Jump to content

Recommended Posts

Posted
On 10/17/2022 at 8:22 PM, masterofgamespl said:

Hey, so pretty early I got the message that my arms begin to strain. After that my screen is constantly shaking, I thought that maybe it's cuz of exaustion but sleeping didn't work. That's new, I didn't play on 2.0, any ideas?

 

So i know it's been a lot of time, and I don't even play on this save anymore, but I recently discorvered the reason. Basically archery gameplay overhaul makes it that if you hold your bow for too long "your arms begin to strain" and the camera starts to shake. Sometimes it bugges out and if you aim bow and then sheathe it, then you might get this bug just as I had back then. It's not connected to either bac or mme or any other mod other than AGO. Maybe if someone has similar problem and has AGO, there's a solution for you.

Posted (edited)
13 hours ago, Seiferlord said:

Ok, Finally got the chance to try this and I have the log from this latest crash, set it to verbose so I hope that is alright.

Well it seems something is very broken within your save. Not only BAC is getting hiccups but MME as well:

Spoiler
[02/23/2023 - 03:39:32PM] ERROR: Cannot call Moan() on a None object, aborting function call
stack:
	[MME_MilkQUEST (1800E209)].milkquest.MilkingCycle() - "MilkQUEST.psc" Line 1823
	[MME_MilkQUEST (1800E209)].milkquest.Milking() - "MilkQUEST.psc" Line 1235
	[None].MME_StartMilking.OnEffectStart() - "MME_StartMilking.psc" Line 6

 

It seems some MilkMaid actors disappeared from the game as their object is no longer valid (i . e. "None"). This happens for example, if you uninstall a mod with that actor during gameplay.

Then: Which version of PO3's SKSE functions do you have? Because:

Spoiler
[02/23/2023 - 03:39:38PM] ERROR: Incorrect number of arguments passed. Expected 1, got 2. 
stack:
	<unknown self>.bac_po3_access.GetSkinColor() - "bac_po3_access.psc" Line 16
	[bac_reequip00 (130551E3)].bac_reequip.ActorSetFacePart() - "bac_actor_base.psc" Line 1831
	[bac_reequip00 (130551E3)].bac_reequip.reequipItemsEx() - "bac_actor_base.psc" Line 883
	[bac_reequip00 (130551E3)].bac_reequip.OnUpdate() - "bac_reequip.psc" Line 101

According to PO3_SKSEfunctions.psc that method *has* 2 parameters:
    ;Gets current skin color on actor. Requires an existing colorForm
	Function GetSkinColor(Actor akActor, ColorForm color) global native

 

I take it that the crash occurs on the first CowHead transformation because that is the point when this code is first reached.

 

***EDIT*** You can skip the script swapping. Nothing of this has anything to do with BAC unregistering MCM menus.

Edited by botticelli
Posted
13 hours ago, HerChianti said:

All I did was add it to the mod in MO2. What I'm thinking is the problem (or rather, unfortunate issue) is that you made that for LE I'm guessing. And LE as far as I know doesn't have 3BA. 3BA, being a 3BBB body, has completely different nodes than normal bodies so they tend to be incompatible with things not made specifically for them. Example: I had to use a mod posted on the MME thread to make breast scaling work properly because MME is not coded for 3BA bodies, it's too old.

 

Anyway one more question though: Is there a way to remove that specific mutation from my character without resetting all progress and then disabling the mutation and doing it all over again?

So you'd have to find the corresponding 3BA morph names and fill them in there.

 

Mutations cannot be removed from the character out-of-line. It would crash if you tried the debovinification later.

Cow Pelvis is mutation #44. So if you look in SUM:StorageUtil in your character's int lists there should be one named "BAC.Cow.Mutation.List". In there should be that 44 at some point. The list is worked back from the end when you do debovinification. You can go until that point losing CowPelvis, then remove MME's BeingMilkedPassive Spell (xx0369a8) from your character via console to stop milking, then change BAC's MCM setting for CowPelvis, then go to SUM:StorageUtil, int Values for your character and change BAC.Cow.Activity.Debovinification to 0 and then start milking again. Imho that's the shortest way.

Posted
On 2/21/2023 at 2:36 PM, jayce113 said:

Perk idea: Herd Mentality - Cows randomly follow you around/you sometime wake up in a pasture with cows. Just a goofy idea.

The random cow followers are too much of a bother keeping out of places they should not wander into. The dream/wakeup sequence miniquest just made it to the shortlist ?

