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Posted
11 hours ago, Breastexpansionfan19 said:

I can't seem to get the face to morph or show the cow parts. Does anyone have any advice?

 

Keep in mind that face morphs do not work on vampires.

Posted

Yeah I tried everytthing at this point and this mod is like a ghost that just vanished from the internet in the last few days, if anyone has the latest file zip I would greatly appreciate a link ❤️

Posted

nevermind  I did it I'm a gooner genius the main page was down so i went to another mod's direct download list page (not just the side button and popup) took the forum id code from the URL of BAC and put it over the top of the original one and baboom cow fetish gaming

Posted

Hey guys, I wanted to ask, people who play in first person. With the back and neck morphs in the first person view the camera is fixed in between pc's arms. Do you guys use some mod or something to fix that? I have Improved Camera SE and First Person Camera Hight Fix, but it doesn't help in that case. Thoughts?

Also @botticellifunny thing, this mod kinda gave me a small heart attack whenever I see an Alik'r lmao.

Posted
4 hours ago, masterofgamespl said:

Hey guys, I wanted to ask, people who play in first person. With the back and neck morphs in the first person view the camera is fixed in between pc's arms. Do you guys use some mod or something to fix that? I have Improved Camera SE and First Person Camera Hight Fix, but it doesn't help in that case. Thoughts?


You should be able to use the Camera section of race menu to adjust the height and distance offset of the first person camera to your liking

Posted
On 3/12/2026 at 10:54 PM, botticelli said:

when you start a new game, watch the console. There should be BAC update messages appearing just after closing RaceMenu à la "BAC::Update - Update to 1.0" all the way up to 6.7. If that stops somewhere before 6.7, tell me that last number appearing.

just fyi having this exact issue and it doesn't appear at all in the top-left mod loading notifactions after i start a new game

Posted (edited)
3 hours ago, gfumbleigh said:

just fyi having this exact issue and it doesn't appear at all in the top-left mod loading notifactions after i start a new game

The most common reason for this is a wrong ZaZ version. Remember to *not* download ZaZ from its download menu. Go to the first (stuck) item in the support thread and search for "8.0+", then download the appropriate version via the link there. Which version number do you get to in that console list?

Edited by botticelli
Posted (edited)
16 hours ago, masterofgamespl said:

With the back and neck morphs in the first person view the camera is fixed in between pc's arms

not quite. Without any camera fix on behalf of BAC, the camera would be stuck below the pc's navel. The only value BAC adjusts is the height of the view. It won't do this if mod "Customizable Camera.esp" is present, though. Else it sets fOverShoulderPosZ in the [Camera] section of Skyrim.ini via Utility method to an adjusted value. If any of your camera mods change the method (e. g. via dll) for the camera position being applied by the game, they probably won't honour this.

Edited by botticelli
Posted
4 hours ago, botticelli said:

The most common reason for this is a wrong ZaZ version. Remember to *not* download ZaZ from its download menu. Go to the first (stuck) item in the support thread and search for "8.0+", then download the appropriate version via the link there. Which version number do you get to in that console list?


I definitely 100% have the right version unless I've been entirely mislead and am a complete moron, its not on the normal download link in "ZAZ Animation packs for SE"

you scroll down a bit and its in the first/topic post, links to mega.nz and the one I DL'd is ZAZ 8.0+ CBBE HDT (the ones I use)

I don't get ANY showing up of BAC in the mod-list on the top-left, everything else SEEMS to be loading/initializing fine (including YPS, Milk Mod, Milk addict, BoS, DD etc) but no hint of BAC in the top left after loading in or in MCM at all, in fact I'm disovering my entire (rather small) list seems to be completely broken (can't make it out of alternate start without crash) and I could really use a hand if anyone has the time to help me bugfix.

I really really tried on my own but for an amateur like me Skyrim is a new beast. I'm  99% sure I have all the right mod versions for my game (most up-to-date Special Edition without AE DLC) and when I got plugin errors through MO2 I managed them all 1-by-1 with creation kit and it took my like an hour and then they finally all disappeared. Then I made sure to update all the 32 bit stuff that nemesis picked up into 64 through Cathedral.



