Jump to content

Recommended Posts

Posted (edited)
On 3/29/2023 at 9:57 PM, diegolito2000 said:

Is there any way to change the face with the weight slider?

Yes, but it requires manual edits. I have done so myself.

On 3/29/2023 at 11:25 PM, botticelli said:

No. Weight is a bodymorph whereas face sliders are facegen morphs. Those work differently. I recommend Showracemenu mod and EFM (Expressive Facegen Morphs). There you'll find some sliders that may be useful.

You can. There is a slider on head mesh that is modified alongside the body. I believe it's called SkinnyMorph. At 0, it shows 100 weight and at 100, it shows 0. This happens automatically though some mods like RN&D's SE version don't update the head/body properly (you need to equip armor to make the change show).

As an example (taken from another forum):

ScreenShot2.jpg.1548d922252f816e6a74901e6d44db36.jpg

Note that this does NOT work with mods that change any other slider, which is most of them. Fortunately, BAC uses vanilla weight and so you can do this.

It works on any race and high poly faces. You just need to modify .nif and .tri files.

It also works on followers along with cow head mutation if you modify them extensively, I've demonstrated that like a month ago.

On 3/31/2023 at 11:34 AM, Hermaeus Moron said:

Ironic, as the expansions on the previous BAC are pretty damn good, and inspired me to suggest something similar/a related spin-off. Specifically, assuming one could get a working skeleton conversion script, I was going to propose a /d/orse mod.

I was actually working on something like that though I used a mod that let you transform into a horse and then tried morphing a human body accordingly. Never finished it and I have no idea how I'd handle rigging most of it, plus /d/orses are actually way wider than a horse.

Would definitely love to see it happen on another mod even if it's a bipedal version, which would be way easier to implement.

Edited by Obryanov
Posted
42 minutes ago, Obryanov said:

Yes, but it requires manual edits. I have done so myself.

You can. There is a slider on head mesh that is modified alongside the body. I believe it's called SkinnyMorph. At 0, it shows 100 weight and at 100, it shows 0. This happens automatically though some mods like RN&D's SE version don't update the head/body properly (you need to equip armor to make the change show).

As an example (taken from another forum):

ScreenShot2.jpg.1548d922252f816e6a74901e6d44db36.jpg

Note that this does NOT work with mods that change any other slider, which is most of them. Fortunately, BAC uses vanilla weight and so you can do this.

It works on any race and high poly faces. You just need to modify .nif and .tri files.

It also works on followers along with cow head mutation if you modify them extensively, I've demonstrated that like a month ago.

I was actually working on something like that though I used a mod that let you transform into a horse and then tried morphing a human body accordingly. Never finished it and I have no idea how I'd handle rigging most of it, plus /d/orses are actually way wider than a horse.

Would definitely love to see it happen on another mod even if it's a bipedal version, which would be way easier to implement.

Okay, what mod is that screencap from?

Posted
18 hours ago, LatencyRemix said:

It would still progress level's even without milking.  not sure why it was removed in the new version

 

18 hours ago, tholos said:

I don't recall original bac mod doing this tbf

The old mod did a check OnUpdateGameTime every now and then and tried to calculate the milk amount milked in between. With that method, MME gushing would have no effect on BAC which was the main reason for me changing that. Now BAC listens to MME's MilkingStage mod event which obviously only fires when milking and adjusts its leveling by the milked amount reported. I confess, since I have my characters almost constantly milking, I hadn't given much thought to those consequences. I'll try out some options.

Posted
3 hours ago, LinksSword said:

anyone on SSE got working SLIF morphs

i think i had it work with using the new bodymorph file, with having SLIF setup with Nio 0% and seting bodymorphs instead, used with 3BA 3B

Posted (edited)

Sorry if this is obvious, but I'm a little lost as to how to advance the main quest for the mod. I currently owe Paul around 20k and so far nothing seems to be changing, do I just need to grind the debt?

Edited by H Bof
Posted
12 hours ago, dragongodmod117 said:

No idea what happened but my character has permanent black and white vision (from ignoring Paul)... How do I fix that?

Paul's actions apply ImagespaceModifiers (up to 10 times) to drain the color. if you accept Paul's quest, that efect is reversed.

