La furie du Dragon Posted August 12, 2023 Posted August 12, 2023 58 minutes ago, botticelli said: As always: I could work - or not. That depends on your specific settings which I cannot anticipate. Well for now it works perfectly fine, so I guess everything (or most of it) is fine
botticelli Posted August 12, 2023 Author Posted August 12, 2023 (edited) 17 hours ago, masterofgamespl said: Yes that's it. I changed with showracemenu to nord, and it worked. It seems it doesn't work with bosmer vampire. Oh well. It works with normal wood elf thought right? I only ever tested the vampire faces with npcs. And there's the problem. With the PC, Bethesda overlays the original race with the vampire race as opposed to npcs who have the vampire race as base race. Any functions that affect face parts still work but will not show because they affect the original race. All overlay-related functions are read-only: Int GetNumOverlayHeadParts() Returns the number of overlay head parts of this actor. (Note: all overlay HeadPart functions are read only they are for accessing the HeadPart list when the ActorBase's Race has been overlayed with another race) There seems to be no way to set the vampire (i. e. overlay) face parts from the script since there is no SetNthOverlayFacePart method available. Thus, you won't see the head until you cured your vampirism. Edited August 13, 2023 by botticelli
MysticDaedra Posted August 14, 2023 Posted August 14, 2023 So earlier you mentioned that completing No One Escapes Cidhna Mine is only really "required" to start the cure quest because of changes to Nepos' house, correct? However, I also saw that in a previous post from March that you said that the cure quest starts if both House of Horrors and No One Escapes Cidhna Mine are completed... is that scripted in, so if I never do the forsworn quest line, the cure quest will never start?
botticelli Posted August 14, 2023 Author Posted August 14, 2023 (edited) 8 hours ago, MysticDaedra said: So earlier you mentioned that completing No One Escapes Cidhna Mine is only really "required" to start the cure quest because of changes to Nepos' house, correct? However, I also saw that in a previous post from March that you said that the cure quest starts if both House of Horrors and No One Escapes Cidhna Mine are completed... is that scripted in, so if I never do the forsworn quest line, the cure quest will never start? yes, up until now it is a prerequisite in the script bac_beingacow.psc, line 710 elseif PaulsEndeavourState.GetValueInt() == 0 && DA10.GetStage() == 200 && (MS02.GetStage() == 100 || MS02.GetStage() == 250) Changing that to elseif PaulsEndeavourState.GetValueInt() == 0 && DA10.GetStage() == 200 you could give it a try. Put this bac_beingacow.pexinto data\scripts The DA10 (House of Horrors) requirement is still in it since that quest will definitely be broken when A Craftsman's Masterpiece is started earlier. Just for the sake of testing: If you do this and get Paul's quest done, can you make a save and then run Forsworn Conspiracy up until and completing the Nepos' House part? If it still works until then, I'll remove that requirement for the next version. Edited August 14, 2023 by botticelli 1
Naruzimo Posted August 15, 2023 Posted August 15, 2023 Having bluebody issues. even though I set the bodyoverlay to 30, BAC says "Only 9 BODY overlays are free, needs 13."
