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Posted
On 3/2/2023 at 12:50 AM, HerChianti said:

So... something weird started happening after I reset progress to remove cow pelvis. My character now keeps making the stomachX.wav and vbbs_belly-XX.wav growling sounds. But they're turned off in the MCM? I don't understand what's going on. Any ideas botticelli? How are they still playing even though they're disabled in the MCM? Is this a bug related to still having the old MCMs in there and causing things to bug out? The stomach growling sounds are disabled on the old MCMs too.

This is not the first time I've done reset progress but it's the first time I've heard the growling sounds since you know, I've always had them disabled.

 

EDIT: Upon further testing I realized it's the grumbleXX.wav sounds she's making because I replaced the previous ones I mentioned with empty .wav files and I was still hearing the stomach growling. Upon replacing only the grumble audio files the stomach growling was completely gone, the other audio files weren't being triggered.

@botticelli Reposting since you missed it. While replacing the wav files for silent ones is a band aid fix, I'd prefer a more permanent solution since the trigger is technically still happening script-wise.

Posted
1 hour ago, HerChianti said:

@botticelli Reposting since you missed it. While replacing the wav files for silent ones is a band aid fix, I'd prefer a more permanent solution since the trigger is technically still happening script-wise.

Those sounds repeating normally happens when A Cow needs to graze is imminent. Somtimes due to save mishap the trigger loop can be pre-empted and then the sounds prevail. It should ormally go away with the next grazing event.

Alternatively, if you got the "Hungry" spell and no food items in inventory, these sounds also happen. Either get some cabbages or remove the Hungry spell.

Posted
4 hours ago, botticelli said:

Those sounds repeating normally happens when A Cow needs to graze is imminent. Somtimes due to save mishap the trigger loop can be pre-empted and then the sounds prevail. It should ormally go away with the next grazing event.

Alternatively, if you got the "Hungry" spell and no food items in inventory, these sounds also happen. Either get some cabbages or remove the Hungry spell.

I can't get it to stop either and there is no such spell in my inventory.

Posted

my game is not updating the cow at the time of milking. you will hear the moo...then have to either wait or change location to trigger the update...but only when its a load in to a saved game.  on a new game it works fine...anyone have any reason for this and any fixes?

 

also I dont know if this is something that would even be possible it would be cool if the head mutations took place at certain % intervals along the progression.  it seems like the game really tries to save those for last for some reason

Posted

still to this day i cannot get the "Hooves 1" hooves sounds too work, this happened in both LE and SSE and i don't understand why, I am just forever stuck with silent hooves until i get the 2nd stage ones, and i think i am the only one with this unfixable issue.

Posted (edited)
9 hours ago, LinksSword said:

I can't get it to stop either and there is no such spell in my inventory.

check bac_bovine_degrading.psc, Method CanGraze():

Spoiler
bool Function CanGraze(Cell currentCell)
	if BACConfig.GrazingAllowed && BACActor.GetCowPhase(TheCow) > 5 && \
	   (!bac_CowGrazing.IsRunning() || bac_CowGrazing.GetStage() < 10) && !currentCell.IsInterior() && !TheCow.IsInCombat() && \
	    (!bac_capturedcow.IsRunning() || bac_capturedcow.GetStage() <= 0 || bac_capturedcow.GetStage() >= 100) && \
	    (!bac_capturedcow2.IsRunning() || bac_capturedcow2.GetStage() <= 0 || bac_capturedcow2.GetStage() >= 110) && \
		!TheCow.IsArrested() && !TheCow.IsBleedingOut() && !TheCow.IsSneaking() && !TheCow.IsGhost() && TheCow.GetSitState() == 0 && \
		!TheCow.IsTrespassing() && !TheCow.IsUnconscious() && !TheCow.GetSleepState() && !TheCow.IsSwimming() && !TheCow.IsOnMount() && \
		!TheCow.HasKeyword(BACActor.BACStore.SexlabActive) && !BACActor.GetCowIsWerewolf(TheCow)
		return Utility.GetCurrentGameTime() >= BACActor.GetNextGrazingTime(TheCow) && GetGrazeables().length > 2
	endif
	return false
EndFunction

 

If any condition there is not fulfilled, the sounds will continue. You can see that in the Method CheckGrazing above that. Especially IsArrested() also returns true if you have any bounty going. Try the attached replacements. The change is: after trying to find someting for 5 minutes, the search will stop.

