botticelli Posted January 24, 2023 Author Posted January 24, 2023 2 hours ago, lehus said: DLC Dragonborn had a mine where it was necessary to break the walls with a magic sword If you refer to Bloodskal Barrow and the wooden planks there: That can be done unarmed and no magic wepon is needed. No other mine there where that would be necessary springs to mind, though. 1
tigerrrrulez Posted January 25, 2023 Posted January 25, 2023 can you get beastess sneak to work on se version?
SilentOption Posted January 25, 2023 Posted January 25, 2023 14 hours ago, botticelli said: ...which would reset all cows to human and back in the process, not just the player... Those buttons make a sound _at the player characters position_ when pressed. You have half a game minute to press both. Obviously that's pretty ambitious doing. So, you need help. Ask Hugh to press one button when he is positione a little distance away so he still needs to go there and give you enough time to head to the other. There, you wait for the sound and then immediately press the other button. It takes some tries because of the dremora and also because of the interface handling (just have the follower task crosshairs remain active when you head to that other button and *after* the sound press Esc and then hit the button as fast as you can manage). thanks
Hochhalter1 Posted January 25, 2023 Posted January 25, 2023 52 minutes ago, tigerrrrulez said: can you get beastess sneak to work on se version? yes, there is a crawl on all 4 animation or catwoman animation that work. you can also take a DAR animation and manually put it in the female animation folder and make it work that way. i can't remember the exact animation path, but if you look at an animation that changes sneak w/o DAR as a requirement it'll show you the path you need to do. I converted this animation for my sneak cause it makes the cow's ass wiggle. Sneak Animations. at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
tigerrrrulez Posted January 25, 2023 Posted January 25, 2023 32 minutes ago, Hochhalter1 said: yes, there is a crawl on all 4 animation or catwoman animation that work. you can also take a DAR animation and manually put it in the female animation folder and make it work that way. i can't remember the exact animation path, but if you look at an animation that changes sneak w/o DAR as a requirement it'll show you the path you need to do. I converted this animation for my sneak cause it makes the cow's ass wiggle. Sneak Animations. at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) the thing is i somehow at somepoint had the beastess sneak work then i removed it by mistake and now i cant even remeber how the hell i did get it to work lol
SilentOption Posted January 25, 2023 Posted January 25, 2023 (edited) @botticelli made it out okay I still have cannisters from the journal and I can't find it everywhere in the ABandon House. Edited January 25, 2023 by SilentOption
awire Posted January 25, 2023 Posted January 25, 2023 I had an idea, do with it what you will in your amazing work It would be really cool if using a defeat mod / death alternative an option to trigger transformation would be: every time a character is downed (could be life below a threshold to ensure compatibility with all of them), you have a chance to start your transformation or you get a chance to lvl up and/or a chance to get mutated.
botticelli Posted January 25, 2023 Author Posted January 25, 2023 52 minutes ago, SilentOption said: @botticelli made it out okay I still have cannisters from the journal and I can't find it everywhere in the ABandon House. The entrance is in plain signt in the very first room behind the entrance. Only it's not located where doors usually are. Look above the table with the stacked chairs.
SilentOption Posted January 25, 2023 Posted January 25, 2023 (edited) found it Edited January 25, 2023 by SilentOption
Hochhalter1 Posted January 26, 2023 Posted January 26, 2023 So i had an interesting idea that might be viable at a later time. What about adding various herd/barn animals to BAC, could add goat and horse transforms. idt it'd require a ton of modification as most of the animals share a certain look. it'd mainly be sound files and body colors. Then when you begin to transform you'd get one of the random animals, each would need their own set of mutations however. Kinda something you only wanna do if you're looking for work I guess as I'm sure that would get involved. just thought it was a neat idea.
