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Posted
15 hours ago, gfumbleigh said:


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

 

 

You are right for legacy SLAR, sorry.  For SLO is reversed and I forgot about that. 

 

Posted
Spoiler
  • 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[<max - 1>] is first)

 So I finally got SE running a bit, and I noticed my cum overlays are now appearing UNDER my fur overlays. I think the above update note is the culprit. Is there an easy way to reverse it?

Posted (edited)
11 hours ago, dragongodmod117 said:
  Reveal hidden contents
  • 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[<max - 1>] is first)

 So I finally got SE running a bit, and I noticed my cum overlays are now appearing UNDER my fur overlays. I think the above update note is the culprit. Is there an easy way to reverse it?

Slot layering in LE is reversed in SE. In LE slot number 0 was directly above the skin while slot number N - 1 (with N your setting in nioverride.ini) would be the topmost. In SE, slot N - 1 (with N being the setting from skee64.ini) is directly above the skin and 0 is topmost. Mods that have been ported as-is work just as you experience now. BAC reverses its slot order to stay lowermost. Depending on when you got that cum overlay (probably before BAC's curse), that cum might still use the LE numbering (where cum mostly stayed in the topmost slots) and then get covered up by the fur. In BAC's MCM on the Cow settings page is an option to reset the slots BAC uses ("Reset Overlay Slots"). I'd recommend doing that after going for a swim to get rid of all the cum overlays. BAC will then redistribute its fur to the freed-up slots, if possible. This you can check in SlaveTats skipping through the tats pages to the last one. Btw. YPS still uses the LE numbering as well, which is one thing I fixed in the yps modifications posting earlier.

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

Slot layering in LE is reversed in SE. In LE slot number 0 was directly above the skin while slot number N - 1 (with N your setting in nioverride.ini) would be the topmost. In SE, slot N - 1 (with N being the setting from skee64.ini) is directly above the skin and 0 is topmost. Mods that have been ported as-is work just as you experience now. BAC reverses its slot order to stay lowermost. Depending on when you got that cum overlay (probably before BAC's curse), that cum might still use the LE numbering (where cum mostly stayed in the topmost slots) and then get covered up by the fur. In BAC's MCM on the Cow settings page is an option to reset the slots BAC uses ("Reset Overlay Slots"). I'd recommend doing that after going for a swim to get rid of all the cum overlays. BAC will then redistribute its fur to the freed-up slots, if possible. This you can check in SlaveTats skipping through the tats pages to the last one. Btw. YPS still uses the LE numbering as well, which is one thing I fixed in the yps modifications posting earlier.

Is it possible that SLACS plus just doesn't work anymore? (This is the overlay applicator I'm using) If so, can anyone recommend a better one? I had Cum Overlays for LE but I see the file has been pulled and is no longer available (I just don't know if there's a specific SE version from the downloads or not).

 

I appreciate the help.

Edited by dragongodmod117
Posted (edited)
1 hour ago, dragongodmod117 said:

Is it possible that SLACS plus just doesn't work anymore? (This is the overlay applicator I'm using) If so, can anyone recommend a better one? I had Cum Overlays for LE but I see the file has been pulled and is no longer available (I just don't know if there's a specific SE version from the downloads or not).

 

I appreciate the help.

 

I think this one was created to expand monomans1 Cum Overlays. It is it own mod, not an add-on. 

Sexlab Cum Overlays Extended v0.1.0.7z (last version from Ponzi)

If using latest OsmelMC SexLab Utility Plus, select that option in installer but do not allow SCOE mod to win conflicts with SLU+ scripts(sexlab replaced scripts). Changes added by SLOE already included in SLU+ and scripts in SCOE are old and will break SLU+. 

 

Extra cun overlay sets in spoiler links

Spoiler

 

 

 Sexlab Cum Overlays Extended

This is a mod built on top of @Monoman1's Sexlab Cum Overlays that aims to overhaul Sexlab's cum system and fill the gaps between existing mods.

 

 

SLACS_2_SCO is allegedly the latest of all type of cum overlay mods that takes over sexlab cum placement, but it is kind of resource heavy by requiring 21 slots + BAC 30, meaning around 60+ overlays body slots in Nioverride\SKEE, if also adding slots for other overlays and slut-tats mods.  

