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- Convoluted Lore Monger
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Programming, Physics, and mah Immersion
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I would like to implement some alternative routes when I come back to skyrim, but for now the only method is editing the values manually in the MCM.
- 1062 replies
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The mod should be compatible with SE/AE out of the box, you can also re-save the plugin in the SE Creation Kit to update it's form version to 44 but that shouldn't be necessary. As for CBBE 3BA, the main thing you'll need is CBBE textures, some people have posted their own textures for CBBE in this thread but you can also use this: https://www.nexusmods.com/skyrimspecialedition/mods/99123 to convert the current textures to CBBE. The last thing is the morphs, the current morphs should work most of the time with CBBE but there has been some reported odd behavior. I have set up the mod so people can change and recompile a few papyrus scripts to alter the morphs for each of the corruptions but I forget if anyone's converted those to use CBBE morphs yet.
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I kind of did? Whenever you pick up the quest item it should give you two different objectives, "Return the item to quest giver OR Inspect the item". Though I guess that's not clear enough as is.
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Okay, the way the quest is supposed to end is the seamstress paths out of the inn back to their shop and that stops the quest, but since this is in Solstheim the pathing fails and the quest doesn't end. I'll need to implement a fix for that when I start working on this mod again. For now just enter into the console: setstage _DL_QuestSeamstressRetrieve 50 And that should stop the quest.
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Is that not an option? I swore I implemented that dialogue choice. Even if I didn't you can 'complete' the quest by turning in another of the misc items they want even if it didn't come from the dungeon they pointed you to. That is bizarre. Can you type into the console: sqv _DL_QuestSeamstressRetrieve and tell me what the stage of the quest is and whether it's running?
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Eh, it's currently treading water, I think. I'm intermittently working on stuff but real-life crises, work projects, and other games keeping getting in the way. So, don't expect anything anytime soon.
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Yup, this was just a naming convention I used so all the cells I added were moved to the top of the cell list. Same with all the other other forms. I wasn't aware this was a thing that SE did until well after I used this convention in all of my mods.
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Currently that's all the content. 4 Repeatable Trainings and a Fetch Quest for each of the 6 Lore Mongers. If I ever have time to come back and work on this mod again I have ideas written down for better one-off quests and potentially whole quest lines.
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I'm guessing it's either: -Some bimbos are using outfits that aren't bodyslide enabled or -Some bimbos are marked as 'unique characters' and some are not and you don't have npc body changes enabled for either unique or non-unique nps If you can give more info on exactly what npcs are and aren't changing weight I'll be able to look into this further.
- 243 replies
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- bodyslide
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I haven't looked into extensions that let me read from and write to json files. And I'd rather not have skse extensions like that required since it would make porting to SE much harder. Although I've been considering looking into json extensions as an optional requirement to make the bodyslide presets easier to implement since the only other option currently is editing the scripts themselves. For the moment, to make a patch all you need to do is: Open the mod in xEdit Find the FormID list and select 'copy as override into' and type in a name for the patch file Right-click on the new .esp file in the list, select, 'Add Masters' and select the eye mod you're using Go the formlist in the new .esp and r-click and select 'add' on the blank line near the top of the list Scroll down to the bottom of list, r-click on the Null Reference entry, click 'edit' and enter the formid of the eye headpart you want to add Tip: You can use CTRL+I while selecting a form in xEdit to copy its formid
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I think seekers should also provide tentacle corruption but that might still be bugged in the current version. The tentacles from the Estrus mod are the other main source addiction.
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"Corruption Use Mult", which is set per addiction, or "Corruption Use Global Mult" to affect all of them. You can also enable "Debug Mode" which will let you manually set Withdrawal, Addiction, Corruption, and Transformation values if you just want to test things.
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Currently eye changes only affect characters that use vanilla eyes. But you can make a patch easily but just adding whatever eyes you are using to the CorruptionListEyesAll formID list. This is done so there's a way to save what your character's eyes originally were (as an integer in a script which references an entry in that list) so they can be reverted if they get untransformed.
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Yup, most food mods should be recognized already. If they aren't, it's likely that they're using a different 'eat' sound. In that case just add that eat sound to the BodyBuildersListFoodSound formID list through xEdit. Also, if you have a mod that adds deserts and sweets you can add them to the BodyBuildersListSweets formID list to make them more fattening.
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Bimbos Of Skyrim LE/SE
Code Serpent replied to jib_buttkiss's topic in Downloads - Skyrim Adult & Sex Mods
Bit of feedback: I'm guessing you're using the RegisterForUpdateGameTime() function. Are you using RegisterForUpdateGameTime(24), so it only hits once every 24 hours? Because if it does then it might get stuck and only hit after 48 hours depending on how time passes. It might be better to use a shorter update time, like an hour or 3 hours, and then just note down and compare the GameDaysPassed value through a variable instead.- 9531 replies
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