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Posted (edited)

Hey I was thinking. I usually turn off the name change given by Paul, because Cow 32 seems kinda boring after a while. Also it doesn't really makes sense considering what Paul was telling us earlier. First I think adding # before the number looks way better [Cow 32 / Cow #32). Another thing I was thinking is what if instead the name gives by Paul would be linked to the original players name. Something like that [{Player Name} the Cow #32]. So if the original player name was Mandy, the new name would be Mandy the Cow #32. 

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

Hey I was thinking. I usually turn off the name change given by Paul, because Cow 32 seems kinda boring after a while. Also it doesn't really makes sense considering what Paul was telling us earlier. First I think adding # before the number looks way better [Cow 32 / Cow #32). Another thing I was thinking is what if instead the name gives by Paul would be linked to the original players name. Something like that [{Player Name} the Cow #32]. So if the original player name was Mandy, the new name would be Mandy the Cow #32. 

a) It could not be set in the tats and on the ear tag (changing that to just "Cow #32" would be possible but some work (and also there's no # sign in the Oblivion font), adding the orginal player name is just not possible).

b) it can also not be included in dialogue topic info, i. e. the answer that Paul gives upon your prompt (as you can read on the bottom of this page), so Paul would simply be unable to tell you your new name.

The current naming ("Cow 32" without the number  sign) is in force since the early versions made by skyrimfet. I had thought that some kind of quirk (as with all the speeling issues in the dialogue) to keep around. The dialogue options get fixed when I run across them while editing something else, though.

Edited by botticelli
Posted
41 minutes ago, botticelli said:

a) It could not be set in the tats and on the ear tag (changing that to just "Cow #32" would be possible but some work (and also there's no # sign in the Oblivion font), adding the orginal player name is just not possible).

b) it can also not be included in dialogue topic info, i. e. the answer that Paul gives upon your prompt (as you can read on the bottom of this page), so Paul would simply be unable to tell you your new name.

The current naming ("Cow 32" without the number  sign) is in force since the early versions made by skyrimfet. I had thought that some kind of quirk (as with all the speeling issues in the dialogue) to keep around. The dialogue options get fixed when I run across them while editing something else, though.

Oh no no no, I didn't think about changing the entire model, that's obv way too much unnecessary work. I also wasn't thinking about changing dialogue with Paul. What I mean is whenever I play the mod I usually manually change my name to {original name} the cow #32. And the reason for that is when I meet other npcs from the base game, sometimes you introduce yourself (For example when you meet Elenwen in the Thalmor Embassy). I just think it sounds more realistic than calling ourselves just Cow, but I understand if there would be issues I don't see.

Posted

Are there any of you who already have a properly set up environment (with all the necessary dependencies) for compiling BAC scripts?

 

I wanted to add a function that would block equipping an item into slot 32 when the TallCow mutation is active.

I tried adding the corresponding functions via disassembled Papyrus code (.pas) into bac_actor, bac_actor_base, and bac_cow_alias with the help of Claude and DeepSeek, but apparently I'm missing something.

 

I know one could say "go learn Papyrus," but that's not an option for me right now. If someone has the time and willingness, please can you make the script for me, or at least tell me the list or .zip of necessary dependencies for successfully compiling BAC scripts so that the compiler doesn't throw errors.

I'm using Sublime Text with the SublimePapyrus package.

Posted (edited)

@botticelli By how much does a milkstone circlet attachment increases MME milk production? Since for me it has completely stopped outside of getting it through lactacid

Update: I have just noted that my hourly milk production has been reset to 0, wonder if I have hit some interger limit after acquiring it


By the way, is there a way to increase a volume of a bell? Right now it is too quiet even with maxed footstep sounds
Edit: nvm, figured out, just had to adjust a Static Attenuation in sseedit, which had bells volume set to very low. Now I got both bell and sloshing under control

Now, i need to figure out how to fix heavy clipping for SE tails, since with large weights only its end is visible.

Edited by angrykiwi
Posted
5 hours ago, Ricordi said:

I tried adding the corresponding functions via disassembled Papyrus code (.pas) into bac_actor, bac_actor_base, and bac_cow_alias with the help of Claude and DeepSeek, but apparently I'm missing something.

 

 

Why disassembled? The source files are already provided, also the extension is psc not pas. 

 

Posted (edited)
31 minutes ago, danni dantas said:

why i cant access the downloade page?