 

Edited by safado
Posted (edited)

Is it possible to guarentee a certain randomized transformation like I read about short cows and skinny cows but I don't want those, I'd like to disable those options if possible or force the fat cow route,is there a way in mcm to do that?


Also how does the hunters quest work? They kidnapped me and took me away in a cart but I broke out half way to fight them and escape, I've seen other people say there's actually a route to become enslaved and sold and kept in a barn and stuff, did I miss that or how does that all work?

Edited by gfumbleigh
Posted
2 hours ago, gfumbleigh said:

Is it possible to guarentee a certain randomized transformation like I read about short cows and skinny cows but I don't want those, I'd like to disable those options if possible or force the fat cow route,is there a way in mcm to do that?

Disable those mutations in MCM (Mutation Targets page, set them to either NPC or NOBODY as you like), this will*not* affect any mutations already applied.

 

2 hours ago, gfumbleigh said:

Also how does the hunters quest work? They kidnapped me and took me away in a cart but I broke out half way to fight them and escape, I've seen other people say there's actually a route to become enslaved and sold and kept in a barn and stuff, did I miss that or how does that all work?

On your hunter encounter there is a dialogue option to submit. If you do not fight them and just submit and wait out the cart scene and kill them only at the very end, that quest goes on.

Posted
14 hours ago, safado said:

 

I think this one was created to expand monomans1 Cum Overlays. It is it own mod, not an add-on. 

Sexlab Cum Overlays Extended v0.1.0.7z (last version from Ponzi)

If using latest OsmelMC SexLab Utility Plus, select that option in installer but do not allow SCOE mod to win conflicts with SLU+ scripts(sexlab replaced scripts). Changes added by SLOE already included in SLU+ and scripts in SCOE are old and will break SLU+. 

 

Extra cun overlay sets in spoiler links

  Reveal hidden contents

 

 

 Sexlab Cum Overlays Extended

This is a mod built on top of @Monoman1's Sexlab Cum Overlays that aims to overhaul Sexlab's cum system and fill the gaps between existing mods.

 

 

SLACS_2_SCO is allegedly the latest of all type of cum overlay mods that takes over sexlab cum placement, but it is kind of resource heavy by requiring 21 slots + BAC 30, meaning around 60+ overlays body slots in Nioverride\SKEE, if also adding slots for other overlays and slut-tats mods.  

 

Thanks for SL Cum Overlays Extended. Sadly, the cum is somehow still under some cow overlays. When I check racemenu, the cow overlays are at the bottom and the cum overlays are near the middle. I noticed the "uncontrollable milk" texture from BaC (liqb.dds/ liqb2.dds) is slightly above the rest of the BaC overlays but is still listed below the cum overlays. 

 

Just to clarify, BaC overlays are set to the last in the list so they are closest to skin level, meaning always on first and everything above it in the lists will be on top?

Posted

currently having a new issue now where after Paul gave me my first task (breast growth potions while tied to a post in the city) he hasn't called me back, It's been like 12 in-game days and I even changed the quest interval down from 7 days to 3 but still nothing, any ides would be appreciated 

Posted (edited)
10 hours ago, gfumbleigh said:

currently having a new issue now where after Paul gave me my first task (breast growth potions while tied to a post in the city) he hasn't called me back, It's been like 12 in-game days and I even changed the quest interval down from 7 days to 3 but still nothing, any ides would be appreciated 

you need to report in after your task. If you didn't do that, Paul does not start the next task but waits for you instead.

 

14 hours ago, dragongodmod117 said:

Just to clarify, BaC overlays are set to the last in the list so they are closest to skin level, meaning always on first and everything above it in the lists will be on top?

yes, that's at least the case with my (1.6.x AE) installation. Not sure, if 1.5.97 SE will do it that way.