botticelli Posted August 16, 2023 Author Posted August 16, 2023 (edited) 20 hours ago, Naruzimo said: Having bluebody issues. even though I set the bodyoverlay to 30, BAC says "Only 9 BODY overlays are free, needs 13." If you are on LE: nioverride.ini, else skee64.ini (both in data\SKSE\Plugins): [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=30 ; Default[6] iSpellOverlays=0 ; Default[0] BAC doesn't need spell overlays. if you need them set that also. This is my setting from nioverride.ini. Since you get a message with 9 overlays: Check if some other mod already grabbed 21 of your 30 (e. g. with SLIF). BAC needs 13 body slots. Other mods might be just as greedy, so you could raise that even higher like 40. Edited August 16, 2023 by botticelli
CG2424 Posted August 18, 2023 Posted August 18, 2023 (edited) Got a few suggestions. For the nose overlay, an option to change the color (like the stretch marks) would be a welcome addition, currently it just looks like a big red spot on my character and isn't very flattering. I get that flattering isn't what the mod is going for, but it just looks bad on my character imo. Really, I just want the option to make it black rather than the red flesh color. An option to set the max weight would be nice too. I've got a few different mods that change things around, and this is the only one that doesn't really play nice with them. The biggest issue is the weight changes. Don't get me wrong, I like the weight mod, but since my bodyslide setup has a pretty large range between low/high, the option to find the perfect value would be nice. Lastly, I don't know if this mod touches the breast size in the default TFs (not the Paul one), but if it does, a max value there would be nifty as well. Cheers. Edited August 18, 2023 by DirtyAxiom
botticelli Posted August 18, 2023 Author Posted August 18, 2023 1 hour ago, DirtyAxiom said: Lastly, I don't know if this mod touches the breast size in the default TFs (not the Paul one), but if it does, a max value there would be nifty as well. Cheers. It does from stage 1 through 20, but same as with the base weight, the value set here is the result of a calculation depending on whether we have a fat/fat2 cow and some other factors. I could build in a slider but only to cap that value which would result in a shorter growth period and *not* in smaller steps. Since those breast changes are done by morphs anyway, you can already change it to your liking in the ChangeWeight section of the actor_base.json. Only the base weight is not (yet) changeable there.
CG2424 Posted August 19, 2023 Posted August 19, 2023 (edited) 20 hours ago, botticelli said: It does from stage 1 through 20, but same as with the base weight, the value set here is the result of a calculation depending on whether we have a fat/fat2 cow and some other factors. I could build in a slider but only to cap that value which would result in a shorter growth period and *not* in smaller steps. Since those breast changes are done by morphs anyway, you can already change it to your liking in the ChangeWeight section of the actor_base.json. Only the base weight is not (yet) changeable there. Ah, so it's not a straight up value based on the stage, rather it's dependent on which mutations you have? And adding a cap wouldn't change the range, it'd just clip the value essentially? It would go up at higher stages, but since it's capped it just doesn't, so if you capped it at 2, it wouldn't try to increment between 1-2, it'd still try to do like 1-5 but stop at 2. And since it's factored into the math with the weight, it's hard to separate the two? Am I understanding that right? I'm not totally sure if I'm getting it. I'll just say that I wouldn't mind the option even if it did cap things, or even the option to turn it off the breast scaling entirely. I'm not sure if that would be difficult or not to add, though. As for the actors_base.json, I wasn't aware there was a settings file like that in the mod's files. I didn't see anything there. Unless I'm being dumb and you're talking about SLIF, in which case I've got no clue how it's supposed to work (the mod page doesn't do a good job of explaining it for an end-user, just mod authors). Even if I did, I can't get it to register BAC for the life of me. Edited August 19, 2023 by DirtyAxiom
kappaqueen78 Posted August 19, 2023 Posted August 19, 2023 Any way to fix the horrible pathfinding? The mech quest is basically pc stuck in an endless jogging sim.
botticelli Posted August 19, 2023 Author Posted August 19, 2023 2 hours ago, kappaqueen78 said: Any way to fix the horrible pathfinding? The mech quest is basically pc stuck in an endless jogging sim. console: tag the mech and then type moveto xx00e4ec (xx = BAC's mod #) to move it to Paul.
