<?xml version="1.0"?>
<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/2247-being-a-cow-changelog/</link><description><![CDATA[<p>
	Since it is quite annoying to copy over the whole changelog each rime I create a new version because LL clears it, this blog will now serve as the Changelog.
</p>
]]></description><language>en</language><item><title>Being A Cow ChangeLog</title><link>https://www.loverslab.com/blogs/entry/20536-being-a-cow-changelog/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Version 2.1.3</strong></span>
</p>

<ul>
	<li>
		changed UnevenBreasts mutation application thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/1707425-theevillfox/?do=hovercard" data-mentionid="1707425" href="https://www.loverslab.com/profile/1707425-theevillfox/" rel="">@theevillfox</a> in two ways: (1) for 3ba it now scales L/R Breast01..03 nodes instead of NPC L/R Breast and (2) it optionally now also uses the json file, just add 2 sections à la

		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">	"MutationUnevenLeftBreast" :
	[ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0]
		[ "L Breast01",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "L Breast02",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "L Breast03",            false, [ 0.8 ], [ 0.0 ], true ]
	],
	"MutationUnevenRightBreast" :
	[ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0]
		[ "R Breast01",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "R Breast02",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "R Breast03",            false, [ 0.8 ], [ 0.0 ], true ]
	]</span></pre>
	</li>
	<li>
		fixed alias assignment in quest bac_cowgrazing having had the 5th plant alias omitted from distribution thus causing weird behaviour of that quest
	</li>
	<li>
		fixed quest After Storm where the quest script would remove MME's Being Milked Passive spell to stop milking only to have the player alias start milking again because of Untamed Milk auto start. When getting strapped into any milker, MME will not start milking if it is already running
	</li>
	<li>
		changed already added follower dialogue to the vanilla DialogeFollowerQuest to optionally fire a mod event for EFF on wait/follow options
	</li>
	<li>
		fixed spell bac_bovine_degrading (one of the "Being A Cow" spells) to no longer use RegisterForUpdate() in favor of RegisterForSingleUpdate(). The former could cause a race condition with the grazing start so you'd get hungry while at the same time the hungry timer starts again. Due to high script load the hungry checking could take more than 5 seconds which was the interval of the update timer thus causing the next update to overtake the current one.
	</li>
	<li>
		added generic clearing of BAC's body morphs upon successful de-bovinification. Else, e. g. Steatopygia would hang on.
	</li>
	<li>
		fixed debovinification process where the pc cow would sometimes and seemingly at random unequip all items.
	</li>
	<li>
		changed the default SE tails from 6b (short) and 5e (long) from <a href="https://www.nexusmods.com/skyrimspecialedition/mods/78879" rel="external nofollow">Fantasy Creature HDT SMP Tails</a>  to its next version <a href="https://www.nexusmods.com/skyrimspecialedition/mods/81636" rel="external nofollow">Fantasy Creature HDT SMP Race Menu Tails II</a>
	</li>
	<li>
		changed NiOverride dumps to produce sorted output in the console
	</li>
	<li>
		added a debug option to MCM to reset BAC's stuck reequip quests, this option will automatically trigger once on game load
	</li>
	<li>
		added a toggle for the curse starts on sex option to choose if you want it to start with all animation tags present vs. any one tag present
	</li>
	<li>
		changed cow head scaling. Prior versions did a scale on CowHead1..8 mutations and another scale on CowNeck mutation. Both scales nulled each other somehow. Now, head scaling starts with at least CowHead1 and/or CowNeck. Base head scale is 1.0 and CowNeck adds 0.1. Each CowHead mutation adds another 0.0125, so with CowHead8 and CowNeck you end up at 1.2. This honors the section "ChangeHead2" of the json file meaning it is multiplied by the factor you put in there.
	</li>
	<li>
		(SE only) added optional support for <a href="https://www.nexusmods.com/skyrimspecialedition/mods/162963" rel="external nofollow">SPD</a> which I created on the nexus. Use this, if you want concurrent re-naming of your bimbo cows between BoS and BAC. BoS will support that in its newest version. With that in place, you can have bimbo cows attributed by BAC <strong>and</strong> renamed by BoS, e. g. "Ayrshire Jarl Elli the Whore".
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.1.2</strong></span>
</p>

<ul>
	<li>
		<p>
			<span style="color:#e74c3c;"><strong>I now create the distribution based on the SE version.</strong></span> The LE esp version is backported using this xEdit script: <a href="https://www.nexusmods.com/skyrim/mods/114984" rel="external nofollow">https://www.nexusmods.com/skyrim/mods/114984</a>. If you encounter problems using this, please try to find a solution based on the SE esp first, I have no better idea.
		</p>
	</li>
	<li>
		<p>
			added HDT-SMP tails for SE only, optional alternate SMP tails made by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/7620653-unknown22923/?do=hovercard" data-mentionid="7620653" href="https://www.loverslab.com/profile/7620653-unknown22923/" rel="">@Unknown22923</a> are also available
		</p>
	</li>
	<li>
		<p>
			added visible cow flop for SE
		</p>
	</li>
	<li>
		<p>
			<strong>changed format and scanning of actor_base.json</strong> to allow a completely SLIF-free morphing and to greatly reduce the string spelling problem. If you don't use any SLIF keys in there, SLIF is no longer required for BAC. However, this may require you to reformat you own json file. Store that away before installing the new one to be able to adapt it afterwards. <span style="color:#e74c3c;"><strong>If you've used the JSON before and changed it, make a backup to be able to migrate the changes to the new format.</strong></span>
		</p>
	</li>
	<li>
		<p>
			added an MCM page to display all bodymorphs applied by BAC via NiOverride (as opposed to SLIF)
		</p>
	</li>
	<li>
		<p>
			changed Acolyte Jenssen's service quest to apply the bodymorph reductions only after SexLab has deregistered the player as opposed to within the AnimationEnd mod event. Else the removals would not take place immediately under SE but needed change of location first.
		</p>
	</li>
	<li>
		<p>
			added sliders to change the growth steps for breasts and feet due to voluptuousness/podomegaly potions
		</p>
	</li>
	<li>
		<p>
			added a toggle option on request for <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/5805686-ricordi/?do=hovercard" data-mentionid="5805686" href="https://www.loverslab.com/profile/5805686-ricordi/" rel="">@Ricordi</a> to disable leg node transformations (no thicc thighs)
		</p>
	</li>
	<li>
		<p>
			changed Paul's remote punishment removing the repeated potion application for each step and replacing it with a single overall boob/hooves morphing thus hopefully reducing the script load at least at later stages
		</p>
	</li>
	<li>
		<p>
			changed overlay reservation on cow registration for SE/AE. Since the visibility order in SE is opposite to LE, the slots will be assigned highest first in SE (LE: Ovl[0] ist first, SE: Ovl[&lt;max - 1&gt;] is first)
		</p>
	</li>
	<li>
		<p>
			added a toggle option to have the vertical tongue position automatically adjusted with the large CowHeads (5 throught 8). Each of those will add 1 (CowHead5) or 2 (6 through <span class="ipsEmoji">😎</span> to the tongue's height position set in MCM with this option active.
		</p>
	</li>
	<li>
		<p>
			added some face morphs via ActorBase.SetFaceMorph() to npc cows depending on their FaceCow mutations. These do not show on npcs with prefab heads but may occur later when mutating with CowHead1, etc.
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.1.1</strong></span>
</p>