During initial installation of various mods I ran Nemesis and Bodyslide multitple times as advised by various mod installation guides to make sure all the animations and meshes were right/loaded and I made sure they came back with no errors (only 1 single error related to "milkcuriass" or something in Bodyslide but every other mesh processed fine it seemed)
I don't run "FNIS" as I've read Nemesis makes it redundant for modern installs. I ran LOOT and let it set my load-orders, made sure to open the game first to generate its INI, generated the appripriate INIs for 2 mods and edited them (one for BAC face-morph slider scaling and one for open animation replacer where I set bdisablepreloading to true) and I think that's the most important stuff.

I'll put screenshots of my latest crashlogs, plugins, load order, mod list and everything else I can find to give info. but at this point after 3 days I'm at a loss that it isn't functioning. (Sorry I'm not sure how to post files inside the message like other ppl do) 

Latest crash log: 
Papyrus.2.log

Imgur link to screenshots of Load order, Modlist, Plugins, MO2 setup, etc.

If there anything else you need just let me know and I'll provide it, very keen to get this working after such time sunk into it.


 

 

Posted
Just now, gfumbleigh said:


I definitely 100% have the right version unless I've been entirely mislead and am a complete moron, its not on the normal download link in "ZAZ Animation packs for SE"

you scroll down a bit and its in the first/topic post, links to mega.nz and the one I DL'd is ZAZ 8.0+ CBBE HDT (the ones I use)

I don't get ANY showing up of BAC in the mod-list on the top-left, everything else SEEMS to be loading/initializing fine (including YPS, Milk Mod, Milk addict, BoS, DD etc) but no hint of BAC in the top left after loading in or in MCM at all, in fact I'm disovering my entire (rather small) list seems to be completely broken (can't make it out of alternate start without crash) and I could really use a hand if anyone has the time to help me bugfix.

I really really tried on my own but for an amateur like me Skyrim is a new beast. I'm  99% sure I have all the right mod versions for my game (most up-to-date Special Edition without AE DLC) and when I got plugin errors through MO2 I managed them all 1-by-1 with creation kit and it took my like an hour and then they finally all disappeared. Then I made sure to update all the 32 bit stuff that nemesis picked up into 64 through Cathedral.



During initial installation of various mods I ran Nemesis and Bodyslide multitple times as advised by various mod installation guides to make sure all the animations and meshes were right/loaded and I made sure they came back with no errors (only 1 single error related to "milkcuriass" or something in Bodyslide but every other mesh processed fine it seemed)
I don't run "FNIS" as I've read Nemesis makes it redundant for modern installs. I ran LOOT and let it set my load-orders, made sure to open the game first to generate its INI, generated the appripriate INIs for 2 mods and edited them (one for BAC face-morph slider scaling and one for open animation replacer where I set bdisablepreloading to true) and I think that's the most important stuff.

I'll put screenshots of my latest crashlogs, plugins, load order, mod list and everything else I can find to give info. but at this point after 3 days I'm at a loss that it isn't functioning. (Sorry I'm not sure how to post files inside the message like other ppl do) 

Latest crash log: 
Papyrus.2.log

Imgur link to screenshots of Load order, Modlist, Plugins, MO2 setup, etc.

If there anything else you need just let me know and I'll provide it, very keen to get this working after such time sunk into it.


 

 

https://imgur.com/a/blyhvqJ Imgur link is here sorry 

Posted
17 hours ago, gfumbleigh said:

https://imgur.com/a/blyhvqJ Imgur link is here sorry 

Depending on your game version, you might also need the BEES mod. If BAC cannot activate for some reason, an empty MCM menu should still be visible. Please check on quest bac_menu via console (sqv bac_menu). That is a SEQ quest (Start-game Enabled Quest) and it should be running.

Posted
2 hours ago, botticelli said:

Depending on your game version, you might also need the BEES mod. If BAC cannot activate for some reason, an empty MCM menu should still be visible. Please check on quest bac_menu via console (sqv bac_menu). That is a SEQ quest (Start-game Enabled Quest) and it should be running.


Thank you very much for replying, BTW my game version is current most up-to-date steam skyrim special edition without the paid AE DLC .