 

U been naughty 🙈

The server location may be late night and likely is running in maintenance mode, like backups and such.

A few minutes ago, before writing this, the server was slow for 8 minutes before 11pm(UTC-4).  Maybe could be the internet provider doing maintenance.  Before complaining check a site like uptime

 

Edited by safado
Posted (edited)

A bit more on a new tail model- it seems that right now there are 2 issues with it:

- missing bodyslide files, which make mesh collision inaccurate, and with high weights it gets completely hidden inside a body

- collision mesh has a hole through a middle, which causes tail to fall through without colliding with anything. Though I have checked other tail mods that are based on the same one, and it seems that getting tail to morph with bodyslide is enough.

 

Bodyslide should be simple, though i would need to figure out how to solve clipping with heavy weights (curvy + fat). I can also try to import collision mesh from other projects, but I have never worked with this, so a result will be unlikely.

Edited by angrykiwi
Posted
3 hours ago, safado said:

 

Why disassembled? The source files are already provided, also the extension is psc not pas. 

 


If you are able to compile Bac scripts from .psc into .pex, please send me the folder with Source scripts.

Posted (edited)
5 hours ago, angrykiwi said:

- missing bodyslide files, which make mesh collision inaccurate, and with high weights it gets completely hidden inside a body

The original mod didn't provide those. If you create any, I'll put them in.

 

9 hours ago, angrykiwi said:

By how much does a milkstone circlet attachment increases MME milk production? Since for me it has completely stopped outside of getting it through lactacid

The "Fortify Lactation" enchantment adds 0.033333 (1/30) to StorageUtil value "MME.MilkMaid.MilkGen" every 6 game minutes. The "Milk Generation" value in MME does not run around since it's a float, instead the issue is mostly with the value "MME.MilkMaid.MilkCount" which is integer and with enormous cows it tends to run around. I've taken to debovinify my cow every now and then when I get close to that limit, then reset the MilkMaid afterwards and then get her infected once again.

 

12 hours ago, Ricordi said:

Are there any of you who already have a properly set up environment (with all the necessary dependencies) for compiling BAC scripts?

Source files are included, you might need to unpack them from the bsa. Regard this post. The papyrus compiler will drop lots of errors. The task here is to identify the primary issue which most often is just some missing source (.psc) file. Then the search begins through the bsa, the nexus, etc. Since I'm obviously able to compile my scripts, I have all the necessary sources here. I could pack up my sources folder and put it up here, but that would be dangerous for your installation because a) I might have some older version of some depencies installed here and unpacking that total source folder would overwrite potentially existing newer sources and b) authors of topic info files (regularly named tif__<some id>.psc) often omit their mod's name in it. BAC names its topic info files tif_BAC_<some id>.psc. Since <some id> is issued locally by the CK for each mod anew, there's a tendency than unpacking any unrelated topic info files into your source folder will overwrite existing ones that *do not belong* to the same mod. Afaik the only sources other than the already needed dependecies BAC needs are some iNeed scripts and some Frostfall scripts. I use neither mod, but have the necessary sources (it doesn't end e. g. with FrostUtil.psc since once you've got that it demands other Frostfall scripts to be installed as well and those want 3rd party mod scripts also). If during your compilation you get an error on a line like e. g. "FrostUtil.GetPlayerExposure()" feel free to ask/pm me.

*** EDIT *** If your only reason to do this is to make BAC refrain to equip anything in slot 32, you could just change the slot (I'd recommend slot 60, but depending on your installed mods that might also be taken already). Slot 32 in BAC only refers to a single item, one of the punishment (bac_punish02, ID xx048a2d) items. I'd wager there'd be a lot more DD items out there that use slot 32, but that's your problem. You could just open BAC in CK, then...

  • go to Items->Armor, set filter to bac_punish and change the slot of bac_punish02
  • go to Items->ArmorAddon, keep the filter and change slot of bac_punish02AA (see hidden section below)
  • in the same edit window, you'd also need to find the path to the nif file (e. g. via the select button), this one is "HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif", extract that from the bsa to the specified path relative to the data/meshes folder (it should end up as data\meshes\HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif") and use OutfitStudio or NifScope to change the slot in there also for all objects in the nif (see hidden section below).
  • in BAC MCM on the slots page set slot 32 to the slot you've selected, then BAC will equip that item in the changed slot.

With that, no script editing would be necessary.