<ul>
	<li>
		<p>
			fixed an endless loop in bac_actor.pex (ExecuteOrgasmEnd)
		</p>
	</li>
	<li>
		<p>
			added a toggle to stop MME milking loop at end of curse to not have the curse trigger on milking immediately again
		</p>
	</li>
	<li>
		<p>
			added options to change the slot assignments of the cow items. This requires editing the meshes (.nifs) and the armor/armor addons (in CK) to assign those changed slots. With BodySlide generated items, only the ShapeData blueprint mesh needs to be changed and then re-generated, for other items, the files distributed in data\meshes\bac (distributed in the bsa) need to be changed. Use with extreme caution! I will not be able to help you there should items stop appearing. If you intend to do that, I recommend making an addon mod to BAC and change those slots there collecting all meshes required in the process and storing them separately from BAC so that you don't need to redo all of this each time I publish a new version. Be warned! There are currently shy of 700 meshes involved since each appearance facet normally carries extra meshes.
		</p>
	</li>
	<li>
		<p>
			added options to bypass up to 3 otherwise blocked mutations for single cows on Cow Settings page. This way you can generally disallow some mutations and still have them applied to selected actors.
		</p>
	</li>
	<li>
		<p>
			added an (non-)immersion option to have a UIListMenu pop up for mutation selection instead of just randomly selecting one thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/2938119-masterofgamespl/?do=hovercard" data-mentionid="2938119" href="https://www.loverslab.com/profile/2938119-masterofgamespl/" rel="">@masterofgamespl</a>. The first option of that menu will always be "Mutation for &lt;cowname&gt;" so you should be able to select the mutation for the intended cow should multiple cows transform simultaneously. If you select that line directly, the standard random selection will take place. With less than two mutations available the menu will be skipped.
		</p>
	</li>
	<li>
		<p>
			added some script functionality to change your name back after you exit Paul's slavery (*not* just after debovinification!). This will not work in a running game where the renaming already took place. During your cow alias phase, you may edit your original player name in BAC MCM. If you clear that name, it will be reset to its value when entering MCM at menu exit again. Having an empty player name would result in dysfunctional gameplay.
		</p>
	</li>
	<li>
		<p>
			added a new Coldharbour effect "Coldharbour's Cord" which will double any growth effects from Paul's Voluptuousness and Podomegaly as well as Enormous Boobs potions.
		</p>
	</li>
	<li>
		<p>
			added a new cow color "Brown Spots" to represent brown spotted cattle (Ayrshire) which prompted me to rename the old "Brown (Spots)" color to "Black Spots". Textures are thankfully provided by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/396689-addywil/?do=hovercard" data-mentionid="396689" href="https://www.loverslab.com/profile/396689-addywil/" rel="">@Addywil</a>. This requires downloading of the tats archive again since the fur textures end up in there.
		</p>
	</li>
	<li>
		<p>
			added a slider on the Sounds page to configure a volume percentage for sounds played while in a dialogue menu so that they can be drastically reduced in volume to hear what's being said. Keep in mind that sounds already playing when entering or exiting dialogue will keep their volume. This is applied to all BAC sounds of all cows present, though footstep sounds will be unaffected since the script cannot influence them.
		</p>

		<p>
			 
		</p>
	</li>
</ul>

<p>
	<span style="font-size:18px;"><strong>Version 2.1.0</strong></span>
</p>

<ul>
	<li>
		remapped ~150 property values lost due to inaccessability of property lists and CK constantly losing them one by one when trying to view the property list of a given script with the cause being property zadLibs of script bac_store.psc. Access to zadLibs has been isolated into bac_zad_access.psc to no longer harm my property lists. Finding this out took 3 months, frustration pauses included, since the available error from the papyrus0.log only states "property list too large" and does not mention the culprit - in this case script zadLibs.psc. <s>That error may appear with any script that directly or indirectly uses zadLibs as a property itself.</s> The problem originated in a) my installation of SLIF (patched) which apparently shipped an outdated version of zadlibs.pex overwriting the newer one from DD 5.2 and b) a wrong duplicate setting in SkyrimEditor.ini (bInvalidateOlderFiles in section [Archive] was set to both 1 and 0 with the latter setting being applied). Apparently it did not appear with *all* those scripts depending on the mood of the LE CK <s>weather or something else</s> because that error appeared with *different* scripts each day. <span style="color:#e74c3c;"><strong>This requires a clean save / fresh start!</strong></span> Also make sure to clean out any residual loose bac scripts as described in item #3 of the FAQ on the file page.
	</li>
	<li>
		changed face tint application to only happen after at least CowHead1 or FaceCow1 mutation is active, also added a toggle in MCM to turn it completely off for those of you experiencing some blackfacing issue
	</li>
	<li>
		replaced old cow horns with <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/396689-addywil/?do=hovercard" data-mentionid="396689" href="https://www.loverslab.com/profile/396689-addywil/" rel="">@Addywil</a>'s new horns, also added the horns with circlets (=helmet) and the milkstone misc item, also the smaller horns &amp; ears are now twin objects for slots 42 and 55 each. It turned out that with some foreign mod hairstyles the slot 42 items were not rendered correctly
	</li>
	<li>
		added a misc quest to obtain a milkstone and have Madesi craft the circlet which then can be applied by Paul. That quest can be started either by asking Paul about helmets or by looting a dead cow (there's a configurable chance in MCM to find a milk stone). In any case that milk stone is <em><strong>intentionally not a quest item</strong></em>! This is done for those of you who do not care for it but find it nonetheless in a dead cow and then want to sell it. There's only one active milk stone available at any given time meaning you'll have to complete that misc quest by getting the circlet applied to someone (pc or npc) before being able to find the next milk stone.
	</li>
	<li>
		fixed bell &amp; nose ring removal if that item is disabled via MCM to encompass the shadow item in slot 47 thanks to a post from <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/4805109-astor2015/?do=hovercard" data-mentionid="4805109" href="https://www.loverslab.com/profile/4805109-astor2015/" rel="">@astor2015</a>
	</li>
	<li>
		reworked the objectives and marker locations of quest bac_afterstorm so Proventus should now move coherently and lead you to the milker. Also changed milk target checking to MME's mod event which saves us a lot of lag
	</li>
	<li>
		<p>
			getting caught by the hunters (either pack of them) will now dispel all running magic effects as it's essentially the same as getting jailed
		</p>
	</li>
	<li>
		<p>
			changed the misc quest for the recipe to Conditions instead of manually filling the aliases
		</p>
	</li>
	<li>
		<p>
			added options to start/progress the curse on being raped and (optionally) *not* to progress on milking. Disabling progress on milking will currently render the pc unable to lose the curse.
		</p>
	</li>
	<li>
		<p>
			added a toggle option to enable forced item equipping during quest furniture scenes - use with caution. ZaZ furniture tends to CTD when something changes the z base transform (e. g. high heels)
		</p>

		<p>
			 
		</p>
	</li>
</ul>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.10</strong></span>
</p>

<ul>
	<li>
		fixed a function call in bac_menu.pex which apparently shadowed a "private" function of the same name in SKI_ConfigManager.pex
	</li>
	<li>
		changed (Un)Block(Self)Bovinification to also service male MilkMaids, if enabled in MME
	</li>
	<li>
		changed degraded cow Moo dialogue to also award a moo skill point if dialogue leads to breastfeeding
	</li>
	<li>
		changed naming dialogue (Cow 32/Maggie) to trigger YPS via ModEvent, so that YPS also recognizes the new name
	</li>
	<li>
		added an option to skip face tint fix for custom races
	</li>
	<li>
		added package overrides for Marc so that he proceeds straight to Whiterun and does not reverse his journey halfway
	</li>
	<li>
		changed freak show dialogue actor selection to no longer consider actors active in a SexLab animation
	</li>
	<li>
		added reaction to YPS' yps_GenderChange mod event (will occur with YPS version from 6.7.2 onwards) to re-register NiOverride slots, etc. for an already registered cow
	</li>
	<li>
		added mod event calls for yps on name change ("Cow 32") and for udders/tongue equip (since those use piercing slots and tend to get unequipped by YPS)
	</li>
	<li>
		reduced calls to NiOverride.RemoveNodeTransformPosition/Scale to those transformations that actually exist
	</li>
	<li>
		fixed Paul's service reopening which previously only happend on game load because I mixed up OnUpdate() and OnUpdateGameTime()
	</li>
	<li>
		added new Coldharbour effect "Coldharbour's Glow" which will distribute arousal and thus make all npcs horny around the pc. Also there's a configurable chance of any npc actor (ActorTypeNPC) undressing when their arousal exceeds 50
	</li>
	<li>
		changed Coldharbour's Aura effect to no longer play crotch idle when npc is in combat because that would cause them to stop fighting actively
	</li>
	<li>
		changed text of scroll recipe to include the info to use it on a tanning rack
	</li>
	<li>
		added removal of CowBack1/2 and CowNeck when locking the pc into the milking machines in Captured Cow 1 and 2 (and re-setting of the spine when exiting). This will ignore "Cow Back Reduce in Animation" setting from MCM since the machine is not able to lock you in when your center of gravity is too far away from the actual furniture and disabling this would still cause the quest to get stuck
	</li>
	<li>
		changed beginning of Hammerheart, the objective "Find Paul in Riverwood" will be displayed at a somewhat later time since you are not already cursed when starting the game.
	</li>
	<li>
		added dialogue to quit enslavement to Paul once you've cleared your debt. Any deposit at this point will either be split between you and Paul (Paul's base mood between -10 and 10) or withheld by Paul (base mood less than -10) or given to you (base mood greater than 10), if you accept.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.9</strong></span>
</p>

