Kainasai Posted March 31 Posted March 31 (edited) After transforming the head, the character's facial expression periodically changes and resets (every 2-3 seconds). Any solution, please? Edit: Somehow tongue forcefully change facial expression, head transformation has nothing to do with it. Edited March 31 by Kainasai
botticelli Posted March 31 Author Posted March 31 1 hour ago, Kainasai said: Edit: Somehow tongue forcefully change facial expression, head transformation has nothing to do with it. Moos and breathing set temporary expression override for "Mood Surprise" and phomene modifiers for "Aah", "BigAah", and "Oh" as well as expression modifiers for BlinkLeft, BlinkRight, and LookUp. The tongue sets additional factors for those while equipped. Since those modifiers are regrettably not keyed to a mod (Actor.SetExpressionPhoneme(), etc.), other mods may reset them thus resulting in the experienced flickering. 1
Kainasai Posted March 31 Posted March 31 2 hours ago, botticelli said: Moos and breathing set temporary expression override for "Mood Surprise" and phomene modifiers for "Aah", "BigAah", and "Oh" as well as expression modifiers for BlinkLeft, BlinkRight, and LookUp. The tongue sets additional factors for those while equipped. Since those modifiers are regrettably not keyed to a mod (Actor.SetExpressionPhoneme(), etc.), other mods may reset them thus resulting in the experienced flickering. Thanks for the answer.
thorax339 Posted April 1 Posted April 1 Not sure if anything changed since you linked that wip version of the new tails but with the new release version i'm definitely liking the new tails more. They connect onto the body way better. The only thing i can say that looks a bit off is that the texture on the main part of the tail seems to stretch a bit with spots style colours and the "spots" seem to oddly cover half the tail instead of being spot like.
botticelli Posted April 1 Author Posted April 1 1 hour ago, thorax339 said: The only thing i can say that looks a bit off is that the texture on the main part of the tail seems to stretch a bit with spots style colours and the "spots" seem to oddly cover half the tail instead of being spot like. If anyone can tell how to get rid of the gloss, I'd very much appreciate that. *With* the gloss I'm having a hard time adjusting the UV map in a way that those stretched spots are no longer stretched. I tried several things – of course including setting Glossiness to 0.000 – none of which apparently helped.
thorax339 Posted April 1 Posted April 1 (edited) Just messed around in outfit studio for a short time. not sure how it will look in game or how the physics will be affected. if the intent is to have a larger tail you could just scale up the small tail and do a slight stretch vertically? I used the files from the WIP files you uploaded before the release. Starting with the small tail nif i scaled up the whole tail by about 20% then stretched it vertically by another 10%, Then moved it down to match the position of the smaller tail First image (left) is a comparison of the current small tail and my quick mock up. Second image (right) is a comparison of the current large tail and my quick mock up. Edited April 1 by thorax339
safado Posted April 2 Posted April 2 16 hours ago, botticelli said: If anyone can tell how to get rid of the gloss, I'd very much appreciate that. *With* the gloss I'm having a hard time adjusting the UV map in a way that those stretched spots are no longer stretched. I tried several things – of course including setting Glossiness to 0.000 – none of which apparently helped. Because it is using Skin Tint is the specular texture, change it to a full black version. Specular texture normally ends with _s.dds. It is also used in body "wetness" but is for skin lighting reflections.
botticelli Posted April 2 Author Posted April 2 14 hours ago, safado said: Because it is using Skin Tint is the specular texture, change it to a full black version. Specular texture normally ends with _s.dds. It is also used in body "wetness" but is for skin lighting reflections. Setting the specular color of the tail to #000000 helps a ways but not completely. Even with that and glossiness set to 0.000 there's still some gloss. Btw. I'm travelling this easter weekend and will not be able to respond until monday.
