botticelli Posted May 2, 2023 Author Posted May 2, 2023 58 minutes ago, ZloyDrakon said: Since you're using PO3, try replacing these BAC PO3_5.5 SE Access (Compiled Feb-24-2023).7z underneath your Data folder. Sadly, PO3 SE has an incompatible function interface for PO3_SKSEFunctions.GetSkinColor(akActor) [SE version] versus PO3_SKSEFunctions.GetSkinColor(akActor, akColorForm) [LE version].
ZloyDrakon Posted May 2, 2023 Posted May 2, 2023 50 minutes ago, botticelli said: Поскольку вы используете PO3, попробуйте заменить их BAC PO3_5.5 SE Access (составлено 24 февраля 2023 г.).7z под папкой данных. К сожалению, PO3 SE имеет несовместимый функциональный интерфейс для PO3_SKSEFunctions.GetSkinColor(akActor) [версия SE] по сравнению с PO3_SKSEFunctions.GetSkinColor(akActor, akColorForm) [версия LE]. unfortunately crash anyway and I can't even understand the reasons.
botticelli Posted May 2, 2023 Author Posted May 2, 2023 26 minutes ago, ZloyDrakon said: unfortunately crash anyway and I can't even understand the reasons. Are you sure you got the correct ZaZ version? Not having *exactly* 8.0+ is by far the foremost reason for such CTDs.
ZloyDrakon Posted May 3, 2023 Posted May 3, 2023 (edited) On 5/2/2023 at 6:28 PM, botticelli said: Are you sure you got the correct ZaZ version? Not having *exactly* 8.0+ is by far the foremost reason for such CTDs. Thank you so much, it really was in the ZAZ pack. I feel very stupid. Now everything works except for the physics of the tail. I installed the patch in the pin. I also noticed the transparency of the mutation of the hand (visible through) and the stitches during the transformation of the foot. As far as I read the whole wall it is because of: "bac semihooves stage 01/02LE". As for the physics of the tail, perhaps I broke the sequence of overwriting the file? also a question about head mutations, are they not supported in the CE version? Edited May 3, 2023 by ZloyDrakon
fyredraken Posted May 3, 2023 Posted May 3, 2023 (edited) just updated to 2.0.4 and became a milk maid. The transformations aren't starting in the MCM under the maids section of BAC it has my PC name but then says L#1!COW. How can i fix this? Edited May 3, 2023 by fyredraken
botticelli Posted May 3, 2023 Author Posted May 3, 2023 (edited) 22 minutes ago, fyredraken said: just updated to 2.0.4 and became a milk maid. The transformations aren't starting in the MCM under the maids section of BAC it has my PC name but then says L#1!COW. How can i fix this? That means Level 1 milk maid but not registered as cow. Depending on your settings regarding the curse start, you need to either gain more lactacid or feed your character with blended lactacid. It does not look like curse starting just on milking, though. 56 minutes ago, ZloyDrakon said: As far as I read the whole wall it is because of: "bac semihooves stage 01/02LE". As for the physics of the tail, perhaps I broke the sequence of overwriting the file? also a question about head mutations, are they not supported in the CE version? There are semihooves SE version you should use in Bodyslide instead when you are in SE: Head mutations are supported in SE. They do not work out of the box with custom races, though. There is a pdf file included in the data folder with instruction how to make it work with a custom race. Also the converted head meshes cause CTDs under SE sometimes. Here you might want to use the unconverted LE meshes from the LE loose files archive . The LE tail will look shitty under SE because of HDT vs. SMP physics. I do not know which tail would be best for SE. Edited May 3, 2023 by botticelli
fyredraken Posted May 3, 2023 Posted May 3, 2023 12 minutes ago, botticelli said: That means Level 1 milk maid but not registered as cow. Depending on your settings regarding the curse start, you need to either gain more lactacid or feed your character with blended lactacid. It does not look like curse starting just on milking, though. There are semihooves SE version you should use in Bodyslide instead when you are in SE: Head mutations are supported in SE. They do not work out of the box with custom races, though. There is a pdf file included in the data folder with instruction how to make it work with a custom race. Also the converted head meshes cause CTDs under SE sometimes. Here you might want to use the unconverted LE meshes from the LE loose files archive . The LE tail will look shitty under SE because of HDT vs. SMP physics. I do not know which tail would be best for SE. I have fed my PC both Lactacid and blended Lactacid upwards of 100. is there a way to force the curse to start?
botticelli Posted May 4, 2023 Author Posted May 4, 2023 13 hours ago, fyredraken said: I have fed my PC both Lactacid and blended Lactacid upwards of 100. is there a way to force the curse to start? did you by chance block your character from becoming a cow with the UnBlock Self-Bovinification spell? Then you should cast that again.
