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SexLab Inflation Framework


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Posted

Update 1.1.1a:

- changed updating nodes a bit

- updated Chinese translation to the current state

 

Update 1.1.1b:

- splitted off updating the whole actor list from removing dead actors via the scanner

- added new toggle "update actors" to the scanner, which will toggle on/off, if the whole actor list is updated each update cycle

- added new translation keys for this

- changed the German translation a bit

 

Update 1.1.1c:

- updated Egg Factory patch for version 2.1

Posted

 

I'm running this with SexLab Inflation Framework and for some reason, I'm not seeing any scaling on NPCs. The body isn't an issue as far as I can tell; I rebuilt it in Bodyslide and it works just fine on a female PC. The actual gestation and lactation are also up and running, but there's no outward sign of it on NPCs. Has anyone else encountered this issue? Would this be a problem with SLIF?

If it's SLIF related, why don't you write it in my thread?

Did you make sure to tick the Build Morphs option, if you are using the BodyMorph options?

attachicon.gifBuild Morphs.jpg

Please post any replies here.

 

 

I think I fixed it? I turned the scanner off and that seemed to fix the no-scaling problem. It doesn't necessarily auto-update when I change settings, but changing cells seems to prompt that well enough.

 

Okay, it hasn't really fixed the belly scaling, just given it a window of a few minutes before it drops back to flat, but breast scaling, at least on Lydia, still seems to work.

Posted

The only inflation mod I use is SGOIII, but after coming across SLIF while trying to find a way to cut down on the torpedo effect I decided to give it a try entirely for the NiO to BodyMorph switch. It worked... once. Dropped it onto a save where my character and a following NPC were already fairly far along and set a bunch of the BodyMorph sliders to 100-200% after turning NiO down to zero. It didn't have an immediate effect, but after I went inside a building everything on my character's body changed over, although it took the breasts several seconds after the rest of the body. My follower, however, reverted back to her base shape with no inflation at all. I activated SGO's milk command on her to see if that would trigger any changes, and the game immediately CTD'd. 

 

Since then pretty much any time I've tried to initiate a SGO size change with SLIF installed I get a CTD. On the player, on NPCs, after uninstalling and reinstalling on a clean save, even on a completely new save with a completely new character, regardless of whether it's initiated through the SGO control menu (milking, inserting gems) or one of the timed gem growth events. It will start playing SGO's animation or display the gem growth message, get to the point where the size change is supposed to be applied, and usually right as the message from SLIF about registering the target for SGO scale pops up the game will freeze for a second and then CTD. The only time this didn't happen was when I switched the breasts back to NiO on the save with the already-inflated character. I set those to 200% NiO but left the belly settings on Bodymorph, then changed cells to get the changes to register without triggering SGO. The breasts behaved properly, doubling in size and then reducing without a crash when I used SGO's milk command, but the belly still had NiO's extended bone poking out of the BodyMorph pregnancy shape. And then when I tried changing cells again to see if it'd reset the belly, it CTD'd again.

This is the first time I've used SLIF, and I'm on the newest version, 1.1.1c. My SGO is the newest, v310, which is also the only version of that I've used. Sexlab and all the other requirements I updated a few months ago when I completely reinstalled the game, so as far as I know I'm all set there. The only other SLIF-supported mods I have installed are Amputator and DDi, although I haven't tried messing with either of them while SLIF was active. I've attached logs from both the completely new game and the existing save that I've tried running this on, in the 0 and 1 files, respectively. If you have any suggestions for getting this running, I'd appreciate them. I liked what it did for the brief time I got it to do it.   

 

Papyrus.0.log

slif_debug.0.log

Papyrus.1.log

slif_debug.1.log

 

Posted

Updates may be slow for a while, since I'm setting up a new system for the new hardware I bought and it's taking quite a while longer, than I expected.

 

Update 1.1.1d:

- fixed single nodes (like the belly) always being 1.0

- updated Devious Training patch for version 2.3.1 (notTestedAlot)

 

I really would love this to support the Weight Morph mod. Pleeeease? :>

 

It seems Weight Morphs is fighting th changes applied by SGO3 and Fill Her Up. :(

When I come around to making a system for BodyMorphs, which will not be any time soon, especially, with the stuff I'm occupied with at the moment.