Spoiler

image.png.e2515b22ed1728c0dd23c516b2f02242.png

image.png.a5e5b85d7c20b01db33539240db123fb.png

 

Edited by botticelli
Posted
5 hours ago, botticelli said:

 

*** EDIT *** If your only reason to do this is to make BAC refrain to equip anything in slot 32, you could just change the slot (I'd recommend slot 60, but depending on your installed mods that might also be taken already). Slot 32 in BAC only refers to a single item, one of the punishment (bac_punish02, ID xx048a2d) items. I'd wager there'd be a lot more DD items out there that use slot 32, but that's your problem. You could just open BAC in CK, then...

  • go to Items->Armor, set filter to bac_punish and change the slot of bac_punish02
  • go to Items->ArmorAddon, keep the filter and change slot of bac_punish02AA (see hidden section below)
  • in the same edit window, you'd also need to find the path to the nif file (e. g. via the select button), this one is "HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif", extract that from the bsa to the specified path relative to the data/meshes folder (it should end up as data\meshes\HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif") and use OutfitStudio or NifScope to change the slot in there also for all objects in the nif (see hidden section below).
  • in BAC MCM on the slots page set slot 32 to the slot you've selected, then BAC will equip that item in the changed slot.

With that, no script editing would be necessary.

  Reveal hidden contents

image.png.e2515b22ed1728c0dd23c516b2f02242.png

image.png.a5e5b85d7c20b01db33539240db123fb.png

 


Thanks for the clarification. But I'm interested in a script that would block Slot 32 when the TallCow mutation is active. I don't know about the others, but for me, that would be very immersive.

Posted
23 hours ago, Ricordi said:


Thanks for the clarification. But I'm interested in a script that would block Slot 32 when the TallCow mutation is active. I don't know about the others, but for me, that would be very immersive.

Please explain: Do you want to block that slot for any equipment (not just BAC's) or do you want to keep it free so that another (foreign mod) item stays equipped?

Posted (edited)
3 hours ago, botticelli said:

Please explain: Do you want to block that slot for any equipment (not just BAC's) or do you want to keep it free so that another (foreign mod) item stays equipped?

 

Yeah, i want to block slot 32 for absolutely any equipment while the "TallCow" mutation is active, until the player uses the default bac 'cure scrolls' to milk it off. I suppose this will require adding the appropriate function to the “bac_actor_base” or “bac_cow_alias” scripts, and possibly even creating a separate SPEL for this (though I'm not entirely sure).

Edited by Ricordi
Posted (edited)
18 hours ago, Ricordi said:

 

Yeah, i want to block slot 32 for absolutely any equipment while the "TallCow" mutation is active, until the player uses the default bac 'cure scrolls' to milk it off. I suppose this will require adding the appropriate function to the “bac_actor_base” or “bac_cow_alias” scripts, and possibly even creating a separate SPEL for this (though I'm not entirely sure).

technically, you'd need to equip an invisible item into slot 32 via the same means as the "hardcore" mode of BAC does. That is the only way to block it. Using a spell could decouple this completely from BAC. You could make some own little (light) mod with that spell (more like an ability) and the item and not rely on BAC since if you change the scripts, you'd need to do that every time I post a new version. I can put in a ModEvent firing the new (or removed) mutation along with the actor in question and your spell listens to that and equips/unequips the item as you see fit. Also this would remove your need to have all the source scripts that BAC uses.

Edited by botticelli
Posted
8 hours ago, botticelli said:

I can put in a ModEvent firing the new (or removed) mutation along with the actor in question and your spell listens to that and equips/unequips the item as you see fit.

 

That sounds like the cleanest approach, I would really appreciate it. Could you let us know the exact ModEvent name you would use etc, if/when you implement a such a “tool”?

Posted
14 hours ago, Ricordi said:

 

That sounds like the cleanest approach, I would really appreciate it. Could you let us know the exact ModEvent name you would use etc, if/when you implement a such a “tool”?

Will be in the next version (for the event names see ChangeLog then). It will probably be 2 events (add and remove).

Posted
On 6/22/2026 at 10:10 PM, tigerrrrulez said:

i ate like over 100 cabbages and nothing happend always said that i was loosing weight, something must be fucked with my settings and such

dito eating 20 cabbages gives me 2 weight.

Posted (edited)
14 hours ago, hexenhaus said:

dito eating 20 cabbages gives me 2 weight.