botticelli Posted August 20, 2023 Author Posted August 20, 2023 (edited) On 8/19/2023 at 7:58 AM, DirtyAxiom said: it's hard to separate the two? Am I understanding that right? Yes. I'll think about a cap. Breast modifications come with various mutations *and* with the basic process. Turning those off would be a nuisance and take away the fun from those mutations anyway. As for the actor_base.json: Install this from the file page and BAC will use the values in there (data/SKSE/Plugins/StorageUtilData/BAC/actor_base.json) instead of the default processing. Edited August 20, 2023 by botticelli
CG2424 Posted August 21, 2023 Posted August 21, 2023 (edited) 21 hours ago, botticelli said: Yes. I'll think about a cap. Breast modifications come with various mutations *and* with the basic process. Turning those off would be a nuisance and take away the fun from those mutations anyway. As for the actor_base.json: Install this from the file page and BAC will use the values in there (data/SKSE/Plugins/StorageUtilData/BAC/actor_base.json) instead of the default processing. Ahhhhh, guess I'm just blind then. Thanks for pointing me in the right direction. Looking at the JSON, the "ChangeWeight" section only seems to have morphs for the breasts, but not the 0-100 weight for the overall character like you'd find in something like Bodyslide. Does the mod not actually touch that, or am I just dumb and don't know how to read this right (that's probably a distinct possiblity). I notice in the "readme" section you do mention character weight as a value entered into the math, but I don't see it actually referenced in any of the settings on the JSON. Or does the "factors" : [ 1.0, 1.0, 1.0 ], section of those entries have something to do with it? "Turning those off would be a nuisance and take away the fun from those mutations anyway." I mainly meant turning it off as a "it's definitely not possible to add a slider/cap" type thing. Ideally I'd prefer a cap, but it was never my call to make. Also, any info on being able to change the color of the nose overlay in the same way you can change the stretch marks and stuff? Edited August 21, 2023 by CG2424
botticelli Posted August 21, 2023 Author Posted August 21, 2023 (edited) 13 hours ago, CG2424 said: Or does the "factors" : [ 1.0, 1.0, 1.0 ], section of those entries have something to do with it? Weight as in Character Weight is a value you set in RaceMenu. BAC adds to that especially with fat cows or subtracts from that with slim cows but will still keep the base weight For that json: the facors are mulipliers for the values stated above that (behind "Morphs") like "Morphs" : // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)] so as you can see in Example #1 in the file the base weight gets calculated into that "weight scale factor" (which includes the cow being fat [not fat2, that's extra]) as 1 + ((0.2*weight)/100) with "weight" in this function being your base RaceMenu setting plus any weight the cow may have gathered due to feeding or lost due to exercise as shown on the Cow View page (range -40 to +40). This weight (0...100 capped by Bethesda) is also set as your current weight. If your cow runs around and doesn't eat anything, she'll lose weight again even getting thinner as your original setting. But that setting is always kept as original weight and median. If you disallow weight changes in BAC MCM there will be no factor added to the base weight and it will just be your Racemenu setting. Now I understand you want to cap the weight below 100 somehow, right? That would either end up in the cow being able to loose more weight than ever gain or I'd need to cap the negative value as well meaning the -40 to 40 would then need to be capped. That could still amount to nothing since e. g. with a cap to 20 a base wight of 80 is still calculated a 100 and MME optionally also alters the characters weight up to 100 as do some other mods. So when I put that cap in there, I can already hear the complaints about it never happening. The color setting for the cow nose is a problem. Right now that texture is red and black. Setting a new color alters both colors to one big blotch looking awful. I have to find out out to prevent that. ***EDIT*** I've changed the texture base color to #454545 to enable NiOverride to replace it and it works. It will need updating of the texture archive next version, though. Edited August 21, 2023 by botticelli
Nordlaender Posted August 21, 2023 Posted August 21, 2023 Hi botticelli, wow what a mod. A big compliment to you! I play the Skyrim SE version. The body is based on CBBE and 3BBB. i am simple user and would like to play this once. I followed to the best of my knowledge your instructions and installed (hopefully) all the files needed. Also the changes for racemenu are entered. In Bodyslide put all the dynamic meshes together and ran FNIS. The mod starts great and the story takes its course. Now come my difficulties. There are no visible changes in the breasts and buttocks. Only the belly becomes a bit more bulbous. As described, I have also installed SLIF and followed the instructions from MME, how it works with 3BBB. In SLIF I loaded the Tullius version and switched to morphing. Before that I set the NI override values all to 0. Then switched to percentages. I sit already 2 days on it and search here in the forum for a solution. But can not find anything to fix this problem. Can you maybe help me and explain how I set this so that the breasts and butt grow? I would be very happy about it. Or should I go to Skyrim LE, because you made this mod for this version? All the best for you. PapyrusUtilDev.log skee64.log 003_3BBB_BHUNP_Lists.json 003_CBBE_SE_TulliusVER.json 003_CBBE_SE_TulliusVER.json actor_base.json