 

I think I fixed it? I turned the scanner off and that seemed to fix the no-scaling problem. It doesn't necessarily auto-update when I change settings, but changing cells seems to prompt that well enough.

 

Okay, it hasn't really fixed the belly scaling, just given it a window of a few minutes before it drops back to flat, but breast scaling, at least on Lydia, still seems to work.

This should be fixed now.

 

The only inflation mod I use is SGOIII, but after coming across SLIF while trying to find a way to cut down on the torpedo effect I decided to give it a try entirely for the NiO to BodyMorph switch. It worked... once. Dropped it onto a save where my character and a following NPC were already fairly far along and set a bunch of the BodyMorph sliders to 100-200% after turning NiO down to zero. It didn't have an immediate effect, but after I went inside a building everything on my character's body changed over, although it took the breasts several seconds after the rest of the body. My follower, however, reverted back to her base shape with no inflation at all. I activated SGO's milk command on her to see if that would trigger any changes, and the game immediately CTD'd.

 

Since then pretty much any time I've tried to initiate a SGO size change with SLIF installed I get a CTD. On the player, on NPCs, after uninstalling and reinstalling on a clean save, even on a completely new save with a completely new character, regardless of whether it's initiated through the SGO control menu (milking, inserting gems) or one of the timed gem growth events. It will start playing SGO's animation or display the gem growth message, get to the point where the size change is supposed to be applied, and usually right as the message from SLIF about registering the target for SGO scale pops up the game will freeze for a second and then CTD. The only time this didn't happen was when I switched the breasts back to NiO on the save with the already-inflated character. I set those to 200% NiO but left the belly settings on Bodymorph, then changed cells to get the changes to register without triggering SGO. The breasts behaved properly, doubling in size and then reducing without a crash when I used SGO's milk command, but the belly still had NiO's extended bone poking out of the BodyMorph pregnancy shape. And then when I tried changing cells again to see if it'd reset the belly, it CTD'd again.

 

This is the first time I've used SLIF, and I'm on the newest version, 1.1.1c. My SGO is the newest, v310, which is also the only version of that I've used. Sexlab and all the other requirements I updated a few months ago when I completely reinstalled the game, so as far as I know I'm all set there. The only other SLIF-supported mods I have installed are Amputator and DDi, although I haven't tried messing with either of them while SLIF was active. I've attached logs from both the completely new game and the existing save that I've tried running this on, in the 0 and 1 files, respectively. If you have any suggestions for getting this running, I'd appreciate them. I liked what it did for the brief time I got it to do it.   

 

attachicon.gifPapyrus.0.log

attachicon.gifslif_debug.0.log

attachicon.gifPapyrus.1.log

attachicon.gifslif_debug.1.log

There is a second tab for NPCs, the first tab is only for the PC, if you didn't already know.

post-24276-0-79413500-1490826807_thumb.jpg

I don't know, why you are getting CTD, the papyrus logs look good, CTDs could be from literally anything.

Nothing completely unexpected and no errors from SGO or SLIF in the papyrus logs, I only noticed from the slif logs, that you are having the same problem as @spaceking, which is fixed in the newest version

It may have something to do with the body you have generated.

Posted

It's great that the actor update now works so well! :)

But I still have to trigger a manual actor update after I load a game, in order to have the current status (SGO3 and so on).

 

Request: can we please have an automatical player actor update within 1 or 2 seconds after reload?

Posted

It's great that the actor update now works so well! :)

But I still have to trigger a manual actor update after I load a game, in order to have the current status (SGO3 and so on).

 

Request: can we please have an automatical player actor update within 1 or 2 seconds after reload?

Have you tried ticking Scan on load on the scanner page? That should do the trick, if the scanner is activated that is.
Posted

 

It's great that the actor update now works so well! :)

But I still have to trigger a manual actor update after I load a game, in order to have the current status (SGO3 and so on).

 

Request: can we please have an automatical player actor update within 1 or 2 seconds after reload?

Have you tried ticking Scan on load on the scanner page? That should do the trick, if the scanner is activated that is.
My game is like a Dwemer City full of machinery, manifested in scripts. :) It goes all well until one too much Falmer gets cought in the gears.