 

8 hours ago, LinksSword said:

still to this day i cannot get the "Hooves 1" hooves sounds too work,

Just to make sure: Hooves (1) are the cramped bare feet we are talking about here. There are currently no sounds attached to them.

Spoiler

image.png.75a2466950d67caa18038210befd2afd.png

 

***EDIT*** I attached the FSTBarefootFootstepSet for the next version.

bac_bovine_degrading.psc bac_bovine_degrading.pex

Edited by botticelli
Posted
8 hours ago, lildis89 said:

also I dont know if this is something that would even be possible it would be cool if the head mutations took place at certain % intervals along the progression.  it seems like the game really tries to save those for last for some reason

Head mutations can start from stage 6 (full normal horns & ears). Since they depend on each other they can only happen one after the other. The selection process first determines all possiible categories (that are those sections you see in MCM on Mutation Targets page), then randomly chooses one section and progress one mutation from there. Now since there are 8 CowHead mutations, the chances to get that single category chosen 8 times in a row or at least considerably often are slim. That was intended so that having a cow with full CowHead mutation is rare. If you want to have all mutations anyway and not only a selection, you can select a chance to "Mutation after Sex" in MCM to get them done even after the normal staging process in completed.

Posted
2 minutes ago, botticelli said:

If you want to have all mutations anyway and not only a selection, you can select a chance to "Mutation after Sex" in MCM to get them done even after the normal staging process in completed.

Would it be feasible to turn this into "Mutation after Orgasm" for those of us not following the quest/shagging every cock in town? Right now I'm roleplaying this effect by chugging Mutation Potions after each orgasm, for example those triggered through milking.

Posted (edited)
2 hours ago, NoirXiaoba said:

Would it be feasible to turn this into "Mutation after Orgasm" for those of us not following the quest/shagging every cock in town? Right now I'm roleplaying this effect by chugging Mutation Potions after each orgasm, for example those triggered through milking.

On *Sexlab* Orgasm would be possible, *but* the MME Boobgasm is *no* Sexlab orgasm. It's entirely done by MME itself. It only uses Sexlab moaning sounds. So if I listened on Sexlab Orgasm mod events, MME would not trigger them. There are MME specific events there I could also listen to but this starts to escalate because it would mean analyzing every mod out there that fakes orgasms on how to handle them. Also MME only sends a simplistic ModEvent for the player only:

                        SendModEvent("PlayerOrgasmEnd")

So I won't be able to use that on NPC cows.

Edited by botticelli
Posted
2 hours ago, botticelli said:

check bac_bovine_degrading.psc, Method CanGraze():

  Reveal hidden contents
bool Function CanGraze(Cell currentCell)
	if BACConfig.GrazingAllowed && BACActor.GetCowPhase(TheCow) > 5 && \
	   (!bac_CowGrazing.IsRunning() || bac_CowGrazing.GetStage() < 10) && !currentCell.IsInterior() && !TheCow.IsInCombat() && \
	    (!bac_capturedcow.IsRunning() || bac_capturedcow.GetStage() <= 0 || bac_capturedcow.GetStage() >= 100) && \
	    (!bac_capturedcow2.IsRunning() || bac_capturedcow2.GetStage() <= 0 || bac_capturedcow2.GetStage() >= 110) && \
		!TheCow.IsArrested() && !TheCow.IsBleedingOut() && !TheCow.IsSneaking() && !TheCow.IsGhost() && TheCow.GetSitState() == 0 && \
		!TheCow.IsTrespassing() && !TheCow.IsUnconscious() && !TheCow.GetSleepState() && !TheCow.IsSwimming() && !TheCow.IsOnMount() && \
		!TheCow.HasKeyword(BACActor.BACStore.SexlabActive) && !BACActor.GetCowIsWerewolf(TheCow)
		return Utility.GetCurrentGameTime() >= BACActor.GetNextGrazingTime(TheCow) && GetGrazeables().length > 2
	endif
	return false
EndFunction

 

If any condition there is not fulfilled, the sounds will continue. You can see that in the Method CheckGrazing above that. Especially IsArrested() also returns true if you have any bounty going. Try the attached replacements. The change is: after trying to find someting for 5 minutes, the search will stop.

 

Just to make sure: Hooves (1) are the cramped bare feet we are talking about here. There are currently no sounds attached to them.

