botticelli Posted June 1, 2023 Author Posted June 1, 2023 2 hours ago, Arsus12 said: Yes, i have it installed. hand mutation #1 triggers at stage 12, the hoof mutation is optional and will trigger not before stage 17 if active. If it did happen and you are not seeing it, look to the bottom of the Cow View menu for your character, if that box (Hand Hooves) is ticked. If so, or if past stage 12 and not having the hands, you either a) did not generate those via BodySlide or b) did not install them (which is unlikely since the rest of the mod is there).
Arsus12 Posted June 1, 2023 Posted June 1, 2023 2 hours ago, botticelli said: hand mutation #1 triggers at stage 12, the hoof mutation is optional and will trigger not before stage 17 if active. If it did happen and you are not seeing it, look to the bottom of the Cow View menu for your character, if that box (Hand Hooves) is ticked. If so, or if past stage 12 and not having the hands, you either a) did not generate those via BodySlide or b) did not install them (which is unlikely since the rest of the mod is there). Hand mutation works fine, it just it always brown no matter the collour i choose.
botticelli Posted June 1, 2023 Author Posted June 1, 2023 1 hour ago, Arsus12 said: Hand mutation works fine, it just it always brown no matter the collour i choose. so, either all of your data\meshes\bac\<color>\hands_*.nif files point to the same texture, which would mean that BodySlide generation went wrong - or - all of your data\textures\bac\<color>\t_HandHooves*.dds files look the same (color). Problems like this normally relate to some wrong install or wrong BodySlide generation since the package does not contain any of the nif files. You have to generate them in order to play with them. And since they seem to work everywhere else, I'd strongly suggest you revisit that process again.
Sheliya Posted June 1, 2023 Posted June 1, 2023 On 5/30/2023 at 8:02 AM, botticelli said: and you're sure you got the correct version of PO3 (AE vs. SE vs. LE)? Ā ***EDIT*** mooing nearly 100% can occur when the cow is full of milk and not milked. farting chance is at a max 20% every 6 seconds with Fat2 cow and full transformation. Ā We had a similar issue with a reverb mod that tended to duplicate all those sounds a long time ago. Thaaaank you, it helped! Ā For the record: When i installed PO3 to get grazing i did make sure to have the right version installed (LE). But your comment about the SE version let me double check again. In my attempt to install the right thing and all dependencies ... i somewhere slipped into the SE versions dependencies, which requires the PO3tweaks as well where the LE apparently doesnt. Uninstalled the tweaks and it works all fine now! Ā And it was without fat cow2 (1 though and rapid metabolism) and milked well. It was also just the fart on infinite loop, no bowel sounds or the like. Ā 21 hours ago, Tiruil said: I am laughing far too hard because for me its me and Ahlam and somehow we dont actually do this but somehow I want to Ā Install PO3tweaks And it wasnt just the sound. Sneaking through that giant storage underneath Soltitude was a pain (and cost a lot of invisibility potions leaving them guards to hunt down that strange methane propelled invisible cow by ears and nose alone) Ā Another question please: What governs the fur for followers? My first Lydia got all neat fur by now. After i left her in breezehome for a few days. Initially she seemed to withstand any growth as well. When i came back there she was, sitting in the corner with all brown fur up to the face. All other 3 (100% cow by now) followers dont have any and dont seem to gain any neither. In cow view they have a fur color shown and it works on their hooves, but not skin. Update cow and layers dont bring any results neither. Ā Oh and one thing about grazing: Do i see that right that it filters plants? Like no deathbell or nightshade apparently. If so id suggest to add hanging moss to the list. Hanging moss is often also used as a mere decoration in impossible to reach spaces (eg. Markarth pure decorational bridges, several ruins (...)) Without wings that easily makes the grazing quest impossible. Ā And keep it up, got a lot of fun with my farm companions now Ā Thank you for that too!
