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Posted
On 8/1/2023 at 6:09 AM, botticelli said:

OK. AE explains a lot. Check *really* carefully what you installed for AE compatibility. ZaZ 8.0+ is, but PO3 and also Q2C are not. There are AE packages out there now. Check some pages back where someone managed to get it all running under AE.

Everything is AE compatible that I have installed. PO3 absolutely 100% is AE compatible and has been for some time now. Q2C also has been updated recently to be compatible with AE. Anyhow, it turns out something was broken in that save. I went back and started from scratch, and the issues miraculously disappeared! Real Todd Howard moment. I suspect it was one of the SLTR addons I had installed, and the BAC problems were just a snowball effect or something. Anyhoo, all's well that ends well.

Posted

I need help, once I’m captured by the hunters I’m taken to the cart, once there I’m just stuck no one talks to me, one just stirs a pot the other just lays down I think their supposed to be a third but I don’t know where he is

Posted
3 minutes ago, warden239 said:

I need help, once I’m captured by the hunters I’m taken to the cart, once there I’m just stuck no one talks to me, one just stirs a pot the other just lays down I think their supposed to be a third but I don’t know where he is

Try reloading - I've foudn it to bug out a lot

Posted
23 minutes ago, ebbluminous said:

Try reloading - I've foudn it to bug out a lot

I’ve figured it the hunter how is supposed to talk to me wasn’t walking towards me, so I used console to teleport him and everything went smoothly, though I diddnt they the branding tats, but I think that’s cause slave tats is at thier limit

Posted
37 minutes ago, warden239 said:

I’ve figured it the hunter how is supposed to talk to me wasn’t walking towards me, so I used console to teleport him and everything went smoothly, though I diddnt they the branding tats, but I think that’s cause slave tats is at thier limit

Amend Mod skee64.ini to have more slots

Posted
On 7/29/2023 at 6:15 AM, cakeman said:

Hi, it's me again, got bizzare little bug, the head morphs work on npcs, but the texture overlay is not, inspite of disabling the "bplayeronly" and other adjustments are suggested in the FAQ in skee64 and the feet to hooves aint working at all, player or NPC anyone got any clues?

ScreenShot0.png

 

 

so yes, gave mine old setup a try...

 

Initially, I get the old BAC look, nothing like this above.

I am seeing the new udders, got that working...

 

Now shes looking like a white (flat white, no texture) stretched out human, with a tongue sticking out...

I am a bit lost in these 139 pages =C understanding it could be some rogue old files, but which, and were? what to remove...

 

Also when I was still human looking, the face didn't get furred like up above... hmmm

 

Posted
10 hours ago, grafik said:

 

 

so yes, gave mine old setup a try...

 

Initially, I get the old BAC look, nothing like this above.

I am seeing the new udders, got that working...

 

Now shes looking like a white (flat white, no texture) stretched out human, with a tongue sticking out...

I am a bit lost in these 139 pages =C understanding it could be some rogue old files, but which, and were? what to remove...

 

Also when I was still human looking, the face didn't get furred like up above... hmmm

 

Assuming you're on LE: before you install this, clean out any old bac scripts (see FAQ on the file page). Also edit your nioverride.ini as stated there. Then download the main file bac_2.0.5_LE.7z, the tats archive bac_2.0_LE_tats.7z, the loose files archive bac_2.0.4_LE_loose_files.7z and optionally any *_JSON.7z archives you want to use. Also make sure you have the latest BodySlide/OutfitStudio, MME and optionally Q2C and PO3 installed (see requirements on the file page). Install all the archives and after the usual FNIS stuff, run BodySlide to generate the body with all bodymorphs all BAC armors (hooves, udders, etc.):
 

Spoiler

image.png.d1eb58bcf6f729f015e666997a4e283d.png

image.png.5a71e3a7bff02db9f5fb4ee9b7f813d9.png

This may take a while.

Then start your game. I do not pack my generated nifs because (a) the archive would need to be split in 4 volumes in order to still match LL file size limit and (b) 99% of the people downloading those would still need to generate them since they wouldn't match their installed body replacer.

