Jump to content

Recommended Posts

Posted
8 hours ago, Seiferlord said:

Unfortunately, I think I have all the mods and the correct versions set up, using Vortex and it gives me no conflicts/errors/etc. Try to launch via the SSE and gives no errors like it used to, unfortunately when I go to start a new game, it loads on the loading screen for a few seconds, then silently crashes to desktop with no errors. Sooo, not sure if it's a conflict of files loading in the wrong order, overwriting things, or simply because I'm missing something, but with no errors being reported I have no clue how to go about troubleshooting it.

 

If you installed bac_2.0.3_LE in SkyrimSE without any asset conversion, then that maybe the problem.

The BSA archive and some assets in it are not in a compatible format for SkyrimSE.   That is why the author added _LE at the end of the name.

 

You can use Cathedral_Assets_Optimizer from Nexus to extract and "optimize" the assets for SkyrimSE.  After extracting the assets from the BSA you have to remove the BSA from the mod folder.  That will create a "loose" version of the mod for SkyrimSE. 

 

Converting the ESP to form44 is a long topic because of bugs in CK64. Anyway, reusing the ESP in it current form43 format should be fine.

 

Hope that helps.

 

 

Posted

Ok, I think I somewhat have most of the problem resolved, except for Be a Cow itself. 

I loaded into a completely fresh, un-modded game and got in, did the entire starting section till outside of Helgen and on the path to continue the story from there, saved and proceeded to activate my mods. With all of them active, whether it's loading a new game or loading a save, it crashes just at the point where the loading screen would normally go into the actual game itself. After disabling/re-enabling multiple mods to test which one was doing it, it seems whenever I have BAC active it crashes upon attempting to load into the game, and only having the BAC related files does it. It's a good possibility I have the wrong ones downloaded/installed/setup, so I'll list the exact file names that I've downloaded and hopefully someone will have an idea of where I'm screwing this up at.

bac_2.0.2_SE_BSA
bac_Head_Mesh_LE (This was listed with the SE versions so I hope this wasn't my mistake)
bac_2.0_LE_tats (Mod itself, according to write up, stated I needed these and this was the only version I saw, unless I was again mistaken.)

Aside from this, I have followed the picture instructions of using the bodyslide64.exe to generate the meshes, using the default CBBE body curvy preset/body to do this with
Further, I have FNIS installed and I ran it after everything was said and done, it only has 2 errors when compiling: One related to the MME behavior stating it's not for SE, but there's no assets file that I could see on their page that lists anything other than LE, and I Do have their scripts package installed. The other error was related to sexlab creatures which I have not got installed.

Other than the above, nothing in Vortex (Nexus mod manager) lists any missing dependencies and no current file conflicts. 

Posted
1 minute ago, safado said:

 

If you installed bac_2.0.3_LE in SkyrimSE without any asset conversion, then that maybe the problem.

The BSA archive and some assets in it are not in a compatible format for SkyrimSE.   That is why the author added _LE at the end of the name.

 

You can use Cathedral_Assets_Optimizer from Nexus to extract and "optimize" the assets for SkyrimSE.  After extracting the assets from the BSA you have to remove the BSA from the mod folder.  That will create a "loose" version of the mod for SkyrimSE. 

 

Converting the ESP to form44 is a long topic because of bugs in CK64. Anyway, reusing the ESP in it current form43 format should be fine.

 

Hope that helps.

 

 

Just saw your response after typing my above reply of what I was doing to troubleshoot, that could be an issue so I'll go ahead and try your recommendation. Whether it works or not, I do very much appreciate the suggestion and help, and fingers crossed whether or not it works :). 

Posted (edited)
37 minutes ago, Seiferlord said:


Aside from this, I have followed the picture instructions of using the bodyslide64.exe to generate the meshes, using the default CBBE body curvy preset/body to do this with
Further, I have FNIS installed and I ran it after everything was said and done, it only has 2 errors when compiling: One related to the MME behavior stating it's not for SE, but there's no assets file that I could see on their page that lists anything other than LE, and I Do have their scripts package installed. The other error was related to sexlab creatures which I have not got installed.