I wanted to keep it low so I kept the scanner off. Can I activate it with not checking the npcs and creatures around me?

Need to have another look at the MCM, I might give it a try this evening, thanks for the hint!

Posted

My game is like a Dwemer City full of machinery, manifested in scripts. :) It goes all well until one too much Falmer gets cought in the gears.

I wanted to keep it low so I kept the scanner off. Can I activate it with not checking the npcs and creatures around me?

Need to have another look at the MCM, I might give it a try this evening, thanks for the hint!

Well, the scanner should check the npcs around you, if you activate Scan on load, but it should only do it once.
Posted

 

My game is like a Dwemer City full of machinery, manifested in scripts. :) It goes all well until one too much Falmer gets cought in the gears.

I wanted to keep it low so I kept the scanner off. Can I activate it with not checking the npcs and creatures around me?

Need to have another look at the MCM, I might give it a try this evening, thanks for the hint!

Well, the scanner should check the npcs around you, if you activate Scan on load, but it should only do it once.

Just tried, and also waited the configured delay, but seems it does not affect the player. :(

Posted

Just tried, and also waited the configured delay, but seems it does not affect the player. :(

That can't be true, since the player is literally the first one, who is checked, the only thing, that could happen, is that the player's 3d is not loaded at the time of the checking and that is pretty much impossible.

Could you upload slif_debug.0.log, with the scanner activated, when you load the game? (Of course logging would also have to be activated)

Posted

 

Just tried, and also waited the configured delay, but seems it does not affect the player. :(

That can't be true, since the player is literally the first one, who is checked, the only thing, that could happen, is that the player's 3d is not loaded at the time of the checking and that is pretty much impossible.

Could you upload slif_debug.0.log, with the scanner activated, when you load the game? (Of course logging would also have to be activated)

Strange, now it worked immediately. :P Maybe some script lag left... Thank you, I'll keep my eye on it!

Posted

Strange, now it worked immediately. :P Maybe some script lag left... Thank you, I'll keep my eye on it!

No problem, glad it's working for you now :)
Posted

Sorry, I need to bother you with another question... regarding PSQ Tweaks:

 

 

(...)

 

Edit2: Installing PSQ Tweaks, I see that it overwrites playersucxubusquestscript.pex from Sexlab Inflation Framework, which overwrote the one from PSQ original. o.o

What should I do?

C: playersuccubusquestscript is the primary script running most of the functions in both PSQ and this. I don't know why SexLab Inflation Framework has a version of it, but you definitely need to use this mod's version of the script for anything to work. If the inflation framework does actually modify the script in any way, then it's incompatible with this, unless you're savvy enough to make a patch in Tes5Edit.

 

Can you enlighten me here? :o

What shall I do?

Posted

make a patch in Tes5Edit.

That won't work for scripts.

 

Can you enlighten me here? :o

What shall I do?

PSQ Tweaks will need a patch, since it's modifying the same script.

It doesn't seem to provide the sources though, so my hands are bound there.

Posted

Well, something fixed it, although I couldn't say exactly what. Realized that I was actually a couple of point-point-0 revisions behind on BodySlide, although I didn't notice anything in the changelog that seemed super-relevant to failures related to the UUNP HDT body. Updated that, re-built the body, made sure to build the .tri files for the hands and feet just in case, even if I wasn't changing any morphs that should've affected them, and installed the 1.1.1d version of SLIF, and now everything works fine. Applies all the BodyMorph changes without even a hint of CTD'ing. The only oddness I'm having now is that sometimes when I enter a room with a lot of SGO'd NPCs in it with 'scan on load' on, it'll initially apply the NiO effect to their breasts (apparently in addition to the existing BodyMorph effect, resulting in some gargantuanly huge boobs) before kicking back down to just using BodyMorph, after which they'll have their tits kinda 'kinked' upwards until SGO tells them to change sizes again. Nothing gamebreaking, but definitely weird. 