Posted (edited)
3 hours ago, botticelli said:

Assuming you're on LE: before you install this, clean out any old bac scripts (see FAQ on the file page). Also edit your nioverride.ini as stated there. Then download the main file bac_2.0.5_LE.7z, the tats archive bac_2.0_LE_tats.7z, the loose files archive bac_2.0.4_LE_loose_files.7z and optionally any *_JSON.7z archives you want to use. Also make sure you have the latest BodySlide/OutfitStudio, MME and optionally Q2C and PO3 installed (see requirements on the file page). Install all the archives and after the usual FNIS stuff, run BodySlide to generate the body with all bodymorphs all BAC armors (hooves, udders, etc.):
 

  Hide contents

image.png.d1eb58bcf6f729f015e666997a4e283d.png

image.png.5a71e3a7bff02db9f5fb4ee9b7f813d9.png

This may take a while.

Then start your game. I do not pack my generated nifs because (a) the archive would need to be split in 4 volumes in order to still match LL file size limit and (b) 99% of the people downloading those would still need to generate them since they wouldn't match their installed body replacer.

❤️

 

that solved a big bunch for me :) Almost there I think!

 

Just I look like an elongated cowhuman at the later levels (misses some body?)

Edited by grafik
Posted

Could there be a way to turn the transformation (hooves, horns, udders, and skin) on and off? I have another mod (Sexlab Parasites), that adds a transformation, and you can turn it on and of through the MCM. Right now I can turn off the Sexlab Parasites transformation to be able to be transformed by BAC, but I can't do it the other way around.

Posted
16 minutes ago, La furie du Dragon said:

Could there be a way to turn the transformation (hooves, horns, udders, and skin) on and off? I have another mod (Sexlab Parasites), that adds a transformation, and you can turn it on and of through the MCM. Right now I can turn off the Sexlab Parasites transformation to be able to be transformed by BAC, but I can't do it the other way around.

Just switch it off in MCM
 

Spoiler

image.png.1bda19aa796f0b058e0dfb160e4cb0f2.png

 

Posted (edited)
1 hour ago, grafik said:

Just I look like an elongated cowhuman at the later levels (misses some body?)

Then either your bodymorphs are not working or you have a body that does not support them? Are the breasts responding to MME or are they the same size all the time? You did activate that "Build Morphs" toggle in BodySlide before creating the body? Else you get none and all the sliders in Racemenu will amount to nothing.

Edited by botticelli
Posted
2 hours ago, grafik said:

Just I look like an elongated cowhuman at the later levels (misses some body?)

...and you did install SLIF and XPMSE skeleton?

Posted (edited)
7 hours ago, botticelli said:

Then either your bodymorphs are not working or you have a body that does not support them? Are the breasts responding to MME or are they the same size all the time? You did activate that "Build Morphs" toggle in BodySlide before creating the body? Else you get none and all the sliders in Racemenu will amount to nothing.

the hooves and all are attaching quite well. As are the udders, and they change in size, as do the breasts. Going to check on the SLIF and XPMSE ^^

 

had this before btw when running bodyslide...

does it give a clue of something gone wrong?

 

 

image.png.579e2ce6482c90d20c037cc5d6edb5f0.png

 

So once you get 4 stomachs, the body goes kaboom... The neck growth doesn't seem to help either... then suddenly no more progress. It's stuck at say, 67%? According to the mod.

 

ScreenShot4.bmp

Edited by grafik
Posted
11 hours ago, grafik said:

had this before btw when running bodyslide...

does it give a clue of something gone wrong?

yes. You didn't clean out the old BAC's BodySlide files under data\CalienteTools\BodySlide\SliderSets and data\CalienteTools\BodySlide\ShapeData. Thus you get presented with two options. Since BodySlide randomly sorts those, there is no general rule which to choose. What you can do is clean out those two folders of anything named BAC* and then extract only the data\CalienteTools folder from the new BAC's main archive again. SliderSets contains files^(bac*.osp), ShapeData contains folders (bac*). Try BodySlide again after that.

 

Aside from being very skinny, the picture looks ok. Within BodySlide you can specify the range of morphing from character weight 0 (lower limit) to weight 100 (upper limit). Somteimes the presets for the chosen body are such that no or only a barely visible change takes place. E. g. my belly settings:

image.png.6524d3d93271335f6b5a6f0d5864f8ad.png

These are not what originally came with the body because then it would look like your picture. I use CosioHD body with tsome patches and a preset calles "CoS Demoniac by RGB03" (not sure where I got that from).