<ul>
	<li>
		added tint mask support for npc cows. Now each time a cow head is applied, the original tintmask from that npc's prefab head should be restored
	</li>
	<li>
		added options to optionally make BAC mutations cause BoS (Bimbos of Skyrim) corruption if you have that installed
	</li>
	<li>
		added hand footstep sets to the stage 13 hands as well
	</li>
	<li>
		fixed two calls to SLIF in bac_camerapos.psc to point to NiOverride when SLIF is not installed
	</li>
	<li>
		moved tats color selector from the BAC settings page (player only) to the cow settings page where it now features for every cow. This will also load the color preset for the new color if present
	</li>
	<li>
		added a toggle to apply the regular fur tats with NakedAss mutation as an individual setting for each cow. This way you do not need to disable NakedAss, if you just not want it for some specific cows. Let them get it nonetheless and disable the naked fur tats here.
	</li>
	<li>
		instead of the pc color selector, there are now toggles for each color. With these you can narrow the range of colors randomly selected with any new cow to those you like. You must leave at least one color active and it will not affect color forcing by potion or MCM.
	</li>
	<li>
		added a new dialogue option for Marc at the end of Cow's Tears. To avoid the hunter combat you can now submit directly to Marc. Please give the script some 10 seconds to catch up.
	</li>
	<li>
		If you disallow fur in MCM, CowNose will now be disallowed, too since it's technically a fur part.
	</li>
	<li>
		fixed freeing up of NiOverride slots on debovinification thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/9050337-pnclarity001/?do=hovercard" data-mentionid="9050337" href="https://www.loverslab.com/profile/9050337-pnclarity001/" rel="">@PNclarity001</a>.
	</li>
	<li>
		added load/save functionality for MCM settings. This does *not* include custom race settings. Those IDs are absolute and would likely cause a CTD on a new game with different load order. It also does not include the color settings. Those are still saved from the Cow Settings page.
	</li>
	<li>
		merged cow height calculation into one function to get the same comprehensive height for every call (was calculated separately for tall/stunted vs. normalized cow before)
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.8</strong></span>
</p>

<ul>
	<li>
		MCM random max stage slider now has a range from 30 to 50
	</li>
	<li>
		added milkier tats for cows with LactationBursts to replace those gained with UntamedMilk. <strong>This requires downloading of the tats archive again!</strong>
	</li>
	<li>
		split LongHorns mutation into two: Long Ears and then LongHorns thanks to a suggestion from <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/546009-h-bof/?do=hovercard" data-mentionid="546009" href="https://www.loverslab.com/profile/546009-h-bof/" rel="">@H Bof</a>. <strong>This requires downloading of the loose files archive again!</strong>
	</li>
	<li>
		added keyword zad_Lockable to all mutated hands and hand hooves (they already have zad_DeviousGloves)
	</li>
	<li>
		added keywords zad_Lockable and zad_DeviousCollar to all cowbell/ring combo items
	</li>
	<li>
		made a wilderness encounter (WE) quest to hopefully speed up the hunter encounter. I had those hunters happen on me the regular way every time I tried to test that, though, so it's considered experimental
	</li>
	<li>
		added dialogue to Paul to exchange the pc cow's nosering as long as you got that from Paul's branch of the intro (quest After Storm). This is just the immersive option to the already existing MCM option
	</li>
	<li>
		moved the milker in Dragonsreach from the cellar to the kitchen to make that more accessible
	</li>
	<li>
		added a check for filled alias bacFurniture at stage 10 of quest Captured Cow
	</li>
	<li>
		re-implemented ready message when Paul is again willing to service you
	</li>
	<li>
		added two new mutations thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/1143156-darkdraketom/?do=hovercard" data-mentionid="1143156" href="https://www.loverslab.com/profile/1143156-darkdraketom/" rel="">@darkdraketom</a> called Small Cavity and Large Cavity. They can be obtained after stage 15 (small) and 18 (large) because they require udders. Assuming those udders take in air which creates air pockets, the milk starts sloshing around and creates sloshing sounds. The small udders will only ever issue the small cavity sounds regardless of your rank in this mutation. Those sounds are attached to the udders as footstep sets, so their volume is set by the general footstep volume setting. In addition, they are played on StageStart, StageEnd, LeadInStart, and LeadInEnd SexLab mod events. The volume of these occasions can be adjusted on the sounds page in BAC MCM.
	</li>
	<li>
		enabled the secondary mutations Hungry, ShortArms, LargeHooves, and HugeHooves also for slim cows, slim cows now also get Defecate and all the rest
	</li>
	<li>
		changed mutation checking so that you can disable a mutation target already applied to the pc. It will *not* remove the mutation from the pc, but after losing it e. g. via debovinification she will not get it again
	</li>
	<li>
		made an option to clear npc cow outfits on registration. Those cows will be given their outfit items one last time but they may not equip them again and again after destroying them as a cow.
	</li>
	<li>
		changed cow item equip function to respect DD devices. It will still unlock/unequip that device in hardcore mode but use the zadLibs function for that, so that it is properly removed together with its shadow object. If that item appears to be a DD quest item, it will *not* be removed and you get a message box instead.
	</li>
	<li>
		added new cow color black (named Black Angus) plus color switch potion for black
	</li>
	<li>
		with the black cow, I re-created the white head fur like the black based on the brown so it should fit better around the eyes
	</li>
	<li>
		suspended cow defecating while actor is active alias for blacksmith workloop. Else she would leave the furniture and the workloop would complete without her being serviced.
	</li>
	<li>
		added new mutated hands from <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/396689-addywil/?do=hovercard" data-mentionid="396689" href="https://www.loverslab.com/profile/396689-addywil/" rel="">@Addywil</a> now completed with shoed versions (do not forget to run BodySlide). When you get them shoed and they mutate further afterwards, those shoes will burst off and need to be reapplied by Paul - the same goes for debovinification and losing the hand hooves for those hands again and also for the feet. if the foot hooves grow or shrink, any irons will now need to be reapplied again.
	</li>
	<li>
		made the SE version after finally getting my SE setup cleaned up and reinstalled. This version is just the converted LE version as done by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/6039064-evilbom/?do=hovercard" data-mentionid="6039064" href="https://www.loverslab.com/profile/6039064-evilbom/" rel="">@evilbom</a> previously. Two differences: (1) I created the bsa and the texture bsa from CK and not with CAO. That way, they are way smaller and (2) I did not convert the head meshes with NIF Optimizer but used <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/4296035-obryanov/?do=hovercard" data-mentionid="4296035" href="https://www.loverslab.com/profile/4296035-obryanov/" rel="">@Obryanov</a>'s method instead, so those should be SSE head meshes and no longer cause CTDs. Still this is provided as is since I do not have the time to test it on SE.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.7</strong></span>
</p>

<ul>
	<li>
		<p>
			added an option in MCM Mutation Settings to remove CowBack/CowNeck for RaceMenu visits (experimental)
		</p>
	</li>
	<li>
		<p>
			added a new lesser power "Soul Gift" which will essentially cast a Soul Drain on your sex partner upon orgasm to gift their soul to Molag Bal. This will be added with cow stage 6 (and removed again when dropping below 6)
		</p>
	</li>
	<li>
		<p>
			fixed loading of preset (nose alpha value was incorrectly loaded as int from float thus resulting in 0.000)
		</p>
	</li>
	<li>
		<p>
			changed Coldharbour's Aura effect to an area spell which does the schlong growing more reliably. Also, it will no longer play the animation on targets hit, if they are in a sit or mount state
		</p>
	</li>
	<li>
		<p>
			now clearing StrongBoxKey alias on A Craftsman's Masterpiece at stage 50 when you've obtained the plans, so you can get rid of the key
		</p>
	</li>
	<li>
		<p>
			Changed Coldharbour exit "portal" to an actual door. This way the text "To Abandoned House" does not stay on the screen after leaving Coldharbour
		</p>
	</li>
	<li>
		<p>
			Changed item toggles to menu options similar to the mutation targets, so you can enable/disable things differently for PC vs. NPC
		</p>
	</li>
	<li>
		<p>
			Added Bell/Ring item toggle menu
		</p>
	</li>
	<li>
		<p>
			made Paul's workloop cooldown a little more dynamic. Base wait time is random between 3 and 6 hours game time. Each npc cow you create will reduce the lower time by 1 game minute, thus e. g. 60 cows will lead to a cooldown between 2 and 5 hours. With such crowds wanting his service, Paul is inclined to work a bit more often
		</p>
	</li>
	<li>
		<p>
			made a timeout check on defecating quest to reset it if it hangs
		</p>
	</li>
	<li>
		<p>
			The percentage values behind Paul's nag messages (e. g. "I noticed that my hooves are larger even more!") are now turned off by default. They can be turned on again in the debug menu
		</p>
	</li>
	<li>
		<p>
			reworked the market place boob potion feed loop of the Freak Show quest to no longer overtake itself by trying to start the next actor/scene while the current one is still running. Implemented a 90-second timeout on actors not responding to the scene because they are otherwise occupied so it will not hang indefinitely. Freed actors from short-time amnesia, i. e. they will remember what you're doing once they have talked to you and have a slightly different dialogue next time.
		</p>
	</li>
	<li>
		<p>
			removed the transparency flags from the mutated hands so they should no longer appear translucent in some ENBs
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">Version 2.0.6</span></strong>
</p>