Mustang1998 Posted April 2 Posted April 2 Hi, I'm having problems with the mod. I've started over again with Mod Organizer 2, and all the mods are showing up except BAC. Does anyone know why?
safado Posted April 2 Posted April 2 9 minutes ago, Mustang1998 said: Hi, I'm having problems with the mod. I've started over again with Mod Organizer 2, and all the mods are showing up except BAC. Does anyone know why? Spoiler Wrong requirements or requirement of requirements. Wrong ZAZ version, no MME? Spoiler
Mustang1998 Posted April 2 Posted April 2 (edited) 1 hour ago, safado said: Reveal hidden contents Wrong requirements or requirement of requirements. Wrong ZAZ version, no MME? Reveal hidden contents I managed to fix it, but of course, new problems arose: 1- Some transformations don't work, like (oh no, my butt's gotten bigger!), and nothing happens. 2- I have invisible hands and feet (I'm using a CBBE body). 3- The tail is glitched; it's lying on the ground. 4- The character's head also doesn't transform into a cow's head. Edited April 2 by Mustang1998
safado Posted April 3 Posted April 3 (edited) 1 hour ago, Mustang1998 said: I managed to fix it, but of course, new problems arose: 1- Some transformations don't work, like (oh no, my butt's gotten bigger!), and nothing happens. 2- I have invisible hands and feet (I'm using a CBBE body). 3- The tail is glitched; it's lying on the ground. 4- The character's head also doesn't transform into a cow's head. In using this or that do not say anything... Custom race with custom body? Custom character overhaul, like COTR? COTR also has custom high poly head. Follow instructions in the PDF included with the mod. Test with vanilla fame race. BAC Bodyslide files not build. Will be invisible in game until build. Is in the instructions. Body needs tri-files and reference for morphs. Build it with morphs. Make sure BAC config files has the specific body morphs setup. May need Inflation Framework SLIF configured for body. Tail glitched; incompatible skeleton or special tail with physics needs FastSMP. Read optional files section. Edited April 3 by safado
Mustang1998 Posted April 3 Posted April 3 11 hours ago, safado said: In using this or that do not say anything... Custom race with custom body? Custom character overhaul, like COTR? COTR also has custom high poly head. Follow instructions in the PDF included with the mod. Test with vanilla fame race. BAC Bodyslide files not build. Will be invisible in game until build. Is in the instructions. Body needs tri-files and reference for morphs. Build it with morphs. Make sure BAC config files has the specific body morphs setup. May need Inflation Framework SLIF configured for body. Tail glitched; incompatible skeleton or special tail with physics needs FastSMP. Read optional files section. So I have to create them myself? For example, one event that happens with this mod is that the character's butt and chest size increase, but only the butt, not the chest. Is that why I have to create that situation myself?
safado Posted April 3 Posted April 3 (edited) 9 hours ago, Mustang1998 said: So I have to create them myself? For example, one event that happens with this mod is that the character's butt and chest size increase, but only the butt, not the chest. Is that why I have to create that situation myself? Do not understand, what you mean by "create that situation myself". Spoiler Building the body, means using Outfit Studio\Bodyslide application and load the bodyslide files for your preferred body. Common for it to be 3BAv2 (more used CBBE-SE based body). Normally select a preset like curvy body or skinny and build the body and outfits with it. The more advanced option is to also make use