CG2424 Posted August 22, 2023 Posted August 22, 2023 (edited) 15 hours ago, botticelli said: Now I understand you want to cap the weight below 100 somehow, right? That would either end up in the cow being able to loose more weight than ever gain or I'd need to cap the negative value as well meaning the -40 to 40 would then need to be capped. That could still amount to nothing since e. g. with a cap to 20 a base wight of 80 is still calculated a 100 and MME optionally also alters the characters weight up to 100 as do some other mods. So when I put that cap in there, I can already hear the complaints about it never happening. The color setting for the cow nose is a problem. Right now that texture is red and black. Setting a new color alters both colors to one big blotch looking awful. I have to find out out to prevent that. ***EDIT*** I've changed the texture base color to #454545 to enable NiOverride to replace it and it works. It will need updating of the texture archive next version, though. Ahhhhh, I never knew that there was a function to go below the base weight with the mod. I found the grazing aspect to be a bit tedious and intrusive, so I never kept that on. When I did have it on, I didn't quite notice it going below my base setting. Though that's probably because I start a new game with 0 weight and smaller character features, since by the end of a playthrough most of the mods kind of "have their way" with the PC's features. It's part of the fun. But I'm guessing that it doesn't (or rather can't) go below zero, right? I don't think I have a total grasp of the math involved, but it wouldn't be possible to somehow average the values out? Making it less of an absolute range from 0-100, but more of a modular 0-100 as if it were the opacity of the effect, like a Photoshop layer. SLIF I think does this already for breast/butt/belly morphs, but I don't think it has a dedicated character weight setting (which is kind of a shame). I'm not really making suggestions or telling you how to do things, merely thinking out loud. As for the nose tats, I've also brought it into PS and gave it a quick once-over to see if it would work. The main trick was desaturating it and letting Slavetats (or whatever handles the colors) do the heavy lifting. The dark areas that are near black should mostly stay black since those values are low, but the lighter areas should color alright enough. Speaking of Slavetats. I don't know if the white/spots fur is quite implemented correctly. When I had originally made the texture set for the brown fur, I had intentionally made the texture slightly transparent to allow for specular interaction and proper shading with the skin, so that it doesn't seem like an unlit texture pasted onto the character. I'm not totally sure, but I think the white and spots fur textures are lacking that transparency, which makes them unnaturally bright and they lack the speculars/shading that the brown has. I haven't taken a look at the textures themselves to see if that's the case, but I have a sneaking suspicion that it is. Though I could be wrong and the highlights just don't show as well due to the lighter fur. Lastly, a little intentional hack/trick I kinda put into the textures was that the white one was colorable with Slavetats. In older versions, if you had the white fur texture, you could set the color in ST (or whatever handled the colors), you could manually specify a color and the fur would tint to match. It made it possible to have colors that are closer to blonde (kinda like the original Skyrim cows), deeper reds, black, and all that jazz. If you're poking around with colors and stuff, it might be something to look into if you're interested. Though admittedly, that was a bit before the new hooves were added that completely replace the feet (back then they were little caps for the toes), so for obvious reasons the colors probably won't match now. But yeah, I'll take a look at the white/spots textures and possibly give you newer files if they're not up to scratch. I should still have the original Photoshop files as well, in case you want those. **Edit** Actually, looks like the white/spots do have the proper transparency. I guess it might be something on my end making them look a bit off. Carry on. I might see if I can get the color for the hands/hooves to match a bit better colorwise, though. I'll report back with results if I do. Edited August 22, 2023 by CG2424
botticelli Posted August 22, 2023 Author Posted August 22, 2023 5 hours ago, CG2424 said: I found the grazing aspect to be a bit tedious and intrusive, so I never kept that on That has been changed some time back to be less intrusive (no AI railroading any longer). For the nose tats: I set the base color in GIMP to #454545 (which is the color NiOverride prefers) and it works fine. BAC no longer applies/removes tats via Slavetats but uses NiOverride directly because that's much faster and BAC can reserve tat slots upon register. 12 hours ago, Nordlaender said: Can you maybe help me and explain how I set this so that the breasts and butt grow? I'm sorry but I have no running SE installation right now so I won't be able to find a solution there. Maybe someone here with more SE experience can help?