  Reveal hidden contents

image.png.75a2466950d67caa18038210befd2afd.png

 

***EDIT*** I attached the FSTBarefootFootstepSet for the next version.

bac_bovine_degrading.psc 6.1 kB · 0 downloads bac_bovine_degrading.pex 8.79 kB · 0 downloads

i meant to say the hooves 2 which use the "NPCGoatFootFootstepSet" i always had issues with these not working as intended all the way back in skyrimfet's versions when i was on LE. I don't know why because the goat footsteps work since i hear them come from goats themselves, but i fixed this in the past by setting them too the horse set.

Posted (edited)
2 hours ago, LinksSword said:

i meant to say the hooves 2 which use the "NPCGoatFootFootstepSet" i always had issues with these not working as intended all the way back in skyrimfet's versions when i was on LE. I don't know why because the goat footsteps work since i hear them come from goats themselves, but i fixed this in the past by setting them too the horse set.

Ok, I had a run at it. The problem goes all the way down to the sound descriptors. E. g. NPCHorseFootWalkFrontSD has category AudioCategoryAMB. Ambient sournds play in all directions *including* the emitter. As opposed to NPCGoatFootFront (sound descriptor) with category AudioCategorySFX. Sound effects only play *outwards* thus *not* including the emitter. So to test it out, I copied that and changed the category then copying all the way up to the FootstepSet and voilà it works suddenly. Only it is still very mute even if set to "Loud" in the ImpactData. It will be in the next version. If you want to try before that, also change the output model to the respective one with _verb at the end and clear the static attenuation, else it will be even more mute.

 

The AudioCategoryAMB for the horse footsteps was apparently necessary for mounted travel. Else you wouldn't hear your horse while on horseback. Most of the other creature sound descriptors only have AudioCategorySFX (e. g. NPCHareFootFront or NPCHorkerFootFront). On the other hand NPCWerewolfFootRun has SFX and it works nonetheless.

Edited by botticelli
Posted
5 hours ago, botticelli said:

So I won't be able to use that on [...] cows.

Gotcha, thanks. Then I'll resort to the debug potions. (Please don't remove them.)

Posted
23 hours ago, botticelli said:

Those sounds repeating normally happens when A Cow needs to graze is imminent. Somtimes due to save mishap the trigger loop can be pre-empted and then the sounds prevail. It should ormally go away with the next grazing event.

Alternatively, if you got the "Hungry" spell and no food items in inventory, these sounds also happen. Either get some cabbages or remove the Hungry spell.

I do not use grazing which is why I was weirded out about it. I've always had all noises disabled except for the cow mooing during dialogues.

Posted (edited)
43 minutes ago, HerChianti said:

I do not use grazing which is why I was weirded out about it. I've always had all noises disabled except for the cow mooing during dialogues.

ok, and you're sure those sounds originate from BAC? Because BAC plays stomach sounds only on grazing, defecating and HungryEffect and I got those sounds from Devious Butt so probably there are some other mods around which also use them...

 

3 hours ago, NoirXiaoba said:

Gotcha, thanks. Then I'll resort to the debug potions. (Please don't remove them.)

I'll put in an option to get mutations on SexLab orgsams and bleedout and if you use my (later) changes to MME, it will also trigger on MME boobgasms thoguh I will make that separatly activatable because I cannot use it. Else my cow would get all mutations in one minute since she constantly boobgasms.

Edited by botticelli
Posted
3 hours ago, botticelli said:

ok, and you're sure those sounds originate from BAC? Because BAC plays stomach sounds only on grazing, defecating and HungryEffect and I got those sounds from Devious Butt so probably there are some other mods around which also use them...

100%. Because like I said in the other post, after replacing grumble01/02/03/04.wav with empty .wav files I stopped hearing the sounds. I tried finding out exactly what triggers those 4 audio files both in scripts and in the .esp and the only thing I found is that they're tied to a "bacTransformInternalSD" sound descriptor.

Posted (edited)
8 hours ago, botticelli said:

Ok, I had a run at it. The problem goes all the way down to the sound descriptors. E. g. NPCHorseFootWalkFrontSD has category AudioCategoryAMB. Ambient sournds play in all directions *including* the emitter. As opposed to NPCGoatFootFront (sound descriptor) with category AudioCategorySFX. Sound effects only play *outwards* thus *not* including the emitter. So to test it out, I copied that and changed the category then copying all the way up to the FootstepSet and voilà it works suddenly. Only it is still very mute even if set to "Loud" in the ImpactData. It will be in the next version. If you want to try before that, also change the output model to the respective one with _verb at the end and clear the static attenuation, else it will be even more mute.