of OBODY and instead build the body with the zero-slide preset. Then using OBODY in game to select at runtime your preferred preset any time. Also, distribute the presets to NPC. If you mean the morph for breast or butt, then the body and outfits needs the option Build with morph enabled in Bodyslide when they are build. That will attach a reference file that tells the game engine how to modify the mesh vectors to simulate the morphs. The morph is actually executed in game by RaceMenu\NIOverride\SKEE (different names for the same mod) backend framework, and Sexlab Inflation Framework is used as a middleware mod to track it, but may not be needed, it depends on the mod author implementation. The morph is referenced by name and if the named-morph does not exist in the body it will not happen visually. I do not remember, but I think the breast first mutation stages morphs are actually effected by MilkModEconomy, but it was designed for SkyrimLE\SE legacy CBBE and has difficulty with modern bodies with triple-node-breast (3BBB) and extra morphs. The 3BBB compatibility can be found in the "Requirement" MME section, see "this post" link. It goes to a post with a community created add-on for MME that expand the morph code to make it compatible, (it needs the default option selected during first run). That will enable 3BBB bodies like 3BA to get breast morphs from MME. I also change in MME-MCM the maximum breast size to 20 and the other settings accordingly, the defaults are barely noticeable, and the values are based on legacy bodies. In the BAC downloadable files bac_2.1.2_LE_CBBE_BodyMorph_JSON.7z or bac_2.1.2_SE_3ba_BodyMorph_JSON.7z are the author recommended morphs to be used by the mutations. If you use a different body or want something different, then you need to edit them. That were the butt morphs and others are configured. Mod Organizer's button to Bodyslide creation Spoiler Vortex Bodyslide link button creation Spoiler 3BA Spoiler /* * Main Sections are: * - ChangeWeight - any character base weight change in BAC * - ChangeWeight2 - extra belly scaling for e. g. imaginary pregnancy belly * - ChangeBreasts - any boob scaling (via voluptuousness potion or cow staging) * - ChangeHead - any head scaling (via CowHead, CowFace or CowNeck mutation) * - ChangeHead2 - extra head scaling via CowHead / TallCow * - ChangeFeet - any feet scaling (e. g. via podomegaly potion) * - ChangeAss - any ass scaling (via several mutations) * - ChangePelvis - any Pelvis scaling * - MutationFlatBreasts - FlatBreasts mutation * - MutationSaggingBreasts - SaggingBreasts mutations * - MutationSteatopygia - Steatopygia mutation * - MutationBigNipples - BigNipples mutation * * All main sections have lists of morphs as lists: * - [morphOrNodeName, reverse, factors, summands{, isNode}] - for each morph in MorphList contains a separate list with four (optionally five) parts: * - morph name OR node name * - reverse [bool] - slider direction: regular = false, inverted = true * - factors [floatList] - factors to the factor values given in the comment on the respective Morphs subsection * - summands [floatList] - factors to the summand values given in the comment on the respective Morphs subsection * - isNode (optional, default = false) if true, specifies that morph name is not a morph but a node (like e.g. "NPC Head [Head]") instead * this causes BAC to use NiOverride.AddNodeTransformScale() rather than NiOverride.SetBodyMorph(), also 1.0 is added to the overall value, * it has no effect with SLIF keys, since SLIF uses nodes anyway * factors will be multiplied with each other, summands will be added to each other (see examples below) * * Morphs can be either standard NiOverride morphs or SLIF