Other than the above, nothing in Vortex (Nexus mod manager) lists any missing dependencies and no current file conflicts. 

 

 

To make it easier.

Go to the SE conversion post.  Download and install with Mod manager the file "BAC_2.0.2_SE_Loose_File.7z" and "Being a Cow - Tail HDT-SMP Conversion"

Note: the MME behavior maybe because you are using MME for SkyrimLE.  Make sure is this one for SkyrimSE.

 

You will get conflicts notices, make "Being a Cow - Tail HDT-SMP Conversion" load after (or overwrite) everything, including BAC loose.  Make BAC_2.0.2_SE overwrite or load after any other conflicting mod, that are not the tail.  Do not try mods changing BAC tats, until you have a running game.  Then you can experiment, but the tats needed are already included.

 

Make sure to use latest "FSMP" for SkyrimSE/AE.   (Currently on 1.49.3)

That the updated SMP physics simulator needed for the tail and any SMP assets on SkyrimSE/AE.  FSMP is (Faster HDT-Skinned Mesh Physics) it replaced the old HDT-SMP (Skinned Mesh Physics).

 

If you can start your game with BAC_2.0.2_SE, then enjoy it and do not try any BAC_X.x.X_LE (for SkyrimLE 32bits) until a proper conversion is available, or you learn to do your own.  There are currently issues with the head transformation to Cow with a nozzle, I recommend to disable Face/Head transformation in the BAC Menu or try the "bac_head_mesh_LE.7z" without conversion.

 

Be careful with SkyrimLE assets installed in SkyrimSE. If there is a BSA(for LE) it will CTD and is likely the texture are compressed for DirectX9 (SkyrimSE use DirectX11) and the meshes may use a NIF feature that SkyrimSE can't handle (because of performance "optimizations").  The animations also need to be converted for the updated "Havok64" system. Use something like Cathedral_Assets_Optimizer to extract and convert all those assets to SkyrimSE compatible.  For converting animation behavior, you can use version 6beta, but it gives issues working with BSA.

 

 

 

 

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

 

 

To make it easier.

Go to the SE conversion post.  Download and install with Mod manager the file "BAC_2.0.2_SE_Loose_File.7z" and "Being a Cow - Tail HDT-SMP Conversion"

Note: the MME behavior maybe because you are using MME for SkyrimLE.  Make sure is this one for SkyrimSE.

 

You will get conflicts notices, make "Being a Cow - Tail HDT-SMP Conversion" load after (or overwrite) everything, including BAC loose.  Make BAC_2.0.2_SE overwrite or load after any other conflicting mod, that are not the tail.  Do not try mods changing BAC tats, until you have a running game.  Then you can experiment, but the tats needed are already included.

 

Make sure to use latest "FSMP" for SkyrimSE/AE.   (Currently on 1.49.3)

That the updated SMP physics simulator needed for the tail and any SMP assets on SkyrimSE/AE.  FSMP is (Faster HDT-Skinned Mesh Physics) it replaced the old HDT-SMP (Skinned Mesh Physics).

 

If you can start your game with BAC_2.0.2_SE, then enjoy it and do not try any BAC_X.x.X_LE (for SkyrimLE 32bits) until a proper conversion is available, or you learn to do your own.  There are currently issues with the head transformation to Cow with a nozzle, I recommend to disable Face/Head transformation in the BAC Menu or try the "bac_head_mesh_LE.7z" without conversion.