<ul>
	<li>
		added Soul Husks from the Soul Cairn to grazeables
	</li>
	<li>
		added an option to Cow Settings to include indiviual cows in the milking auto start with Untamed Milk despite having player only setting on that (MilkMaids only)
	</li>
	<li>
		changed activator of Cow Flop so it can be picked up and sold (for 5 septims to merchants or for 10 septims to farmers)
	</li>
	<li>
		Quest bac_cowgrazing will now be marked as failed if you do not find any grazeables within ~5 minutes
	</li>
	<li>
		changed assignment of plant aliases in quest bac_cowgrazing so that quest markers always appear
	</li>
	<li>
		changed Paul's dialogue and quest bac_blacksmith_workloop to service npc cow followers as well. You need to talk to your cow follower when she's at least stage 13 (cow hands) and you are only a short distance from Paul (&lt;2000'). She'll have a dialogue option to put her in the work alias. Then you can talk to Paul the usual way (Hi Paul!) and get an extra option to have him service her instead of you. Then you need to direct her to take a seat in the furniture. This was a nuisance since (a) there was no navmesh inside the stables building and (b) even with a navmesh the space is too crammed for two huge cows for one to be able to direct the other. Plus, that horse tends to get in the way too. So, I removed the inner stable wall and the second door to get it working. Paul will just walk up and say something and that's it for now. You can tell her to follow you again afterwards. I added some dialogue options for non-standard followers to vanilla DialogueFollower quest to be able to ask them to do something for you and follow you again afterwards. I'd recommend saving the game before asking Paul to service your friend because it can be quite tedious to get her into the furniture and the quest may time out on you. I've found the best place to direct your follower from to be just a little space off Paul's workbench on the left of the door so that you can see inside the stables and also fully see the furniture.
	</li>
	<li>
		changed the UnBlock Bovinification spell to (hopefully) work on vampires as well. At least it does on Serana now.
	</li>
	<li>
		some integration work to have BAC run alongside Bimbos of Skyrim and make Bimbo cows possible.
	</li>
	<li>
		added an option to Cow Settings menu to dump Node Overrides from NiOverride to console in an effort to quell those questions about not having enough overlay slots
	</li>
	<li>
		Debug menu now uses text options instead of toggle option (which were never toggled)
	</li>
	<li>
		changed Data\Textures\actors\character\SlaveTats\bac\cowface.dds to no longer ship the colors. Instead, those are now set by the same mechanism as the stretch colors and can be changed in Cow Settings MCM. If you already saved those as presets, those presets might need saving again to include those new settings.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.5</strong></span>
</p>

<ul>
	<li>
		<p>
			fixed a typo in the hand hooves mutation message
		</p>
	</li>
	<li>
		<p>
			fixed dremora messenger dialogue not correctly redeeming souls when choosing to remove Coldharbour spell effects
		</p>
	</li>
	<li>
		<p>
			removed no-interiors constraint from grazing quest
		</p>
	</li>
	<li>
		<p>
			removed bac_mcm_base.psc/pex (old menu base script) along with the quest scripts for the old menus
		</p>
	</li>
	<li>
		<p>
			added experimental iNeed support to the grazing quest
		</p>
	</li>
	<li>
		<p>
			added sliders for veins and cellulite alpha value and toggles for their glossiness
		</p>
	</li>
	<li>
		<p>
			fixed shoed version of stage 2 hand hooves using the wrong armor addon (hands vs. hooves)
		</p>
	</li>
	<li>
		<p>
			added slightly off-beat footsteps to the hand hooves to create an audio impression of four-leggedness
		</p>
	</li>
	<li>
		<p>
			added option to attach "titles" based on color (= breed) to npc cows (brown = Red Angus, white = Whitebred, spots = Holstein). Since player's display name cannot be changed by script, anyone wanting this for the pc would need to set it manually e.g. in Racemenu. Will also not work with npcs that already have a title (like e.g. Jarls).
		</p>
	</li>
	<li>
		<p>
			added an option to the Cow Settings to save the color settings as a preset json for that color. Any new cow of that color will then have these settings automatically applied.
		</p>
	</li>
	<li>
		<p>
			added FootSprintLeft and FootSprintRight to the resgistered animations for activity point checks for cow weight changes. The will grant 2 activity points each as opposed to FootLeft, FootRight, JumpUp, and JumpDown which all grant 1 activity point.
		</p>
	</li>
	<li>
		<p>
			added a "moo skill" which increases by 1 each time you sucessfully navigate a dialogue mooing and resets to 0 each time you get a mouth mutation (CowFace2 and all CowHeads) This skill capped to 50 will increase your chance to sucessfully speak instead of moo the next time
		</p>
	</li>
	<li>
		<p>
			added an option to make that skill persistent thus not resetting to 0 on mouth mutations and keeping its value across multiple cow cycles (i. e. getting debovinified and cursed again)
		</p>
	</li>
	<li>
		<p>
			added a json file to exclude quest related food items like the spiced beef for Voada from those items auto-fed by the Hungry effect. Feel free to add items there but heed to the JsonUtil FormList format "&lt;base ID&gt;|&lt;modname&gt;" with base ID being the decimal value of the last 6 digits of the item ID. E. g. Varian's extra spicy spiced beef from Summerset Isles has ID 0x0311fae8 within CK or e. g. 0x8F11fae8 within the running game. Take 0x11fae8, convert it to decimal e.g. with programmer's mode of Windows calculator resulting in 1178344, then add "1178344|summersetisles.esp" to the foodList in data\SKSE\Plugins\StorageUtilData\BAC\hungry_excluded_food.json. This is an optional file, download BAC_2.0.5_DeniedFood_JSON.7z.
		</p>
	</li>
	<li>
		<p>
			added an optional json file to make the grazeables list editable (data\SKSE\Plugins\StorageUtilData\BAC\grazeables.json). Needs to be downloaded separately in order not to be overwritten each time you install an upgrade. I experimentally included some Dragonborn plants and some BSHeartland (Beyond Skyrim - Bruma) plants as well in the sample file. If you want to add things there, go to CK WorldData/Tree and add the *decimal* base ID (only the last 6 hex digits converted to decimal) of the plant and its esp name to plantList *and* the decimal base ID (same issue) of the ingredient or potion (i.e. food item) - if not standard - to foodList. If the plant drops a LeveledItemList, you'll have to add each item of that list separately. This is an optional file, download BAC_2.0.5_Grazeables_JSON.7z.
		</p>
	</li>
	<li>
		<p>
			changed grazing quest to no longer play stomach sounds when all plants are collected (and eaten)
		</p>
	</li>
	<li>
		<p>
			changed orgasm mutation event handling to only register actor for mutation, if not already registered. It seems with SLSO actors could get registered twice resulting in the mutation process to get stuck
		</p>
	</li>
	<li>
		<p>
			added a slider to the curse options to set base progression of curse when not milking. The equivalent amount of milk added each full game hour without any milking is B * (6 - T) with B being this base progression value (0..10, default 1, 0 to turn it off completely) and T the transformation speed value (Ultra fast = 0 through ultra slow = 5), resulting in 1 milk unit on Ultra Slow with this set to 1 up to 60 milk units on Ultra Fast with this set to 10.
		</p>
	</li>
	<li>
		<p>
			added Blended Lactacid to LevelItemList LItemSkooma75, so it may appear in some mod's Skooma Barrels like MME's Lactacid
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.4</strong></span>
</p>