Posted
On 8/2/2023 at 11:10 AM, botticelli said:

...as if anyone would actually *read* those...

I read them constantly for updates to any changes to the mod; without them I'm normally clueless to what the mod does or how to activate it in game with my character and such

Posted (edited)

Something I noticed; does the PC only get the ear tag if they follow the "Captured" route?

 

I played through the "registered" path quickly to check mod function on AE at first, but I don't recall seeing the ear tag appear on that path, only once I allowed the PC to get captured.

Edited by w234aew
Posted
12 hours ago, w234aew said:

Something I noticed; does the PC only get the ear tag if they follow the "Captured" route?

 

I played through the "registered" path quickly to check mod function on AE at first, but I don't recall seeing the ear tag appear on that path, only once I allowed the PC to get captured.

Yes. Since the ear tag states "Cow 32" the pc only gets that when she becomes Cow 32.

Posted

So finally started the mod (wanted an "immersive" start by waiting until my character naturally accrued 8 lactacid), and just noticed a couple things; keep in mind that the last time I played BAC was quite some time ago, maybe 2.0 but probably pre-2.0. Now I'm running 2.05.

 

1. In SE (I confirmed that I'm using the 1.5.97 executable) it appears that the ZaZ dwarven milking machines, at least on my installation, are not working with MME anymore. The Bound Milk Pump by MME is visually and functionally identical, except it works. Just a note. Could be an issue with my installation, idk,

 

2. Possibly related to above, also partially unrelated: my character did not transform in the milk pump (the bound one that I spawned in after getting kidnapped because the ZaZ one didn't work). I was under the impression that this was something that had been recently re-enabled? This is puzzling to me, to be honest.

 

3. I'm getting periodic transformations over time, rather than during or even immediately after milking. Is there a time delay on transformation stages now? If so... I have to say, not a huge fan. Feels too departed from the milking experience, and basically eliminates the tension created by effectively being forced to transform by the hunters.

 

I could be way off base on these, could also be issues with my installation, but I thought I'd report in.

Posted (edited)
55 minutes ago, MysticDaedra said:

1. In SE (I confirmed that I'm using the 1.5.97 executable) it appears that the ZaZ dwarven milking machines, at least on my installation, are not working with MME anymore. The Bound Milk Pump by MME is visually and functionally identical, except it works. Just a note. Could be an issue with my installation, idk,

This may be related to your MME installation. There is an option there to include ZaZ pumps, but the default is "off". I put that to "Sandbox".

 

55 minutes ago, MysticDaedra said:

2. Possibly related to above, also partially unrelated: my character did not transform in the milk pump (the bound one that I spawned in after getting kidnapped because the ZaZ one didn't work). I was under the impression that this was something that had been recently re-enabled? This is puzzling to me, to be honest.

while in any furniture, no transformation will happen. It is delayed until you exit the furniture. This is due to problems with ZaZ furniture CTDing when changing root node base height in NiOverride while in the machine as the hooves do. Since I cannot discern between ZaZ and non-ZaZ furniture at that point, this is disabled for all furniture. The transoprmations are not lost but simply delayed.

 

55 minutes ago, MysticDaedra said:

3. I'm getting periodic transformations over time, rather than during or even immediately after milking. Is there a time delay on transformation stages now? If so... I have to say, not a huge fan. Feels too departed from the milking experience, and basically eliminates the tension created by effectively being forced to transform by the hunters.

There have been requests to re-implement that feature from the original BAC (up until 1.7g), so I had that done. See 2nd item from the bottom of "What's New in Version 2.0.5" on the file page. The reasoning goes "This is a curse and a curse should progress even without actively supporting it". You can switch it off in MCM.

Edited by botticelli
Posted

Hello everybody!

Just got myself skyrim SE for the smoother modding experience (as most of my skyrim hiatuses were caused by my game refusing to launch after a modlist change). How would I go about downloading BAC's SE version? There is an SE file floating around, but there are some files and some mods that I'm not sure have an SE version.
What exactly do I download?

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