botticelli Posted February 27, 2023 Author Posted February 27, 2023 (edited) 8 minutes ago, TheTreeman said: I'm playing the SE Version (AE 1.6.640) in case this info is important. If you didn't downgrade your AE to SE, that's the problem. AE SKSE plugin dlls are different from SE ones, so if you install mods that ship dlls, they will not work unless they are specifically AE mods. Edited February 27, 2023 by botticelli
TheTreeman Posted February 27, 2023 Posted February 27, 2023 9 minutes ago, botticelli said: If you didn't downgrade your AE to SE, that's the problem. AE SKSE plugin dlls are different from SE ones, so if you install mods that ship dlls, they will not work unless they are specifically AE mods. Sorry I honestly have no idea what you mean by this... Are you saying that there might be a mod or two installed, with the SE version instead of the AE version, which causes the error or that this mod is not compatible with AE? In both cases I can say, everything works just fine as soon as I deactivate BAC and I already managed to get it running on AE before, without problem.
botticelli Posted February 27, 2023 Author Posted February 27, 2023 19 minutes ago, TheTreeman said: Sorry I honestly have no idea what you mean by this... Are you saying that there might be a mod or two installed, with the SE version instead of the AE version, which causes the error or that this mod is not compatible with AE? In both cases I can say, everything works just fine as soon as I deactivate BAC and I already managed to get it running on AE before, without problem. Well according to your log, BAC manages updating until version 2.5. We are now at 6.1 so there are several upgrades missing. The bac_mcm2 quest is no longer used but those errors are also persisting in quest bac_menu. So replace the two attached scripts in Data\Scripts. That should eliminate the out-of-bounds errors. Then let's see what happens next. bac_mcm2.pex bac_menu.pex
TheTreeman Posted February 27, 2023 Posted February 27, 2023 14 minutes ago, botticelli said: Well according to your log, BAC manages updating until version 2.5. We are now at 6.1 so there are several upgrades missing. The bac_mcm2 quest is no longer used but those errors are also persisting in quest bac_menu. So replace the two attached scripts in Data\Scripts. That should eliminate the out-of-bounds errors. Then let's see what happens next. bac_mcm2.pex 100.33 kB · 1 download bac_menu.pex 201.72 kB · 1 download What does this mean several upgrades are missing? Does this mean I don't have the newest version of the mod? Anyway I replaced the files - but no luck Papyrus.0.log
botticelli Posted February 27, 2023 Author Posted February 27, 2023 (edited) 15 minutes ago, TheTreeman said: What does this mean several upgrades are missing? Does this mean I don't have the newest version of the mod? Anyway I replaced the files - but no luck Papyrus.0.log 50.93 kB · 0 downloads No, it just means that the update function does not proceed past 2.5. At that point it may just pause and let some other scripts do their work. What I wanted to see is whether BAC is actually causing the crash or not. Now there are no BAC error messages left in the log. It still crashes when initializing DLC1 (Dawnguard) or DLC2 (Dragonborn). At least that is what I get from those last lines: [02/27/2023 - 09:50:43PM] DLC1: Starting DLC1 Initialization quest. [02/27/2023 - 09:50:43PM] PATCH 1.9 QUEST HAS STARTED [02/27/2023 - 09:50:43PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START ...and that is where my knowledge ends. BAC does not alter either of those. Edited February 27, 2023 by botticelli
TheTreeman Posted February 27, 2023 Posted February 27, 2023 8 minutes ago, botticelli said: No, it just means that the update function does not proceed past 2.5. At that point it may just pause and let some other scripts do their work. What I wanted to see is whether BAC is actually causing the crash or not. Now there are no BAC error messages left in the log. It still crashes when initializing DLC1 (Dawnguard) or DLC2 (Dragonborn). At least that is what I get from those last lines: [02/27/2023 - 09:50:43PM] DLC1: Starting DLC1 Initialization quest. [02/27/2023 - 09:50:43PM] PATCH 1.9 QUEST HAS STARTED [02/27/2023 - 09:50:43PM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (04016E02)>] DLC2Init quest START Sooo... what can I do?
Odirn Posted February 28, 2023 Posted February 28, 2023 On 2/12/2023 at 8:58 PM, botticelli said: 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. No one escape and house of horror is vanilla quest right?