<ul>
	<li>
		added options to set creature sexlab voice for cows depending on CowHead stage
	</li>
	<li>
		changed call to PO3_SKSEFunctions.GetSkinColor() to be compatible with different SE function signature
	</li>
	<li>
		added Keyword zad_Lockable to hooves and horns to allow coexistence with Bimbos of Skyrim mod
	</li>
	<li>
		added footstep set FSTBarefootFootstepSet to bac_hooves01AA armor addon to have stage 1 "hooves" (i. e. cramped feet) emit any sounds
	</li>
	<li>
		added a check after 5 minutes to the grazing preliminary loop (when the stomach growls but the quest is not yet started) to end it there and not keep the stomach endlessly growling. Also removed IsArrested() from the prohibitive conditions of CanGraze() since that method reports true on any bounty and not the actual arresting.
	</li>
	<li>
		Added toggle to disable stomach sounds when male SOS schlongs grow due to Coldharbour Aura
	</li>
	<li>
		changed grazing again. Comestibles will be eaten only after all are harvested. Else sometimes a race condition will be encountered where eating a herb will add one again triggering the eating and so on.
	</li>
	<li>
		the milker scene in After Storm should now disable "Milk Pump and Cuirass sells milk" in MME MCM, if active. Else you'll never get milk bottles which are required for this quest.
	</li>
	<li>
		changed after storm milker alias to only remove 50 bottles of milk in total and not of each milk you have in your inventory.
	</li>
	<li>
		changed Coldharbour's Lure to a miniquest that moves the creature towards you and starts sex after half a minute. If the creature gets killed first, no sex will happen. If you initiate sex first, that also counts. After you're done and another 10 seconds, the creature is moved back to its origin.
	</li>
	<li>
		made a debug toggle to cleanup maid lists sice sometimes a maid is added twice
	</li>
	<li>
		removed an error from Milkmaid list page where the list of cows vs. the list of milkmaids was used to calculate number of pages. Also renamed "Milkmaid View" and "Milkmaid Settings" menus to "Cow View" and "Cow Settings" as they only display cows as opposed to the Milkmaid List menu which display all milkmaids
	</li>
	<li>
		added <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/396689-addywil/?do=hovercard" data-mentionid="396689" href="https://www.loverslab.com/profile/396689-addywil/" rel="">@Addywil</a>'s new hand hooves. First stage (at stage 13) with two thick fingers may feature reinforcement by Paul at a later time. For my convenience I already integrated the dialogue with Paul. So, if you want to get improvements on the hands, you get them - with no extra visual effect yet. Normal cow hands do +25 unarmed damage, light (i. e. shoed) hands do +35 and fully armored hands do +45. The hoof stage is now a regular mutation configurable under Mutation Targets menu and may happen after stage 15. There are no extra bonuses for hooves vs. hands. Hardcore mode weapon equip denial now only works with those. You can still equip weapons with the mutated hands or if you allow weapon equip in handscore mode via MCM. <span style="color:#e74c3c;"><strong>DO NOT FORGET TO RUN BODYSLIDE!!!</strong></span>
	</li>
	<li>
		Tried to revive the forced progress without milking. This is experimental, not sure as to how it will work, though.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.3</strong></span>
</p>

<ul>
	<li>
		Grazeable plants should no longer include disabled plants (mostly in Whiterun around the Gildergreen).
	</li>
	<li>
		Grazing will now only equip 1 or 2 harvested herbs (2 in case of Green Thumb perk) and no longer all present
	</li>
	<li>
		Acolyte Jenssen is now protected during his rescaling service quest to prevent him from dying (e. g. by succubus drain)
	</li>
	<li>
		Extended services of Molag Bal's messenger. He'll now also remove the secondary effects from Coldharbour for the usual fee
	</li>
	<li>
		Added Coldharbour Aura as another souvernir from there. It will cause male schlongs around you to grow (SOS only).
	</li>
	<li>
		Added HorkerRace, ElkRace, SpiderRaces an ChaurusRaces to ColdharbourLure race list
	</li>
	<li>
		Coldharbour's Lure now checks vicinity to enemies to both player and sex partner and will only initiate sex when distance is at least 2000 feet
	</li>
	<li>
		Introduced optional json file for all the morphs in data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It will *not* be included in the distribution since it would overwrite your changes each time. Download bac_2.0.3_BodyMorph_JSON.7z separately and place it in the path mentioned, then change it to your liking.
	</li>
	<li>
		Merged the three MCM menus into one again sadly scrapping all the Add...OptionST() calls and replacing them with their respective Add...Option() calls thus no longer hitting the 128 options maximum limit obviously in place with the state based methods. Should be safe to install on a running game since bac_update will first unregister the old menus and then MCM will register the new one. Give it some time on the 1st load, you should see some messages.
	</li>
	<li>
		New debug option to restart Being A Cow at stage 30 (Paul's radiant cycle), if stuck for some reason.
	</li>
	<li>
		Changed character names in messages from GetLeveledActorBase().GetName() to GetDisplayName()
	</li>
	<li>
		Moved Podomegaly vs. Voluptuousness potion chance from BAC MCM Debug to Story page
	</li>
	<li>
		Added option to pause/unpase cow visuals
	</li>
	<li>
		Fixed auto equip of blended lactacid once more, turned out to be caused by one MiscObject reference still lingering around
	</li>
	<li>
		Changed footstep set for shod hooves to something more resembling hoofbeats instead of coconuts. Since I could not find an adequate shod oxen hoofbeat sound, they'll be horse hoofbeats still...
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.2</strong></span>
</p>

<ul>
	<li>
		fixed an error in the blended lactacid auto equip code where some hunter or bandit with blended lactacid would immediately try it out with no regards to being no milkmaid
	</li>
	<li>
		added option to block up to 3 mutations per individual cow (MCM MilkMaid Settings page). This will not check whether the chosen mutation can actually happen for this cow at all or if the chosen mutation is already applied (in which case it is *not* blocked)
	</li>
	<li>
		needed to split the menus once again - individual milkmaid/cow settings got too large. Now there's a 3rd menu with only the individual pages
	</li>
	<li>
		The grazing quest no longer forces pc into railroading. Instead, you'll get some objectives to harvest the plants and do it in you own time. This way, the quest no longer accidentally collides with the defecating quest
	</li>
	<li>
		Removed StartGameEnabled flag from bac_cowdefecate and bac_cowgrazing quests thus having them starting correctly the first time and not blocking the defecating because of them already running
	</li>
	<li>
		changed arousal gain by HornyCow from direct modification of sla_Arousal faction to slaFrameworkScr.UpdateActorArousal() call
	</li>
	<li>
		moved StorageUtil values for voluptuousness and podomegaly potions to base path BAC.Potion. from BAC.Cow. so they persist during debovinification
	</li>
	<li>
		implemented timeout to remove cows from faction bac_reequipping at the latest 5 minutes after last reequip started. This should reduce the annoying moments when you wait for overdue transformations
	</li>
	<li>
		added a dialogue branch to Marc at the return to the Talos statue. If the PC has a bounty, Marc should refuse to continue until that is cleared.
	</li>
	<li>
		fixed the inventory event filter in the player alias to react on blended lactacid potion item rather than misc item.
	</li>
	<li>
		Visiting Coldharbour (and getting forced upon by a dremora) now leaves you with a present
	</li>
	<li>
		Blocked actors (either pc or npc) will no longer auto-quaff (blended) Lactacid
	</li>
	<li>
		Changed auto-milking start chance calculation to not start with 0% setting
	</li>
	<li>
		Changed A Craftsman's Masterpiece stages 60 and 80 (collection of dwarven ingots and centurion dynamo cores) again to hopefully work correctly now
	</li>
	<li>
		Changed LevelUp potion to start leveling up from stage 0
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.1</strong></span>
</p>

<ul>
	<li>
		fixed bac_OnReadSetQuestStage.psc to correctly extend ObjectReference instead of ReferenceAlias
	</li>
	<li>
		ShrinkSelf spell now sets a marker before shrinking and moves the character back to that marker on end of shrinking as a workaround for mile-high Skyrim
	</li>
	<li>
		fixed automatic self-milking with Untamed Milk not to execute on MilkSlaves as MME does that already
	</li>
	<li>
		changed overlay slot allocation to a sparse model. Those things not enabled will no longer consume NiOverride slots with a blank texture. Once enabled and used, disabling will *not* cause automatic freeing up of the once used slots though. You can achieve this manually at the bottom of the Milkmaid Settings in MCM
	</li>
	<li>
		scrapped bac_watchdog spell. The functionality is now integrated in the aliases which already existed and no longer uses a seperate script instance. As a side effect of this, npc cows not 3d-loaded will no longer fart, moo, breathe heavily, or shit
	</li>
	<li>
		added removing cow registration upon MME deregister
	</li>
	<li>
		expanded mutation on end of sex to all cows. For npc cows, use a matchmaker mod or DIY
	</li>
	<li>
		LevelUp potion now works as LevelDown potion if in debovinification phase
	</li>
	<li>
		changed Hungry effect to feed on all types of food not just those with VendorItemFood Keyword
	</li>
	<li>
		added optional ripping of gloves/shoes/circlets in hardcore mode
	</li>
	<li>
		added option not to remove the ripped item(s)
	</li>
	<li>
		replaced blended lactacid MiscObject with its Potion object in the LeveledItem lists. Any existing MiscObjects will hopefully continue to work.
	</li>
	<li>
		changed cow registration behaviour. MilkMaids and MilkSlaves are now recognized by BAC and registered preliminary to assign an alias to them. This way we can scrap the blended lactacid MiscObject and feed the potion via alias directly.
	</li>
	<li>
		recreated NavMesh in Coldharbour, so Hugh should no longer get stuck when trying to get him out of his lockup
	</li>
	<li>
		changed Encounter Zone of Coldharbour to NONE to hopefully stop Afflicted from spawning
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 2.0.0</strong></span>
</p>

