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Posted
3 hours ago, lucakro said:

In SLIF use the CBBE 3ba preset thing.It's a lil bit of googling but its out there.

if you mean the TULLIUS preset i already tried that. 

Posted
4 hours ago, botticelli said:

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:

  Reveal hidden contents
{
	"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:

  Reveal hidden contents
{
	"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:

  Reveal hidden contents
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.

So for 3BA (and I think BHUNP as well, they're both based on 3BBB iirc), I don't see a single slider for "pelvis" or anything related, although I'm not sure exactly what the pelvic widening function in BAC is supposed to actually look like. I've attached the 3BA slider xml file for you to peruse if you're interested.

 

BTW, I use the Tullius SLIF preset and it works just fine for me, although again I'm not sure if the pelvic widening function is actually working or not.

CBBE 3BA.xml

Posted (edited)
5 hours ago, botticelli said:

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:

  Hide contents
{
	"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:

  Reveal hidden contents
{
	"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:

  Reveal hidden contents
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.

so uh everything... it registers if i remove the SKSE\StorageUtilData BAC file, Any idea what might be going on here? i just tried it as a shot in the dark and lo and behold i loaded my save and BAC got detected... Now before you ask anything yes i do have Papyrusutil installed for my version which is 1.5.97 and SLIF doesn't work anyways without it, also i got plenty of other mods that rely on Papyrusutil so it can't be it's not installed because it is... BAC menu even shows that all the mods are ticked which means it detects them. I am also using the latest version of SLIF for SSE. 

Honestly i am really dumb founded here, I originally just had the default actor_base.json so i even went too download @MysticDaedra3BA file he linked and that didn't work. But SLIF does detect BAC completely if i remove actor_base.json... Which doesn't make sense why it won't detect it because again i have the right PapyrusUtil installed version 3.8 for my corresponding version of Skyrim and it's requirements address library SE version. 

 

Perhaps i should just stick too the old way without using the BAC actor_base.json file since it seems to work.

 

 

Also last thing the hooves, they get detected with or without actor_base.json installed, Just wondering what branch of these does it use under SLIF when you have actor_base.json installed?

Edited by LinksSword
Posted (edited)

So it finally happened. I had a system crash and ended up having to upgrade to Skyrim AE.... yay...  So, I've been trying to get everything to work again, and so far so good. The only issue I have is that the tail isn't actually attached to my but, it is just kinda on the ground. I've found plenty of posts for tail physics which I know about, but not one for a tail not actually attached to my bum. Any ideas? I'll keep tinkering. Its a CBBE body btw. Thanks in advance!

 

***Update, I've tried both the original tail and the alternate tail. The original tail ends up as an upside down puff ball on the ground. The alternate tail is just on the ground not attached to the body.***

 

+++Update 2, fixed issue. If you have AE you need FSMP found here: https://www.nexusmods.com/skyrimspecialedition/mods/57339?tab=description for the tail to work correctly.+++

Edited by jayce113
Posted

So I have been redoing my load order and now BAC is causing a CTD as it updates actors. I am on AE. I have attempted to use bsa and loose versions of the mod as well as putting the LE version through CAO however its the same CTD.  I threw my crash log up here in the hope that someone knows a quick fix to get this md working again, or a version that works with AE. thanks if you can.

crash-2023-08-25-00-24-51.log

Posted
1 hour ago, CDR Nightshade said:

So I have been redoing my load order and now BAC is causing a CTD as it updates actors. I am on AE. I have attempted to use bsa and loose versions of the mod as well as putting the LE version through CAO however its the same CTD.  I threw my crash log up here in the hope that someone knows a quick fix to get this md working again, or a version that works with AE. thanks if you can.

crash-2023-08-25-00-24-51.log 837.79 kB · 0 downloads

Not sure what ReformationAI is, but there are a bunch of NiNode errors related to it. I also see that the NiNodes (these are mesh issues I believe) are called "CME R Hand [RHnd]". I'm not convinced this is a BAC issue, likely BAC is just triggering a bug or problem with another mod.