This is as designed. You are too skinny for Paul's taste, so he expects you to put on weight - a lot. Each piece of food adds 0.1 weight units and you need to pack on 15.0 (or reach 40.0 which ever is completed first) and hold that target weight for about 6 game minutes. This may require your to eat more that 150 food pieces and any activity (i. e. walking/running/swimming/etc.) will decrease your weight again. You'll get a changed objective once you've reached that weight target but don't stop eating until you've turned that quest in, else you might lose that objective again.

Edited by botticelli
Posted (edited)

Hey, I have a question, my tats seem to have dissapeared under the fur. The ones on the skin (face an breasts) are still there, but the ones on the arms, legs, butt etc are invisible. I don't really know what could have caused this? It didn't happen when I played the mod before.

 

Edit: Wait I zoomed in and they are still there, the font is just so light it's barely visible.

Spoiler

image.png.d7336eed43b651021e88b7fbbbada524.png

 

Edited by masterofgamespl
Posted
On 7/4/2026 at 11:53 AM, masterofgamespl said:

Edit: Wait I zoomed in and they are still there, the font is just so light it's barely visible.

Looks more like an alpha value issue.

Posted (edited)

I noticed a tiny bug: my PC gets sometimes comments on her hooves but she doesn't even have any yet, only large ears and small horns.

 

I also have 2 questions:

- From previous playthroughs I remember that people were trying to kidnap (cownap?) my PC, but so far they haven't shown up. My PC did finish 'unowned' by talking to Paul and refusing the nose ring. Unowned is still an active quest, without any goals. Is this working correctly?

- Is is possible to disable NPC milkmaids/milkslaves/cows? In my setup they give neckseams.

 

 

 

Edit: After I wrote this text, I started playing again. When my PC was near Anga's Mill, the hunters were walking right past my PC. Didnt want to talk, they seemed to be in a hurry. 

Edit 2: Now I keep bumping into them again and again, but they're still not interested in my PC, they just keep walking.

 

 

ScreenShot20.png.4cf8020a5ff7b3d5e1764d537980aa2d.png

Edited by Wut1969
Posted (edited)
4 hours ago, SkyrimGamerO said:

I didn't change any of these values though. Where can I find it?

 

 

Some overlays have alpha baked in. You can experiment using Racemenu, but it will likely also mess the stats of the character. Instead, use ShowRaceMenu Alternative (it will add a shout to open the menu) to open Racemenu without the Bethesda stat reset.  In Racemenu you can go to the body overlay section and track down the texture you want to test and change it colors. The color widget will have a slider for the alpha, it also has glow features.  Better create a save before messing around. 

 

While doing this you need to understand that the overlays are a hack added by Racemenu backend for other modders to use. It also includes the morphs and node scales.  There may be implementation issues because the rendering engine have multiple ways to merge textures when the alpha channel is in use. Each color blending strategy looks and behave differently. 

 

Edited by safado
Posted (edited)
22 hours ago, Wut1969 said:

Edit 2: Now I keep bumping into them again and again, but they're still not interested in my PC, they just keep walking.

Check quest bac_huntersgonnahunt. It should be at stage 10 (console: sqv bac_huntersgonnahunt). If already past that stage, type completequest bac_huntersgonnahunt, It should start again after a while. Also you can see three hunter aliases with the above sqv command. If you want to force the issue, note the IDs, target a tree somewhat in the distance and note down its id, then use prid <hunter-id> and moveto <tree-id> on each to get them to a spot near you. Do not move them directly to you (moveto player), since they need some distance to acquire their target.

 

22 hours ago, Wut1969 said:

Is is possible to disable NPC milkmaids/milkslaves/cows? In my setup they give neckseams.

don't make them milkmaids, just keep in mind that this will effectively block your option to get rid of the cow since you need at least 3 of them. As for the neck seam: Depending on your body replacer, there may be a slider named NeckSeam or NeckDelta you can put into BAC's actor_base.json in the ChangeWeight section, then tweak it until it shows the desired effect. E. e. 3ba:image.png.ea61ef84770a45b211fce5992efa9c51.png

 

19 hours ago, SkyrimGamerO said:

I didn't change any of these values though. Where can I find it?

 

There's no setting per sé and the default value used with the brandings is 1.0. I can only think of 2 things messing with it: (1) some other mod puts a semi-transparent overlay on top of BAC's and (2) some other mod/global setting (ini maybe) sets a general modifier to overlay alpha values. Be sure to check racemenu first, though.

Edited by botticelli

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