<ul>
	<li>
		fixed quest marker for Paul in Riverwood
	</li>
	<li>
		added Shrink Self spell (and book) available from Acolyte Jenssen when suffering from CowBack1 (at least). Caution! Use this in 3rd person. It may still cause <a href="https://www.youtube.com/watch?v=vBmnJBUxQDE" rel="external nofollow">Mile High Club bugging</a>, so save game before use!
	</li>
	<li>
		changed player's ActivateSpecialFurniture package in Captured Cow #2 back to Sit package with loop activation of the pump since ActivateSpecialFurniture is not always successful
	</li>
	<li>
		changed all cow aliases to block reequip while sitting in a milk pump to avoid CTDs due to equipping armor
	</li>
	<li>
		made an option for the renaming (unset this *before* quest Being A Cow is started)
	</li>
	<li>
		SaggingBreasts now trigger BreastGravity2 morph on SE/AE/VR as opposed to BreastGravity on LE
	</li>
	<li>
		fixed A Craftsman's Masterpiece staging from 50 to 100 if you already have the dwarven ingots and/or the dynamo cores when talking to Paul
	</li>
	<li>
		fixed a bug where bac_capturedcow2 would accidentally stop bac_blacksmith and not start it again. Now it only stops the Scene from bac_blacksmith while Paul is at the auction (so that he doesn't run off to Whiterun) and starts the scene again after Paul is done milking the character.
	</li>
	<li>
		added sound volume settings. This made it necessary to move the sound settings to the 2nd menu since the 1st got too large again
	</li>
	<li>
		fixed Ritual Cow startup with a dead Severio after the battle of Whiterun where the quest would fail at start and give you a punishment quest instead
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9I</strong></span>
</p>

<ul>
	<li>
		<p>
			MCM will now start displaying the cow you point your cursor at, if any, else the player.
		</p>
	</li>
	<li>
		<p>
			made two sliders in MCM for configuring BigNipples mootation.
		</p>
	</li>
	<li>
		<p>
			several small fixes
		</p>
	</li>
	<li>
		<p>
			added Nightingale armor check to progress quest TG08A with hooves and horns and only Nightingale armor worn.
		</p>
	</li>
	<li>
		<p>
			separated Milkmaid settings from Milkmaid view because the page got too large.
		</p>
	</li>
	<li>
		<p>
			added sliders for default and individual CowBack/CowNeck length scales.
		</p>
	</li>
	<li>
		<p>
			changed debovinification (optional) from instant to milk-off process for which you have 1 game week. Mutations will be removed in reverse order (sorry no randomize possible because they are dependant on each other). For cows already in progress when installing this, there will be a default reversing since the mod did not record the order of mutations before. Mutations gained past the final stage will count as extra stages, i. e. milking off a cow from stage 40 who got one extra mutation (e. g. by potion) will be like milking her off from stage 41. Each stage requires the customized amount of milk to be dropped (same calculation as needed to be gained).
		</p>
	</li>
	<li>
		<p>
			changed bac_blacksmith_workloop to now display its own objectives instead of bac_blacksmith objectives that didn't seem to work.
		</p>
	</li>
	<li>
		<p>
			disabled defecating and grazing while doing a job for Paul. This would break those little quests when triggering at the wrong moment, e.g while pole dancing or hanging from one or treading a mill.
		</p>
	</li>
	<li>
		<p>
			Made Paul optionally demand sex after finishing a job with his mood below 0 (evil and neutral jobs with the exception of the treadmill because that ends without Paul interaction).
		</p>
	</li>
	<li>
		<p>
			added an option to unlimit Paul's base mood (skyrimfet limited the base mood to values betwen -15 and +15).
		</p>
	</li>
	<li>
		<p>
			added optional detection event for farting
		</p>
	</li>
	<li>
		<p>
			added optional milking start chance with UntamedMilk. This will not trigger during Captured Cow and/or Captured Cow 2, else it would break the scenes (see below)
		</p>
	</li>
	<li>
		<p>
			moved werewolf feeding code to PlayerWerewolfChangeScript.psc. Since this is highly volatile with other mods changing this also: If the feeding effect of BAC does not register, check data\scripts\source\PlayerWerewolfChangeScript.psc, function Feed(). There should be a line "SetStage(10)" right at the end. Insert these lines directly before that and compile:<br />
			    int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed")<br />
			    ModEvent.PushForm(m, Game.GetPlayer())<br />
			    ModEvent.PushForm(m, victim)<br />
			    ModEvent.Send(m)<br />
			<strong>In 1.9H Script data\scripts\PRKF_PlayerWerewolfFeed_0002BA1D.pex was altered. You should delete that</strong>, since altering the wererwolf feeding perk itself does not help. This seems to be hardcoded somehow.
		</p>
	</li>
	<li>
		<p>
			Changed bac_huntersgonnahunt2 (Combat in Riften) to be a run only once quest making the hunters in that quest essential, so that the player cannot kill them and making the player protected so that the hunters cannot kill her. Captured Cow 2 will now also start on player bleedout if that's reached before the health check.
		</p>
	</li>
	<li>
		<p>
			Changed bac_capturedcow2
		</p>

		<ul>
			<li>
				The hunter accompanying the master is now a new hunter since the recycled one from HuntersGonnaHunt2 was not always pacified when appearing in the cellar (even though StopCombat(), StopCombatAlarm(), etc. were called several times on him). If he is still in combat, the master would run away instead of starting the dialogue.
			</li>
			<li>
				removed several reassignments of the quest's aliases done by skyrimfet at some stages. If quest aliases are changed during a running scene that uses them, the scene will break.
			</li>
			<li>
				the parade scene may not commence due to script load. I've found that when the player, the master, and the hunter stand indefinitely behind Honeyside, entering the console and exiting it again will kick the scene into motion.
			</li>
			<li>
				The auction room scene would often hang after the hunter said "Time to move, cow". This being due to the fact that it waits until all actions for the phase are complete and the one action not completing being the player's action to stand exactly on the assigned marker (radius 0) which was often occupied by the hunter. So this action now has radius 200 hopefully resulting in the scene to proceed normally
			</li>
		</ul>
	</li>
	<li>
		added optional alternate hunter tats done by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/7212969-crewdoh/?do=hovercard" data-mentionid="7212969" href="https://www.loverslab.com/profile/7212969-crewdoh/" rel="">@Crewdoh</a>, Just let them overwrite the existing files.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9H</strong></span>
</p>