Posted
5 hours ago, LinksSword said:

so uh everything... it registers if i remove the SKSE\StorageUtilData BAC file, Any idea what might be going on here? i just tried it as a shot in the dark and lo and behold i loaded my save and BAC got detected... Now before you ask anything yes i do have Papyrusutil installed for my version which is 1.5.97 and SLIF doesn't work anyways without it, also i got plenty of other mods that rely on Papyrusutil so it can't be it's not installed because it is... BAC menu even shows that all the mods are ticked which means it detects them. I am also using the latest version of SLIF for SSE. 

Honestly i am really dumb founded here, I originally just had the default actor_base.json so i even went too download @MysticDaedra3BA file he linked and that didn't work. But SLIF does detect BAC completely if i remove actor_base.json... Which doesn't make sense why it won't detect it because again i have the right PapyrusUtil installed version 3.8 for my corresponding version of Skyrim and it's requirements address library SE version. 

 

Perhaps i should just stick too the old way without using the BAC actor_base.json file since it seems to work.

 

 

Also last thing the hooves, they get detected with or without actor_base.json installed, Just wondering what branch of these does it use under SLIF when you have actor_base.json installed?

The file I posted is just the Bodyslide slider name file for Bodyslide and bodymorphs, meant to be used as a reference for @botticelli tbh. Just in case some of the hard-coded sliders he's using in BAC don't translate in SLIF for SE body types.

Posted
1 hour ago, MysticDaedra said:

Not sure what ReformationAI is, but there are a bunch of NiNode errors related to it. I also see that the NiNodes (these are mesh issues I believe) are called "CME R Hand [RHnd]". I'm not convinced this is a BAC issue, likely BAC is just triggering a bug or problem with another mod.

I tried removing reformationAI but that did not fix it. Its only when the transformation effect is applied so its definitely a node issue but I dont know how to fix that without uninstalling all the mods. they worked with BAC before I had to redo the mod list. 

crash-2023-08-25-03-09-36.log

Posted
11 hours ago, LinksSword said:

so uh everything... it registers if i remove the SKSE\StorageUtilData BAC file, Any idea what might be going on here? i just tried it as a shot in the dark and lo and behold i loaded my save and BAC got detected... Now before you ask anything yes i do have Papyrusutil installed for my version which is 1.5.97 and SLIF doesn't work anyways without it, also i got plenty of other mods that rely on Papyrusutil so it can't be it's not installed because it is... BAC menu even shows that all the mods are ticked which means it detects them. I am also using the latest version of SLIF for SSE. 

Honestly i am really dumb founded here, I originally just had the default actor_base.json so i even went too download @MysticDaedra3BA file he linked and that didn't work. But SLIF does detect BAC completely if i remove actor_base.json... Which doesn't make sense why it won't detect it because again i have the right PapyrusUtil installed version 3.8 for my corresponding version of Skyrim and it's requirements address library SE version. 

 

Perhaps i should just stick too the old way without using the BAC actor_base.json file since it seems to work.

 

 

Also last thing the hooves, they get detected with or without actor_base.json installed, Just wondering what branch of these does it use under SLIF when you have actor_base.json installed?

Yeah, for me its the same. Tried that tullius preset too, but doesnt solve the problem. Changed now to LE and (what a surprise) it works. Thanks for all your support and may the best cow win against Alduin ;-).  It´s just a feeling, but could it be that most  these mods on loverslab was written for the Legendary Version? Which mods works right out of the box for SE? Is there a list or something here on Loverslab? Cheers.

Posted
13 hours ago, LinksSword said:

Perhaps i should just stick too the old way without using the BAC actor_base.json file since it seems to work.

At least with default actor_base.json under LE it produces the same effect as without. With the actor_base.json, BAC sets the morphs with different keys per main section like BAC:Head, BAC:Udders, and so on as opposed to simply BAC. That is necessary because with the file I cannot foresee which morphs you put in which section and if the same morph appears in different sections, it needs to be applied several times. With only one mod key however, only the last one would win. Now if you change that, make sure your changed keys correspond to the key names expected by either SLIF or NiOverride and also make sure the key names appear in the "MorphList" as well as in section "Morphs" below.

Posted
21 minutes ago, Drek01 said:

How hard would it be or even possible to make a HDT tongue? something that droops and sways?

