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qotsafan

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  1. I'm curious is they away to speed up or slow down the centimeter inflation and deflation

     

  2. The one from Phaze Body. I don't know, if it works with others, haven't really tested it.
  3. 1.2.2 beta: - this version will reset bodymorph and nioverride settings - reintroduced the system to have multiple .json files, which can be switched between ingame - combined Bodymorphs.json and Bodymorph_Settings.json into a single .json and expanded it to also use the multiple .json system - added support for CBBE SE - added UUNP .jsons as proof of concept 1.2.1a beta: - added a couple of missing return statements (oops :3) 1.2.1 beta: - changed 000_Default_Lists.json back to Lists.json (Lists.json is now generated, instead of provided) - added new page, where you can change the category of nodes/morphs in which they are displayed in the menu (adding new nodes/morphs via the menu planned, but only an idea atm) - added current list size slider, which defines, how many nodes/morphs are displayed at once and current list index slider, which defines, which portion of the list is displayed - that the categories 000_nodes and 000_morphs under "Filter by category" are empty is by design, since nodes/morphs that are only in these two lists are displayed here and have to be assigned a new list, if they should not only be displayed in the default list - new nodes/morphs are now automatically added to the lists, if they aren't in any list (and can be assigned a category via the "Set list category" page) - support for keys like "slif_left_breast"/"slif_right_breast"/etc. has been removed (legacy support still given, otherwise use nodes instead ("NPC L Breast"/"NPC R Breast"/etc.)) (dual node keys like "slif_breast"/etc. are still supported) - added new translation keys Patches: - added Aroused Nips patch for version 1.1.2 - added MiniNeeds patch for version 3.2 - added SOS Grower patch for version 2.1 - updated Naked Dungeons patch for version 2.0.1 - updated Soulgem Oven patch with the fertility fix and the xpmse 4.32+ fix, which already included the fertility fix 1.2.0a beta: - fixed the new system to work more in the background, instead on doing everything on the function call itself (underestimated, just how much pressure that would generate) Patches: - fixed Pee And Fart patch regarding SlaveTats (was still using an old version of SlaveTats) - changed Deviously Cursed Loot and WeightMorphs from using Mod Events to using direct SLIF function calls instead (apparently puts less strain on the system) - updated Naked Dungeons patch for version 2.0 1.2.0 beta: - added new system for processing bodymorphs (beta) - updated Czech and Japanese translations - lots of bug fixes and code optimizations Patches: - added patch for Deviously Cursed Loot version 6.4 (beta) - added patch for WeightMorphs version 1.7 (beta) - updated Devious Devices - Integration patch for version 4.1 - updated Egg Factory patch for version 3.2 1.1: 1.0: 0.9 beta: Pre 0.9 beta:
  4. SexLab Inflation Framework SE View File SexLab Inflation Framework SE Requirements: SKSE SE 2.0.8+ PapyrusUtil SE 3.5+ RaceMenu SE 0.2.6+ XPMSSE 4.51+ SkyUI SE (MCM Menu) 5.1+ Optional: SexLab Framework SE 1.63 - BETA 3+ Proclaimer: This Mod was not created to replace any existing systems (like C.A.N.S.), it was created for my personal use and to provide an alternative. I would be happy, if mod authors would try out my system and I will answer any questions you might have about my framework. If you have suggestions, questions, bugs, etc. please let me know in the support thread! I created a Google Translation Document, feel free to contribute! Be sure to unhide columns you hid, after you are done. You can also send me translation files via pm. If any of the translators wants to be credited for their work, shoot me a pm and I will gladly add you to the front page, please also state, for which languages. The documentation for the implementation of my mod, can now be accessed either: via SLIF_Main.psc via the scripts, that are either in the .7z folder or in the folder you installed the mod to via a manager, which are located in the following folder: Data\Scripts\Source\SexLab Inflation Framework\ via the SexLab Inflation Framework Documentation via the SexLab Inflation Framework implementation without dependency SLIF Installer Backup: Dropbox Folder SLIF Patches Backup: Dropbox Folder How to add custom Bodymorphs to the Bodymorphs page. Since I'm tired of repeating myself over an over, here is a blog post, with quick steps, on how to report errors. Description: The Inflation Framework is the first SexLab mod I ever created. It can be installed at any time into your game. The mod itself does nothing on it's own (except for the sliders in it's mcm menu) and needs some changes in scripts of mods, which want to use my