Posted
7 minutes ago, botticelli said:

 

Then: Which version of PO3's SKSE functions do you have? Because:

According to my mod list, as well as confirming with the patch download itself, it's v.5.5.0 and confirmed to be the one that supports SE.1.5.97 as well as the AE versions. I do, however, have power of three's tweaks, also confirmed to have been from the compatible SE version download, unless those particular tweaks cause issues, or have overwritten something in the base mod that could have been vital.

I could always disable said tweaks and have PO3 reinstall, do another fresh save and see what that does if that'd help.

As for the MME, I'm not certain how that could have happened as far as mods being unloaded, it was literally on a full fresh save and sped along the transformation in one playthrough, but I could none the less check again what it will do.

Though, another note, I do have the Unofficial Skyrim Patch installed to allow me to use the Alternate Life mod to make getting into the game far less mind numbing. Would that, perhaps, cause these issues with 2.0.3, and not 2.0.2?

Posted (edited)
1 hour ago, Seiferlord said:

Though, another note, I do have the Unofficial Skyrim Patch installed to allow me to use the Alternate Life mod to make getting into the game far less mind numbing. Would that, perhaps, cause these issues with 2.0.3, and not 2.0.2?

no. Ihave that running also and have no problems.

I made the po3 connector on the LE version, so there may be a difference to the SE version, I'll check that.

 

***EDIT***, jep that's changed ? I cannot compile that. So if you or anyone with an intact SE script environment and PO3 5.5.0 SE could compile bac_po3_access.psc from the enclosed file , it should work You'll then need to replace bac_actor:_base.pex from the file as well.

 

BAC PO3 Access.7z

Edited by botticelli
Posted
2 hours ago, botticelli said:

The random cow followers are too much of a bother keeping out of places they should not wander into. The dream/wakeup sequence miniquest just made it to the shortlist ?

Sweet! I just thought it would be a fun/silly addon appreciate it.

Posted
6 hours ago, botticelli said:

***EDIT***, jep that's changed ? I cannot compile that. So if you or anyone with an intact SE script environment and PO3 5.5.0 SE could compile bac_po3_access.psc from the enclosed file , it should work You'll then need to replace bac_actor:_base.pex from the file as well.

I could try, though I've never done that before. All I'd need is a short tutorial as to what I'd need to do. Does it involve utilizing Cathedral and the Creation Kit?

Posted (edited)
11 hours ago, botticelli said:

no. Ihave that running also and have no problems.

I made the po3 connector on the LE version, so there may be a difference to the SE version, I'll check that.

 

***EDIT***, jep that's changed ? I cannot compile that. So if you or anyone with an intact SE script environment and PO3 5.5.0 SE could compile bac_po3_access.psc from the enclosed file , it should work You'll then need to replace bac_actor:_base.pex from the file as well.

 

BAC PO3 Access.7z 53.79 kB · 3 downloads

 

 

BAC PO3_5.5 SE Access (Compiled Feb-24-2023).7z

Fresh from the CK64 oven. 

 

 

Edited by safado
Posted
1 hour ago, safado said:

Not yet sure whether it's me or not, but with that active replacing the relevant files, the transformation no longer proceeds past stage 11 (Horns, fur on arms and legs up to shin, half transformed hooves, tail, and fur on upper back). Trying to trigger it with a cow level up potion does nothing, and any mutagen potions just start one but endlessly stalls it, never allowing the phase to proceed any further. Disabling it, however, allowed me to immediately trigger a phase 12 level up.

Posted (edited)
5 hours ago, Seiferlord said:

Not yet sure whether it's me or not, but with that active replacing the relevant files, the transformation no longer proceeds past stage 11 (Horns, fur on arms and legs up to shin, half transformed hooves, tail, and fur on upper back). Trying to trigger it with a cow level up potion does nothing, and any mutagen potions just start one but endlessly stalls it, never allowing the phase to proceed any further. Disabling it, however, allowed me to immediately trigger a phase 12 level up.

The transformation not progressing has nothing to do with that change. When transforming your character is put into faction bac_reequipping (xx09fc9d) and removed from that faction at the end of the transformation. This is necessary to prevent multiple transformations happening at once and blocking each other. Now, that faction removal seems to bug out e. g. if you just change locations at that point. Check via console whether your character in that faction (player.getinfaction xx09fc9d xx = BAC modno) and if so, remove her from that (player.removefromfaction xx09fc9d). Again: before changing locations or quicksaving make sure that the transformation process is finished (... done in the console).

