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Posted
3 hours ago, botticelli said:

Technically for it not to happen anymore, you'll have to edit the jspn file. That part would go without a new game, but I also changed the MCM quest(s) to have just one menu again and those are prickly installing or removing in a running game. You can still try, but no guarantee...

Never had a problem with the MCM menus so far in SE, maybe that's a thing only in LE?

 

Alrighty so just for confirmation, you're saying that in the next version I will be able to edit a .json file in the mod files to prevent pelvis enlargement to also affect height?

 

Also sorry for bothering you so much today ❤️

Posted (edited)
13 hours ago, HerChianti said:

Never had a problem with the MCM menus so far in SE, maybe that's a thing only in LE?

The menus do not cause ingame problems. Only they are a nuisance since with the AddXXXOptionST() methods, every 128 options I'd need to spawn a new one. So in order to a) keep it to one menu and not an ever-growing number and b) to considerably ease my coding overhead to synchronize N menu quests, I'm scrapping AddXXXOptionST() in favor of AddXXXOption() which does not need State ... EndState for every option (according to Bethesda, any number of "State" statements is supported in a single script, yet it CTDs on the 129th).

13 hours ago, HerChianti said:

Alrighty so just for confirmation, you're saying that in the next version I will be able to edit a .json file in the mod files to prevent pelvis enlargement to also affect height?

yes, though it'll be optional, so you'd have to extra download it first.

Edited by botticelli
Posted
1 hour ago, Odirn said:

anyone, about the cow offering mission, I tried it and nothing happened in the mission

you need active SexLab creature animatrions with giants, else it will fail to build.

Posted
4 hours ago, botticelli said:

you need active SexLab creature animatrions with giants, else it will fail to build.

Oh ok and how to get coldharbour mission 

Posted (edited)
2 hours ago, Odirn said:

Oh ok and how to get coldharbour mission 

Complete quests "No one escapes Cidhna Mine" and "House of Horrors" and have "Being A Cow" running. Then "A Craftsman's Masterpiece" will start eventually. The Coldharbour trip is an optional part of that.

Edited by botticelli
Posted

Hey botticelli, hate being "that person" but ever since you mentioned the next update and the fix for the height increase I've been looking forward to it, any news on how soon it's gonna happen? ?

Posted
11 hours ago, HerChianti said:

Hey botticelli, hate being "that person" but ever since you mentioned the next update and the fix for the height increase I've been looking forward to it, any news on how soon it's gonna happen? ?

I was hoping to include the hand hooves as well... Else I try to get it out next weekend or the one after.

Posted
13 hours ago, botticelli said:

I was hoping to include the hand hooves as well... Else I try to get it out next weekend or the one after.

I can't wait for the hand hooves. I hope I don't have to do a new game.

Posted
On 2/14/2023 at 2:21 AM, SilentOption said:

I can't wait for the hand hooves. I hope I don't have to do a new game.

 

The hand hooves look godly. I'll definitely do another fresh cow-through.

Posted
14 minutes ago, Karavien said:

 

The hand hooves look godly. I'll definitely do another fresh cow-through.

Since I do not have them yet, version 2.0.3 still comes with the old ones.

Posted (edited)

Thanks for the update botticelli! Quick question: it says to "change to our liking" regarding the optional .JSON file, but there's quite a lot of things on it. So my question is, is the height fix after pelvis enlargement already written in the .JSON file or do I need to turn it on myself? If so, then how?

Edited by HerChianti
Posted (edited)

Okay, so, after some thinking, I figured out how to make followers actually make proper use of cow head mutation. Unfortunately, it's a very time-consuming and roundabout method that can't be automated and has to be done entirely by the user.

Essentially, you give each relevant follower their own custom race (a copy of their original one is enough), then give them modified head assets (i.e. face, brows, eyes, etc, both .nif and .tri, textures can be shared) with their head sculpts baked into the mesh itself, then you give them their own cow head meshes. Outfit Studio is all you need for this and it works with High Poly Faces, but things will get screwy if not done right. You can also make weight affect their faces this way and give different followers their own bovinified faces.

As an example on a random follower alongside player character,

 

ScreenShot16.png.3e81463c2754eafb90d8d9ec7d6abb9c.png
ScreenShot15.png.a699e66c1c586c4bbd32f0233db7fdc4.png

For reference, I have certain preferences and so modified how cow head mutation looks. I'm using HPFs here too. I'd show original look if I wasn't too lazy to make assets for it.