Spoiler

I have set skee64.ini to 30 body slots. In SlaveTats it looks like this

#1 is occupied by BoS, #2 is occupied by YPS (stockings)

20260606075325_1.thumb.jpg.794003a4adad61e259c76e8468884631.jpg

then, all are empty until #18 through #30 which are occupied by BAC

20260606075432_1.thumb.jpg.490b2ebe9bf55414824aaeaae35f7dc3.jpg

on the face it's basically the same, you can see the makeup and piercings staying on top of the fur/cow nose:

20260606075454_1.thumb.jpg.a3ba9eab603f530b08afacf28063b098.jpg

 

Edited by botticelli
Posted
2 hours ago, botticelli said:

you need to report in after your task. If you didn't do that, Paul does not start the next task but waits for you instead.

 

yes, that's at least the case with my (1.6.x AE) installation. Not sure, if 1.5.97 SE will do it that way.

  Reveal hidden contents

I have set skee64.ini to 30 body slots. In SlaveTats it looks like this

#1 is occupied by BoS, #2 is occupied by YPS (stockings)

20260606075325_1.thumb.jpg.794003a4adad61e259c76e8468884631.jpg

then, all are empty until #18 through #30 which are occupied by BAC

20260606075432_1.thumb.jpg.490b2ebe9bf55414824aaeaae35f7dc3.jpg

on the face it's basically the same, you can see the makeup and piercings staying on top of the fur/cow nose:

20260606075454_1.thumb.jpg.a3ba9eab603f530b08afacf28063b098.jpg

 


I did report back right after it was done and it seemed to complete the quest fine but since then nada

Posted
On 6/6/2026 at 9:58 AM, gfumbleigh said:


I did report back right after it was done and it seemed to complete the quest fine but since then nada

do sqv bac_beingacow in the console. It should report current stage 30. If below that, do setstage bac_beingacow 30 (if at 20, or first 20 then 30 if at 10). One other caveat could be: On the BAC MCM debug page you can deselect evil quests. If only two quests stay active and one of them is Ritual Cow and Severio Pelagia died during the Civil War, this situation may also arise (I fx it with the next version).

Posted

I found through the "help" command that there are multiple types of nose rings — large, small, and mixed. Also, the large nose ring is different from the one the hunter gave me. How can I follow the correct steps to obtain different nose rings, such as the mixed one, rather than just ones that differ only in size?

Posted
9 hours ago, cenrious said:

I found through the "help" command that there are multiple types of nose rings — large, small, and mixed. Also, the large nose ring is different from the one the hunter gave me. How can I follow the correct steps to obtain different nose rings, such as the mixed one, rather than just ones that differ only in size?

large/small/mixed refer to the combination of bell and nose ring. "Large" means large bell & ring which is the combo applied by the hunters. "Small" means small bell & ring which is the combo applied by Paul if you kill the hunters often enough without letting them capture you and then follow Paul's instructions. The "Mixed" combo means small bell & large ring which is optional only if you have the small combo. You cannot get that with the large combo because the hunters affixed that one sort of permanently. If you did the Paul quest line instead and got the small ring, you can ask Paul to apply the large ring instead as part of the regular workloop quest.

Posted (edited)

After using that one dude's high-poly-heads smp fix thingy and their custom cow 3ba bodyslide (the ube anus one) I have one minor issue and one major issue:

The minor issue is that BAC is the only mod controlling my breast morphs yet for some reason on this new save with those above patches they're absolutely ginormous even only a quarter transformed and I haven't yet reached any giant boobs bac mutations or anything. This could genuinely just be that person's bodyslide config kicking in early tho which is mostly solved by just turning off breast morphs from other stuff like paul's punishments or etc.

The major issue is that BAC is the only thing controlling my head morphs and after adding those above patches/bodyslides for some reason at about 25ish percent transformed my head shrinks to being super tiny, to the point I look like I don't even have a head anymore. No idea what's causing this cus I'm just using High Poly Heads with the original dude's patch, then Ricardo's patch over the top of that as reccomended and that should be all that's affecting the head, not using custom races or super customized face mods or anything.

Edited by gfumbleigh
Posted
21 hours ago, gfumbleigh said:

After using that one dude's high-poly-heads smp fix thingy and their custom cow 3ba bodyslide (the ube anus one) I have one minor issue and one major issue:

The minor issue is that BAC is the only mod controlling my breast morphs yet for some reason on this new save with those above patches they're absolutely ginormous even only a quarter transformed and I haven't yet reached any giant boobs bac mutations or anything. This could genuinely just be that person's bodyslide config kicking in early tho which is mostly solved by just turning off breast morphs from other stuff like paul's punishments or etc.