 

As for that and/or the ears, I need someone with animation experience.

Posted
11 hours ago, Nordlaender said:

Yeah, for me its the same. Tried that tullius preset too, but doesnt solve the problem. Changed now to LE and (what a surprise) it works. Thanks for all your support and may the best cow win against Alduin ;-).  It´s just a feeling, but could it be that most  these mods on loverslab was written for the Legendary Version? Which mods works right out of the box for SE? Is there a list or something here on Loverslab? Cheers.

i still have LE though uninstalled but i am not reinstalling and setting it up just too be able to use the json file.

Posted (edited)
6 hours ago, botticelli said:

As for that and/or the ears, I need someone with animation experience.

and then there is the task of converting it too SSE, that SSE Tail SMP conversion still has texture issues to this day.

 

And yeah converting anything using HDT physics is not an easy 1 to 1 thing to do when regarding AE/SE, you can't just open a nif converter and expect it to work because HDT SMP works different. 

 

Personally i would be more interested in Physics on Udders.

Edited by LinksSword
Posted
17 hours ago, MysticDaedra said:

The file I posted is just the Bodyslide slider name file for Bodyslide and bodymorphs, meant to be used as a reference for @botticelli tbh. Just in case some of the hard-coded sliders he's using in BAC don't translate in SLIF for SE body types.

so are you able to get morphs working in SSE with json installed? 

Posted
17 hours ago, LinksSword said:

so are you able to get morphs working in SSE with json installed? 

That was the whole idea of the json file, so someone with SE experience can change that to have it working with SE and possibly without SLIF.

Posted
Quote

changed Data\Textures\actors\character\SlaveTats\bac\cowface.dds to no longer ship the colors. Instead, those are now set by the same mechanism as the stretch colors and can be changed in Cow Settings MCM. If you already saved those as presets, those presets might need saving again to include those new settings.

 

Can I ask what exactly this means? I'm not currently in a position to setup my BAC Profile and check it out myself but it reads sort of like the Cow Head/Face mutations don't result in half furred/half skin colorations anymore.

 

Really excited if that's the case, plus the BoS integration is also something that's pretty hype.

Posted

It appears my NavMesh changes around Whiterun stables for 2.0.6 caused a minor earthquake in the NavMesh of the surrounding cells. At least I had problems getting some followers to navigate the road correctly. Instead they tried to move around the fields and got lost. If you experience this too, try replacing bac.esp with this one bac.7z (LE version!). I used TES5Edit to drop all navmesh changes in cells WhiterunExteriorXX (there were quite a few even though I was only editing WhiterunExterior01) and then only make the stable building navigatable.

Posted
47 minutes ago, niwik said:

 

Can I ask what exactly this means? I'm not currently in a position to setup my BAC Profile and check it out myself but it reads sort of like the Cow Head/Face mutations don't result in half furred/half skin colorations anymore.

 

Really excited if that's the case, plus the BoS integration is also something that's pretty hype.

No, that is only the texture for the CowNose (i. e. muzzle) which used to be a red and black coloration of the nose area. The change here is that it's color/tint/glossineyy/alpha value are now changeable via MCM.

Posted

Its probably my MO and how janky its stuck together,  But i noticed a problem with the Reset Progres (may have been there before, just havent played LE in a good bit so dont remember) After doing a reset, Tall Cow, Hungry, stomoch grumble sounds didn't get reset or removed

Posted

Brilliant update. I'm already looking forward to my Bimbo cow.

Does the main quest actually have an end? a good and a bad maybe?

I restarted after every update.
That's why I've never managed to pay off my debts.

is there some kind of cheat? or a console command to cheat something?

I would like to know what happens when the debt is paid.

Posted
11 minutes ago, Reuf84 said:

Brilliant update. I'm already looking forward to my Bimbo cow.

Does the main quest actually have an end? a good and a bad maybe?

I restarted after every update.
That's why I've never managed to pay off my debts.

is there some kind of cheat? or a console command to cheat something?

I would like to know what happens when the debt is paid.

as of now there's still no end. To change debt (*after* Being a cow is started), do set bac_blacksmith_debt to <value> in console.

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