 

Be careful with SkyrimLE assets installed in SkyrimSE. If there is a BSA(for LE) it will CTD and is likely the texture are compressed for DirectX9 (SkyrimSE use DirectX11) and the meshes may use a NIF feature that SkyrimSE can't handle (because of performance "optimizations").  The animations also need to be converted for the updated "Havok64" system. Use something like Cathedral_Assets_Optimizer to extract and convert all those assets to SkyrimSE compatible.  For converting animation behavior, you can use version 6beta, but it gives issues working with BSA.

 

 

 

 


Tried Everything that you have suggested, and even double checked all said files, and it still crashes as long as the BAC esp is loaded, even with the loose files. Even made sure to just redo the bodyslide step and everything, as well as disabled/removed the LE tats & Head mods. Perhaps it'll be easier if I upload some screenshots of my plugins list in vortex, perhaps there's a mod in there, just like with the accidental LE version of MME, that I've grabbed the wrong version of that's causing the issue with BAC itself being active. Thank you again for the help so far and hopefully I'll be able to finally pinpoint this issue and start enjoying the mod.

 

Spoiler

663737991_InstalledMods1of2.png.3d2cfc7c000b3fac333ee32ba4c9d88b.png

Spoiler

991642814_InstalledMods2of2.png.ead0fc91ad2e5acf1512546a322d9f93.png

 

Edited by Seiferlord
Spoiler images, did not realize how to do so until now.
Posted
12 hours ago, wings42069 said:

wow those are some hot cows, those faces in particular look amazing! how'd you do it?

Spent several hours in Outfit Studio to modify BAC heads and some body sliders from arca.live + Fallout 4 weight gain mod.

Posted
12 minutes ago, Seiferlord said:


Tried Everything that you have suggested, and even double checked all said files, and it still crashes as long as the BAC esp is loaded, even with the loose files. Even made sure to just redo the bodyslide step and everything, as well as disabled/removed the LE tats & Head mods. Perhaps it'll be easier if I upload some screenshots of my plugins list in vortex, perhaps there's a mod in there, just like with the accidental LE version of MME, that I've grabbed the wrong version of that's causing the issue with BAC itself being active. Thank you again for the help so far and hopefully I'll be able to finally pinpoint this issue and start enjoying the mod.

 

 

 

 

As good etiquette, is it recommended inserting pictures into "spoilers" (the eye in the editor).

 

I recommend you completely replace everything Devious Device with the latest version 5.2SE/AE.   Replace ZAZ animation 7 with ZAZ animation 8+ rev3 and the ZAZ_Patch. Link for ZAZ8 at bottom of the first page, and ZAZ_patch in the download section.  BAC and many other mods requires ZAZ8 or ZAZ8+, do not use ZAZ9 until require because it has bugs.

 

Spoiler

 

The packs of ZAP 8+ can be found here:

 

ZAZ 8.0+ CBBE HDT Rev3 : https://mega.nz/#!WEgGDaCa!wAho2Rphy47Lcd55DEmV50GgN07CMnTjhQ_r9s6dq-I
ZAZ 8.0+ UUNP HDT Rev3 https://mega.nz/#!7ZQjmABY!5slFVs_5YB7DphHCrd2m1nzDTiIwpFoLyRKq6WUt6ek

 

 

Choose CBBE version and then install and build with morph:

Bodyslide file for CBBE SE and 3BA use: https://www.loverslab.com/topic/100381-zaz-animation-packs-for-se/?do=findComment&comment=2923986

 

CBBE bodies and assets are different from bodies using CBBE SE or variant like 3BA.  May share textures, but the meshes have different shape and morphs.

 

Vortex use to have a custom extension to verify BSA compatibility, but can't find it in the extension catalog list anymore.  It was called "Bethesda Archive Check" by Pickysaurus.

 

 

 

 

 

 

 

Posted
11 minutes ago, safado said:

 

 

As good etiquette, is it recommended inserting pictures into "spoilers" (the eye in the editor).