Posted

Well, something fixed it, although I couldn't say exactly what. Realized that I was actually a couple of point-point-0 revisions behind on BodySlide, although I didn't notice anything in the changelog that seemed super-relevant to failures related to the UUNP HDT body. Updated that, re-built the body, made sure to build the .tri files for the hands and feet just in case, even if I wasn't changing any morphs that should've affected them, and installed the 1.1.1d version of SLIF, and now everything works fine. Applies all the BodyMorph changes without even a hint of CTD'ing. The only oddness I'm having now is that sometimes when I enter a room with a lot of SGO'd NPCs in it with 'scan on load' on, it'll initially apply the NiO effect to their breasts (apparently in addition to the existing BodyMorph effect, resulting in some gargantuanly huge boobs) before kicking back down to just using BodyMorph, after which they'll have their tits kinda 'kinked' upwards until SGO tells them to change sizes again. Nothing gamebreaking, but definitely weird.

That is very weird indeed, since I never experienced such behavior and my latest save is literally in a room with several inflated npcs.

Make sure the percentage for NiOverride is also 0% for NPCs.

Posted

I'm using this with FHU 2.0 and the NIO patch; but none of the inflation seems to be working (nor does the Scrotum inflation seem to be doing anything). I'm sure I've just missed a setting somewhere; but I've no clue which to adjust.

 

Update: It seems to work once, on one NPC, per save - but then it never deflates. Or affects any other NPCs.

Posted

 

make a patch in Tes5Edit.

That won't work for scripts.

 

Can you enlighten me here? :o

What shall I do?

PSQ Tweaks will need a patch, since it's modifying the same script.

It doesn't seem to provide the sources though, so my hands are bound there.

 

 

I know there's a .pex decompiler on Nexus that works like a charm, even restoring all the variable names and constants (no comments, though). While one likely couldn't just post the fixed file(s), maybe instructions could be posted somewhere with what lines to tweak?

Posted

So I'm an idiot. I saw that I was being quoted and didn't realize you could quote other threads and had no idea this conversation was going on.

 

First off, I gathered up everything and made a source file bundle, it should be on the page. Although if you don't want to, and if I had the changed version from this mod I could probably just make a patch in like 30 seconds. I doubt this mod changes the file as much as mine does, so it shouldn't really be an issue.

 

However, I'm really just confused as to why this is modifying the PSQ source script at all.

Posted

Finally got the newest inflation framework working properly, took a bit of information digging. So Ill just give this here if anyone else is having problems. I  didnt notice my bodyslide was really old so I updated it to the latest version and rebuilt the body with morphs and made sure cbbemorphs were on. Inflation worked flawlessly, however I started experiencing CTDs. I dug around a little more and found out that crash fixes has a setting in the ini files that needed to be changed and now it works without crashing.

 

Now my only problem is that im using ct77 remodeled armors and they dont support pregnancybelly so I cant get inflations properly showing up on remodeled vanilla armors/outfits. Does anyone know a good vanilla armor/clothing replacer that supports bodyslide and all bodymorph sliders? Other option is to add pregnancybelly slider on the armors but I didnt manage to find a guide about that.

Posted

I'm using this with FHU 2.0 and the NIO patch; but none of the inflation seems to be working (nor does the Scrotum inflation seem to be doing anything). I'm sure I've just missed a setting somewhere; but I've no clue which to adjust.

 

Update: It seems to work once, on one NPC, per save - but then it never deflates. Or affects any other NPCs.

If you are using Mod Organizer, be sure, that SLIF is below the mods it patches on the left side.

 

I know there's a .pex decompiler on Nexus that works like a charm, even restoring all the variable names and constants (no comments, though). While one likely couldn't just post the fixed file(s), maybe instructions could be posted somewhere with what lines to tweak?

Do you mean Champollion? It's a very nice tool and works quite well, but the output seems to be quite random, without consistency, which makes maintaining a patch a chore.

 

So I'm an idiot. I saw that I was being quoted and didn't realize you could quote other threads and had no idea this conversation was going on.

 

First off, I gathered up everything and made a source file bundle, it should be on the page. Although if you don't want to, and if I had the changed version from this mod I could probably just make a patch in like 30 seconds. I doubt this mod changes the file as much as mine does, so it shouldn't really be an issue.

 

However, I'm really just confused as to why this is modifying the PSQ source script at all.

Yeah, if you copy the code, you can basically quote someone from any thread.