keys (starting with "slif_"). The latter will produce an error if SLIF is not installed. * * Any morph value is calculated by multiplying the factor values with the respective factors of this file, then adding the summand values multiplied * by their respective factor from this file, and then applying any reversal sign. * Example #1 * [ "Breasts", true, [ 1.0, 1.0, 1.0 ], [ ] ], * Given a character weight of 80, a FatCow2 factor of 1.1, and a cow phase of 24, this would calculate as * weight scale factor = 1+(weight scale*0.2/100) = 1.16 * phase factor = 20 * 0.05 = 1.0 [24 clamped to 20] * 1.0 * 1.16 * 1.0 * 1.10 * 1.0 * 1.00 * -1.0 = -1.276 <-- This is the morph value passed to NiOverride * ---------- ---------- ---------- ---- * 1st factor 2nd factor 3rd factor sign [from reverse] * * Example #2 * [ "NippleLength", false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ], * given a character weight of 80, a nipple base add setting from MCM of 0.5 and a nipple length setting from MCM of 1.1, this would calculate as * weight factor = 80.0/100.0 = 0.8 * length factor = 1.1 + ((0.5 + 1.1) * 0.8) = 2.38 * 0.5 * 1.00 + (0.0 * 0.8) + (1.0 * 0.5) + (1.0 * 2.38) * 1.0 = 3.38 <-- This is the morph value passed to NiOverride * ---------- ----------- ----------- ------------ ---- * 1st factor 1st summand 2nd summand 3rd summand sign [from reverse] * * The original contents of the LE file represents the settings originally hardcoded in BAC */ { "ChangeWeight" : [ // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)] [ "Breasts", false, [ 1.0, 1.0, 1.0 ], [ ] ], [ "BreastsSmall", true, [ 1.0, 1.0, 1.0 ], [ ] ], [ "BreastsTogether", true, [ 1.0, 1.0, 1.0 ], [ ] ], [ "DoubleMelon", false, [ 1.0, 1.0, 1.0 ], [ ] ], [ "ChestDepth", false, [ 1.0, 1.0, 1.0 ], [ ] ], [ "ChestWidth", false, [ 1.0, 1.0, 1.0 ], [ ] ], [ "SternumDepth", true, [ 1.0, 1.0, 1.0 ], [ ] ] ], "ChangeWeight2" : [ // factors: [0 = imaginary pregnancy belly factor], summands: [0 = slif extra] [ "Belly", false, [ 1.0 ], [ 1.0 ] ], [ "BigBelly", false, [ 0.1 ], [ 1.0 ] ] ], "ChangeBreasts" : [ // factors: [0 = boob size] [ "Breasts", false, [ 1.0 ], [ ] ], [ "BreastsNewSH", false, [ 1.0 ], [ ] ], [ "7B Lower", false, [ 0.5 ], [ ] ], [ "BreastWidth", false, [ 0.1 ], [ ] ], [ "Udders", false, [ 1.0 ], [ ] ] ], "ChangeHead" : [ // factors: [0 = cow head # * 0.0125] [ "BigTorso", false, [ 1.0 ], [ ] ], [ "ShoulderWidth", false, [ 1.0 ], [ ] ], [ "ShoulderSmooth", false, [ 1.0 ], [ ] ] ], "ChangeHead2" : [ // factors: [0 = 1.0 + (cow head # * 0.00125)] [ "NPC Head [Head]", false, [ 1.0 ], [ ], true ] ], "ChangeFeet" : [ // factors: [0 = body scale] [ "SlimThighs", true, [ 0.3 ], [ ] ], [ "Thighs", false, [ 0.3 ], [ ] ], [ "CalfSize", false, [ 1.0 ], [ ] ], [ "ChubbyLegs", false, [ 0.1 ], [ ] ], [ "LegsThin", true, [ 0.1 ], [ ] ], [ "Butt", false, [ 0.5 ], [ ] ], [ "BigButt", false, [ 0.5 ], [ ] ], [ "ChubbyButt", false, [ 0.5 ], [ ] ], [ "AppleCheeks", false, [ 0.5 ], [ ] ], [ "RoundAss", false, [ 0.5 ], [ ] ], [ "ButtSmall", true, [ 1.0 ], [ ] ], [ "Hips", false, [ 0.5 ], [ ] ], [ "HipBone", false, [ 0.5 ], [ ] ] ], "ChangeAss" : [ // factors: [0 = butt scale], summands: [0 = extra from MCM] [ "Butt", false, [ 1.0 ], [ ] ], [ "BigButt", false, [ 1.0 ], [ ] ], [ "ChubbyButt", false, [ 1.0 ], [ ] ], [ "AppleCheeks", false, [ 1.0 ], [ ] ], [ "RoundAss", false, [ 0.5 ], [ ] ], [ "ButtSmall", true, [ 1.0 ], [ ] ], [ "SlimThighs", true, [ 0.5 ], [ 0.0 ] ], [ "Thighs", false, [ 0.5 ], [ 0.0 ] ], [ "Hips", false, [ 0.5 ], [ 0.0 ] ], [ "HipBone", false, [ 0.5 ], [ 0.0 ] ] ], "ChangePelvis" : [ // factors: [0 = pelvis scale], summands: [0 = 1.0 (extra for SLIF)] [ "Hips", false, [ 1.0 ], [ 0.0 ] ], [ "HipBone", false, [ 