 

I recommend you completely replace everything Devious Device with the latest version 5.2SE/AE.   Replace ZAZ animation 7 with ZAZ animation 8+ rev3 and the ZAZ_Patch. Link for ZAZ8 at bottom of the first page, and ZAZ_patch in the download section.  BAC and many other mods requires ZAZ8 or ZAZ8+, do not use ZAZ9 until require because it has bugs.

 

  Hide contents

 

The packs of ZAP 8+ can be found here:

 

ZAZ 8.0+ CBBE HDT Rev3 : https://mega.nz/#!WEgGDaCa!wAho2Rphy47Lcd55DEmV50GgN07CMnTjhQ_r9s6dq-I
ZAZ 8.0+ UUNP HDT Rev3 https://mega.nz/#!7ZQjmABY!5slFVs_5YB7DphHCrd2m1nzDTiIwpFoLyRKq6WUt6ek

 

 

Choose CBBE version and then install and build with morph:

Bodyslide file for CBBE SE and 3BA use: https://www.loverslab.com/topic/100381-zaz-animation-packs-for-se/?do=findComment&comment=2923986

 

CBBE bodies and assets are different from bodies using CBBE SE or variant like 3BA.  May share textures, but the meshes have different shape and morphs.

 

Vortex use to have a custom extension to verify BSA compatibility, but can't find it in the extension catalog list anymore.  It was called "Bethesda Archive Check" by Pickysaurus.

 

 

 

 

 

 

 

Thank you, I'll go ahead and try those changes now, and my apologies for the lack of spoiler on the image, didn't realize I could do that till I took a look at it while editing. I'll make sure to do that in the future if I need to post screens again. Everything is installed, patched, and set up, and IT WORKS!!

Guess that was the problem, my mistake of version numbers of mods, specifically the ZAZ and Devious Devices. The only error that I get now is in game through the MCM notifications for MME stating: "MME incorrect load order: sandbox patch should go after milkpumps." 

I'm sure that's just as simple as organizing the mods themselves to place said patch properly after the milkpumps, but the important thing is that my unmodded save loads up properly, no CTD's, and it shows the notifications that the BAC relevant actions are starting up without any further issues. Thank you again for all of the help, I would have either ended up spending days trying to figure out my mistake, or worse just given up on it entirely. So that was greatly appreciated~.

Posted (edited)
50 minutes ago, Seiferlord said:


 The only error that I get now is in game through the MCM notifications for MME stating: "MME incorrect load order: sandbox patch should go after milkpumps." 
 

 

 

The pumps "furniture" are loaded and positioned without modified "Sandbox" attributes overrides.

 

In Vortex, go to the PLugins page and click on "Manage Rules". 

  • On the "Set Rules" window, type in "select plugin"(pulldown box at bottom left), "milkmodnew sandbox"
  • Select "milkmodnew sandbox"
  • In the bottom pull down box in middle, Select "Must Load After"
  • In the bottom pull down box at the right, select "milkmod_pumpbasic" or "milkmod_pumpfancy", it depends on your choices during install.
  • Repeat and do the same for "Milkmodnew zaz sandbox".

That should work that out.  Loots use a catalog with sort rules, and many Loverslab mods are not included, when is not in the catalog it uses an algorithm that may fail to infer proper execution order for overrides plugins or script based dependencies.  The Vortex rule menu help create custom rules for Loot to follow during auto sort, instead of doing it manually every time. 

 

In DD something similar can happen if you have "Devious Devices for Him" and "Devious Devices - BRRF". Make sure to create rules to: "Devious Devices - BRRF"  **Load after** "Devious Devices for Him". 

 

 

 

 

 

 

Edited by safado
Posted

Thank you again, as far as I can tell everything is loading correctly, or at least I see no errors being reported. Now, just to ensure it is working properly, just a quick question as far as the quests of the mod itself. I'm sure the answer to the question is somewhere within this 113 page thread, but finding it would be a nightmare.