Edited by botticelli
Posted (edited)
2 hours ago, botticelli said:

The transformation not progressing has nothing to do with that change. When transforming your character is put into faction bac_reequipping (xx09fc9d) and removed from that faction at the end of the transformation. This is necessary to prevent multiple transformations happening at once and blocking each other. Now, that faction removal seems to bug out e. g. if you just change locations at that point. Check via console whether your character in that faction (player.getinfaction xx09fc9d xx = BAC modno) and if so, remove her from that (player.removefromfaction xx09fc9d). Again: before changing locations or quicksaving make sure that the transformation process is finished (... done in the console).

According to the log output, it shows 0.00, which I'm assuming means I'm not in it as doing the remove from command does not change that output. I do have a full log from that session that I can upload though, hopefully it has something in there that would explain what's going on.

I did, however, encounter a bug I routinely encountered on 2.0.2 with the grazing quest, where it will endlessly equip and add the herb hundreds of times over and over again, so that's the first time I've had it on 2.03. 


*EDIT* I'm including a new Papyrus log that I just tested on with a bare minimum mod list install, using pretty much only BAC's requirements for a cleaner log to try and root out any potential other mod being the culprit that I've installed over the past couple of days of tinkering. Same problem persists even with this base install where, eventually, the transformation trigger stalls out, while still not appearing in the re-equip faction.

Papyrus.2.log

Papyrus.0.log

Edited by Seiferlord
Added New log with leaner mod list.
Posted
2 hours ago, Seiferlord said:

*EDIT* I'm including a new Papyrus log that I just tested on with a bare minimum mod list install,

Just how old a save game are you trying to load here? Because

[02/25/2023 - 01:57:36AM] WARNING: Property aFurniture on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qBlacksmith on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qCtr on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qCtr on script bac_scene_f001 attached to  (1A00EA71) cannot be initialized because the script no longer contains that property

These properties were removed a long time ago (around 1.9). Any save game before 1.9G is no longer compatible and will cause CTDs.

Posted (edited)
1 hour ago, botticelli said:

Just how old a save game are you trying to load here? Because

[02/25/2023 - 01:57:36AM] WARNING: Property aFurniture on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qBlacksmith on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qCtr on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qCtr on script bac_scene_f001 attached to  (1A00EA71) cannot be initialized because the script no longer contains that property

These properties were removed a long time ago (around 1.9). Any save game before 1.9G is no longer compatible and will cause CTDs.

Brand new, the timestamp at the top of that is literally the time stamp I started it via alternate start with, and I've never had any version of BAC before 2.02 downloaded/installed/etc. It's loaded up with that compiled BAC PO3_5.5 SE Access file that safado provided.


**EDIT**
Just took a look through the Loose files of the 2.0.3, and it is filled with those bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex files. If those are the culprits as per the FAQ concerning those being outdated script files, then that's where they came from on my end.

Edited by Seiferlord
Found the old scripts
Posted (edited)
5 hours ago, Seiferlord said:

Brand new, the timestamp at the top of that is literally the time stamp I started it via alternate start with, and I've never had any version of BAC before 2.02 downloaded/installed/etc. It's loaded up with that compiled BAC PO3_5.5 SE Access file that safado provided.


**EDIT**
Just took a look through the Loose files of the 2.0.3, and it is filled with those bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex files. If those are the culprits as per the FAQ concerning those being outdated script files, then that's where they came from on my end.

I don't know about the SE version since I only upload the LE one, but I pack my scripts in a bac.bsa file. There are no loose scripts normally lying around. If they do, they are likely from a very old version and need to be cleaned out since they take precedence over any bsa packed scripts (see 3rd FAQ item on the file page).

Edited by botticelli
Posted
5 hours ago, botticelli said:

I don't know about the SE version since I only upload the LE one, but I pack my scripts in a bac.bsa file. There are no loose scripts normally lying around. If they do, they are likely from a very old version and need to be cleaned out since they take precedence over any bsa packed scripts (see 3rd FAQ item on the file page).

Right, I went through the pack itself and removed every single file that matched that criteria. It was from the uploaded SE conversion loose files that Evilbom updated their post with. Though, it does say on the post that it had just recently been compiled but not tested, so I can only assume that it was a mistake that those files were still in there.

Posted (edited)
14 hours ago, botticelli said:

Just how old a save game are you trying to load here? Because

[02/25/2023 - 01:57:36AM] WARNING: Property aFurniture on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qBlacksmith on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qCtr on script bacAliasPlayerBlacksmith attached to alias BACPlayer on quest bac_blacksmith (1A00EA6E) cannot be initialized because the script no longer contains that property
[02/25/2023 - 01:57:36AM] WARNING: Property qCtr on script bac_scene_f001 attached to  (1A00EA71) cannot be initialized because the script no longer contains that property

These properties were removed a long time ago (around 1.9). Any save game before 1.9G is no longer compatible and will cause CTDs.