The major issue is that BAC is the only thing controlling my head morphs and after adding those above patches/bodyslides for some reason at about 25ish percent transformed my head shrinks to being super tiny, to the point I look like I don't even have a head anymore. No idea what's causing this cus I'm just using High Poly Heads with the original dude's patch, then Ricardo's patch over the top of that as reccomended and that should be all that's affecting the head, not using custom races or super customized face mods or anything.

Did you download & install the morph json, i. e. one of these image.png.91a67ad788bcddea6291f26a106540d8.png? If sou, you can modify the amount added for each body part during the original 19 stages plus for most of the mutations including the head by editing data\SKSE\plugins\StorageUtilData\BAC\actor_base.json.

Posted
1 hour ago, botticelli said:

Did you download & install the morph json, i. e. one of these image.png.91a67ad788bcddea6291f26a106540d8.png? If sou, you can modify the amount added for each body part during the original 19 stages plus for most of the mutations including the head by editing data\SKSE\plugins\StorageUtilData\BAC\actor_base.json.


Yes I have, and I scoured the thread earlier for someone having the same issue but I didn't fully understand your instructions for changing the values in the json file so I got stuck and had to ask.

I'm not sure what values to edit or what they should be in "ChangeHead" to fix the tiny shrunken head. I changed some value related to "NPChead" from 1.0 to 1.1 (based on instructions from an earlier post) and then reloaded and that didn't change anything.

ModOrganizer_FMGSccw5mo.png

Posted
1 hour ago, gfumbleigh said:


Yes I have, and I scoured the thread earlier for someone having the same issue but I didn't fully understand your instructions for changing the values in the json file so I got stuck and had to ask.

I'm not sure what values to edit or what they should be in "ChangeHead" to fix the tiny shrunken head. I changed some value related to "NPChead" from 1.0 to 1.1 (based on instructions from an earlier post) and then reloaded and that didn't change anything.

ModOrganizer_FMGSccw5mo.png

in the ube_anus version remove the "slif_head" line under "ChangeHead".

Posted (edited)
1 hour ago, CuriousBigred said:

in the ube_anus version remove the "slif_head" line under "ChangeHead".


Thank you for the suggestion, I'll try that. No news = good news.

Edited by gfumbleigh
Posted

I tried to patch this myself but I do not have the source scripts on hand to compile the MCM (I hate creation kit so fucking much) so I must throw this inquiry into the topic instead. Will we ever see MCM options to configure the phase at which certain traits appear? As an example, the hooves phases are 7, 9, 12, and 16. Could those end up as variables?

Posted
11 hours ago, Galactase said:

I tried to patch this myself but I do not have the source scripts on hand to compile the MCM (I hate creation kit so fucking much) so I must throw this inquiry into the topic instead. Will we ever see MCM options to configure the phase at which certain traits appear? As an example, the hooves phases are 7, 9, 12, and 16. Could those end up as variables?

That would create a major problem since the selection of certain mutations hinges on some "standard" mutations happening at certain stages. E. g. you can only get large hooves once you've got hooves. Now if we totally randomize the hoof stages, you might end up with a cow that has no hooves at all and we get a little cramped in the mutations department also. With hooves at a random stage, there are some possible constellations where we have intermediate stages with no possible mutation (because the hooves aren't there). With the horns/ears it would be the same. Other standard mutations aren't so tricky, since there's only one subsequent stage, but with the hooves, you've got: (1) cinderella feet, (2) 1st stage large toes, (3) 2nd stage large toes (pinky missing), (4) "regular" hooves, (5) large hooves, (6) huge hooves. If your mutation sequence ends at stage 30 and you don't start with the cinderella feet at least in stage 27, you won't get hooves in the end. The large hooves additionally require slim1/fat1 and the huge hooves slim2/fat2 cows which would also needed to be cramped into the list.