<ul>
	<li>
		fixed cure MilkSlave script
	</li>
	<li>
		fixed cow start on Lactacid amount
	</li>
	<li>
		changed level calcuation to a more comprehensive one
	</li>
	<li>
		changed sliders on the udders (needs BodySlide rerun on those at least)
	</li>
	<li>
		relocated Paul from Riverwood to Whiterun stables so he'll no longer run off if no scene runs. Overall scene handling for Paul needs quite some rework though which will come in a later version.
	</li>
	<li>
		remove cows from free attachment factions (bac_feet and bac_hands) when unregistering
	</li>
	<li>
		removed CurvyCow effect when unregistering
	</li>
	<li>
		added new Mootations "CowBack1" followed by "CowBack2" and/or "CowNeck" (without SLIF usage!) with an option in 2nd MCM Mutation Settings to toggle this off at SexLab scene start and on again at end
	</li>
	<li>
		added option to force-feed you the first Blended Lactacid encountered when already a milkmaid on opening of the container
	</li>
	<li>
		added <a href="https://www.nexusmods.com/skyrim/mods/58038/" rel="external nofollow">Real Feeding</a>-like effect for Ring of Namira and Werewolf that will count towards HungryCow.
	</li>
	<li>
		introduced new overlay register (will work on newly registered cows, already registered cows will use the old method). Instead of searching for a slot each time an overlay mootation happens and thus stacking the tats in random order, BAC will now reserve a number of overlay slots at cow register trying to get 13 body slots, 4 face slots, and 2 hands and feet slots each. These are then used on overlay mootations in definite ordering so they will stack in the same order every time:
		<ul>
			<li>
				Body (lowest to highest slot):
				<ul>
					<li>
						Veins
					</li>
					<li>
						Fur
					</li>
					<li>
						Fur supplement (wrist connector)
					</li>
					<li>
						Ass stretch marks
					</li>
					<li>
						Breast stretch marks
					</li>
					<li>
						Belly stretch marks
					</li>
					<li>
						Cellulite #1
					</li>
					<li>
						Cellulite #2
					</li>
					<li>
						Breast bondage marks (punishment)
					</li>
					<li>
						Brandings
					</li>
					<li>
						Ritual Cow paint
					</li>
					<li>
						Dirt
					</li>
					<li>
						Liquids (Untamed Milk and Horny Cow)
					</li>
				</ul>
			</li>
			<li>
				Face (lowest to highest slot):
				<ul>
					<li>
						Fur
					</li>
					<li>
						Cow Nose
					</li>
					<li>
						Brandings
					</li>
					<li>
						Dirt
					</li>
				</ul>
			</li>
			<li>
				Hands and Feet each (lowest to highest slot):
				<ul>
					<li>
						Fur
					</li>
					<li>
						Dirt
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Due to some mods meddling with other mod's tats and also due to intermediate cow drop out, tats slots may become occupied by other mods thus changing the ordering in an inapproriate manner, e. g. having YPS fashion lipstick in face overlay slot #0 will result in the cow tats covering it. To get around this problem, a new option "Reset Overlay Slots" is available on the MilkMaid View page. With this option, BAC tat slots in one area (i. e. either body, face, feet, or hands) will be reassigned, so e. g. if you ended up with the BAC face tats in slots #2 though #5 you can free up slots #0 and #1 in SlaveTats or with the foreign mods options, then choose this option and BAC will reassign its own face slots to #0 through #3.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9G</strong></span>
</p>

<ul>
	<li>
		<p>
			changed quest priority of and auction scene start in bac_capturedcow2, so that package interference with Hammerheart will no longer prevent scene from starting
		</p>
	</li>
	<li>
		<p>
			included meshes and textures for @Addywil's new collar and bell
		</p>
	</li>
	<li>
		<p>
			CowFace mootations will now save the old preset to be able to restore it on cow exit and also store the current preset from MCM for each cow, so if you change it in MCM for the next cow, it will no longer affect cows who have already been face-transformed.
		</p>
	</li>
	<li>
		<p>
			Accumulated milk amount at cow register will be saved and deducted from the level calculation
		</p>
	</li>
	<li>
		<p>
			truncated Hammerheart (bac_blacksmith) to being the intro quest only providing the furniture for the work quest and made a new respawning work quest "Paul hard at work" (bac_blacksmith_workloop) for the actual accessory attachment/removal work. This way, Hammerheart doesn't need to be restarted again and again. Also the workloop can be forced via setstage, etc. not impacting other quests.<br />
			<span style="color:#d35400;"><strong>Warning! Use this on an existing game with caution. Make sure, quest bac_blacksmith is a) running and b) exactly at stage 20 before upgrading!</strong></span>
		</p>
	</li>
	<li>
		<p>
			Added new mootation "AlternatingPelvis" as extension to CowPelvis. Instead of only growing and needing to be handled by Acolyte jenssen, an alternating pelvis will grow until it reaches the max growth from MCM and then shrink again to 0, so it keeps constantly changing.
		</p>
	</li>
	<li>
		<p>
			Added a switch to MCM on request to disable OnLocationChange event handling. If you switch this off, npc cows will not update their presets (face mainly) so they will no longer show.
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9F2</strong></span>
</p>

<ul>
	<li>
		<p>
			To Kill an Empire does no longer require the player cow to wear a chef's hat
		</p>
	</li>
	<li>
		<p>
			Optional setting for the pain threshold (= mooing) to be based on percentage of max milk amount as opposed to fixed amount of milk
		</p>
	</li>
	<li>
		<p>
			Udders size may optionally affect max milk
		</p>
	</li>
	<li>
		<p>
			Transformation sounds can be switched off
		</p>
	</li>
	<li>
		<p>
			Swapped thought messages for CowFace1 (nose) and CowFace2 (mouth)
		</p>
	</li>
	<li>
		<p>
			cleaned through bac_blacksmith, bac_unowned, and bac_quest_ctr some more in the hope that the furniture issue is now gone
		</p>
	</li>
	<li>
		<p>
			needed to move debug page to 2nd menu due to MCM issues
		</p>
	</li>
	<li>
		<p>
			new miscellaneous quest to get rid of the curse and/or MilkSlave available after you cleared at least half of your debt. Starts with dialogue from Acolyte Jenssen. Paul will not release you, though. You will need to dedicate other MilkMaids or MilkSlaves to Molag Bal to get a boon (for 3 apiece). The Slave Tats and Eartag will now only mark those cows that have been dedicated. You can of course catch that curse again (and get rid of it again).
		</p>
	</li>
	<li>
		<p>
			Grazing quest is now on hold during bac_capturedcow and bac_capturedcow2 to stop it from endlessly trying to get up from a milk pump and back in again.
		</p>
	</li>
	<li>
		<p>
			Marginally reduced high heels lift on large and huge shoed and heavy hooves (BodySlide generating necessary)
		</p>
	</li>
	<li>
		<p>
			changed crowd collection at the stables from MIscUtil.ScanCellNPCs() to (optionally, if PO3 is available) PO3_SKSEFunctions.FindAllReferencesOfFormType() or old style loop of Game.FindRandomActorFromRef() to prevent CTD in Skyrim VR.
		</p>
	</li>
	<li>
		<p>
			BAC will no longer automatically adjust camra position, if Customizable Camera is installed to prevent jumping camera position. If you use CC, you'll have to adjust the cam position in CC manually.
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9F1</strong></span>
</p>

<ul>
	<li>
		changed Degraded dialogue chance: It will now kick in with a base chance of cow phase * 2% and then the old speechcraft check. E. g. with phase 1 you'd have a 2% base chance, with phase 40 an 80% base chance.
	</li>
	<li>
		bailout of that dialogue can now be speeded up with Speechcraft. You can set the percentage of your Speechcraft value (max. 10%) than will raise the chance to get out of the mooing. Each Moo the chance to get out is raised by 1% plus a random part of the the set percentage of your Speechcraft value.
	</li>
	<li>
		optional setting for udders size to effect milk maximum scale (small = +0.5, regular = +1.0, big = +1.5)
	</li>
	<li>
		bugfix in the second semihooves SliderSet
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9F</strong></span>
</p>

<ul>
	<li>
		due to LL size limits this had to be further split up. The main archive does no longer contain the loose files, if you need those, download the additional archive. The SE models for the semi hooves are in the separate BodySlide file
	</li>
	<li>
		created a new SEQ file (translating to Startgame Enabled Quests and *not* Sequence). Hopefully this will help solve the MCM issue on SE.
	</li>
	<li>
		reworked bac_blacksmith Whiterun stables furniture handling to use regular quest aliases instead of local variables. If bac_blacksmith is already running in your save game, it needs to be restarted: in the console do resetquest bac_blacksmith, setstage bac_blacksmith 10, setstage bac_blacksmith 20. If you have issues with the furniture, check sqv bac_blacksmith. If there are aliases pointing to NONE, you need to restart it.
	</li>
	<li>
		changed Diplomatic Immunity Solitude Stables scene so a cow can travel to the Thalmor Embassy with her hooves on and is no longer requires to wear the Party Shoes
	</li>
	<li>
		changed WICommentNaked and WIChangeLocation01 to not trigger with naked cows and made an alternate comment quest bacWICommentCow for cows. The old BAC comments were integrated in this quest and are no longer triggered by script
	</li>
	<li>
		added semi hooves by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/396689-addywil/?do=hovercard" data-mentionid="396689" href="https://www.loverslab.com/profile/396689-addywil/" rel="">@Addywil</a> (2 stages) which will change basic cow staging from stage 9 to 16 (don't forget to run BodySlide). The old progess was:
		<ul>
			<li>
				9 - small hooves
			</li>
			<li>
				10 - fur
			</li>
			<li>
				11 - small tail
			</li>
			<li>
				12 - hand hooves
			</li>
			<li>
				13 - large tail
			</li>
			<li>
				14 - large hooves
			</li>
			<li>
				15 - fur
			</li>
			<li>
				16 - small udders<br />
				<br />
				New progress will instead be:<br />
				 