I have the quest popped up as for Hammerheart to meet Paul, he has the quest marker over his head, though the two dialogue options are "hey there" and "Who are you". The hey there I'm guessing is part of the sexlab stuff for flirting, so he naturally tells me to run or he'll shoot me or whatever, but the other goes through the dialogue about who he is and whatnot, but he tells me he's tired and I should see him again "soon", with the quest marker still there. Aside from this, is there anything I should know concerning starting the mod quests themselves or is it just a matter of time? I know one of the requirements is being milked the first time, but I'm not experienced enough with these mods to know if they are working properly, or how to check what stage they are at.

Posted (edited)
1 hour ago, Seiferlord said:

Thank you again, as far as I can tell everything is loading correctly, or at least I see no errors being reported. Now, just to ensure it is working properly, just a quick question as far as the quests of the mod itself. I'm sure the answer to the question is somewhere within this 113 page thread, but finding it would be a nightmare.

I have the quest popped up as for Hammerheart to meet Paul, he has the quest marker over his head, though the two dialogue options are "hey there" and "Who are you". The hey there I'm guessing is part of the sexlab stuff for flirting, so he naturally tells me to run or he'll shoot me or whatever, but the other goes through the dialogue about who he is and whatnot, but he tells me he's tired and I should see him again "soon", with the quest marker still there. Aside from this, is there anything I should know concerning starting the mod quests themselves or is it just a matter of time? I know one of the requirements is being milked the first time, but I'm not experienced enough with these mods to know if they are working properly, or how to check what stage they are at.

 

You need to make the MC a milkmaid first by using the pumps, getting lactacid, or a MME compatible pregnancy mod. Milkmaid are not necessarily cursed by BAC, it depends on the BAC triggers setup.

 

You need to trigger the transformation curse from BAC.  You can choose what will trigger it in the BAC menu. Original was at any milking (I think is disabled in new BAC), lactacid hi limit of 10(adjustable). And Blended Lactacid", that sometimes appears in NPC inventories, it will trigger instant curse and milkmaid.   You can cheat using console or additemmenuSE mod and get the "blended lactacid" misc item to trigger it.

 

Every milking or milk leak will progress the curse, the speed of the progression is configurable.  When the horn stage has progressed, try talking again with Paul.  While the curse is progressing, investigate the curse (Who I Am) by asking the male kynareth priest in Whiterun. 

 

 

From Original BAC page.

Spoiler

 Main Quest's:
 

Hammerheart - Add blacksmith, who can craft some extra items for you. Some dialogues will run also another quest's. (+ a few future plans)
 

Who I Am - Line quest about background of cow transformation - you can find some information about reason of your transformation and try to find a cure. When you finish this quest you can start next: Unowned cow. Some exploration, talking.
 

Unowned - Quest focused on slavery. You afraid that some bad guys can try to capture you and sell in other land as milk toy. I'm not going to write more, you know.
 

Spoiler


If you want to wear ring in nose and bell etc... You need finish first Who I Am  quest and start Unowned.

If you do NOT want wear all additional stuf just dont start unowned quest.


 

Cow's tears - [only if captured] Paul decided that the best way to release yourself from hunters terror is find in Riften group that can create fake Act of ownership.
 

After storm [only if not captured] You will help Paul to legalize his ownership.
 

Additional quest
 

Hunter gona Hunt (period) - bad guys will try to capture you - you can fight  with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ...  Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ]
 

Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape.  [ s p o i l e r s ]
 

Enslaved cow - Enslaved cow - You are surrounded, or you lose fight with hunters, you wake up in another location and all what you can is try to escape.  [ s p o i l e r s ]

 

 

Edited by safado
Posted

Looking for some help on this as i have been trying for hours, based on the above info i have gotten closer but now i keep getting my Papyrus is too old need min version 3.3 and i have 3.9. Anyone have any insights on this? see spoiler for my mod list

 

Posted (edited)
1 hour ago, safado said:

You need to make the MC a milkmaid first by using the pumps

That might be my issue right here then, and why I asked. Not sure if the mod that places the pumps is working properly or not, as I've not ran into any just yet, unless they're not in the starting city areas: Riverwood or Whiterun.