1.0 ], [ 0.0 ] ], [ "LegSpread_v2", false, [ 2.0 ], [ 0.0 ] ], [ "Labiapuffyness", false, [ 2.0 ], [ 0.0 ] ], [ "LabiaMorePuffyness_v2", false, [ 2.0 ], [ 0.0 ] ], [ "Labiaprotrude", false, [ 1.0 ], [ 0.0 ] ], [ "Labiaprotrude2", false, [ 1.0 ], [ 0.0 ] ], [ "Labiaspread", false, [ 1.0 ], [ 0.0 ] ], [ "Groin", false, [ 2.0 ], [ 0.0 ] ], [ "Clit", false, [ 2.0 ], [ 0.0 ] ], [ "ThighOutsideThicc_v2", false, [ 1.0 ], [ 0.0 ] ] ], "MutationCowBack" : [ // factors: [0 = clavicle scale] [ "ChubbyWaist", false, [ 1.0 ], [ ] ], [ "WideWaistLine", false, [ 1.0 ], [ ] ], [ "HipBone", false, [ 1.0 ], [ ] ], [ "Hips", false, [ 1.0 ], [ ] ], [ "BigButt", false, [ 1.0 ], [ ] ], [ "ChubbyButt", false, [ 1.0 ], [ ] ], [ "BigTorso", false, [ 1.0 ], [ ] ], [ "ShoulderWidth", true, [ 0.5 ], [ ] ], [ "ShoulderSmooth", false, [ 0.5 ], [ ] ] ], "MutationFlatBreasts" : [ // factors: [0 = 1.0, set to % of breast depth] [ "BreastFlatness", false, [ 0.5 ], [ ] ] ], "MutationSaggingBreasts" : [ // factors: [0 = [0.5 with SaggingBreasts1 or 1.3 with SaggingBreasts2] ] [ "BreastGravity2", false, [ 3.0 ], [ ] ] ], "MutationSteatopygia" : [ // factors: [0 = 1.0] [ "ButtShape2", false, [ 1.0 ], [ ] ], [ "AppleCheeks", false, [ 1.0 ], [ ] ], [ "Back", true, [ 1.0 ], [ ] ] ], "MutationBigNipples" : [ // factors: [0 = 1.0], summands: [0 = weight factor, 1 = NippleSizeBaseAddition, 2 = NippleLength factor] [ "NippleSize", true, [ 1.0 ], [ 1.0, 1.0, 0.0 ] ], [ "NippleTip", true, [ 2.0 ], [ 1.0, 1.0, 0.0 ] ], [ "NippleLength", false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ], [ "NipplePerkiness", false, [ 1.0 ], [ 0.1, 0.2, 0.2 ] ], [ "NipplePerkManga", false, [ 0.2 ], [ 0.2, 0.2, 0.2 ] ], [ "NippleCrease_v2", false, [ 0.8 ], [ 1.0, 1.0, 1.0 ] ], [ "NippleThicc_v2", false, [ 1.0 ], [ 1.0, 1.0, 1.0 ] ], [ "NippleTube_v2", false, [ 0.5 ], [ 1.0, 1.0, 1.0 ] ], [ "AreolaSize", false, [ 1.0 ], [ 1.0, 1.0, 0.0 ] ], [ "AreolaPull_v2", false, [ 1.0 ], [ 1.0, 1.0, 0.0 ] ] ], "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 ] ] } changelog Edited April 3 by safado
Odirn Posted April 5 Posted April 5 I have some problem got blue body and CTD Hooves stage 2 the blue body, I try check skee64 bFaceOverlay is default 1
safado Posted April 5 Posted April 5 (edited) 5 hours ago, Odirn said: I have some problem got blue body and CTD Hooves stage 2 the blue body, I try check skee64 bFaceOverlay is default 1 So what? FAQ means Frequently Asked Questions. Try re-read the instructions page. You are close looking into the NIOverride\Skee64 ini file. Remember the separate Texture files is still needed, it is in BIG RED letters on the first sentence. Still, people do not follow. Spoiler FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Edited April 5 by safado
Odirn Posted April 6 Posted April 6 19 hours ago, safado said: So what? FAQ means Frequently Asked Questions. Try re-read the instructions page. You are close looking into the NIOverride\Skee64 ini file. Remember the separate Texture files is still needed, it is in BIG RED letters on the first sentence. Still, people do not follow. Hide contents FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). then how about CTD at hooves stage 2, my skyrim is SE not AE, use ZAZ 8+, All required mod installed