I've just reinstalled all my mods on a fresh profile after clearing out their old/loose files/overwrite and such because I found out pre-existing mods labelled/updated for special edition don't actually need cathedral or creation kit to work so I might have messed up my old installation and caused exception errors in the crash log (crashing when I exited the alternate start cell).

I kept backups of my old profile and its installed mods (all the stuff I linked to you above) just in case I did actually do something right because on that old profile the game loaded in and initialized like 30 mods, couldn't see any bugs all through character creation, loaded into the cell, could see pretty much all my installed mods (except BAC) show up in MCM and until i actually left the cell after talking to the statue everything seemed to be running perfectly fine besides BAC, I assumed exception errors and billions of errors for various things in the crashlog from various different mods meant I did a whole bad install but I'll let you know how it goes on a fresh install with BEES and your console command tips.

Posted
2 hours ago, botticelli said:

Depending on your game version, you might also need the BEES mod. If BAC cannot activate for some reason, an empty MCM menu should still be visible. Please check on quest bac_menu via console (sqv bac_menu). That is a SEQ quest (Start-game Enabled Quest) and it should be running.


Okay so sorry to just continue to be a burden but for starters here's what you asked for; after letting the game sit for a few minutes when I run that command in console I get this feedback -

bac_menu:
Script state = ""
No variables
No papyrus scripts attached 
- 1 Aliases for quest 'bac_menu' (1BOF5812) -
REF 'PlayerAlias' -> ' '  (00000014)

-----Quest State------
Enabled?      Yes
State:       Running
Current Stage: 0
Priority: 0

and when I type in your other code (Start-game Enabled Quest) it says [Script command "Start-game" not found] 
I tried "startgame 
1BOF5812" but all that did was give me:

Enabled?      Yes
State:       Running
Current Stage: 0
Priority: 0

again.

Also I forgot to mention before but my female only (not male) player model is stuck in a t-pose, it seems their facial expression changes fine but not the rest of their body. When increasing their gravity slider in character creation it caused the breasts to clip through the tunic but the other sliders/settings didn't seem to break anything. Also when I let YPS control my hair it turns my female bald and the game still crashes after talking to the statue of mara in alternate start. Aside from that my other mods seemed to load normally again and I could see most if-not all of them in MCM, the Bimbos of Skyrim mod seemed to play its audio files fine during idle and I couldn't see any other obvious graphical bugs.

At this point tho even after trying to re-do everything again cleanly and in the right order its obvious I've missed something.

Here is my latest crashlog on new setup - Papyrus log

maybe the FNIS.esp dummy plugin needs to be enabled since thats the one thing I see unchecked in my plugins? idk I'm stupid obviously.

 

Posted

UPDATE: I now seem to FINALLY Have BAC working and registering in MCM and can see all the settings (log says it goes up to 6.7 like I think its supposed to) I just had to remove all of the BoS and YPS mods for the time being or for a separate playthrough. I can also make it out of Alternate Start now and can freely move about the world although it was taking a little too long for me to stumble accross another humanoid NPC so I couldn't see if their animations were broken.

The issue now is both male AND female player characters are stuck in t-pose and I can't activate crouch or start a combat pose or jump animations. 

Do you have any suggestions on what animations I should be using or what could overall be the issue? I figured out one single mod that might have also been causing an issue is Sexlab Animation Loader so I made sure to get the SexLab special edition Animation Loader/newest one (as the oldest version is listed as redundant and the other one is LE) I use Nemesis but is FNIS actually better/more stable? Or maybe that Pandora I've seen some people mention?


I think this might be the last hurdle before I finally get 1 stable modlist working. 

I hope these are the last modlist/plugin list/load order files I need to upload - https://filebin.net/sl6j43az6k0wm5jz

Sorry again for spamming the thread so much and being dumb, appreciate any and all help greatly ❤️

Posted
13 hours ago, gfumbleigh said:

The issue now is both male AND female player characters are stuck in t-pose and I can't activate crouch or start a combat pose or jump animations. 

BAC does not come with animations on itself. So the regular animations need to be built. In LE times, FNIS was the tool to do that. Nowadays, I use Pandora to create those. I cannot help with MO2 intregration, but it is said to be quite easy, I use Vortex. Strange thing with BoS and YPS. I use both and have no issues with BAC, though I still use an older BoS version. YPS (6.9.2) should do nicely with those script modifications I posted earlier.

