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Posted
13 hours ago, sivb1 said:

I have a question, when i get to the altar i get the dialogue with molag, but i dont get teleported to coldharbour, does anyone know what may cause this? thanks

The teleport is activated on end of dialogue. If you bail out before it ends, no teleport will happen.

Posted (edited)

I’ve probably just made some stupid mistake but every time I load a save I get kicked to desktop.

I know it’s this mod because everything else works (somewhat) smoothly without it.

Ā 

*I’m using Skyrim AE via MO2*


and if it helps I did ensure to batch load bodyslide in case someone asks… although I did do it in a batch of *every* outfit… is that bad?

I also tried it in every last mod slot btw… none worked : (

(and yes I did install the SE version)

Ā 

I’m pretty new to modding and such so it’s likely just a dumb error on my part but I’m honestly desperate to have this mod work xD


OK, update: did a ton of fiddling and searching and somehow fixed it… I think… maybe? The game’s loading at least. I’ll update again if I have an issue.

Edited by Theletter79
Posted

Random question but im not sure if it was from this mod, but surely it was.

I remember getting to becoming the personnal cow of the jarl of witerun or someone in dragonreach because i remember being inside and getting told i would be milked there. Never found that ending again to the point i wonder if i have hallucinated the thing.

Posted

Hey there, I've searched the thread for a few terms but havent seen anyone have the same issue as me, at least from the keyword i tried.

Everything has been working pretty much flawlessly so far, milking my char progressed to 46%, and so i decided to add a follower to be a cow also. I got them to 50% as well quite easily, but now it seems intermittently successful to progress the % for my char. They have been milked ~10 times and only twice have they progressed in terms of transformation. Not sure whats causing it but it seems to have only become an issue since a follower was introduced. Does anyone have any ideas either to force progression or is there something im missing about the 50% mark that introduces an extra requirement?

None of the story quests are running so far, just the transformation.

Posted
4 hours ago, theevillfox said:

Hi. guys! Please help. bac2.0.2 LE can be placed on SE version? Or i need optional files?

Ā 

What kind of question is that? Of course not, LE is NOT SE, they're 2 completely different game versions.

Posted

having some slight issues here. installed with all the necessary mods. le version. some of the optional as i see them as necessary and loads into menu just fine. but when clicking new game it ctd. only stuff i added in is alternate start and ccas. not seeing any errors in the plugin page and order seems fine. if more info is needed such as the log i knew how to find it once but as of right now no such luck or i would be troubleshooting using that. any help would be appreciated

Ā 

Posted

Is there anyway to get this mod to work for AE?

Ā 

If anyone has been able to do it, please could you guide me through it.

Ā 

Thanks.

Posted (edited)
2 hours ago, roofus__ said:

having some slight issues here. installed with all the necessary mods. le version. some of the optional as i see them as necessary and loads into menu just fine. but when clicking new game it ctd. only stuff i added in is alternate start and ccas. not seeing any errors in the plugin page and order seems fine. if more info is needed such as the log i knew how to find it once but as of right now no such luck or i would be troubleshooting using that. any help would be appreciated

Ā 

to add on further. devious devices continues to fail when reinstalling which snowballs the issues as mme needs it to work. ive reinstalled both and each time the installation of either or bothĀ  (as of yet unknown) has failed. in addition to this all if i load up a save from a vanilla start it loads up at least which is how i know about said issues. a new game continues as before to elude to a ctd. a few times papyrusutil claimed to fail to load but i solved that at the very least. any further info ill add on but i am rather confused as to this trickery im dealing with atm

-edit "libs is none with zadnpcquestscript" is the newest issue now. claiming to be faulty installation. ill try diging thru to see what mod thats from i guess

Edited by roofus__
Posted

Yes, I make it. For me this is the best mod, thanks! But guys, the sound of the cowbell is so quiet. I turned it up to 100, but it's still quiet. Is this how it should be, or is there something wrong with my settings?

Posted
9 hours ago, theevillfox said:

Yes, I make it. For me this is the best mod, thanks! But guys, the sound of the cowbell is so quiet. I turned it up to 100, but it's still quiet. Is this how it should be, or is there something wrong with my settings?

19 Cowbell ideas | christopher walken, walken, cow bell

Posted (edited)
15 hours ago, Roma_45 said:

Is there anyway to get this mod to work for AE?

Ā 

If anyone has been able to do it, please could you guide me through it.

Ā 

Thanks.

i never try it so you need test by yourself by conversion .esp into AE version
for simple
1.install LE or SE version with you mod manager (MO2 or Vortex up to you) and active this mod
2.open Creation Kit and select bac.esp and wait till loading is done can save itĀ  Ā [now this .esp is work for AE]

3.unzip BAC_LE and drop in somewhere unload .BSA file with https://www.nexusmods.com/skyrimspecialedition/mods/974Ā and drop in somewhereĀ 

4.conversion all texture and mesh withĀ https://www.nexusmods.com/skyrimspecialedition/mods/4089Ā and put them back in BAC folder mod [now you got Loose File Version don't forget remove old .BSA ]Ā  << i don't about AE use this program to conversion or notĀ ?