safado Posted April 6 Posted April 6 (edited) 6 hours ago, Odirn said: then how about CTD at hooves stage 2, my skyrim is SE not AE, use ZAZ 8+, All required mod installed Include papyrus and crash logs, so the author or others can pinpoint the issue. You can skip this word wall and go to the link..... Spoiler Skyrim SE and AE technically use the same resources because they are built on the same 64‑bit game engine. AE is not a separate engine or asset set; it simply includes additional official patches and Creation Club (CC) content layered on top. The real difference is that AE received many post‑2016 updates after Microsoft required Bethesda to recompile the original Special Edition codebase using newer MS Store–compliant compilers. These recompilations unintentionally worsened some long‑standing engine bugs. The multiple 1.6.x patch iterations were Bethesda’s attempts to stabilize the game—primarily for Xbox—while maintaining version parity with PC. You may be confusing this with mods that depend on SKSE64 libraries. SKSE64 is a PC‑only runtime memory hook, not an official API. Because it injects itself into the game at runtime, its plugins must match the exact executable version of Skyrim. When Bethesda updates the game, SKSE‑based mods break until they are recompiled for the new runtime. ZAZ Animation Pack SE 8+ is the same for both SE and AE, as long as you are using the SE version (not Skyrim LE). However, the SE release is essentially a quick-and-dirty conversion. It still contains legacy Skyrim LE assets that are force‑adapted to work under SE/AE. Because of this, it includes outdated body references for old-CBBE and UUNP. Those bodies dimensions are bigger with lower poligon counts. You are likely using 3bav2 or BHUNP, both needs new bodyslides. FactoryClose did a BHUNP version in his old blog, he created that body anyway. 3BA got some community love, scatered in the forums. Look at my link, it has links to it. It seems you been having issues since 2023. There is a warning for upgrades in the instruction page. Did you build the hooves again in Bodyslide? All BAC body assets need re-build in bodyslide. Spoiler If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. Check this post targeting SkyrimSE 1.5.97 mods requirements that help with BAC and other Loverslab mods. I think you may have the proper ZAZ SE 8+(2023) but check the links anyway in case you need the 3BAv2 Bodyslide files links. Edited April 6 by safado
Cammy Posted April 7 Posted April 7 I don't know if anyone else is having this issue but i'm getting crazy fpx drops whenever transformation happens after the tail. Not sure if its cause its something to do with the reapplying of all the parts but wondering if anyone knows the cause I am using High Poly Head from Predator
safado Posted April 7 Posted April 7 (edited) 1 hour ago, Cammy said: I don't know if anyone else is having this issue but i'm getting crazy fpx drops whenever transformation happens after the tail. Not sure if its cause its something to do with the reapplying of all the parts but wondering if anyone knows the cause I am using High Poly Head from Predator Did the head get replaced with the BAC custom one? The tail has SMP and your used head too. Make sure the tail smp parameter file is in "gamefolder\data\textures\bac\tail\cowtailSE.xml". Try FSMP v3.0.0-development combined with SMP Fixes 0.0.3, it may help with smp performance issues when combined with smp head, but it is in very beta stages. Disable NPC SMP Crash Fix and Slot 32 Fix mod-patches if installed separately a while ago, they are merged in smp fixes. Do not use Flex SMP. Make sure it is Predator head is High poly Head SMP 1.2 or newer, it removed conflicting dll. Spoiler Features For FSMP-3.0.0 Facial Morph Update Fix - Makes SMP use current facial morphs rather than the neutral face. Fixes issues with SMP lip mods like Predator's. Body Morph Update Fix - When body morphs are changed through mods or RaceMenu, SMP will properly utilize the new shapes. Features For FSMP-2.5.1 (FSMP 3.0.0 Beta fixes all of these already) Complex Outfit Fix - Fixes complex SMP outfits from mods like Devious Devices. May