 

The AudioCategoryAMB for the horse footsteps was apparently necessary for mounted travel. Else you wouldn't hear your horse while on horseback. Most of the other creature sound descriptors only have AudioCategorySFX (e. g. NPCHareFootFront or NPCHorkerFootFront). On the other hand NPCWerewolfFootRun has SFX and it works nonetheless.

I see so i was right about the hooves and it only happened sometime after skyrimfet ditched the use of scripts too call for the footstep sounds (which if i remember was a very long time ago), i don't think i am going to bother with fixing the mute sound as of right now but i assume all i got to do is open bac.esp and change goat footprints from SFX too AMB.

For this being a documented issue i am surprised it has not been reported more often, Because i couldn't find anyone else talking about the footsteps being mute or a solution.  

Edited by LinksSword
Posted
4 minutes ago, HerChianti said:

100%. Because like I said in the other post, after replacing grumble01/02/03/04.wav with empty .wav files I stopped hearing the sounds. I tried finding out exactly what triggers those 4 audio files both in scripts and in the .esp and the only thing I found is that they're tied to a "bacTransformInternalSD" sound descriptor.

For me turning off bovine degrading off then on again stopped the hunger sounds, But you probably have already tried that i would assume.

Posted

Hey,
long time fan of this mod, been playing it since the OG mod.
Running 2.0.0 and actually playing the story. Experiencing a CTD when entering coldharbor. I saw a convo about that on page 40 something but it was determined that Animal SOS was the culprit. I don't have Animal SOS, i have SOS, and a few other supporting SOS mods but not animal.

Any advice other than completely removing SOS to give it a whirl?

Posted
9 hours ago, LinksSword said:

For this being a documented issue i am surprised it has not been reported more often, Because i couldn't find anyone else talking about the footsteps being mute or a solution.  

I didn't have any footstep sounds either. I just didn't report it because I usually replace the hoof sound with the one from DD/DCur anyway. I prefer the more coconutty clipclop.

Posted
7 hours ago, NordaDibella said:

Hey,
long time fan of this mod, been playing it since the OG mod.
Running 2.0.0 and actually playing the story. Experiencing a CTD when entering coldharbor. I saw a convo about that on page 40 something but it was determined that Animal SOS was the culprit. I don't have Animal SOS, i have SOS, and a few other supporting SOS mods but not animal.

Any advice other than completely removing SOS to give it a whirl?

I run it with SOS and it works fine. CTDs there happen depending on BAC version when *starting* your character, not *current* version. There was a time when coldharbour spawned some random npcs from elsewhere. Now if you updated BAC in between and perhaps removed some other mod of which those NPCs might have originated from, you get CTDs.

Posted (edited)
13 hours ago, HerChianti said:

100%. Because like I said in the other post, after replacing grumble01/02/03/04.wav with empty .wav files I stopped hearing the sounds. I tried finding out exactly what triggers those 4 audio files both in scripts and in the .esp and the only thing I found is that they're tied to a "bacTransformInternalSD" sound descriptor.

Ok, that is used in some transformations *and* in the spell bac_ColdharbourAura. The latter happens every time some male SOS schlong grows which was intended but I can change that spell to check some MCM option before playing... If you have SexlabAroused [Redux] you should also see those males doing the crotch animation.

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

Ok, that is used in some transformations *and* in the spell bac_ColdharbourAura. The latter happens every time some male SOS schlong grows which was intended but I can change that spell to check some MCM option before playing... If you have SexlabAroused [Redux] you should also see those males doing the crotch animation.

Ooooh so that sound was playing when a nearby NPC's SOS schlong grew? Yeah I would prefer if there was an MCM to disable the sound or just remove it altogether and maybe have a notification pop up about it instead.

Edited by HerChianti
Posted

Not sure if this is new or something weird cos im using bac on SE/AE 1.6.640  But when ever i get hit in combat, BAC turns me into a skeleton an equips skeleton body/hands?  

Posted
1 hour ago, LatencyRemix said:

Not sure if this is new or something weird cos im using bac on SE/AE 1.6.640  But when ever i get hit in combat, BAC turns me into a skeleton an equips skeleton body/hands?  

Whilst I don't know what causes it - I can at least tell you that bac on AE 1.6.640 works fine, with out any skeletyfication and such - at least for me.
Maybe it clashes with an other mod?

 

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