leirisal Posted February 28, 2023 Posted February 28, 2023 Hey there, Ever since I updated to 2.0.3 the game is CTD every time it tries to load a cowhead (From either transformation or by selecting from racemenu) A couple hours ago I installed the hotfix but the issue remains It was working fine on 2.0.2 a couple days ago. Papyrus 0 crashed in the racemenu (When changing "Face Part" beyond a certain point in the slider) Papyrus 1 crashed during a mutation (I can see the PC's face changing shape for a single frame before the crash) My Skyrim SE is on v1.6.640.0 PS: I also added a handful of new mods yesterday but I find them unlikely to mess with that in specific... (But I might be wrong ) Papyrus.0.log Papyrus.1.log
botticelli Posted February 28, 2023 Author Posted February 28, 2023 (edited) 27 minutes ago, leirisal said: Hey there, Ever since I updated to 2.0.3 the game is CTD every time it tries to load a cowhead (From either transformation or by selecting from racemenu) A couple hours ago I installed the hotfix but the issue remains It was working fine on 2.0.2 a couple days ago. Papyrus 0 crashed in the racemenu (When changing "Face Part" beyond a certain point in the slider) Papyrus 1 crashed during a mutation (I can see the PC's face changing shape for a single frame before the crash) My Skyrim SE is on v1.6.640.0 PS: I also added a handful of new mods yesterday but I find them unlikely to mess with that in specific... (But I might be wrong ) Papyrus.0.log 138.04 kB · 0 downloads Papyrus.1.log 189.44 kB · 0 downloads Use LE femalehead meshes. SE converted meshes don't work. (LE loose files, only extract data\meshes\bac\heads\*). 5 hours ago, TheTreeman said: Sooo... what can I do? Anyone with AE experience around? 3 hours ago, Odirn said: No one escape and house of horror is vanilla quest right? For A Craftsman's Masterpiece to start, yes. Edited February 28, 2023 by botticelli
Odirn Posted February 28, 2023 Posted February 28, 2023 2 hours ago, botticelli said: Use LE femalehead meshes. SE converted meshes don't work. (LE loose files, only extract data\meshes\bac\heads\*). Anyone with AE experience around? For A Craftsman's Masterpiece to start, I try play without being curse and nothinng happen, so my Char need to be curse first to triger the mission ?
Seiferlord Posted February 28, 2023 Posted February 28, 2023 15 hours ago, botticelli said: You probably want this mod: https://www.nexusmods.com/skyrimspecialedition/mods/18045 Turns out I didn't need it. During one of my attempts to swap bodies, and likely even while updating the BAC install, I must have neglected to just run bodyslide on the BAC objects themselves again. Moment I did that, they worked just fine. Though, I have noticed another quirk, whether intentional or not: When in the stage where Paul is trying to command you to return, and he enlarges either the breasts or the hooves, Milk made registers a full set of milk back in the breasts, sometimes even greatly enhancing it well past the limit when it's set. I had, at one point, over 3000 milk stored, combined with the forced self milking from talking to Mandy, this can lead to some really bad issues. I'll be in the milking stage, Paul will initiate a punishment for not showing up, breasts fill greatly, take time to milk down, another punishment and it's back up to full. Worse, if one does not disable the spell effects in Milk Made, like the tits increasing weight, I've encountered an entirely different bug where it'll bug out what my carry capacity is, showing */0, which will either lock me in place normally due to being overburdened, or worse...bugging my movement speed entirely and making me run across the entirety of a map with a single tap of the movement key. Checking my base values for speed during this moment, will show a permanent level adjustment of over 1000 added to whatever I have on it. So not sure what ends up causing that. Though, at least with spell effects disabled, the only "problem" one would have to deal with is an endless loop of milking, or just simply going into the debug every time he punishes to set milk back down to 0.
botticelli Posted February 28, 2023 Author Posted February 28, 2023 5 hours ago, Odirn said: I try play without being curse and nothinng happen, so my Char need to be curse first to triger the mission ? Yes, Being A Cow must be running. 4 hours ago, Seiferlord said: Though, I have noticed another quirk, whether intentional or not: Ok. At some point when I started meddling with BAC, I raised the milk increase Paul sends you with each punishment loop from random(1. 20) to random(1, 1000). If you didn't set MME to gushing, this will get quite tedious. Quick workaround to stop endless milking is setting gushing in MME to 100%.
minibw Posted February 28, 2023 Posted February 28, 2023 Hi all, is it safe to update to this version from the original BAC in the middle of a game or are they not compatible that way?
botticelli Posted February 28, 2023 Author Posted February 28, 2023 1 hour ago, minibw said: Hi all, is it safe to update to this version from the original BAC in the middle of a game or are they not compatible that way? What is your "original" BAC? The last skyrimfet version? If so, no, it will not work anymore. Start a new game.
Karkhel Posted February 28, 2023 Posted February 28, 2023 1 hour ago, minibw said: Hi all, is it safe to update to this version from the original BAC in the middle of a game or are they not compatible that way? While I was typing out the response you got an official one so lemme change this, I highly recommend this version, it went way beyond just keeping the old mod up to date some time ago.
