Tiruil Posted June 27, 2023 Posted June 27, 2023 Ah okie, that makes sense now; so for now it really only stinks up the place
pab101 Posted June 29, 2023 Posted June 29, 2023 (edited) Is there any way to put the cow ear tag, nose ring and cowbell on an npc cow? Edited June 29, 2023 by pab101
botticelli Posted June 29, 2023 Author Posted June 29, 2023 (edited) 4 hours ago, pab101 said: Is there any way to put the cow ear tag, nose ring and cowbell on an npc cow? In the console: prid <npc-id> for the nose ring: addfac xx011064 n [xx = BAC's mod ID, n = 1 -> large ring, n = 2 -> small ring] for the bell addfac xx013632 n [xx = BAC's mod ID, n = 1 -> large bell, n = 2 -> small bell] [for the hoof armor addfac xx011061 n [xx = BAC's mod ID, n = 1 -> cow shoes = light armor, n = 2 -> cow shoes and barding = heavy armor] [for the hand hoof armor [will only be visible with hand hoof mutation, stage 13 hands will as of yet not show anything extra, bonusses apply though] addfac xx011062 n [xx = BAC's mod ID, n = 1 -> cow shoes = light armor, n = 2 -> cow shoes and barding = heavy armor] After the console stuff, update that cow or move around and wait for the location change update to do it (about once every game hour) Â The ear tag with "Cow 32" is player -only (there is only one cow #32). However, if you dedicate an npc cow to Molag Bal, she get's another eartag. To do that, you first need to clear at least half your debt to Paul, then talk to Acolyte Jenssen and follow the misc quest for the recipe. Then use that on a tanning rack and the resulting scroll on your npc cow. This will give her some tats and the eartag. For every three cows thus dedicated you get a boon from Molag Bal. Â Edited June 29, 2023 by botticelli 1
LinksSword Posted June 30, 2023 Posted June 30, 2023 On 6/26/2023 at 9:35 AM, botticelli said: A cow flop comes out of the rear end of cow every once in a while. It should show up as a greenish pulp. Since I used the ghostly remains (LE) as a role model, I (a) could not get rid of the blueishness of the smoke and (b) am not sure as to whther this appears correctly in SE. It is done with data\meshes\bac\Manure.nif. Maybe that nif isn't SE compatible?  Reveal hidden contents  for me it's invisible just the ghostly smoke appears.
FolasMagfir Posted June 30, 2023 Posted June 30, 2023 for the newer update what is the se version if anything changed file wise for; loose files, morphs, and anything else. just to make sure im updated
LatencyRemix Posted July 1, 2023 Posted July 1, 2023 Heya Botticelli, just wonding if i could get some advice on something, I been trying to replace the tail meshes in my SE/AE game but they are stubburn and refuse to change XD. Â I tried swaping the meshe's in the BAC folder /meshes/bac tail_cow0/1.nif to inari's tails, also tried making a new mod overite to do it but still uses the defaults. Â Â
botticelli Posted July 1, 2023 Author Posted July 1, 2023 4 hours ago, LatencyRemix said: I tried swaping the meshe's in the BAC folder /meshes/bac tail_cow0/1.nif to inari's tails, also tried making a new mod overite to do it but still uses the defaults. Those are no longer in use. The tails you want to change are in the color folders: meshes\bac\{brown,spots,white}\cowtail01.nif [stage 11 tail] and cowtail02.nif [stage 14 tail]. The old nifs are still distributed because they are referenced in the "male" slot of the armor addon. Keep in mind that color has different textures. 1
botticelli Posted July 1, 2023 Author Posted July 1, 2023 12 hours ago, LinksSword said: for me it's invisible just the ghostly smoke appears. Maybe a missing texture? Btw. the file used is meshes\bac\cowpile01.nif, *not* Manure.nif. The textures used are: textures\bac\cowpat.dds textures\bac\cowpat_n.dds textures\bac\MetalGreenRust01_em.dds
kaylee Posted July 1, 2023 Posted July 1, 2023 Hey having a slight issue, Got captured by the hunters and freed from the milker but the quest wont progress past "find some way to escape" even though I grabbed my stuff and escaped from them.Â
botticelli Posted July 1, 2023 Author Posted July 1, 2023 57 minutes ago, kaylee said: Hey having a slight issue, Got captured by the hunters and freed from the milker but the quest wont progress past "find some way to escape" even though I grabbed my stuff and escaped from them. you need to kill them
GYOUZA_NO_KAWA Posted July 1, 2023 Posted July 1, 2023 Good evening, gentlemen. Â I am one of the people who enjoys this mod, but I am having problems talking to the bandits in the dungeon. So far it is working fine. I even tried kickstarting but the character only moves a little. Â I may have downloaded the wrong content as my understanding of English is not very good. I would like to know what mod to use with "bac" only. Â Could someone please tell me what is going on? I am using the SE version. Â Finally, I am using a translator so I may be using the wrong English. I apologize if I am rude. Have a nice day!
botticelli Posted July 1, 2023 Author Posted July 1, 2023 1 hour ago, GYOUZA_NO_KAWA said: I am one of the people who enjoys this mod, but I am having problems talking to the bandits in the dungeon. So far it is working fine. I even tried kickstarting but the character only moves a little a) make sure, you are strapped in the milking machine and not standing around b) both hunter and master must be in the room, if they are not the scene will not start, try tagging them in the console and then type moveto player.