Posted
2 hours ago, botticelli said:

That would create a major problem since the selection of certain mutations hinges on some "standard" mutations happening at certain stages. E. g. you can only get large hooves once you've got hooves. Now if we totally randomize the hoof stages, you might end up with a cow that has no hooves at all and we get a little cramped in the mutations department also. With hooves at a random stage, there are some possible constellations where we have intermediate stages with no possible mutation (because the hooves aren't there). With the horns/ears it would be the same. Other standard mutations aren't so tricky, since there's only one subsequent stage, but with the hooves, you've got: (1) cinderella feet, (2) 1st stage large toes, (3) 2nd stage large toes (pinky missing), (4) "regular" hooves, (5) large hooves, (6) huge hooves. If your mutation sequence ends at stage 30 and you don't start with the cinderella feet at least in stage 27, you won't get hooves in the end. The large hooves additionally require slim1/fat1 and the huge hooves slim2/fat2 cows which would also needed to be cramped into the list.

Ah, I see. I wasn't intending on randomizing what could happen or giving them a dramatic change, just merely adjusting them a little to get a touch of variety. Think the first hoof phase being maybe 6 on one playthrough, 5 the next, 9 the next. That sort of thing. Obviously I'd run out of mutations if I stuck hooves at like 20 (even though I don't really use the hoof mutations but I can see the problem anyway). Would small ranges be easier to manage such as hoof stage 1 being anywhere from 6-8, stage 2 being from 9-10, etc?

Posted (edited)
16 hours ago, Galactase said:

Ah, I see. I wasn't intending on randomizing what could happen or giving them a dramatic change, just merely adjusting them a little to get a touch of variety. Think the first hoof phase being maybe 6 on one playthrough, 5 the next, 9 the next. That sort of thing. Obviously I'd run out of mutations if I stuck hooves at like 20 (even though I don't really use the hoof mutations but I can see the problem anyway). Would small ranges be easier to manage such as hoof stage 1 being anywhere from 6-8, stage 2 being from 9-10, etc?

It would probably work but also mean a lot of small adjustments to some very old parts of the script which expect certain things to happen at stage X. Also it would mean to move something else forward to fill the gap left by the hooves appearing at a later stage. In essence, we'd need to build a roadmap from stage 1 through 19 at registration and fill in all the standard mutations. Doing that will also rip the messages apart since the combo stages (fur with somthing else) also have combo messages. There are:

  • 9 fur stages (sometimes in hard combination with other changes)
  • 2 udders stages
  • 2 tail stages
  • 4 hoof stages
  • 1 hand hoof stage
  • 6 horns/ears stages
Edited by botticelli
Posted
6 hours ago, botticelli said:

It would probably work but also mean a lot of small adjustments to some very old parts of the script which expect certain things to happen at stage X. Also it would mean to move something else forward to fill the gap left by the hooves appearing at a later stage. In essence, we'd need to build a roadmap from stage 1 through 19 at registration and fill in all the standard mutations. Doing that will also rip the messages apart since the combo stages (fur with somthing else) also have combo messages. There are:

  • 9 fur stages (sometimes in hard combination with other changes)
  • 2 udders stages
  • 2 tail stages
  • 4 hoof stages
  • 1 hand hoof stage
  • 6 horns/ears stages

Something always having to happen definitely dampens the feasibility of my idea... I can't think of anything that could fill dead space aside from a token milk generation increase. Plus the messages. I didn't even account for that. Mutations could theoretically bridge those gaps but it'd still be weird and the player may not even have mutations starting already. (I set mine to stage 2 cause I'm a freak) Plus, usually, with the exception of the fur, one type of stage ends before the next begins. Your horns are done before the hooves show up etc. Hmm. Okay, this is probably more trouble than it's worth. Thanks for entertaining the idea, though!

Posted (edited)

Hi!

While playing with this mod. I have noted that something "resets" my characters head each 6-7 seconds (hair physics refresh, overlays reload, and head mesh blinks for a frame), it also causes stutter, and resets falling physics mid-jump. And it stopped only after I have disabled BAC.

With console output I have noted that it is due to BAC periodic updates, is it possible to adjust how often they fire, or to make them less "interrupting"?

Edited by angrykiwi

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