Garudo Posted May 4, 2023 Posted May 4, 2023 The upgrade went fine, same for loading a save games to test. There are some small parts I'm not sure about. I should have all the files needed for the tail to work correctly (that I found here) , but only the first tail change is working fine but the second tail is rarely moving (stiff) and if it moves, it is all over the place. I have some trouble that changes, unless it works like it should, on the player only happend after like 10 minutes, or resting for 1 hour. For example, when getting the ring and bell, same for the marks after getting caught, they don't appear unless I rest/wait for an hour. Followers changing without problems while getting milked. Another thing which maybe needs some tuning somewhere is, that as soon as the feet changes, the player char no longer fits into the milker without breaking it. It can be used, but all working parts are detached from the normal position.
NoirXiaoba Posted May 4, 2023 Posted May 4, 2023 1 minute ago, Garudo said: Another thing which maybe needs some tuning somewhere is, that as soon as the feet changes, the player char no longer fits into the milker without breaking it. It can be used, but all working parts are detached from the normal position. That's related to high heels functionality and probably cannot be fixed. Occasionally, NiO (I think) does not turn off elevation from high heels while using furniture, which "breaks" the parts attached to a(n) (N)PC.
Obryanov Posted May 4, 2023 Posted May 4, 2023 15 hours ago, botticelli said: The LE tail will look shitty under SE because of HDT vs. SMP physics. I do not know which tail would be best for SE. You can most likely recreate its physics for SE, it's just that it seems like nobody has tried that so far. The SE "port" that's linked on second page is not only outdated (uses one texture rather than three), but also doesn't even try replicating original physics. I'm also not sure how LE heads are supposed to work in SE. Are my conversions not functional? They should be, I'm using a modified version of them just fine.
botticelli Posted May 4, 2023 Author Posted May 4, 2023 5 hours ago, Garudo said: There are some small parts I'm not sure about. I should have all the files needed for the tail to work correctly (that I found here) , but only the first tail change is working fine but the second tail is rarely moving (stiff) and if it moves, it is all over the place. See the other posts here regarding the tail 5 hours ago, Garudo said: I have some trouble that changes, unless it works like it should, on the player only happend after like 10 minutes, or resting for 1 hour. For example, when getting the ring and bell, same for the marks after getting caught, they don't appear unless I rest/wait for an hour. changes are disabled while in the milk pump. Else the pump could cause CTDs when reequipping the character (it does so in 1st person, followers never use 1st person). So the story changes are applied at a later time (no need to wait) OnLocationChange (max 1. game hour). 5 hours ago, Garudo said: Another thing which maybe needs some tuning somewhere is, that as soon as the feet changes, the player char no longer fits into the milker without breaking it. It can be used, but all working parts are detached from the normal position. Well, give it to ZaZ they do not set proper sit states. I have OnSit() and OnGetUp() handlers in the alias but they do not trigger with the milk pumps. They do, however, with Bethesda furniture like alchemy tables or enchanters, so it must be caused by ZaZ furniture. Btw. it also does not work correctly in the stocks and chair used by Paul for attaching items.
BogidaMalva Posted May 5, 2023 Posted May 5, 2023 Is it normal that MCM menu is not appearing? I've installed 2.0.3 version. Playing on steam SE version. Transformations are happening and I have buffs and debuffs, but don't see the mcm menu.
botticelli Posted May 5, 2023 Author Posted May 5, 2023 1 hour ago, BogidaMalva said: Is it normal that MCM menu is not appearing? I've installed 2.0.3 version. Playing on steam SE version. Transformations are happening and I have buffs and debuffs, but don't see the mcm menu. should normally be visible. Do sqv bac_menu in the console. If that reports the quest to be stopped, try startquest bac_menu.
BogidaMalva Posted May 5, 2023 Posted May 5, 2023 (edited) 1 hour ago, botticelli said: should normally be visible. Do sqv bac_menu in the console. If that reports the quest to be stopped, try startquest bac_menu. Thank you very much! I was able to make the menu to appear by installing the 2.0.4 SE version I found in one of the posts here. I have one more question - how do body morphs work? I seem to have triggered Imaginary pregnancy mutation, but my character's belly remains flat. I have SLIF installed and did build bodies in bodyslide. Edited May 5, 2023 by BogidaMalva
botticelli Posted May 6, 2023 Author Posted May 6, 2023 10 hours ago, BogidaMalva said: Thank you very much! I was able to make the menu to appear by installing the 2.0.4 SE version I found in one of the posts here. I have one more question - how do body morphs work? I seem to have triggered Imaginary pregnancy mutation, but my character's belly remains flat. I have SLIF installed and did build bodies in bodyslide. SLIF body morphs are applied via SLIF_main.inflate( ). If you use BAC as is, it uses SLIF for all body morphs and those may not be working in SE because they are LE morphs. If you download the optional json file , you can edit the morphs to your liking. If that file is present, BAC will use NiOverride directly with any morphs that are not SLIF compound keys (i. e. named "slif_...", e. g. "slif_belly") and only use SLIF for the compound keys.