GYOUZA_NO_KAWA Posted July 1, 2023 Posted July 1, 2023 4 hours ago, botticelli said: a) make sure, you are strapped in the milking machine and not standing around b) both hunter and master must be in the room, if they are not the scene will not start, try tagging them in the console and then type moveto player. Thanks for the reply. Â a) I do not think this is a problem. I am tied to the milking machine. b) I also tried to solve the problem through the console, but I saw the message that the ID could not be found. Hunter's ID is "1602deb1", right? I tried to solve the problem in the console with 1602deb1 moveto player, but no response. Â My situation is very similar to his picture on this forum.
botticelli Posted July 2, 2023 Author Posted July 2, 2023 6 hours ago, GYOUZA_NO_KAWA said: b) I also tried to solve the problem through the console, but I saw the message that the ID could not be found. Hunter's ID is "1602deb1", right? I tried to solve the problem in the console with 1602deb1 moveto player, but no response. The hunter has ID xx0e2525 (xx = BAC's mod ID, 16 in your example), the master has ID xx0266c4. There's also the scene (bac_capturedcow2MainScene). That's started at stage 20 of the quest (bac_capturedcow2). It requires those two goons to stand at specific positions. If they are slightly off, the scene will not start. Do sqv bac_capturedcow2 to get the active stage of the quest. If that is at or past 20, you'll probably need to load a prior save. Things involving ZaZ milkers are a pain in the ass because the milker does not respond correctly to standard furniture methods. I normally save a game in the temple of Mara before leaving that and talking to Marc. Nowadays, I do not get that error anymore, but I used to get it in the past and then reloaded and replayed the combat scene if necessary. I does not help to save during that scene, because it will break and not correctly end Cow's Tears if reloaded.
GYOUZA_NO_KAWA Posted July 2, 2023 Posted July 2, 2023 7 hours ago, botticelli said: The hunter has ID xx0e2525 (xx = BAC's mod ID, 16 in your example), the master has ID xx0266c4. There's also the scene (bac_capturedcow2MainScene). That's started at stage 20 of the quest (bac_capturedcow2). It requires those two goons to stand at specific positions. If they are slightly off, the scene will not start. Do sqv bac_capturedcow2 to get the active stage of the quest. If that is at or past 20, you'll probably need to load a prior save. Things involving ZaZ milkers are a pain in the ass because the milker does not respond correctly to standard furniture methods. I normally save a game in the temple of Mara before leaving that and talking to Marc. Nowadays, I do not get that error anymore, but I used to get it in the past and then reloaded and replayed the combat scene if necessary. I does not help to save during that scene, because it will break and not correctly end Cow's Tears if reloaded. Good evening and thank you for your message. Â I took your advice, but the console command still fails. It is possible that I have the wrong type of mod installed. I would like to start over and let you know what mods I need to get BAC to work properly. It does not have to be the latest version. Just let me know what you have installed. Â I am a SE user. I have everything from SKSE to Fuz Roh D'oh (SE verion) installed under "Requirements". I don't understand this part "You need to install the main archive, the latest tats archive *and* the latest loose files archive". I also don't understand the difference between loose files and BSA files. Â I am sorry for my ignorance, but please let me know.
botticelli Posted July 2, 2023 Author Posted July 2, 2023 (edited) 3 hours ago, GYOUZA_NO_KAWA said: I don't understand this part "You need to install the main archive, the latest tats archive *and* the latest loose files archive". the bsa (a file named bac.bsa in your data folder) is an archive file containing lots of stuff necessary for the mod. In the past there were compatibility issues with the SE conversion of the mod while using the bsa file. So, someone unpacked the bsa file and thus created a loose files download with the same contents as the bsa file, only separated. So, if you are still playing with bac.bsa, this might be the issue. Â Btw. I do this in LE, the SE ports are thankfully done by other people. Edited July 2, 2023 by botticelli 1
Odirn Posted July 5, 2023 Posted July 5, 2023 Bru how to fix missing texture and hair on NPC head after mutation cow head ?Â
botticelli Posted July 5, 2023 Author Posted July 5, 2023 20 minutes ago, Odirn said: Bru how to fix missing texture and hair on NPC head after mutation cow head ? See FAQ: LE: in data\SKSE\plugins\nioverride.ini / SE/AE: in data\SKSE\plugins\skee64,ini: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1
Odirn Posted July 5, 2023 Posted July 5, 2023 6 minutes ago, botticelli said: See FAQ: LE: in data\SKSE\plugins\nioverride.ini / SE/AE: in data\SKSE\plugins\skee64,ini: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 bPlayerOnly already to 0 , the head is still like that
botticelli Posted July 5, 2023 Author Posted July 5, 2023 3 hours ago, Odirn said: bPlayerOnly already to 0 , the head is still like that bEnableFaceOverlays needs to be 1
Odirn Posted July 6, 2023 Posted July 6, 2023 9 hours ago, botticelli said: bEnableFaceOverlays needs to be 1 is Already 1 bru, still have black texture head
Tiruil Posted July 6, 2023 Posted July 6, 2023 Sometimes I get the black heads with NPCs at random, normally a reload fixes it; at leasdt in my case
Odirn Posted July 6, 2023 Posted July 6, 2023 51 minutes ago, Tiruil said: Sometimes I get the black heads with NPCs at random, normally a reload fixes it; at leasdt in my case Well my case is still hape black head after trying update all cow
botticelli Posted July 6, 2023 Author Posted July 6, 2023 (edited) 4 hours ago, Odirn said: Well my case is still hape black head after trying update all cow for one: BAC does *not* mess with hair in any case. It just adds nioverride overlays, so this could be some other mod meddling. Those textures can be 4k textures. Thus it could be accounted to low graphics hardware? Edited July 6, 2023 by botticelli
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