framework. The mod idea sprung from the simple frustration, that the mods I installed were fighting all the time, who gets to inflate my character and sizes changing rapidly, while using mods like: Beeing Female, Fill Her Up, Milk Mod Economy, etc. It was created for personal use, but with the intention of sharing it on this board. Support for new mods will follow in the future, but I would like to encourage mod authors to check out my system. There may be similar mods, but this one is my two cents for this problem. Most features are implemented, but I will continue to update it as long as I have ideas for it. For mod users: Just install the framework, place the esp anywhere in your load order and install the compatibility scripts for the mods you use. Let me know in the support thread what you think of my mod and if you like it?! Let me know about any bugs, suggestions etc. in the support thread. For mod authors: All sources for the scripts I made/changed, are in the subfolder "SexLab Inflation Framework" of the source folder, the sources of the mods I made compatible are in the same folder, but in a respective subfolder for each mod. Installation: I would recommend installing it with a mod manager of your choice. make sure all mods have the same versions as the patches placement of the SLIF esp is irrelevant For Mod Organizer: place the main file anywhere on the left side place the patches after all mods it patches on the left side place the files generated by SLIF in a different folder (example: SexLab Inflation Framework - Generated Files) For NMM: let SLIF overwrite all scripts and don't overwrite SLIF scripts For Wrye Bash: place SLIF after all mods it patches on the Installer page Updating: For Mod Organizer: click "replace" Todo: A very special Thanks to my Patreons (past and present)! Art Credits: SassaAria for the splash screen Translation Credits: LavaCreeper for the French translation Credits: Mod support log Full Changelog Submitter qotsafan Submitted 09/16/2018 Category Framework & Resources Requires See description Regular Edition Compatible No
  5. SexLab Inflation Framework Documentation Note: Example implementations can be found at the bottom of this page, for implementation without direct SLIF dependency, please view: implementation without dependency Important Variables: Actor kActor: The actor, who is inflated. string modName: The name of your mod, which is also displayed in my mcm menu. string sKey: One of the keys (for each node) defined by SLIF. All keys can be accessed via SLIF_Main.ConvertToKey(String node) The list of keys is located in \SKSE\Plugins\StorageUtilData\SexLab Inflation Framework\Lists.json Example: slif_left_breast string node: The node, which is to be inflated, has an equivalent sKey, defined by SLIF. All nodes can be accessed via SLIF_Main.ConvertToNode(String sKey) The list of nodes is located in \SKSE\Plugins\StorageUtilData\SexLab Inflation Framework\Lists.json Example: NPC L Breast string syncKey: SyncKeys are special keys, which can inflate multiple nodes at the same time. The list of sync_keys is located in \SKSE\Plugins\StorageUtilData\SexLab Inflation Framework\Lists.json Example: slif_breast string oldModName: The name of an already existing key for a NiOverride node from your mod, can be set, so SLIF takes the value over and removes it. float value: The value for the actor, for your mod, for the node to be inflated. Can be accessed like this: SLIF_Main.GetValue(kActor, modName, sKey, default = 0.0) float minimum: The minimal value for the actor, for your mod, for the node, can set when calling "inflate" or "registerActor" Can be set like this: SLIF_Main.SetMinValue(kActor, modName, sKey, minimum) Can be accessed like this: SLIF_Main.GetMinValue(kActor, modName, sKey, default = 0.0) float maximum: The maximum value for the actor, for your mod, for the node, can set when calling "inflate" or "registerActor" Can be set like this: SLIF_Main.SetMaxValue(kActor, modName, sKey, maximum) Can be accessed like this: SLIF_Main.GetMaxValue(kActor, modName, sKey, default = 100.0) float multiplier: The multiplier value for the actor, for your mod, for the node, can set when calling "inflate" or "registerActor" Can be set like this: SLIF_Main.SetMultValue(kActor, modName, sKey, multiplier) Can be accessed like this: SLIF_Main.GetMultValue(kActor, modName, sKey, default = 1.0) float increment: The increment value for the actor, for your mod, for the node, can set when calling "inflate" or "registerActor" Can be set like this: SLIF_Main.SetIncrValue(kActor, modName, sKey, increment) Can be accessed like this: SLIF_Main.GetIncrValue(kActor, modName, sKey, default = 0.1) Additional functions: Function SetMinMaxValue(kActor, modName, sKey, minimum = 0.0, maximum = 100.0) Function SetMinMaxMultIncrValue(kActor, modName, sKey, minimum = 0.0, maximum = 100.0, multiplier = 1.0, increment = 0.1) int gender: The gender of the actor. (default: -1, SLIF_Main.GetGender() will handle the value internally, if no gender value is set) Setting the gender is normally unecessary, since genders are now handle internally by my framework. the gender can be get and set (a valid value for gender will set the gender) like this: SLIF_Main.GetGender(kActor, int gender = -1) list of genders: Deprecated. int perspective: Obsolete. Important SLIF_Main Functions: inflate: The main function of this mod, which does what it says, it inflates (or deflates) the specific node (defined through the assigned key) from the actor. inflate will now call inflateBoth, if it's called with a key for inflateBoth. Function inflate(Actor kActor, string modName, string sKey, float value, int gender = -1, int perspective = -1, string oldModName = "", float minimum = -1.0, float maximum = -1.0, float multiplier = -1.0, float increment = -1.0) Global inflateMultiple: Function to inflate, same as inflate(), just multiple nodes at the same time. No optionals this time, since arrays can't be none and have to be initialized with an array of at least size 1. Function inflateMultiple(Actor kActor, string modName, string[] sKeys, float[] values, int gender, int perspective, string oldModName, float[] minimum, float[] maximum, float[] multiplier, float[] increment) Global inflateMultiple example: String[] sKeys = new String[2] sKeys[0] = "NPC L Breast" sKeys[1] = "NPC R Breast" Float[] values = new Float[2] values[0] = SomeValue values[1] = SomeValue SLIF_Main.inflateMultiple(PlayerRef, "SomeModName", sKeys, values, -1, -1, "", new float[1], new float[1], new float[1], new float[1]) inflateBoth: Convenience function to call inflateMultiple() with predefined default values. Function inflateBoth(Actor kActor, string modName, string sKey, float value, int gender = -1, int perspective = -1, string oldModName = "", float minimum = -1.0, float maximum = -1.0, float multiplier = -1.0, float increment = -1.0) Global registerActor: Is automatically called the first time "inflate" is called. Can be called sooner, if you want to register the actor first and then inflate him/her. Is only called once and never again, as long as the actor stays registered with SLIF. Function registerActor(Actor kActor, string modName, string sKey = "", int gender = -1, string oldModName = "", float minimum = -1.0, float maximum = -1.0, float multiplier = -1.0, float increment = -1.0) Global unregisterActor: Can be called, if you want to unregister the actor for your mod, will be registered again, once inflate or registerActor is called. Function unregisterActor(Actor kActor, string modName = "All Mods") Global updateActor: Can be called to update the actor for either the defined key or all keys, if no key is set, with the current value(s). Normally does not have to be called. (An example would be my scanner) Function updateActor(Actor kActor, string modName = "All Mods", string sKey = "", int gender = -1, int newGender = -1, int perspective = -1, string oldModName = "", float minimum = -1.0, float maximum = -1.0, float multiplier = -1.0, float increment = -1.0) Global Example Implementation: Check if SLIF is installed: Bool Function isModInstalled(String mod) Global Return Game.GetModbyName(mod) != 255 Endfunction bool slif_installed = isModInstalled("SexLab Inflation Framework.esp") Variable declaration: Actor kActor = Game.GetPlayer() String modName = "Fill Her Up" String oldModName = "FillHerUp" float value = (some_algorithm) as float String belly_key = "slif_belly" or "NPC Belly" float belly_min_default = 1.0 float belly_max_default = 10.0 float belly_mult_default = 1.0 float belly_increment_default = 0.1 Inflate actor: if (slif_installed) float belly = SLIF_Main.GetValue(kActor, modName, belly_key, value) float belly_min = SLIF_Main.GetMinValue(kActor, modName, belly_key, belly_min_default) float belly_max = SLIF_Main.GetMaxValue(kActor, modName, belly_key, belly_max_default) float belly_mult = SLIF_Main.GetMultValue(kActor, modName, belly_key, belly_mult_default) float belly_increment = SLIF_Main.GetIncrValue(kActor, modName, belly_key, belly_increment_default) SLIF_Main.inflate(kActor, modName, belly_key, belly, -1, -1, oldModName, belly_min, belly_max, belly_mult, belly_increment) else do CANS, NiOverride or NetImmerse stuff endIf Example above as one line: if (slif_installed) SLIF_Main.inflate(kActor, "Fill Her Up", "slif_belly", value, -1, -1, "FillHerUp", 1.0, 10.0, 1.0, 0.1) else do CANS, NiOverride or NetImmerse stuff endIf Unregister actor, once he/she is not needed anymore: if (slif_installed) SLIF_Main.unregisterActor(kActor, modName) endIf Disclaimer: It is important to note, that, if you are using NiOverride as alternative scaling to my mod, you will need to call the "inflate" function, with the "oldModName" set as the key you are using for the NiOverride scaling, so my mod can remove it, if present and use the scaling.
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