page

- cleaned up the mcm menu code (especially some old messy parts)

- the value slider now reflects, which modus is selected

- fixed hiding nodes only happening once

- resetted hidden nodes

- hiding nodes doesn't register the mod that's hiding them anymore (to avoid issues)

- added node categories, so that they don't get too many to display at once in the menu (for future expansion)

- added hip support for the butt, and leg support for the belly and butt

- updated French, Spanish and Russian translations to current state

- added new translations keys for the added features

- added Devious Training patch for version 2.2

Posted

Yuge Update 1.0.7:

- fixed initializing inflation type presets with instant, instead of incremental inflation

- reset inflation type preset for All Mods and all keys to instant

- minimum, maximum, multiplier and increment values are now set, if the npc is updated and the given values are not equal to -1.0 or the already existing value

- removed Estrus Chaurus+ patch, because it now has native support, thanks to @Bane Master

- added modus menu to the config page

- cleaned up the mcm menu code (especially some old messy parts)

- the value slider now reflects, which modus is selected

- fixed hiding nodes only happening once

- resetted hidden nodes

- hiding nodes doesn't register the mod that's hiding them anymore (to avoid issues)

- added node categories, so that they don't get too many to display at once in the menu (for future expansion)

- added hip support for the butt, and leg support for the belly and butt

- updated French, Spanish and Russian translations to current state

- added new translations keys for the added features

- added Devious Training patch for version 2.2

 

It apears the new Tabs haves no effect on the intended nodes. the nodes all seem to go back and effect the primary nodes. this is just something i noticed right before heading to bed so i figured id mention it. Thank you a boat load for our new Yuge patch :D

slif_debug.0.log

Posted

I'm getting an error on attempts to install via NMM.

Reaches 100% or something then just says "a problem occurred during install" at the end - doesn't actually install a working .esp file.

 

Anyone else?

Posted

It apears the new Tabs haves no effect on the intended nodes. the nodes all seem to go back and effect the primary nodes. this is just something i noticed right before heading to bed so i figured id mention it. Thank you a boat load for our new Yuge patch :D

Took me quite some time, but hopefully fixed now.

 

I'm getting an error on attempts to install via NMM.

Reaches 100% or something then just says "a problem occurred during install" at the end - doesn't actually install a working .esp file.

 

Anyone else?

I uploaded the last version without the Devious Training patch the first time by mistake, I quickly reuploaded it again with the patch, but you may have been unlucky and downloaded the version without the Devious Training patch. The new version shouldn't have that problem now.

 

Very nice Russian translation. I love you and drink Vodka for you health) Sorry my English.

Thanks, I will cheers!

You don't have to apologize, your english is far better than my non-existing Russian :)

Posted
 

I'm getting an error on attempts to install via NMM.

Reaches 100% or something then just says "a problem occurred during install" at the end - doesn't actually install a working .esp file.

 

Anyone else?

I uploaded the last version without the Devious Training patch the first time by mistake, I quickly reuploaded it again with the patch, but you may have been unlucky and downloaded the version without the Devious Training patch. The new version shouldn't have that problem now.

 

 

That might explain it...

 

However, I'm running into a similar installation issue with the latest version: 1.0.7b

NMM reaches a percentage in the install after accepting to overwrite all the mod options you choose, and then reports an error with the install.

Only difference this time is its actually installing the framework's esp.

 

I don't seem to be having any trouble installing other mods through NMM at present.

 

I've worked around it for now by manually installing.

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