AlphaAndOmega Posted January 26, 2023 Posted January 26, 2023 On 1/25/2023 at 2:26 PM, botticelli said: The entrance is in plain signt in the very first room behind the entrance. Only it's not located where doors usually are. Look above the table with the stacked chairs. That was actually a creative way of placing an entrance. I've also had problems with finding it, but when I finally did, i was genuinely surprised by it. I think that you've done great and it's just the overall instability of modded gameplay that leads us here (the first thought being not "I'm missing something", but "I've broken the mod somehow"). Maybe consider placing some light sources on top of the chairs to lead the player's view upwards in order to make it more noticeable?
goldrunner100 Posted January 26, 2023 Posted January 26, 2023 Sorry, if I've missed something obvious but I can't seem to get this mod working at all. I previously had it working on a prior version but after a break I upgraded to anniversary edition (idk if this is causing it) and had to reinstall all of my mods after wiping the game completely clean and on to a separate drive. The body slide sets have appeared in my bodyslide studio and vortex has recognised these the files and enabled them (maybe I should manually install them?), although when I get into the game the mod doesn't appear in MCM and using the add item tools from a separate mod I can't find any remnant of the mod in the game. I'm assuming I'm a massive idiot and have just overlooked something but if it's just a simple problem or something to do with that update I heard broke a bunch of mods I would like to know. For reference I have installed the Loose files, BAC SE and the tats pack
botticelli Posted January 27, 2023 Author Posted January 27, 2023 (edited) 11 hours ago, goldrunner100 said: I upgraded to anniversary edition That is the problem. AE .dll format is incompatible with SE .dll format Native functions of SE mods that pack a dll will not work in AE. BAC does *not* pack a .dll, but other mods BAC depends on (like MME) do, so check there. Edited January 27, 2023 by botticelli
NexusRefugee Posted January 27, 2023 Posted January 27, 2023 @goldrunner100 AE update/upgrade is a mistake for a lot of older mods/mods in general, I would not even call it an update, its more of a mod pack for CC content that could of not messed with anything but Bethesda being oh so wise messed it up for a lot of people. While LE to SE was an actual upgrade and improvement. You can try the various tools to down patch to on the nexus https://www.nexusmods.com/skyrimspecialedition/mods/57618?tab=files, you should watch videos on the subject to make a choice on what to do. There various ways to keep CC content and still downpatch.
Guest Posted January 28, 2023 Posted January 28, 2023 I'm mostly just sharing this idea so it doesn't get lost in my head so feel free to ignore, but I was thinking a fun story line expansion would be an addition of random enemy slavers that can capture before you become a milkmaid that could force you into bovinification through a ritual to molag bal. And then once you are fully mutated through forced milkings and druggings you can get sold to paul or even sent to coldharbour? Maybe the slavers could even be minotaur roaming skyrim. I know some folk don't want to force the storyline but it could be a fun optional component.
lorddenorstrus Posted January 28, 2023 Posted January 28, 2023 There an easy way to change the Nose Ring/Cowbell into visible equippable items vs invisible non changable by chance?
fred200 Posted January 29, 2023 Posted January 29, 2023 On 1/27/2023 at 3:02 AM, botticelli said: That is the problem. AE .dll format is incompatible with SE .dll format Native functions of SE mods that pack a dll will not work in AE. BAC does *not* pack a .dll, but other mods BAC depends on (like MME) do, so check there. Well just to be picky: DLLs are a windows feature for packaging code. They come in two flavors, 32 bit architecture and 64 bit architecture. Skyrim LE used 32 bit architecture. No 64 bit DLL is compatible with it. All flavors of SE and AE use 64 bit architecture for the Creation engine. And yes, AE is just a version of SE. SE and AE can both load any 64 bit DLL. Only a DLL made for a specific Skyrim version will work with that version. They all check for a match.