 

(Edit): After fiddling around with getting the MME installed again, reordered in the list, and activated again, I seem to have fixed the issue. Found the pumps behind the blacksmith in WhiteRun, and also saw the spawned "Mech" walking about when I hadn't even seen either before. So unless I manage to stumble on anything else, It'll (hopefully) be safe to say that I've gotten this all worked out, all thanks to your help no less~.

Edited by Seiferlord
Posted
1 hour ago, Seiferlord said:

That might be my issue right here then, and why I asked. Not sure if the mod that places the pumps is working properly or not, as I've not ran into any just yet, unless they're not in the starting city areas: Riverwood or Whiterun.

 

(Edit): After fiddling around with getting the MME installed again, reordered in the list, and activated again, I seem to have fixed the issue. Found the pumps behind the blacksmith in WhiteRun, and also saw the spawned "Mech" walking about when I hadn't even seen either before. So unless I manage to stumble on anything else, It'll (hopefully) be safe to say that I've gotten this all worked out, all thanks to your help no less~.

by chance have you come across an issue with your whole body turning blue have you?

Posted (edited)
2 hours ago, Dojodo1 said:

Looking for some help on this as i have been trying for hours, based on the above info i have gotten closer but now i keep getting my Papyrus is too old need min version 3.3 and i have 3.9. Anyone have any insights on this? see spoiler for my mod list

  Reveal hidden contents

 

 

 

Note: SexlabFramework 1.63 already has PapyrusUtils3.9 and has newer recompiled DLL then Standalone PapyrusUtils 3.9.  

 

Some mods have old papyrusUtils DLL included, and may be overwriting Sexlab and Standalone PapyrusUtils.

Enable the Vortex "Dependencies" Column, by clicking on the "gear wheel" at the top left near "Action" column. 

If the "Dependencies" column show a red lighting icon, then it means that there is a conflict with some assets of that mod.  Click the lighting icon and make Sexlab load "after" mods that conflict with the "PapyrusUtill.dll" or papyrusUtil scripts.  Clicking on the "## conflicting file" will show a list of files found on both mods.

 

In my setup, the mods "Simply Knock" and Campfire have older "PapyrusUtil.dll" included, and I set sexlab to overwrite it and load after.

 

Also, choose your source for PapyrusUtils files (SExlab163 or StandAlone PapyrusUtils) and do not let the PapyrusUtil Scripts be overwritten by anything.

List of PapyrusUtils scripts.

Spoiler

ActorUtil.pex

JsonUtil.pex

ObjectUtil.pex

PapyrusUtil.pex

StorageUtil.pex

 

 

 

 

Edited by safado
Posted
3 minutes ago, safado said:

 

 

Note: SexlabFramework 1.63 already has PapyrusUtils3.9 and has newer recompiled DLL then Standalone PapyrusUtils 3.9.  

 

Some mods have old papyrusUtils DLL included, and may be overwriting Sexlab and Standalone PapyrusUtils.

Enable the "Dependencies" Column, by clicking on the "gear wheel" at the top left near "Action" column. 

If the "Dependencies" column show a red lighting icon, then it means that there is a conflict with some assets of that mod.  Click the lighting icon and make Sexlab load "after" mods that conflict with the "PapyrusUtill.dll".  Clicking on the "## conflicting file" will show a list of files found on both mods.

 

In my setup, the mods "Simply Knock" and Campfire have older "PapyrusUtil.dll" included, and I set sexlab to overwrite it and load after.

 

 

Thanks for getting back to me and that makes sense because after playing around i ended up fixing it in that exact way just by luck and it is working now, im currently racking my brain over why the breast size will not change with MME and as for BAC once the fur comes in i turn completely blue other than the head. any thoughts there?