HarvestBrains Posted May 6, 2023 Posted May 6, 2023 If you are having an error with it stating that you did not properly provide access to the needed overlay amounts, but have already altered the nioverride.ini file then it is possible your load order is messing it up if you have Race Menu in a higher priority state in Mod Organizer. I placed NetImmerse Override below Race Menu in the load order and was able to resolve the problem.
Arsus12 Posted May 7, 2023 Posted May 7, 2023 I need help, when i start transformation, the body doesnt change and keep saying that i have 0 slots to overlay, i put in nioverride.ini all the numbers, but nothing changed. What am i missing?
botticelli Posted May 7, 2023 Author Posted May 7, 2023 6 hours ago, Arsus12 said: I need help, when i start transformation, the body doesnt change and keep saying that i have 0 slots to overlay, i put in nioverride.ini all the numbers, but nothing changed. What am i missing? nioverride.ini is for LE, skee64.ini for SE, If you're using SE, you need to change skee64.ini. The other thing that happens is ModOrganizer overwrites killing your chnages, if you use MO that is. For that, see the post directly above yours.
Arsus12 Posted May 7, 2023 Posted May 7, 2023 13 minutes ago, botticelli said: nioverride.ini is for LE, skee64.ini for SE, If you're using SE, you need to change skee64.ini. The other thing that happens is ModOrganizer overwrites killing your chnages, if you use MO that is. For that, see the post directly above yours. Im on SE, forgot to mention that. I did that too, but it still the same, and post above didnt work for me, i might have the wrong version of race menu, it always shows an alert that i have a wrong game version, while im sure a download the latest one. The game was downgraded. So i have no idea why he keeps telling me that i have apperenlty 0 override slots.
Arsus12 Posted May 7, 2023 Posted May 7, 2023 1 hour ago, Arsus12 said: Im on SE, forgot to mention that. I did that too, but it still the same, and post above didnt work for me, i might have the wrong version of race menu, it always shows an alert that i have a wrong game version, while im sure a download the latest one. The game was downgraded. So i have no idea why he keeps telling me that i have apperenlty 0 override slots. NWM fixed it, all works now. And a question, should i see some transformation on my character after first milking or not? And how do i progress it?
botticelli Posted May 8, 2023 Author Posted May 8, 2023 (edited) 16 hours ago, Arsus12 said: NWM fixed it, all works now. And a question, should i see some transformation on my character after first milking or not? And how do i progress it? Progress normally come through milking (if you didn't change that setting). Depending on your setting regarding transformation speed, it may take quite some time. The formula is just <old Level> times <speed setting> with the latter being 1 for ultra fast and 6 for ultra slow, e. g. from level 1 to level 2 at normal speed, you'd need to milk 1 * 3 = 3 units of milk. Reaching level 1 will only add very small horns. You should see a message center screen whenever a transformation happens, if you enabled immersive notifications. Edited May 8, 2023 by botticelli
HarvestBrains Posted May 8, 2023 Posted May 8, 2023 (edited) To note, I am trying to knowingly mess with every mod at this point and am also being an idiot at the same time it seems. I wanted to see what the BAC SE tail HDT-SMP.7z file did in the Legendary Edition. It just causes an error message to appear around the body after the tail morph appears in the transformation progress. If you disable it, the error message should go away if you see a big red triangle appear around the body if that is indeed the source of the problem. Edited May 8, 2023 by HarvestBrains
botticelli Posted May 8, 2023 Author Posted May 8, 2023 (edited) 1 hour ago, HarvestBrains said: if you see a big red triangle appear around the body if that is indeed the source of the problem Such a triangle appears when the game is not able to display the mesh (i. e. .nif file). This is caused in your case by an incompatible nif (SE nif vs. LE game). Edited May 8, 2023 by botticelli
Arsus12 Posted May 8, 2023 Posted May 8, 2023 (edited) 5 hours ago, botticelli said: Progress normally come through milking (if you didn't change that setting). Depending on your setting regarding transformation speed, it may take quite some time. The formula is just <old Level> times <speed setting> with the latter being 1 for ultra fast and 6 for ultra slow, e. g. from level 1 to level 2 at normal speed, you'd need to milk 1 * 3 = 3 units of milk. Reaching level 1 will only add very small horns. You should see a message center screen whenever a transformation happens, if you enabled immersive notifications. I used milking pump, it says that i had the urge to moo, but horns didnt appear and no message poped up, i guess i did something wrong or installed something incorectly. If that not to much trouble, i would appreciate if you could make the mod work on your end and send me instructions on how to do everything right from scratch in MO for SE version. I just dont know what to do at this point. Please. Edited May 8, 2023 by Arsus12
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