4.5 pack all texture and mesh that you conversion into .BSA again withĀ https://www.nexusmods.com/skyrimspecialedition/mods/23316Ā option for BSA file
5.conversion feet texture and mesh inĀ CalienteToolsĀ  in BAC folder mod

Ā 

and finish

Ā 

i don't know about all Requirements are work in AE or not

Edited by evilbom
Posted
On 12/26/2022 at 6:33 PM, alexsl said:

Random question but im not sure if it was from this mod, but surely it was.

I remember getting to becoming the personnal cow of the jarl of witerun or someone in dragonreach because i remember being inside and getting told i would be milked there. Never found that ending again to the point i wonder if i have hallucinated the thing.

If I am not mistaken, this is just a quest and not an actual trade to be the Jarl's cow. I THINK it procs randomly while being owned by Paul but I can't remember.

Posted
4 hours ago, evilbom said:

i never try it so you need test by yourself by conversion .esp into AE version
for simple
1.install LE or SE version with you mod manager (MO2 or Vortex up to you) and active this mod
2.open Creation Kit and select bac.esp and wait till loading is done can save itĀ  Ā [now this .esp is work for AE]

3.unzip BAC_LE and drop in somewhere unload .BSA file with https://www.nexusmods.com/skyrimspecialedition/mods/974Ā and drop in somewhereĀ 

4.conversion all texture and mesh withĀ https://www.nexusmods.com/skyrimspecialedition/mods/4089Ā and put them back in BAC folder mod [now you got Loose File Version don't forget remove old .BSA ]Ā  << i don't about AE use this program to conversion or notĀ ?

4.5 pack all texture and mesh that you conversion into .BSA again withĀ https://www.nexusmods.com/skyrimspecialedition/mods/23316Ā option for BSA file
5.conversion feet texture and mesh inĀ CalienteToolsĀ  in BAC folder mod

Ā 

and finish

Ā 

i don't know about all Requirements are work in AE or not

Ā 

Ok, thanks for the help.

Ā 

Will give it a go, but modding or anything to do with it is not my best skill.

Ā 

Thanks again

Posted

Anyone have the nose piercings/tail working with faster HDT-SMP in SE (1.5.97) with the latest versions (I'm on 2.0.2)?

Ā 

I've yet to get it working, even using my previous versions (1.9D5c) meshes, which I know for certain were working with original HDT SMP (not Faster HDT-SMP).

Posted

ok so after some long waiting of reinstalling of both skyrim nmm loot fnis and all the mods involved with this i started to pluck them away one by one to see what is causing my ctd. and it wasnt until i disabled bac that it would work normally. i even had everything except for bac but once i enabled it, game over. mods were behaving quite abnormally when i ran a loaded game with bac up to and including mme disabling itself automatically, devious devices claiming bad install/uninstall, slif being in the mcm even if i had it uninstalled. mme claiming the optional mods were being made into a soft dependency which in turn disabled the mod. im not sure what bac does or why but i did install what was claimed to be required on the main page. latest main file/tats/loose. le skyrim. note this is not a complaint. i supplied what info i could so that this issue can be resolved as i would like to play this thru

Posted

I can confirm that it appears as if BAC 2.0.2 on LE breaks the API of Deviously Cursed Loot.

Ā 

After upgrading from BAC 2.0.1 to 2.0.2, DCL events stopped kicking despite high arousal, both with trapped containers and dropping DCL specific loot like DAMN boxes. Frigid Wash did not work anymore. Disabling and enabling DCL with its debug menu made it report another mod removing specific protection tags from children and refuse to boot up again. The DCL MCM stayed empty and did no longer initialize.

Ā 

Additionally some of the mods relying on DCL reporting to them started to develop strange quirks or broke entirely. For example, "Controller as Vibrator" was no longer able to read vibration events and send them to the Papyrus log.

Ā 

After disabling BAC and starting a new game, everything started working again. Nothing else had been changed in my mod loadout. Load order does not seem to solve the issue. Papyrus logs were nondescript.

Ā 

I don't really see how the two are related, but that's my observation. Could be entirely coincidental, of course...

Posted
1 hour ago, NoirXiaoba said:

I can confirm that it appears as if BAC 2.0.2 on LE breaks the API of Deviously Cursed Loot.

Ā 

After upgrading from BAC 2.0.1 to 2.0.2, DCL events stopped kicking despite high arousal, both with trapped containers and dropping DCL specific loot like DAMN boxes. Frigid Wash did not work anymore. Disabling and enabling DCL with its debug menu made it report another mod removing specific protection tags from children and refuse to boot up again. The DCL MCM stayed empty and did no longer initialize.

Ā 

Additionally some of the mods relying on DCL reporting to them started to develop strange quirks or broke entirely. For example, "Controller as Vibrator" was no longer able to read vibration events and send them to the Papyrus log.

Ā 

After disabling BAC and starting a new game, everything started working again. Nothing else had been changed in my mod loadout. Load order does not seem to solve the issue. Papyrus logs were nondescript.

Ā 

I don't really see how the two are related, but that's my observation. Could be entirely coincidental, of course...

Always found DCL a monster that doesn't like to play nice with many other mods. I fixed it by removing it...

Posted
16 minutes ago, SilentOption said:

oh okay.. Will it be in the next update? orĀ  are tweaking it some more?

Addywil said they're ready when they're ready, so be patient.

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