DerpLykiaos Posted June 2, 2023 Posted June 2, 2023 this is more of a question of curiosity but what does the "moon moooove" spell come from? is it a random mutation or something you get during your natural progression? being able to teleport feels a bit crazy lolĀ
botticelli Posted June 2, 2023 Author Posted June 2, 2023 9 hours ago, DerpLykiaos said: this is more of a question of curiosity but what does the "moon moooove" spell come from? is it a random mutation or something you get during your natural progression? being able to teleport feels a bit crazy lolĀ You get it with stage 16 (hooves). I wanted to have something like the dispacement from Ningheim Soul but without the Ningheim mod installed. Then again you have the tropes of cows jumping over the moon... Ā 12 hours ago, Sheliya said: Another question please: What governs the fur for followers? The same thing as for the player. These are overlays applied by NiOverride. You need enough slots (13 for the body, 4 for the head, and 2 for hands and feet each). Also you should enable face overlays etc. Overlays appearing/not appearing can have a number of issues. Mostly it's some other mod equipping npcs with some invible armor item (look at their inventory in the console). Invisible or transaprent armor (like zipsuits for that matter) tend to mess up with the overlays. You can see that easily by going swimming and having the underwater body appear without overlays while the part above water still shows them.
botticelli Posted June 2, 2023 Author Posted June 2, 2023 (edited) 12 hours ago, Sheliya said: Oh and one thing about grazing: Do i see that right that it filters plants? Like no deathbell or nightshade apparently. If so id suggest to add hanging moss to the list. Hanging moss is often also used as a mere decoration in impossible to reach spaces (eg. Markarth pure decorational bridges, several ruins (...)) Without wings that easily makes the grazing quest impossible. I wanted to have a plant in the list that appears in dungeons and that is most likely hanging moss. Leaving that out would deprive most locations of grazing opportunities. Indoor grazing will be allowed from the next version on. Edited June 2, 2023 by botticelli
Arsus12 Posted June 2, 2023 Posted June 2, 2023 18 hours ago, botticelli said: so, either all of your data\meshes\bac\<color>\hands_*.nif files point to the same texture, which would mean that BodySlide generation went wrong - or - all of your data\textures\bac\<color>\t_HandHooves*.dds files look the same (color). Problems like this normally relate to some wrong install or wrong BodySlide generation since the package does not contain any of the nif files. You have to generate them in order to play with them. And since they seem to work everywhere else, I'd strongly suggest you revisit that process again. I checked the dds files, none of them the same collour. The nif files, i generated again 2 times and problem still presist. I will try to use BodySlide again, but is there a certan way i need to generate them or something?
Sheliya Posted June 2, 2023 Posted June 2, 2023 3 hours ago, botticelli said: The same thing as for the player. These are overlays applied by NiOverride. You need enough slots (13 for the body, 4 for the head, and 2 for hands and feet each). Also you should enable face overlays etc. Overlays appearing/not appearing can have a number of issues. Mostly it's some other mod equipping npcs with some invible armor item (look at their inventory in the console). Invisible or transaprent armor (like zipsuits for that matter) tend to mess up with the overlays. You can see that easily by going swimming and having the underwater body appear without overlays while the part above water still shows them. Ā Thanks. I checked that again and couldnt find any invisible armors. Even more no differences to Lydia, who has neat brown fur. Layers are also available. I...guess - the console says so on layer reset: Ā Spoiler Stretch marks and dirty cow layers also dont show up for them. Spoiler They even have largely the same equip, just the weapons differ and Lydia got the full hooves where the others have the (mostly) three finger version. Can that cause it somehow? (unequipping weapons also didnt make a difference) Ā And regarding the moss: Literally every time: Ā Spoiler I need to go for the trope of flying cows aint i? Ā
botticelli Posted June 2, 2023 Author Posted June 2, 2023 (edited) 22 minutes ago, Sheliya said: Thanks. I checked that again and couldnt find any invisible armors. Even more no differences to Lydia, who has neat brown fur. Layers are also available. I...guess - the console says so on layer reset: I also infected Brelyna and she looks fine. Do you have Slavetats installed? Can you check whether some other mod applied a blank tat on top of BAC's? The topmost tat wins, so if that's blank, it will hide all beneath. Hands/Feet equipment does not have anything to with that. Ā In NiOverride.ini, check this is set to 0: [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=0 ; Default[1] Ā Ā 22 minutes ago, Sheliya said: And regarding the moss: When I get that, I tag it in the console and type activate player. No need to fly there. Edited June 2, 2023 by botticelli
Sheliya Posted June 3, 2023 Posted June 3, 2023 11 hours ago, botticelli said: I also infected Brelyna and she looks fine. Do you have Slavetats installed? Can you check whether some other mod applied a blank tat on top of BAC's? The topmost tat wins, so if that's blank, it will hide all beneath. Hands/Feet equipment does not have anything to with that. Ā In NiOverride.ini, check this is set to 0: [Overlays] ; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script bPlayerOnly=0 ; Default[1] Ā Thanks again, that did it! It might be good to put it in the FAQ too, that only tells ofĀ bEnableFaceOverlays and in my attempt to get this running i dont touch anything i shouldnt Ā 11 hours ago, botticelli said: When I get that, I tag it in the console and type activate player. No need to fly there. Spoiler Its trolling me i tell ya... Ā
Mythosr Posted June 3, 2023 Posted June 3, 2023 I have used the old being a cow mod for special edition in the past. This seems to have some extra additions I would like and some that I wouldn't. Is there an option to disable the grazing/defecate mechanics?