 

17 hours ago, gfumbleigh said:

and when I type in your other code (Start-game Enabled Quest) it says [Script command "Start-game" not found] 

That's not a console command. It meant, that the quest is specially registered by the SEQ file (data\SEQ\bac.seq) to be lauched automatically at new game start.

Posted
43 minutes ago, botticelli said:

BAC does not come with animations on itself. So the regular animations need to be built. In LE times, FNIS was the tool to do that. Nowadays, I use Pandora to create those. I cannot help with MO2 intregration, but it is said to be quite easy, I use Vortex. Strange thing with BoS and YPS. I use both and have no issues with BAC, though I still use an older BoS version. YPS (6.9.2) should do nicely with those script modifications I posted earlier.

 

That's not a console command. It meant, that the quest is specially registered by the SEQ file (data\SEQ\bac.seq) to be lauched automatically at new game start.


Thank you again for replying, I will try out Pandora instead of Nemesis and see if it fixes anything. And I won't really bother with BOS or YPS for the time being just because I've finally got it running somewhat stable now as-is.

Posted

Okay good news; with Pandora and a full overwrite clear and removal of nemesis I've gotten rid of the t-pose bug and can see BaC and 90% of my other mods initializing in the top-left in-game, I can access it in MCM and can make it out of Alternate start. thank you very much for that suggestion, saved me big time. Its quest started when I forced it through the MCM and told me to go find "paul" but further attempts to force quest progression through MCM didn't really do anything or give any feedback.

Not sure what options to select in that MCM to test the morphs/transformation or other stuff out the gate to make sure its working before I commit to a save file and discover it might be broken down the line, but it seems to be going fine for now.



Only issue I'm seeming to have now is a few mods no longer initialize/load until I leave the cell and go into the world, even after waiting for like 10 minutes in alt-start cell, and they seemed to RE-initialize again in the top left after I tried to test out Archeron death alternative and was stripped and started the "robbed" quest.

Then I found another male NPC but this time I was naked so he asked for sex and despite the animations loading slowly/weirdly and only fixing themselves after a few seconds (and the ballgag being offset from my actual mouth) everything seems to finally actually be in some reasonable working order with no glaring visual bugs (despite the animations queuing/loading being laggy/janky)

Does any of that sound worrying, easy-to-test or easily fixable? 


 

Posted (edited)
18 hours ago, gfumbleigh said:

(and the ballgag being offset from my actual mouth)

...you did run BodySlide for all the armors/addons/etc. (see BAC file page, hidden section under "Installation", instead of only BAC items, tag all boxes)?

Edited by botticelli
Posted
5 hours ago, botticelli said:

...you did run BodySlide for all the armors/addons/etc. (see BAC file page, hidden section under "Installation", instead of only BAC items, tag all boxes)?


Yeah definitely but this fixed itself after save/quit/reload so that's at least one thing that's working now.

Game is most stable it has been but current most severe issues are Milkpump stations not loading into Whiterun (neither basic nor fancy and I spent like 15 minutes looking for each) BAC quest starting on lactaid consumption instead of first milking (not the option I have selected in MCM, the one I had chosen was old-style milking) and simple slavery plus plus seems kinda broken (active in their support thread but if any ideas come to mind feel free to shoot), like it sends me to the auction house and puts me in cuffs and stuff but 90% of the time the auctioneer just wants to bang me instead of progressing the area and the few times it DOES work I just get released, I don't get transported to any of my SS++ mods (like dark desires club, bandits of skyrim or cursed loot or anything)

Getting there slowly but any help still greatly appreciated ❤️

Posted (edited)

So, are there SMP versions of the nose rings and bells somewhere of nobody did it? If not I might try to do and share it.

Edited by WipeLawn
Posted (edited)
10 hours ago, gfumbleigh said:


Yeah definitely but this fixed itself after save/quit/reload so that's at least one thing that's working now.