 

On the same note, would it be possible to swap mouth mesh the same way head mesh is done? Doing it manually in RaceMenu not only takes a while, but it also can't be done on other people and it's super limited, not to mention not always possible with custom races. It's way easier to set up swaps on user side.

Edited by Obryanov
Posted

One other thing...

 

When trying to compile a few of my changes into the new script files, I get this exact same error on all the scripts I was trying to recompile.

 

Spoiler
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(122,16): CloseConfig is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(134,17): CloseConfig is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(138,16): OpenConfig is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(146,15): SetPage is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(152,15): HighlightOption is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(157,15): SelectOption is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(163,15): ResetOption is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(188,15): RemapKey is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(194,15): RequestSliderDialogData is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(199,15): SetSliderValue is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(205,15): RequestMenuDialogData is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(210,15): SetMenuIndex is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(216,15): RequestColorDialogData is not a function or does not exist
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\SKI_ConfigManager.psc(221,15): SetColorValue is not a function or does not exist

 

 

This never happened to me with any previous BAC version?. Could you maybe provide me with the SKYUI source scripts you used to compile your scripts? I'd be eternally grateful☺️

Posted

Yeah I got that. I already have all the necessary SkyUI scripts. It's why it's been working so far, until now. For some reason those specific functions don't exist on the SkyUI SDK so maybe botticelli is using a different version of SKI_ConfigManager.psc

Posted (edited)

hello, I'm sorry if this gets asked regularly (using the search function was unsuccessful):

 

I played and enjoyed this mod in summer of last year. back then I did not find a way in the config menu to completely disable the hunter and paul quests.

 

this time on a fresh installation I would like to do that, so I can simply use this mod for the gradual body transformation changes and nothing else (if a few changes are not available due to that, then that is fine). is that possible in the current version and if not, would it be a lot of work to add?

Edited by subbyRevolver
Posted (edited)
14 hours ago, HerChianti said:

Thanks for the update botticelli! Quick question: it says to "change to our liking" regarding the optional .JSON file, but there's quite a lot of things on it. So my question is, is the height fix after pelvis enlargement already written in the .JSON file or do I need to turn it on myself? If so, then how?

The culprit, I think, is slif_pelvis in section ChangePelvis. So you change that to something other or leave it out entirely, just make sure to change both MorphList *and* Morphs sections accordingly.

 

13 hours ago, HerChianti said:

This never happened to me with any previous BAC version?. Could you maybe provide me with the SKYUI source scripts you used to compile your scripts? I'd be eternally grateful

Yes ? Unlike all the other SKI scripts, they did not use a Guard() method to mask the actual coding in SKI_ConfigManager.psc thus referring to methods otherweise cloaked this way in other scripts. So what I did was removing the method contents and setting up this Guard() method ithere as well. NEVER COMPILE THIS SCRIPT! Just use the source file to compile against it.

SKI_ConfigManager.psc

 

1 hour ago, FlameXeno said:

Will there be a way to choose a custom fur color in the future?

Maybe. Depends on me figuring out how to make a specific color changeable in the texture.

Edited by botticelli
Posted (edited)
52 minutes ago, botticelli said:

The culprit, I think, is slif_pelvis in section ChangePelvis. So you change that to something other or leave it out entirely, just make sure to change both MorphList *and* Morphs sections accordingly.

So what you're saying is that even if I install the .JSON file pelvis enlargement will still increase character height unless I change slif_pelvis to something else or remove it entirely? That brings another question then: Will pelvis enlargement after sex work at all if I do that?

 

Also thanks for the .PSC file!!  Much appreciated!

Edited by HerChianti
Posted
48 minutes ago, HerChianti said:

So what you're saying is that even if I install the .JSON file pelvis enlargement will still increase character height unless I change slif_pelvis to something else or remove it entirely? That brings another question then: Will pelvis enlargement after sex work at all if I do that?

The *technical* enlargement works regardless of any morphs. The *visual* enlargement will take whatever morphs you put in there. You could e. g. exchange slif_pelvis with HipBone and/or Hips (see ChangeAss above that section).

Posted

Hello! Please, can you tell me if this mod will be better on the le version? I installed the se version and caught a bunch of bugs as a result (crashes attached). So everyone on the se version?

 

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