 

Sure, here is the changed playersuccubusquestscript.psc, the patch should be quite easy, if you compare it to the original:

playersuccubusquestscript.psc

At the moment, the patch needs at least the SLIF x.x.x dev kit basic to compile, but I also could make a patch without dependency, the SLIF x.x.x dev kit basic may change with each major update.

 

The PlayerSuccubusQuestScript contains all NiOverride calls, for my framework to work, I simply replace them with calls to my framework.

The calls that are replaced are the following:

NiOverride.AddNodeTransformScale

NiOverride.RemoveNodeTransformScale

NiOverride.UpdateNodeTransform

Those calls are replaced by a single call to my framework, if it's installed (the esp is activated).

 

Finally got the newest inflation framework working properly, took a bit of information digging. So Ill just give this here if anyone else is having problems. I  didnt notice my bodyslide was really old so I updated it to the latest version and rebuilt the body with morphs and made sure cbbemorphs were on. Inflation worked flawlessly, however I started experiencing CTDs. I dug around a little more and found out that crash fixes has a setting in the ini files that needed to be changed and now it works without crashing.

 

Now my only problem is that im using ct77 remodeled armors and they dont support pregnancybelly so I cant get inflations properly showing up on remodeled vanilla armors/outfits. Does anyone know a good vanilla armor/clothing replacer that supports bodyslide and all bodymorph sliders? Other option is to add pregnancybelly slider on the armors but I didnt manage to find a guide about that.

Do you mean Crash fixes? That mods gave CTDs too.

 

Sadly, the only good armor replacer I know are for UUNP.

Posted

If you're using GetMod calls then it shouldn't be incompatible necessarily... You could just have it register the mod at runtime and it wouldn't necessarily require anything to compile and I could just pop the added code in. I'm kind of confused as how to go about this given that I can't find any actual reference to your mod. Like, you're calling the SLIF_Main function... but there is no SLIF_Main Property... Can you do that? I feel like that shouldn't compile.

 

Also, I never trust Champollion. It's a compulsive liar.

Posted

Major Update 1.1.2:

- added new events to SLIF_ScannerAlias:

- SLIF_setMinMax, SLIF_setMin, SLIF_setMinimum, SLIF_setMax, SLIF_setMaximum, SLIF_setMult, SLIF_setMultiplier, SLIF_setIncr, SLIF_setIncrement

- SetMinValue, SetMaxValue, SetMultValue, SetIncrValue and SetMinMaxValue from SLIF_Main now only set the value, if it doesn't exist, to avoid resetting user-defined values every time they are called

- updated Chinese, French, Russian and Swedish translations to the current state

 

Update 1.1.2a:

- added new events SLIF_registerActor, SLIF_updateActor and SLIF_resetActor

- added missing event SLIF_unregisterNode

 

Update 1.1.2b:

- updated SetMinValue, SetMaxValue, SetMultValue, SetIncrValue, SetMinMaxValue and SetMinMaxMultIncrValue to be able to take sync_keys (like slif_breast for both breasts)

Posted

If you're using GetMod calls then it shouldn't be incompatible necessarily... You could just have it register the mod at runtime and it wouldn't necessarily require anything to compile and I could just pop the added code in. I'm kind of confused as how to go about this given that I can't find any actual reference to your mod. Like, you're calling the SLIF_Main function... but there is no SLIF_Main Property... Can you do that? I feel like that shouldn't compile.

 

Also, I never trust Champollion. It's a compulsive liar.

As I said, the posted patch only compiles, if you also have the source(s) present (at the very least the dev kit (SLIF_Main.esp, with the body of the functions removed and turned into native functions, like NiOverride.psc, if you take a look at it)).

The SLIF_Main functions are all global functions, so they can be called on the name of the script, like the NiOverride functions.

Here a implementation without dependency of the patch, I used the playersuccubusquestscript.psc you uploaded:

playersuccubusquestscript.psc

Parts of this will need the newest SLIF version 1.1.2b to work properly, but won't cause issues, if used with older version (i.e. crash the game or print error messages)

 

Yeah, Champollion isn't perfect (that's why I said, that I won't make a patch without the sources), but if you just want to take a peek at the code, it's useful.

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