Game is most stable it has been but current most severe issues are Milkpump stations not loading into Whiterun (neither basic nor fancy and I spent like 15 minutes looking for each) BAC quest starting on lactaid consumption instead of first milking (not the option I have selected in MCM, the one I had chosen was old-style milking) and simple slavery plus plus seems kinda broken (active in their support thread but if any ideas come to mind feel free to shoot), like it sends me to the auction house and puts me in cuffs and stuff but 90% of the time the auctioneer just wants to bang me instead of progressing the area and the few times it DOES work I just get released, I don't get transported to any of my SS++ mods (like dark desires club, bandits of skyrim or cursed loot or anything)

Getting there slowly but any help still greatly appreciated ❤️

 

There is an issue with the automatic sorting of multiple MME plugins. You need to manually sort them, and sometimes the mod will even warn you about it. AutoSort often fails to establish the correct load order because all add-ons use MilkModNew as a master, but not each other. LOOT may have addressed this by adding rules to its master list, but I still recommend creating custom sort rules to ensure proper ordering.

 

Spoiler

Order specific to MME, 

SLAR  (ESM)  

sexlab

 

ZAZ

 

SkyUI

 

Compatible preg mods, requirements, and soft dependencies.

 

milkmodnew.esp (Main mod)

milkmod_milkpumpsfancy.esp   (MilkPump placement in "cities" and settlements)

milkmod_bodymorph_mcm.esp  (optional MME Config Menu v3.0: BodyMorphs compatibility for modern SE\AE bodies) Do not use the legacy SLIF or Bodymorph patches with SkyrimSE\AE. 

milkmodnew cf.esp    (optional CampFire add-on)

milkmodnew hf.esp   (optional Hearthfire add-on; adds ability to craft "Jug of Milk")

milkmodnew sanbox.esp  (optional adds Furniture-AI-flags for NPC "autonomy" use)

milkmodnew zaz sanbox.esp  (optional; Makes original ZAZ Animation pack Milk Pump use MME scripts and AI-flags from MME Sandbox plugin)  (Has to be loaded after everything above, or it will glitch)

 

BAC loads in any slot after it own dependecies

 

Recommend enabling MME MCM debug and disable strip of armor, drug effects, and multi breast chance to zero.

 

Recommend learning how to place MME milkpumps using console or a mod like Jaxonz Positioner. Place the pumps in a solitary area for better performance during on demand milking, or use Milk harness during sex with sexlab do not strip enabled for it (by MCM or KW). 

 

Spoiler

In Whiterun, the “Fancy” version places pumps behind Belethor’s shop in a small shelter, while the “Basic” version is located behind the blacksmith (near the female blacksmith, Adriana, if I recall correctly), without the extra features.

Unfortunately, both locations are not ideal for this mod for using the pumps. Its scripts place a heavy load on the Papyrus VM and add significant overhead, which can become problematic when combined with all the other scripts and processes running in a busy town with many active NPCs.  It is worst in "open" towns.  

 

If you are using DD-Curse-Loot, DD-Helpless, DD-Interest, and the like with default settings, then that likely most of your problems with horny NPC breaking game flow.  Mods with features that interrupt scenes by taking over can break any other mod scenes\quest.

 

 SS++ needs it detected events to be setup with chance-weights values above 0 to enable. I do not know what will happen if not properly configured, because I have never tested that, but it maybe your description.

 

Do not allow MME SLA\SLAR scripts to win any conflict with newer SLAR like OSL, SLO-Aroused-NG, SLAX-SE, and the like, it will mess those up.  Do not allow MME to win any conflict with SGO4.  Do not allow MME to win any conflict with "ZAP No Collision Furniture" mod, it helps with NPC furniture auto use and camera collision glitches.  Do not allow MME to win any conflict with "Fertility Mod + Immersive Effects", it already includes compatible FM+ interface for MME by replacing old MME-FM interface. 

 

Edited by safado
Posted (edited)

It isn't what I've planned originally, but I've converted the cow heads to High Poly Head and SMP Head from Predator. I used HiPoly Head Converter GUI to convert them from low to high poly, so there is probably some misalignment with the eyelashes (it's a known bug from that tool, and I'm too lazy to edit the 16 heads properly) but still much better than low poly imo.

I didn't test the SMP Heads during sex scenes either, so it will potentially look wrong (I mean the heads are longer than vanilla, so even the original cow heads are probably looking weird in that instance).