 

Can you review the BAC plug-in on BAC 2.0.3-LE? Because the quest "bac_blacksmith "Hammerheart" [QUST:XX00EA6E]", has references to those properties, but the instanced byte-code from the scripts do not have the reserved properties to store those values.  Should not be an issue because is not used and it just a warning from the engine, saying "I have all this data and the reserved space do not exist; AI waking up, o no it all a lieee".

 

Spoiler

147529899_bac203LEsnap1.PNG.6cd1892cc545bd71b9aba4fe8509172e.PNG

 

 

 

Edited by safado
Posted
6 hours ago, safado said:

Can you review the BAC plug-in on BAC 2.0.3-LE? Because the quest "bac_blacksmith "Hammerheart" [QUST:XX00EA6E]", has references to those properties, but the instanced byte-code from the scripts do not have the reserved properties to store those values.  Should not be an issue because is not used and it just a warning from the engine, saying "I have all this data and the reserved space do not exist; AI waking up, o no it all a lieee".

Got it ? It seems if you delete all properties from a script, checking the properties section of that in CK does *not* update the esp. On the other hand, if you add one, it does. So I added a dummy property and CK woke up.

Spoiler

image.png.30c8fb965a54b1de844fd5490cef5f25.png

 

Posted
9 hours ago, Seiferlord said:

Right, I went through the pack itself and removed every single file that matched that criteria. It was from the uploaded SE conversion loose files that Evilbom updated their post with. Though, it does say on the post that it had just recently been compiled but not tested, so I can only assume that it was a mistake that those files were still in there.

Ok, my fault (see post above). As I said, I don't know about the SE version. If there are loose file there, that should be ok. The rest of the papyrus0.log from above looks good, though. You did use a levelUp potion, I take it? Because

[02/25/2023 - 02:25:12AM] ERROR: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
	[None].bac_levelupScript.Dispel() - "<native>" Line ?
	[None].bac_levelupScript.OnEffectStart() - "bac_levelupscript.psc" Line 21

hints at that. That will not properly function at lower levels because the intervals between levels are too short. If you level normally via milking and at the same time use that potion, it will freak out. I still do not get it why this potion is so important. I kept it in the mod but have not really maintained it.  Set the transformation to Ultra Fast, set MME's gushing to 10%, and use MME's Debug MilkMaid to give her 100 Milk and reset that score when it goes below 10 and she should level up via milking just as fast.

Posted
2 hours ago, botticelli said:

Ok, my fault (see post above). As I said, I don't know about the SE version. If there are loose file there, that should be ok. The rest of the papyrus0.log from above looks good, though. You did use a levelUp potion, I take it? Because

[02/25/2023 - 02:25:12AM] ERROR: Unable to call Dispel - no native object bound to the script object, or object is of incorrect type
stack:
	[None].bac_levelupScript.Dispel() - "<native>" Line ?
	[None].bac_levelupScript.OnEffectStart() - "bac_levelupscript.psc" Line 21

hints at that. That will not properly function at lower levels because the intervals between levels are too short. If you level normally via milking and at the same time use that potion, it will freak out. I still do not get it why this potion is so important. I kept it in the mod but have not really maintained it.  Set the transformation to Ultra Fast, set MME's gushing to 10%, and use MME's Debug MilkMaid to give her 100 Milk and reset that score when it goes below 10 and she should level up via milking just as fast.

Yes, I do tend to use the potions when I'm just quickly testing out a new version of the mod, or attempting to re-test an issue that I'm having, but that's mostly because I'm not as experienced with digging around in the debug settings like that. However, since you mentioned that, I'll try and use that kind of setting myself.

Though, on an unrelated note, I'm curious. I recall, somewhere within this massive forum, that you use the CosioHD body with that preset, I tried using that myself but couldn't seem to get the SLIF nor BAC to really affect things like weight or belly noticeably. Is there a method that I'm simply missing? I use the CBBE_SE_Tulluisver.JSON list for it, and I do create the build, with morphs, in bodyslide before hand.

Posted
2 hours ago, Seiferlord said:

Yes, I do tend to use the potions when I'm just quickly testing out a new version of the mod, or attempting to re-test an issue that I'm having, but that's mostly because I'm not as experienced with digging around in the debug settings like that. However, since you mentioned that, I'll try and use that kind of setting myself.

Though, on an unrelated note, I'm curious. I recall, somewhere within this massive forum, that you use the CosioHD body with that preset, I tried using that myself but couldn't seem to get the SLIF nor BAC to really affect things like weight or belly noticeably. Is there a method that I'm simply missing? I use the CBBE_SE_Tulluisver.JSON list for it, and I do create the build, with morphs, in bodyslide before hand.