Posted
30 minutes ago, Dojodo1 said:

Thanks for getting back to me and that makes sense because after playing around i ended up fixing it in that exact way just by luck and it is working now, im currently racking my brain over why the breast size will not change with MME and as for BAC once the fur comes in i turn completely blue other than the head. any thoughts there?

After playing long enough for me to get to that stage, yes I am also having that issue now as well. Perhaps it has something to do with the texture files not being written properly? Not sure. After all the problems I had just getting it to work without crashing, I wouldn't even know where to begin xD.

Posted
53 minutes ago, Dojodo1 said:

Thanks for getting back to me and that makes sense because after playing around i ended up fixing it in that exact way just by luck and it is working now, im currently racking my brain over why the breast size will not change with MME and as for BAC once the fur comes in i turn completely blue other than the head. any thoughts there?

OK! I fixed it on my end! In the FAQ of the main page for the mod itself it details that you need to edit the Skee64.ini file to increase the amount of faces on your overlays, just follow that:
 

Spoiler

The tats are not appearing/partially appearing/body is blue

  • Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located
  • Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts

For the above, you can download the LE tats file, and use Cathedral Assets Optimizer from nexus mod manager to optimize it for SE, if that's even necessary. Someone more experienced can answer whether that's needed or not. Though, below is the steps/locations for the overlays.
 

  • Spoiler
    • The fur/mutation tats are not appearing/stop appearing
      • You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file:
        • section [Overlays] bEnableFaceOverlays to 1 instead of 0
        • section [Overlays/Body] iNumOverlays to 30 instead of 6
        • section [Overlays/Hands] iNumOverlays to 20 instead of 3
        • section [Overlays/Feet] iNumOverlays to 20 instead of 3
        • section [Overlays/Face] iNumOverlays to 20 instead of 3
      •  
  •  
Posted (edited)
1 hour ago, Dojodo1 said:

Thanks for getting back to me and that makes sense because after playing around i ended up fixing it in that exact way just by luck and it is working now, im currently racking my brain over why the breast size will not change with MME and as for BAC once the fur comes in i turn completely blue other than the head. any thoughts there?

 

Make sure there are enough overlay slots in NIO. In SkyrimSE the settings for NIO are in "data\\SKSE\Plugins\skee64.ini". Make it at least 12

 

If you suspect BAC, then try the loose version and run CAO against the texture folder.

Download CAO version 5.x and install by creating a folder and copying the files. Do not use mod manager.

 

Spoiler
  • Open CAO and point it to the directory of BAC_2.0.X in Vortex mod staging folders.  You can open it by right-clicking the mod and choosing "open in file manager", copy the path from address box.  Paste it to CAO address box under "profile" selection. Use open directory button to make sure it is pointing to the proper folder.

  • Recommend to point to the texture folder, but you can also process the whole mod if you want.

  • Enable the following settings in CAO:

    • Profile: SSE
    • BSA Tab : Extract only 
    • Meshes Tab : Necessary optimization only
    • Textures Tab : In the box "Process textures", choose Necessary optimization and compress textures.  Do not select Generate Mipmaps or downsizing.
    • Animations Tab : Necessary optimization
  • Press run and wait for completion.

  • Check log for errors in red.  All green is good.

 

Deploy in Vortex, and reload game.

If still blue, try resetting the curse and update the character using BAC debug.  

 

You can use console showracemenu in the Body Paint section, make each texture transparent until you found the culprit texture name. 

 

Edited by safado
Posted
8 hours ago, Seiferlord said:

OK! I fixed it on my end! In the FAQ of the main page for the mod itself it details that you need to edit the Skee64.ini file to increase the amount of faces on your overlays, just follow that:
 

  Reveal hidden contents

The tats are not appearing/partially appearing/body is blue

  • Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located
  • Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts

For the above, you can download the LE tats file, and use Cathedral Assets Optimizer from nexus mod manager to optimize it for SE, if that's even necessary. Someone more experienced can answer whether that's needed or not. Though, below is the steps/locations for the overlays.
 