Posted
47 minutes ago, Hermaeus Moron said:

For some reason, the hunters aren't showing up.

They are, just not at your location. They spawn at random either in Riften, Solitude or near Riverwood and then walk towards you. If you move around a lot, they may miss you a very long time.

Posted

@botticelli I love this update, thank you so much!

 

Though I had a problem trying to recompile bac_menu.psc with a few changes I tend to use (nothing important so I didn't really miss the changes on the new update). The other couple of scripts I usually recompile on every update worked perfectly except for this one. Here's the error:

 

Spoiler
Starting 1 compile threads for 1 files...
Compiling "bac_menu"...
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(119,32): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(119,42): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(119,62): cannot compare a none to a int (cast missing or types unrelated)
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(119,62): cannot relatively compare variables to None
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(120,3): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(120,13): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(123,33): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(123,43): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(123,63): cannot compare a none to a int (cast missing or types unrelated)
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(123,63): cannot relatively compare variables to None
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(124,3): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(124,13): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(127,34): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(127,44): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(127,64): cannot compare a none to a int (cast missing or types unrelated)
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(127,64): cannot relatively compare variables to None
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(128,3): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(128,13): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(131,20): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(131,30): none is not a known user-defined type
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(131,50): cannot compare a none to a int (cast missing or types unrelated)
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(131,50): cannot relatively compare variables to None
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(132,3): variable FrostUtil is undefined
V:\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\bac_alias.psc(132,13): none is not a known user-defined type
No output generated for bac_menu.psc, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on bac_menu.psc

 

 

Posted

Looks like there is now a dependency on the source for a frost mod. If you figure out what the mod is - you need to include the source.

Another choice is to delete the references. Carefully.

Posted
11 minutes ago, botticelli said:

Frostfall dependency in there since skyrimfet's times. Only I moves it from bac_watchdog.psc to bac_alias_psc. I also do not have that mod, but I found the script stubs in some forum. Try these: frostutil.pscfrostfallapi.psc

Those 2 .psc files did the trick, thanks!

 

And my guess is that I never recompiled bac_menu.psc until this update, I always did my changes on bac_mcm2.psc and I'm guessing the Frostfall dependecy was in the former and not in the latter so I never had that issue.

Posted (edited)

I am running into a little trouble here. Normally I search and can problem solve things but this one is proving to be pain. When I reach the first hand transformation my hands become see through. I re-ran body slider, no luck. Tried reinstall of the mod, no luck. I feel its a conflict but MO2 isn't showing me a override. The feet are working normally through the stages. PS: Love your mod! Keep up the awesome work!

 

*Update* So for some reason it didn't like that I was putting all my body slider output into its own mod file. I must have something that is causing trouble in the overwrite. At least I can enjoy the new hands now haha


714846786_ElderScrollsVSkyrimScreenshot2023_04.16-10_48_23_42.thumb.png.c869ff8647aed897bc342c4d135046a2.png

plugins.txt

Edited by AcMeanone
Posted
13 hours ago, naaitsab said:

@HerChianti what changes did you make to the scripts? Perhaps they could be added as standard in the next update if they fix specific things.

Mostly just personal touches, rephrasing some sentences for things like notifications. Not actual fixes to problems the mod might have. Whenever I found an actual problem I made it known to botticelli so they would add it officially. 

Posted
On 4/15/2023 at 1:15 AM, botticelli said:

Paul's actions apply ImagespaceModifiers (up to 10 times) to drain the color. if you accept Paul's quest, that efect is reversed.

Sorry I should have been more specific. I've completed 3 of Paul's quests and the black and white effect still remains.

Posted
4 hours ago, dragongodmod117 said:

Sorry I should have been more specific. I've completed 3 of Paul's quests and the black and white effect still remains.

Then the removal got stuck somehow. Try

rimod xx040840

in the console (xx = BAC's load order no.) up to 10 (30?) times. If the problem persists, I'd wager another mod preventing ImageSpace Modifier removal.

Posted

how actually escaping Coldharbour, the minotaur not following me at all, can't activate the portal button and he always comes back to the same position

The Elder Scrolls V  Skyrim Special Edition Screenshot 2023.04.17 - 22.39.47.89.png

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...