TheTreeman Posted February 28, 2023 Posted February 28, 2023 14 hours ago, botticelli said: Anyone with AE experience around? So I turned over my complete installation - uninstalled Skyrim as a whole - deleted the folder, so there is nothing left - reinstalled it without AE (1.5.xxx) installed the mods and.... same error... closes instantly Papyrus.1.log
leirisal Posted February 28, 2023 Posted February 28, 2023 (edited) 16 hours ago, botticelli said: Use LE femalehead meshes. SE converted meshes don't work. (LE loose files, only extract data\meshes\bac\heads\*). That did the trick, thanks! Is this an issue with the uploaded SE pack? Or was it something on my end? EDIT: Another issue i'm having is that the old menus are not disappearing, even on a fresh save Edited February 28, 2023 by leirisal Another question came to mind
safado Posted February 28, 2023 Posted February 28, 2023 (edited) 5 hours ago, leirisal said: That did the trick, thanks! Is this an issue with the uploaded SE pack? Or was it something on my end? EDIT: Another issue i'm having is that the old menus are not disappearing, even on a fresh save Not your fault this time..... The Cathedral Assets Optimizer tool used to process the asset and make it DirectX 11 (textures), Creative Engine64 (meshes\shaders\plugin format), and Havok64(animations) compatible it kind of still in beta. The head features to do the transformation are not properly handled by CAO during conversion. The CAO team knew it, and it has an ignore head option, but I think it was not used during BAC conversion. Technically, meshes are still compatible but SkyrimSE\AE is more sensitive to misconfiguration and some special types of NiTriStrip nodes causing CTD. That what the optimization try to correct but the tool may break complex layered meshes like heads. Spoiler String indexes out of bounds, that always crashes the game Duplicate children names. Causes random elusive crashes in game, but not on all meshes. Vanilla meshes have dups in skeletons and some armours, so maybe it affects statics and clutter only. BSXFlags node must have BSX name. No crashes, but disables collision and finding the reason could be a pain. If NiAlphaProperty is before shader property in children of shapes/strips, that will crash SLSF1_Environment_Mapping and EnvMap shader type are both set together, the same for eyes envmap flag and shader. Crashes CK and random crashes in game. SLSF2_Vertex_Colors and HasVertexColor flag in shapes/strips should match. No problems in CK or game, but a sign of broken mesh import since vanilla meshes don't have that issue. Bit 9 flag in BSX and SLSF1_External_Emittance should match. Random crashes in game. Redundant all white vertex colors, no issues but bloat meshes NiTriStrip node is not supported by SSE. Ignore if mesh is for Skyrim only NiSkinPartition with strips is not supported by SSE. Ignore if mesh is for Skyrim only DDS textures with formats unsupported by SSE (R5G6B5 and others). Crashes the game Edited March 1, 2023 by safado Edit: Plugin format is done on CK64, not CAO. SkyrimLE plugin still compatible. 1
HerChianti Posted February 28, 2023 Posted February 28, 2023 (edited) 2 hours ago, leirisal said: EDIT: Another issue i'm having is that the old menus are not disappearing, even on a fresh save Not only that, but EVERY single time I load any save I get these 3 notifications: Yet the MCM menus are still there. I used 2 mods to band-aid the problem, first I used Menu Maid 2 to hide the 3 old BAC MCMs and then I used Notification Filter to force the game to never show me those 3 notifications. Not a solution but at least it doesn't bother me anymore. Edited February 28, 2023 by HerChianti
leirisal Posted February 28, 2023 Posted February 28, 2023 3 minutes ago, HerChianti said: Not only that, but EVERY single time I load any save I get these 3 notifications: Yet the MCM menus are still there. Can confirm, I'm getting the exact same thing. I have hidden the menus with MenuMaid as well, but a fix would be preferred
lildis89 Posted March 1, 2023 Posted March 1, 2023 22 hours ago, botticelli said: Use LE femalehead meshes. SE converted meshes don't work. (LE loose files, only extract data\meshes\bac\heads\*). tried this and still CTD at head mutate. do i need 2.0.3 LE loose files? or 2.0 loose files? if its 2.0.3 LE where would i find the loose files?
botticelli Posted March 1, 2023 Author Posted March 1, 2023 9 hours ago, lildis89 said: tried this and still CTD at head mutate. do i need 2.0.3 LE loose files? or 2.0 loose files? if its 2.0.3 LE where would i find the loose files? you need the current loose files which are 2.0.
botticelli Posted March 1, 2023 Author Posted March 1, 2023 17 hours ago, TheTreeman said: So I turned over my complete installation - uninstalled Skyrim as a whole - deleted the folder, so there is nothing left - reinstalled it without AE (1.5.xxx) installed the mods and.... same error... closes instantly Papyrus.1.log 42.31 kB · 1 download Please also replace those 2 menu scripts I posted earlier. 13 hours ago, HerChianti said: Yet the MCM menus are still there. I had some issues with that as well but cannot post an update due to another problem. It does not help to unregister those quests because the PlayerLoadGame Alias kickstarts them again. I removed those alias scrips *and* the quest scripts from bac_mcm* and *then* finally it works. I'll probably do the next version completely without those old menu quests but that means CLEAN SAVE ?
milidious Posted March 1, 2023 Posted March 1, 2023 help!!! my character cow progression is 23%. I see horns and cow ears growing but there's no fur. body texture is the same as before. i have tried increasing skee64.ini overlays but no result. i'm on SE version. any kind of help would be appreciated
TheTreeman Posted March 1, 2023 Posted March 1, 2023 5 hours ago, botticelli said: Please also replace those 2 menu scripts I posted earlier. Yes
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