safado Posted January 29, 2023 Posted January 29, 2023 (edited) 1 hour ago, fred200 said: Well just to be picky: DLLs are a windows feature for packaging code. They come in two flavors, 32 bit architecture and 64 bit architecture. Skyrim LE used 32 bit architecture. No 64 bit DLL is compatible with it. All flavors of SE and AE use 64 bit architecture for the Creation engine. And yes, AE is just a version of SE. SE and AE can both load any 64 bit DLL. Only a DLL made for a specific Skyrim version will work with that version. They all check for a match. Actually, there are 5 "flavors" of Windows DLL targets. IA16(obsolete), IA32, IA64 (itanium), AMD64, ARM. The DLL target that boticelli is referencing is for SKSE and derived plugins that are compiled into DLL too. SKSE is a hack that reference specific memory address that gets move around every time Skyrim executables gets recompiled. SkyrimSE\AE got recompile a couple of times because of rules in Microsoft store requiring VS2019 or newer, for new Windows game distribution. Later was recompiled because of bugs introduced by the new programmers dealing with the code. The SKSE library use address hooks to provide it expanded functions. If the game executable code was recompiled, the hooks references will need to be offset to the new address code map. In other words, if Skyrim code is recompiled each new version, it needs a new SKSE recompiled library and any mod using SKSE will need to be recompiled to follow. It is the way the hack was designed. Yes, bad design from the SKSE team, but at least they provided something necessary and we should be grateful. Unless..... (semi-permanent solution) The SKSE mod "Address Library for SKSE Plugin" provides an "auto" address offset DB feature, but the mod authors have to use it in their code. Description of Address Library for SKSE Spoiler For SKSE DLL plugin authors: This is a modder resource (a header file). You can load a database that stores offsets so your DLL plugin can be version independent without requiring to be recompiled. The header file can be downloaded from the optional section of the files. For Anniversary Edition the header file is called versionlibdb.h instead of versiondb.h! If you are using CommonLib then all of this is already built in and you don't need anything from here. Edited January 29, 2023 by safado 1
botticelli Posted January 29, 2023 Author Posted January 29, 2023 (edited) 8 hours ago, lorddenorstrus said: There an easy way to change the Nose Ring/Cowbell into visible equippable items vs invisible non changable by chance? There are 225 armor combos of cowbell and nosering depending on ring size vs. bell size, item slot, and nose length. I do not think it feasable to make those playable items because nobody would know which one to pick. Edited January 29, 2023 by botticelli
lorddenorstrus Posted January 30, 2023 Posted January 30, 2023 19 hours ago, botticelli said: There are 225 armor combos of cowbell and nosering depending on ring size vs. bell size, item slot, and nose length. I do not think it feasable to make those playable items because nobody would know which one to pick. RIP. Any chance of a panel in debug menu to switch out some of them by chance by size? I was only wondering because I find one of the Bells seems to clip a lot for me. So I was trying to mess with that specifically.
botticelli Posted January 30, 2023 Author Posted January 30, 2023 (edited) 14 hours ago, lorddenorstrus said: RIP. Any chance of a panel in debug menu to switch out some of them by chance by size? I was only wondering because I find one of the Bells seems to clip a lot for me. So I was trying to mess with that specifically. The bell will stay at the same position anyway. The changes only refer to the nose ring. Edited January 30, 2023 by botticelli
Catastrophic Posted January 31, 2023 Posted January 31, 2023 On 1/20/2023 at 12:40 PM, Addywil said: Regarding the hand hooves: I'm thinking of skipping the one I designated"Stage01". It wasn't interesting enough and I decided to focus more on Stage02. Stage02 is at the stage of in-game testing, and it works decent enough. I am having some skinning issues to iron out. The texture is done to about 80-90%. I just wish I knew a way to prevent Skyrim from ignoring the applied textures in the NIF-file (and instead apply the default female hand textures for the flesh/skin part.). Here is a WIP: I tried the approach of having the inside of the hand having no fur... Thoughts? Stage03 is also tested in-game, using the same textures as the Feet-hooves. The reason I have not given much update regarding the hands is due to me moving apartments during January. Sorry for the late reply, but I think it's worth saying this is absolutely amazing.
Kraem Posted January 31, 2023 Posted January 31, 2023 Does anyone know if using command prompts to skip the relevant quests would allow the player to be eligable for the coldharbour quest line. From what ive seen so far it doesnt seem to work this way but am interested if anyone else has tried or had succses with this.
botticelli Posted January 31, 2023 Author Posted January 31, 2023 57 minutes ago, Kraem said: Does anyone know if using command prompts to skip the relevant quests would allow the player to be eligable for the coldharbour quest line. From what ive seen so far it doesnt seem to work this way but am interested if anyone else has tried or had succses with this. You could probably setstage House of Horrors to its end, but Cidhna Mine works differently. Using extensive setstage on that one will probably break something in Markarth.
thelockedfox70 Posted January 31, 2023 Posted January 31, 2023 If using evilborn's 2.02 SE conversion, what tat file should I download?
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