Sheliya Posted June 4, 2023 Posted June 4, 2023 (edited) You can en/dis-able just about everything, often twice. Spoiler For instance degrading toggles mooing and grazing at once, grazing can also be disabled separately (and wont even be enabled at all without PO3, an optional). Ā Or dirty cow here. It can be toggled on off here, but also as an available mutation under Mutation Targets. So you can clean up even after becomming dirty, or get shaved after growing fur. Spoiler Ā Its a bit puzzling at first but the general intent is that several things are bound to happen. The toggles in settings disable them as a whole while mutation targets fine tunes them, kind of. E.g hooves refers to the feet hooves. With hooves enabled in settings you will always grow some, but size 2 and 3 are enabled here (Hooves 1 and 2) and depend on other things as well. Ā As for defecating- that is part of a mutation iirc, though i forgot which one. Its not that impactful however. You...just...ahem. Relief yourself every now and then. That is- you get a warning beforehand and can use your mighty defecate "power". Just if you ignore it- things are bound to happen you know? Spoiler Sorry Ulfric ... i had to. And many options can also be set per cow on top of that, for instance you can block up to 3 mutations that are generally enabled from appearing on one, e.g. yourself. Ā Edited June 4, 2023 by Sheliya Corrected PO3 tweaks to PO3, thats a difference! 1
DivineDefiance Posted June 4, 2023 Posted June 4, 2023 sorry @botticelli, but how do I remove the iron cage on my characters head, I thought since it was a punishment that it would eventually get removed and I can't see any commands to remove it either and was wondering if there is a way to remove that you would know of?
Arsus12 Posted June 4, 2023 Posted June 4, 2023 Hi again, i tried solving my problem from early, but i dont know why the mod doesn`t want to properly work with meshes that my Bodyslide creates, my hand mutation still doesnt match the color i select and Hand hoof mutation doesnt work as a result, Im at me wits end. If its possible, can someone give me their mesh files that work?
Mythosr Posted June 4, 2023 Posted June 4, 2023 6 hours ago, Sheliya said: You can en/dis-able just about everything, often twice. Ā Hide contents For instance degrading toggles mooing and grazing at once, grazing can also be disabled separately (and wont even be enabled at all without PO3, an optional). Ā Or dirty cow here. It can be toggled on off here, but also as an available mutation under Mutation Targets. So you can clean up even after becomming dirty, or get shaved after growing fur. Ā Hide contents Ā Its a bit puzzling at first but the general intent is that several things are bound to happen. The toggles in settings disable them as a whole while mutation targets fine tunes them, kind of. E.g hooves refers to the feet hooves. With hooves enabled in settings you will always grow some, but size 2 and 3 are enabled here (Hooves 1 and 2) and depend on other things as well. Ā As for defecating- that is part of a mutation iirc, though i forgot which one. Its not that impactful however. You...just...ahem. Relief yourself every now and then. That is- you get a warning beforehand and can use your mighty defecate "power". Just if you ignore it- things are bound to happen you know? Ā Hide contents Sorry Ulfric ... i had to. And many options can also be set per cow on top of that, for instance you can block up to 3 mutations that are generally enabled from appearing on one, e.g. yourself. Ā Thanks. The old BAC didn't even have half as many options as this one.
botticelli Posted June 4, 2023 Author Posted June 4, 2023 6 hours ago, DivineDefiance said: sorry @botticelli, but how do I remove the iron cage on my characters head, I thought since it was a punishment that it would eventually get removed and I can't see any commands to remove it either and was wondering if there is a way to remove that you would know of? That is related to quest bac__quest_Pun_003_WearIt (with 2 underscores after bac!). It appears as "Punished by the master" in the quest list. Check sqv bac__quest_Pun_003_WearIt in the console. Any quest stage less than 200 means, it is still running. If the punishment time is elapsed, talking with Paul should end the quest and remove the cage.