Nordlaender Posted August 23, 2023 Posted August 23, 2023 21 hours ago, botticelli said: That has been changed some time back to be less intrusive (no AI railroading any longer). For the nose tats: I set the base color in GIMP to #454545 (which is the color NiOverride prefers) and it works fine. BAC no longer applies/removes tats via Slavetats but uses NiOverride directly because that's much faster and BAC can reserve tat slots upon register. I'm sorry but I have no running SE installation right now so I won't be able to find a solution there. Maybe someone here with more SE experience can help? Hi botticelli, thanks for your answer. Yeah would be nice if someone can push me in the right direction for a solution. Otherwise I would install the LE Version. Maybe any guy here to explain, how he does it with the inflation of the breast and butt? More informations about my mods are 3 entries above on this side. Cheers.
LinksSword Posted August 24, 2023 Posted August 24, 2023 (edited) On 8/23/2023 at 4:47 AM, Nordlaender said: Hi botticelli, thanks for your answer. Yeah would be nice if someone can push me in the right direction for a solution. Otherwise I would install the LE Version. Maybe any guy here to explain, how he does it with the inflation of the breast and butt? More informations about my mods are 3 entries above on this side. Cheers. i have the same issue on SSE, BAC doesn't get registered in SLIF and morphs Butt/Belly/Breast do not work. Despite that however if i use the potion too grow hooves it will register BAC but only the hooves... i have been trying too figure out the morph issue for hours now with no luck, I tried various things such making sure NIO was set to 0 i got the json file in the BAC folder under StorageUtilData so i don't know what the fuck i got to do to get morphs too work for me. Edited August 24, 2023 by LinksSword
botticelli Posted August 24, 2023 Author Posted August 24, 2023 (edited) 2 hours ago, LinksSword said: i have the same issue on SSE, BAC doesn't get registered in SLIF and morphs Butt/Belly/Breast do not work. Well, I just had a look into the SE SLIF scripts and there's no change with the Function SLIF_Main.inflate which is the function BAC calls in these cases and it works in LE. The commentary for this function states "The first time calling this function will register the actor this is called for." Apparently it doesn't on SE, but I'm at a loss as to why since I do not have a running SE installation. Edited August 24, 2023 by botticelli
LinksSword Posted August 24, 2023 Posted August 24, 2023 (edited) 17 minutes ago, botticelli said: Well, I just had a look into the SE SLIF scripts and there's no change with the Function SLIF_Main.inflate which is the function BAC calls in these cases and it works in LE. The commentary for this function states "The first time calling this function will register the actor this is called for." Apparently it doesn't on SE, but I'm at a loss as to why since I do not have a running SE installation. what i dont understand is the hooves will scale fine but everything else SLIF does not recognize, The only other morphs that work for me are back and neck. And i gone back replaced, and made sure that there were no left over scripts or any other files but i cleaned all of those out, i also used a 3ba edit someone made for the actor_base.json but that did nothing, checked SKEE64 if there was anything disabled related too morphs and i have everything essential on. all my other mods work perfectly fine with SLIF but this one doesn't play nice. Edited August 24, 2023 by LinksSword
LinksSword Posted August 24, 2023 Posted August 24, 2023 (edited) Everything is detected fine by BAC and BAC also shows up in Presets under SLIF BAC is not registered here even though it should be because my cow character has Curvy mutation and Imaginary Pregnancy mutation despite no visual change. Now i am going to use the potion that causes hooves too grow and then it will register BAC. This doesn't make sense too me why it will only register the feet growth but nothing else. Edited August 24, 2023 by LinksSword