			</li>
			<li>
				9 - semi hooves #1
			</li>
			<li>
				10 - fur
			</li>
			<li>
				11 - small tail
			</li>
			<li>
				12 - semi hooves #2
			</li>
			<li>
				13 - hand hooves
			</li>
			<li>
				14 - large tail
			</li>
			<li>
				15 - small udders
			</li>
			<li>
				16 - large hooves<br />
				<br />
				If you install this on an existing character between stage 14 and 16 who already has shoed hooves: The shoes will come back with stage 16
			</li>
		</ul>
	</li>
	<li>
		added optional Degrading which comes in two flavours:
		<ul>
			<li>
				you slowly lose coherence and forget that you are able to speak requiring you to go through a series of Moos until you remember again. The formula is: Degradation = 2 per cow stage + 1 per extra mutation (max. 119) This can be worked against with Speechcraft, but there will always be a minimum 5% chance of this happening. When initiating dialogue, (Speechcraft - Degradation)[max 95] will be checked against a random percentage and if lower will start the extra dialogue
			</li>
			<li>
				(with PO3 only) once every day or so (depending on your metabolism), you'll feel the urge to graze on some herbs by the road or some grocery plants. This is a forced scene which already checks a lot of conditions but is not error prone. E. g. I had Skyrim spawn a dragon on me just after the scene started and when the IsInCombat check had returned negative. There will be one advance warning about 20 seconds before the start and you can go to sneak or start combat or swimming to postpone the scene
			</li>
		</ul>
	</li>
	<li>
		added immersive transformations as in sounds and thought messages (player only). With NPCs you'll get the sounds but the messages will stay the old debug messages
	</li>
	<li>
		added optional clothes ripping at those mutations that massively increase mass/size like FatCow1/2, CurvyCow, UnevenBreasts1/2, TallCow, ImaginaryPregnancy, and BigUdders. If this happens to an NPC, her default and sleepwear outfits will be set to NONE.
	</li>
	<li>
		exchanged the standard fur tats with the ones provided by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/3127142-drlefse/?do=hovercard" data-mentionid="3127142" href="https://www.loverslab.com/profile/3127142-drlefse/" rel="">@Dr.Lefse</a> (download the tats file)
	</li>
	<li>
		added 2 alternatives to the forced start with first milking. You can have either the old style or one or both of the new options active:
		<ul>
			<li>
				Lactacid score. You can configure the "free" amount of lactacid. Any value higher than increases the chance to trigger bovinification. E. g. having 10.0 as free amount, a Lactacid score of 20.0 would give a 10% chance <strong><em>each milking tick </em></strong>to become a cow
			</li>
			<li>
				Blended Lactacid. This is something dropped by bandits and some magic types. It comes as a Misc Object because potions do not offer the possibility to attach a script. If you take this from some dead enemy or out of a chest, you're compelled to try it out. Further instances of this (after becoming a cow) will give 5-15 Lactacid. You can hand this to your followers and they will also eagerly try it out. Just pass only one of these at a time. The script cannot determine stacking.
			</li>
		</ul>
	</li>
	<li>
		changed UnevenBreasts1 and UnevenBreasts2 mutation to be persistent, i. e. SLIF is no longer allowed to level the breasts again
	</li>
	<li>
		attached the eartag to the branding faction (bac_mark) instead of the bell faction. You get it with bac_mark faction rank greater than 1. If you don't want any brandings but still the eartag, set the fation rank to at least 4.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9E1</strong></span>
</p>

<ul>
	<li>
		several bug fixes in the new quests mainly disabling some actors and activators until quest start and enabling the quest to start on Forsworn end of Cidhna Mine quest
	</li>
	<li>
		added 2 sliders to the udders: #1 is Nipple Length (default), #2 is called Udders. I would have used Breast, but that one is inverted and I couldn't make OutfitStudio change the Udders size in the right direction. So, the Udders slider is triggered by BAC breast potions but probably not by other mods. You need to re-generate the udders with Bodyslide to get this.
	</li>
	<li>
		Added a second Eartag for slave cows
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9E</strong></span>
</p>

<ul>
	<li>
		fixed end of Captured Cow2 where after the breastfeeding with Paul the regular questline wouldn't start
	</li>
	<li>
		changed Hammerheart to make 10 tries to enable furniture instead of 1
	</li>
	<li>
		moved some legacy slavetats code to external script
	</li>
	<li>
		changed Ritual Cow so that the spontaneous sex scenes with giants should only occur while wearing the paint
	</li>
	<li>
		some minor bug fixes
	</li>
	<li>
		added new hooves thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/396689-addywil/?do=hovercard" data-mentionid="396689" href="https://www.loverslab.com/profile/396689-addywil/" rel="">@Addywil</a> - don't forget to run Bodyslide
	</li>
	<li>
		added an eartag to the stage 3 &amp; 4 ears
	</li>
	<li>
		changed spotted cow head fur to actually show spots
	</li>
	<li>
		added 2 new quests, the first of which will start at some random point after a) Being A Cow has started, b) House of Horrors is completed, and c) No one escapes from Cidhna Mine is completed, the second is hidden in the first.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9D5</strong></span>
</p>

<ul>
	<li>
		<p>
			added mutations from skyrimfet's last unpublished version. These are: Steatopygia, Flat/Sagging Breast (either, or) and Big Nipples
		</p>
	</li>
	<li>
		<p>
			added Hungry Ability for fat cows. !Use with caution! The script is unable to detect food quest items. My cow ate the spiced beef before I could deliver it to Voada. If you need to carry things like that, make sure, your cow eats regularly *before* the script kicks in (every game hour for fat cows and every half game hour for fat2 cows)
		</p>
	</li>
	<li>
		<p>
			added optional support for PowerOfThree's Papyrus Extender (see optional mods above). With that I can attempt to keep the face texture sets on npc cows with CowHead mutations (still not the morphs, though). It also features a far better randomizer than Bethesda's builtin one.
		</p>
	</li>
	<li>
		<p>
			added default max cow phase slider, so may go up until stage 40, also added a randomizer option so that each cow gets her own max stage
		</p>
	</li>
	<li>
		<p>
			added a pelvis contraction block toggle to the MilkMaid View page. With this and some matchmaker you can endeavour to make your npc cows a bit more fat bottomed.
		</p>
	</li>
	<li>
		<p>
			bugfix for camera only to update on player cow size changes.
		</p>
	</li>
	<li>
		<p>
			removed limit of disabled mutations.
		</p>
	</li>
	<li>
		<p>
			did some stabilizing changes on the Ritual Cow quest for it to proceed even if unexpected things like dead giants happen
		</p>
	</li>
	<li>
		<p>
			removed a rare race condition that would kick in upon loading a save file where the cow is being milked and the levelup kicks in just after loading. In that case the reequip run from the game load would block the levelup halfway through and then respawn itself.
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9D4</strong></span>
</p>

<ul>
	<li>
		<p>
			BugFix for  both MCM quests. It turns out that with more than one MCM quest active, MCM will no longer fire OnConfigClose events for either. So I had to invent a workaround for that, else all the timed events will no longer take place (extra milk, lactation bursts, etc.) because maintenance mode doesn't get disabled again
		</p>
	</li>
	<li>
		<p>
			The Freak Show quest will now spawn its own potion and no longer MME's breast enlargement (the effect is integrated)
		</p>
	</li>
	<li>
		<p>
			a new 6th evil quest "Ritual Cow" should now be available per chance from Paul
		</p>
	</li>
	<li>
		<p>
			some other small bug fixes
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Version 1.9D3</strong></span>
</p>

<ul>
	<li>
		BugFix in bac_capturedcow2 quest. Dialogue bailout of slave master does no longer happen
	</li>
	<li>
		Hopefully fixed recurring defecate message. Be still wary! If the first bowels message appears, make a save to have a backup, if this is still an issue
	</li>
	<li>
		Made tail shafts to match cow color
	</li>
	<li>
		Added missing havoc xml files for the tail
	</li>
	<li>
		Made a little dialogue quest with Acolyte Jenssen to remove the excess pelvis growth
	</li>
	<li>
		Made the pelvis growth customizable
	</li>
	<li>
		Moved the mutation specific settings to the 2nd menu, new page "Mutation Settings"
	</li>
</ul>

<p>
	 
</p>

<p>
	for prior versions please see <a href="https://www.loverslab.com/files/file/4540-being-a-cow/" rel="">the original BAC mod</a>.
</p>
]]></description><guid isPermaLink="false">20536</guid><pubDate>Sat, 13 Jan 2024 07:30:07 +0000</pubDate></item></channel></rss>