I use CosioHD with this preset:

image.png.220c66ab286a444d2e789582a3a409e2.png

and it works just fine. I also installed DD Bodyslide files for CosioHD body, so the DD devices don't look out of place either.

DemoniacCBBE byRGB03.xml

Posted
6 hours ago, botticelli said:

I use CosioHD with this preset:

image.png.220c66ab286a444d2e789582a3a409e2.png

and it works just fine. I also installed DD Bodyslide files for CosioHD body, so the DD devices don't look out of place either.

DemoniacCBBE byRGB03.xml 6.02 kB · 3 downloads

Thanks, I'll give that a try, because I do really like the way that body looks in comparison to the standard CBBE body. 

I do have one question though. I was tinkering around with tutorials in how to properly port over an LE mod over to SE, just to see if I could learn how to do it myself, and while my efforts seem to have worked with your uploaded 2.03LE upload, I do now have an old problem mentioned earlier in the thread with hooves sinking into the ground. Can't remember what page that was mentioned on or what the fix would be on my end to try and solve that. 

Posted (edited)

 

18 hours ago, Seiferlord said:

Yes, I do tend to use the potions when I'm just quickly testing out a new version of the mod, or attempting to re-test an issue that I'm having, but that's mostly because I'm not as experienced with digging around in the debug settings like that. However, since you mentioned that, I'll try and use that kind of setting myself.

Though, on an unrelated note, I'm curious. I recall, somewhere within this massive forum, that you use the CosioHD body with that preset, I tried using that myself but couldn't seem to get the SLIF nor BAC to really affect things like weight or belly noticeably. Is there a method that I'm simply missing? I use the CBBE_SE_Tulluisver.JSON list for it, and I do create the build, with morphs, in bodyslide beforehand.

 

COSIO is a Skyrim LE body based on SkyrimLE CBBE.  CBBE SE follows same UV as CBBE-LE, but different topology and extra morphs.  CBBE_SE_Tulluisver.JSON as the name says is for CBBE-SE not CBBE.  CBBE 3BBB Advanced (aka Amazing Body) (3BAv2) is based on CBBE-SE SMP (3BBB) and CBBE_SE_Tulluisver.JSON is compatible but is still missing the new morphs. 

 

For Cosio use the json for CBBE not CBBE SE.  It will work for COSIO but get bad result when switching to CBBE SE or 3BAv2 body or armor.

 

You can experiment mixing bodies, but you will have issues with morph not applying if the body does not have it or is spelled differently. 

 

Do you use a custom race? If you do, it is likely that it has it own body and most of the time is the basic cbbe or unp without morphs.

 

 

MME has issues with morphs scales, I use "MME SLIF Compatibility Patch & Morph Editor - Version 3.0" to work it out.  You need to overwrite MME and Botticelli's MME_ajustments-patch, because conflict with MME_Bodymorph script. (SkyrimSE) maybe works in SkyrimLE too.

First time it loads, you need to load the defaults first and then export. Change anything after that.  You can add morphs in menu, or in the json files if you are careful. All morphs names are case-sensitive, use BodyStudio to get the names from main body and review the % scales.  If the character race is custom, then you need to make sure it has morph as part of the body mesh.  You may also need to follow BAC instruction concerning custom races.

 

 

 

 

Edited by safado
Posted (edited)
19 hours ago, Seiferlord said:

Thanks, I'll give that a try, because I do really like the way that body looks in comparison to the standard CBBE body. 

I do have one question though. I was tinkering around with tutorials in how to properly port over an LE mod over to SE, just to see if I could learn how to do it myself, and while my efforts seem to have worked with your uploaded 2.03LE upload, I do now have an old problem mentioned earlier in the thread with hooves sinking into the ground. Can't remember what page that was mentioned on or what the fix would be on my end to try and solve that. 

You probably want this mod:

https://www.nexusmods.com/skyrimspecialedition/mods/18045

Edited by botticelli
Posted (edited)

Hello, 
I got some trouble setting up the mod, I have already installed it several times in the past and it worked fine, but now it crashes as soon as I try to start a new game or load an existing save. From what I gathered from the log it might have trouble with starting the initial quest, but I'm not sure.

 

I would really appreciant some help, I'm already trying stuff out for hours and can't find the error. Maybe it's something small and I'm just overlooking it, I don't know...
I'm playing the SE Version (AE 1.6.640) in case this info is important.

 

 


Thanks in advance 

Papyrus.0.log

Edited by TheTreeman

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   1 member

×
×
  • Create New...