Anyway, here's the files.


I didn't know people already made High Poly Head (and SMP) conversions on this thread, so I'll share links to their posts instead:

 

Spoiler

 

 

Edited by WipeLawn
Posted

Another little contribution from me. Since I followed Paul's route but really like the ear tag, I retextured it and replaced every mesh without ear tag with the ones from the Hunter route.

Just so you know it's a replacer, not a proper implementation, so I recommend to activate it once you've being renamed by Paul. I'd love to add a dialogue for Paul to add it in-game, but my CK is broken so 🤷‍♂️
 

Spoiler

ScreenShot189.thumb.png.3c842b15d915ff367f47daf813feab2f.png

 

bac - Maggie Tag Addon.zip

Posted
On 6/1/2026 at 7:09 AM, safado said:

 

There is an issue with the automatic sorting of multiple MME plugins. You need to manually sort them, and sometimes the mod will even warn you about it. AutoSort often fails to establish the correct load order because all add-ons use MilkModNew as a master, but not each other. LOOT may have addressed this by adding rules to its master list, but I still recommend creating custom sort rules to ensure proper ordering.

 

  Hide contents

Order specific to MME, 

SLAR  (ESM)  

sexlab

 

ZAZ

 

SkyUI

 

Compatible preg mods, requirements, and soft dependencies.

 

milkmodnew.esp (Main mod)

milkmod_milkpumpsfancy.esp   (MilkPump placement in "cities" and settlements)

milkmod_bodymorph_mcm.esp  (optional MME Config Menu v3.0: BodyMorphs compatibility for modern SE\AE bodies) Do not use the legacy SLIF or Bodymorph patches with SkyrimSE\AE. 

milkmodnew cf.esp    (optional CampFire add-on)

milkmodnew hf.esp   (optional Hearthfire add-on; adds ability to craft "Jug of Milk")

milkmodnew sanbox.esp  (optional adds Furniture-AI-flags for NPC "autonomy" use)

milkmodnew zaz sanbox.esp  (optional; Makes original ZAZ Animation pack Milk Pump use MME scripts and AI-flags from MME Sandbox plugin)  (Has to be loaded after everything above, or it will glitch)

 

BAC loads in any slot after it own dependecies

 

Recommend enabling MME MCM debug and disable strip of armor, drug effects, and multi breast chance to zero.

 

Recommend learning how to place MME milkpumps using console or a mod like Jaxonz Positioner. Place the pumps in a solitary area for better performance during on demand milking, or use Milk harness during sex with sexlab do not strip enabled for it (by MCM or KW). 

 

  Hide contents

In Whiterun, the “Fancy” version places pumps behind Belethor’s shop in a small shelter, while the “Basic” version is located behind the blacksmith (near the female blacksmith, Adriana, if I recall correctly), without the extra features.

Unfortunately, both locations are not ideal for this mod for using the pumps. Its scripts place a heavy load on the Papyrus VM and add significant overhead, which can become problematic when combined with all the other scripts and processes running in a busy town with many active NPCs.  It is worst in "open" towns.  

 

If you are using DD-Curse-Loot, DD-Helpless, DD-Interest, and the like with default settings, then that likely most of your problems with horny NPC breaking game flow.  Mods with features that interrupt scenes by taking over can break any other mod scenes\quest.

 

 SS++ needs it detected events to be setup with chance-weights values above 0 to enable. I do not know what will happen if not properly configured, because I have never tested that, but it maybe your description.

 

Do not allow MME SLA\SLAR scripts to win any conflict with newer SLAR like OSL, SLO-Aroused-NG, SLAX-SE, and the like, it will mess those up.  Do not allow MME to win any conflict with SGO4.  Do not allow MME to win any conflict with "ZAP No Collision Furniture" mod, it helps with NPC furniture auto use and camera collision glitches.  Do not allow MME to win any conflict with "Fertility Mod + Immersive Effects", it already includes compatible FM+ interface for MME by replacing old MME-FM interface. 

 


Thank you for the tip, just FYI I think you need to have Sexlab BEFORE SLAR because its a master, at least it wouldn't let me load it above Sexlab in the plugin order

 

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