also help with other SMP anomalies. Facial Morph Update Fix - Makes SMP use current facial morphs rather than the neutral face. Fixes issues with SMP lip mods like Predator's. Body Morph Update Fix - When body morphs are changed through mods or RaceMenu, SMP will properly utilize the new shapes. Slot 32 Fix - This is just the name it's known by. SMP has an issue where it breaks bones on the body when combined with CBPC. Which is why people have associated it with "Slot 32" and CBPC. Tl;Dr: This fix prevents CBPC physics from breaking with SMP I guess lol NPC SMP Crash Fix - Fixes a bug in vanilla that can rarely cause a crash with NPC's with SMP items (Like SMP hair). (Likely doesn't work on VR. Still need to find VR's offset) Edited April 7 by safado
Cammy Posted April 7 Posted April 7 53 minutes ago, safado said: Did the head get replaced with the BAC custom one? The tail has SMP and your used head too. Make sure the tail smp parameter file is in "gamefolder\data\textures\bac\tail\cowtailSE.xml". Try FSMP v3.0.0-development combined with SMP Fixes 0.0.3, it may help with smp performance issues when combined with smp head, but it is in very beta stages. Disable NPC SMP Crash Fix and Slot 32 Fix mod-patches if installed separately a while ago, they are merged in smp fixes. Do not use Flex SMP. Make sure it is Predator head is High poly Head SMP 1.2 or newer, it removed conflicting dll. Hide contents Features For FSMP-3.0.0 Facial Morph Update Fix - Makes SMP use current facial morphs rather than the neutral face. Fixes issues with SMP lip mods like Predator's. Body Morph Update Fix - When body morphs are changed through mods or RaceMenu, SMP will properly utilize the new shapes. Features For FSMP-2.5.1 (FSMP 3.0.0 Beta fixes all of these already) Complex Outfit Fix - Fixes complex SMP outfits from mods like Devious Devices. May also help with other SMP anomalies. Facial Morph Update Fix - Makes SMP use current facial morphs rather than the neutral face. Fixes issues with SMP lip mods like Predator's. Body Morph Update Fix - When body morphs are changed through mods or RaceMenu, SMP will properly utilize the new shapes. Slot 32 Fix - This is just the name it's known by. SMP has an issue where it breaks bones on the body when combined with CBPC. Which is why people have associated it with "Slot 32" and CBPC. Tl;Dr: This fix prevents CBPC physics from breaking with SMP I guess lol NPC SMP Crash Fix - Fixes a bug in vanilla that can rarely cause a crash with NPC's with SMP items (Like SMP hair). (Likely doesn't work on VR. Still need to find VR's offset) I'll give it a shot when i can and report back. thanks for the tips
bigfella67 Posted April 8 Posted April 8 Just curious and looking at options, is UBE compatible with BAC?
botticelli Posted April 8 Author Posted April 8 6 hours ago, bigfella67 said: Just curious and looking at options, is UBE compatible with BAC? You'll probably experience a lot of problems, since (see here) the armor pieces are used for both npc and pc and either might look shitty/cause CTD on the other when converted to UBE.
space_d Posted April 9 Posted April 9 On 7/17/2025 at 4:07 PM, Ricordi said: We need the chosen one who will put together an adequate patch for the UBE body using the available resources. Rise, brothers! Reveal hidden contents Unfinished patch fetched from UBE discord and UBE feet i edited for the first three stages of 'semihooves' (other meshes seem to be universal for any body mod). All that's left is to organize and connect it all together (and create cow heads). BAC UBE Patch.zip 12.31 MB · 15 downloads BAC UBE hooves.zip 3.95 MB · 14 downloads Any update on this?
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