Mythosr Posted June 4, 2023 Posted June 4, 2023 Running Loot through MO2 i get this warning: Ā SkyUI_SE.esp: Another mod seems to be overwritting one of this mod's essential files. Please ensure you 're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available. Ā For more context I am running Special Edition 1.5.97 and am using the converted version I found browsing this support thread. I don't see any mention of overwritten files/conflicts when opening the mods in MO2.
botticelli Posted June 5, 2023 Author Posted June 5, 2023 On 6/4/2023 at 9:35 AM, Mythosr said: Running Loot through MO2 i get this warning: Ā SkyUI_SE.esp: Another mod seems to be overwritting one of this mod's essential files. Please ensure you 're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available. Ā For more context I am running Special Edition 1.5.97 and am using the converted version I found browsing this support thread. I don't see any mention of overwritten files/conflicts when opening the mods in MO2. That script is needed by any mod implementing an MCM menu. It is attached to the player alias of each MCM menu quest. Packing a bsa *will* also pack this script. This message is brought up when some mod tries to overwrite the loose file. So, if for the SE version, you did unpack the bsa or downloaded the unpacked version, you should delete both data\scripts\source\ski_playerloadgamealis.psc and data\scripts\ski_playerloadgamealis.pex from the loose filees *before* installing them. You do not get this warning from all those mods that only come as bsa or ba2 also packing this script.
Tiruil Posted June 5, 2023 Posted June 5, 2023 On 6/4/2023 at 3:35 AM, Mythosr said: Running Loot through MO2 i get this warning: Ā SkyUI_SE.esp: Another mod seems to be overwritting one of this mod's essential files. Please ensure you 're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available. Ā For more context I am running Special Edition 1.5.97 and am using the converted version I found browsing this support thread. I don't see any mention of overwritten files/conflicts when opening the mods in MO2. Just a note, when using MO2 you normally do not need to run loot through it because its already built in and automatically sorts modlists as far as I can tell, I've never had loot issues for me at least
Karkhel Posted June 5, 2023 Posted June 5, 2023 27 minutes ago, Tiruil said: Just a note, when using MO2 you normally do not need to run loot through it because its already built in and automatically sorts modlists as far as I can tell, I've never had loot issues for me at least Loot is built in (or preinstalled rather) I think, but it does not run automatically thank the fucking gods. Loot with sexlab modlists creates more issues than it solves. Just read mod descriptions to figure out the general mod order and then test it out or maybe check some stuff in xedit.
DivineDefiance Posted June 7, 2023 Posted June 7, 2023 On 6/4/2023 at 4:51 PM, botticelli said: That is related to quest bac__quest_Pun_003_WearIt (with 2 underscores after bac!). It appears as "Punished by the master" in the quest list. Check sqv bac__quest_Pun_003_WearIt in the console. Any quest stage less than 200 means, it is still running. If the punishment time is elapsed, talking with Paul should end the quest and remove the cage. yeah mine has 0's on (did try change it by doing setstage, but that only started a new quest) everything but still have the cage on my character's head and have tried talking to Paul but it does nothing.
botticelli Posted June 7, 2023 Author Posted June 7, 2023 6 hours ago, DivineDefiance said: yeah mine has 0's on (did try change it by doing setstage, but that only started a new quest) everything but still have the cage on my character's head and have tried talking to Paul but it does nothing. Strange. Normally, talking to Paul at the end of this quest removes the item. Check Skyrim Utility MCM StorageUtil menu. Select stoarge for your character (Select Actor), then look for an int value named BAC.Cow.Activity.PunishItem. That should be set to 0. If not change that value via Skyrim Utility to 0 and then go to BAC MCM menu to update your cow. If that value is already 0 and updating your cow does nothing, the cage does not originate from BAC. 1
coffeblack Posted June 7, 2023 Posted June 7, 2023 it's strange I can't findĀ data\SKSE\Plugins\nioverride.ini it's not there . I only can findĀ nioverride.ini in the mod\racemenu\SKSE\Plugins\nioverride.ini ,but change the num in there its nothing happen ,it's still tell me not enough slots.
botticelli Posted June 7, 2023 Author Posted June 7, 2023 25 minutes ago, coffeblack said: it's strange I can't findĀ data\SKSE\Plugins\nioverride.ini it's not there . I only can findĀ nioverride.ini in the mod\racemenu\SKSE\Plugins\nioverride.ini ,but change the num in there its nothing happen ,it's still tell me not enough slots. If you are on SE or AE, it's skee64.ini instead of nioverride.ini.
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