  •   Reveal hidden contents
    • The fur/mutation tats are not appearing/stop appearing
      • You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file:
        • section [Overlays] bEnableFaceOverlays to 1 instead of 0
        • section [Overlays/Body] iNumOverlays to 30 instead of 6
        • section [Overlays/Hands] iNumOverlays to 20 instead of 3
        • section [Overlays/Feet] iNumOverlays to 20 instead of 3
        • section [Overlays/Face] iNumOverlays to 20 instead of 3
      •  
  •  

Good find, that fixed my blue issue as well, how about your body model does it update/change sizes like breasts and whatnot? im still fighting with that one for a long time.

Posted (edited)
18 hours ago, renhoff said:

not working

with and whithout its still bugged

 

 

 

If you had the option on when drinking the [Blended] Lactacid, it sticks because MME sets that as a SLIF option and fails to remove it even if you switched it off afterwards. It need to be turned off right at the start. The reason is this:

MilkQUEST.psc: End of Function CurrentSize:
	if BellyScale
		LactacidCnt = MME_Storage.getLactacidCurrent(akActor)
		BodyMod.SetNodeScale(akActor, "NPC Belly", 1 + LactacidCnt / 2, isFemale)
	else
		BodyMod.RemoveNiONodeScale(akActor, "NPC Belly", isFemale)
	endif
EndFunction

Bodymod.Set... sets slif_belly so it inflates the Milkmaid's belly via SLIF. Bodymod.RemoveNi... on the other hand ignores SLIF and tries to unset the node scale directly using NiOverride which fails. What you can try is got to SLIF, show values for your character with mod set to MME and deregister the Belly Node.

Edited by botticelli
Posted (edited)
On 2/19/2023 at 4:39 AM, Obryanov said:

No, that wouldn't work at all. I think I've explained it back there, but you import SE head, then import LE head + LE cow head at stage 8.

Once you have three meshes, you export the cow head as .obj, then create a new slider, select normal LE head, click on the wrench icon next to it, import that .obj as slider data and set normal LE head as reference.

Once the slider works and makes the head transform, you select SE head, click on Comform Selected and make the slider work on it that way.

Once that is done, you delete LE meshes and then start creating .nif files for different stages by moving the slider, then clicking on Set Base Shape, exporting the mesh as .nif, then inputting same slider % that you used, but negative and then click on Set Base Shape. Repeat this until all 8 are done.

 

This is what I did for my conversion, it worked.

i will use my mini brain to learn it ?

----------------

hm....i feel like i miss click by remove 2.0 tats SE ?

Edited by evilbom
Posted
2 hours ago, botticelli said:

If you had the option on when drinking the [Blended] Lactacid, it sticks because MME sets that as a SLIF option and fails to remove it even if you switched it off afterwards. It need to be turned off right at the start. The reason is this:

MilkQUEST.psc: End of Function CurrentSize:
	if BellyScale
		LactacidCnt = MME_Storage.getLactacidCurrent(akActor)
		BodyMod.SetNodeScale(akActor, "NPC Belly", 1 + LactacidCnt / 2, isFemale)
	else
		BodyMod.RemoveNiONodeScale(akActor, "NPC Belly", isFemale)
	endif
EndFunction

Bodymod.Set... sets slif_belly so it inflates the Milkmaid's belly via SLIF. Bodymod.RemoveNi... on the other hand ignores SLIF and tries to unset the node scale directly using NiOverride which fails. What you can try is got to SLIF, show values for your character with mod set to MME and deregister the Belly Node.

Sorry im french and noob this is chinise for me

so the probleme is slif ...

i dont no what to do, is there a tuto somewhere or can you explain the method

 

merci d'avance

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...