botticelli Posted August 24, 2023 Author Posted August 24, 2023 (edited) 3 hours ago, LinksSword said: This doesn't make sense too me why it will only register the feet growth but nothing else. BAC calls SLIF from 7 functions using explicitly slif node names: slif_belly, slif_head, slif_breast, slif_butt, slif_foot, and slif_pelvis, the 7th point being the method that sends any slif_* nodes from actor_base.json to SLIF. Now if I look into Data\SKSE\Plugins\StorageUtilData\SexLab Inflation Framework\lists\000_Default_Lists.json, I can find all of those keys either in "convert_keys" section or in "sync_keys" section. There is a section named "ignore_keys" there which might contain those keys on your end. At least that could be one explanation. One directory up, my config.json looks like this: Spoiler { "int" : { "calculation_type" : 0, "current_bodymorph_index" : 0, "morph_auto_register_slif_player" : 1, "register_key" : 12, "show_hidden_values" : 0, "show_notifications" : 0 }, "scanner" : { "active" : 1, "on_load" : 1, "over_time" : 1, "purge_dead" : 1, "update_actors" : 1 }, "string" : { "current_bodymorph_file_path" : "SexLab Inflation Framework/bodymorphs/000_Default_Bodymorphs.json" } } and BAC appears just fine in Modlist.json: Spoiler { "stringList" : { "mod_list" : [ "All Mods", "SL Inflation Framework", "Aroused Nips", "BAC", "BAC:Ass", "BAC:CowBack", "BAC:Head2", "BAC:Pelvis", "BAC:Udders", "BAC:Weight2", "Beeing Female", "Devious Body Alteration", "Devious Butt", "Devious Training Mayhem", "Deviously Cursed Loot", "Elsie BoobSize", "Elsie LaVache", "Milk Addict", "Milk Mod Economy", "Pearl Juice", "Player Succubus Quest", "SexLab Parasites", "The Milk Maid" ] } } The split keys are only present when using BAC's actor_base.json. SLIF converts the key I hand over to node names, e. g. slif_breast becomes "NPC L Breast" and "NPC R Breast". Each of these is then checked against NetImmerse with NetImmerse.HasNode(akActor, node, false/true). Now if your body replacer/skeleton names those nodes differently or just uses them as dummies and really utilizes other nodes, we'll get a negative here and it won't function. Please make sure the nodes: "NPC L Breast" and "NPC R Breast" for slif_breast "NPC L Butt" and "NPC R Butt" for slif_butt "NPC Belly" for slif_belly "NPC Pelvis [Pelv]" for slif_pelvis (might not exist in SE completely) "NPC Head [Head]" for slif_head actually exist, as we know the nodes "NPC L Foot [Lft ]" and "NPC R Foot [Rft ]" for slif_foot do If you can get SLIF_Main.psc to compile, try putting two lines in there in Function IsValidNodeForGender() at the very end: Spoiler Bool Function IsValidNodeForGender(Actor kActor, string node, int gender = -1) Global if (kActor) if (node == "") MiscUtil.PrintConsole("SLIF:IsValidNodeForGender(<none>) = FALSE!") ; <<<<<<<<<<<<<<<<<<<<<<<< INSERT THIS LINE return false endIf if (!NetImmerse.HasNode(kActor, node, true) && !NetImmerse.HasNode(kActor, node, false)) MiscUtil.PrintConsole("SLIF:IsValidNodeForGender("+node+") = FALSE!") ; <<<<<<<<<<<<<<<<<<<<<<<< INSERT THIS LINE return false endIf return true endIf return false EndFunction Then watch the console for those messages and we might get a littke closer. Edited August 24, 2023 by botticelli
MellowDrama Posted August 24, 2023 Posted August 24, 2023 3 hours ago, LinksSword said: Everything is detected fine by BAC and BAC also shows up in Presets under SLIF BAC is not registered here even though it should be because my cow character has Curvy mutation and Imaginary Pregnancy mutation despite no visual change. Now i am going to use the potion that causes hooves too grow and then it will register BAC. This doesn't make sense too me why it will only register the feet growth but nothing else. In SLIF use the CBBE 3ba preset thing.It's a lil bit of googling but its out there.
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