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Posted

Turns out that removing the masters was a bad idea. Now there's no furniture (thus the blank screen after hunter capture because no milk pump is available) and all the keywords have been mixed up. I've made a hotfix *only* removing GeneralStores.esm as a master. If you've already downloaded 2.0.7, you just need to apply that hotfix (it only replaces the esp).

Posted

So I installed the last version of BAC since the newest one just doesn't work with my SE version last I tired. I've had a couple problems and I was wondering if there were any easy fixes for them. The biggest one is that there are a lot of issues with my transformation of my player character. The first stages before ear growth with the horn growth straight up doesnt grow. Only the third growth cycle of the horns shows and that is when it's over. Ear growth is perfect, tats are applying properly, and I'm not having any issues with udder growth that I can see. Face transformation doesn't work at all unless a static tongue sticking straight out of my mouth is what that is. Foot to hoof growth is ok but sometimes they get messed up and turn into spotted feet? Also getting shoed by Paul is basically guranteeing that change. When my hands turn into hooves they just disappear past by forearm/wrist with just the barest image of see through hands depending on viewing angle. At one point early in the transformation one of my changes causes a slightly transparent red pyramid with a white cylinder in the bottom of it to be overlayed onto the character with no other visble changes. The tail also doesn't seem very mobile but that just be me expecting too much since it more or less operates like khajit and argonian tails. I haven't finished the transformation yet (90% is the farthest I've gotten) because it takes a while so if anybody wants to drop some tips for quickly advancing transformation stages for debug purposes that would really help! None of the quests for the mod I've gotten so far actually get completed and disappear from my journal. Unowned got stuck with all objectives completed after Paul gave me a nose ring, The last thing is probably my fault but on one line of saves I let myself get captured by hunters and had a hard time escaping (If you can stay caught and keep going like that that would be good to know) and I ended up having to fast travel back to Whiterun stables without killing any hunters leaving the captured cow quest stuck on Find a Way to Escape being the only uncompleted objective. I had to abandon the saves after being captured because at the stables one hunter would eventually spawn near paul and automatically be hostile and having him spawned in near me for too long cause the game to freeze and I have to shut down the computer/sign out to end the game because neither Alt+F4, Alt+Tab, nor Task Manager function. I said before in an earlier comment that I'm not the best at this but as of now this mod is the only one in my playlist that I can tell is not functioning so if there are any obvious solutions that I'm missing any help would be greatly appreciated!

Posted
3 hours ago, FriendCrow said:

So I installed the last version of BAC since the newest one just doesn't work with my SE version last I tired. I've had a couple problems and I was wondering if there were any easy fixes for them. The biggest one is that there are a lot of issues with my transformation of my player character. The first stages before ear growth with the horn growth straight up doesnt grow. Only the third growth cycle of the horns shows and that is when it's over. Ear growth is perfect, tats are applying properly, and I'm not having any issues with udder growth that I can see. Face transformation doesn't work at all unless a static tongue sticking straight out of my mouth is what that is. Foot to hoof growth is ok but sometimes they get messed up and turn into spotted feet? Also getting shoed by Paul is basically guranteeing that change. When my hands turn into hooves they just disappear past by forearm/wrist with just the barest image of see through hands depending on viewing angle. At one point early in the transformation one of my changes causes a slightly transparent red pyramid with a white cylinder in the bottom of it to be overlayed onto the character with no other visble changes. The tail also doesn't seem very mobile but that just be me expecting too much since it more or less operates like khajit and argonian tails. I haven't finished the transformation yet (90% is the farthest I've gotten) because it takes a while so if anybody wants to drop some tips for quickly advancing transformation stages for debug purposes that would really help! None of the quests for the mod I've gotten so far actually get completed and disappear from my journal. Unowned got stuck with all objectives completed after Paul gave me a nose ring, The last thing is probably my fault but on one line of saves I let myself get captured by hunters and had a hard time escaping (If you can stay caught and keep going like that that would be good to know) and I ended up having to fast travel back to Whiterun stables without killing any hunters leaving the captured cow quest stuck on Find a Way to Escape being the only uncompleted objective. I had to abandon the saves after being captured because at the stables one hunter would eventually spawn near paul and automatically be hostile and having him spawned in near me for too long cause the game to freeze and I have to shut down the computer/sign out to end the game because neither Alt+F4, Alt+Tab, nor Task Manager function. I said before in an earlier comment that I'm not the best at this but as of now this mod is the only one in my playlist that I can tell is not functioning so if there are any obvious solutions that I'm missing any help would be greatly appreciated!

Well it seems you didn't create the BodySlide items necessary for the mod. At least the red pyramid (which actually encircles an exclamation mark) is most likely an indicator to that. All the missing horns could attribute to not installing the loose files package. This mod comes in 3 (*three*) required parts because of LL load size: Main mod, tats, *and* loose files. The disappearing of the hands has been adressed earlier (about 3 pages back). This is an issue with ENBs and the hand nifs that have alpha transparency flag set. This flag is removed with  the 2.0.7 version, if do not want to do it yourself. The tail is not correctly working in SE as also was addressed several times over. You need a separate tail package for SE. The head meshes either cause SE to CTD, or you download the LE head meshes (LE loose files and *only* extract data\meshes\bac\heads\*)

As for the hunters: Either talk to them the 1st time you meet them (possible after each respawn) or kill them all. Anything else will result in them pusuing you endlessly. That your computer hangs at that point is probably a vanilla problem since there's no BAC script involved with the hunters, just a plain Bethesda package. BAC waits for you to einer talk to them or kill them.

Posted
3 hours ago, botticelli said:

Well it seems you didn't create the BodySlide items necessary for the mod. At least the red pyramid (which actually encircles an exclamation mark) is most likely an indicator to that. All the missing horns could attribute to not installing the loose files package. This mod comes in 3 (*three*) required parts because of LL load size: Main mod, tats, *and* loose files. The disappearing of the hands has been adressed earlier (about 3 pages back). This is an issue with ENBs and the hand nifs that have alpha transparency flag set. This flag is removed with  the 2.0.7 version, if do not want to do it yourself. The tail is not correctly working in SE as also was addressed several times over. You need a separate tail package for SE. The head meshes either cause SE to CTD, or you download the LE head meshes (LE loose files and *only* extract data\meshes\bac\heads\*)

As for the hunters: Either talk to them the 1st time you meet them (possible after each respawn) or kill them all. Anything else will result in them pusuing you endlessly. That your computer hangs at that point is probably a vanilla problem since there's no BAC script involved with the hunters, just a plain Bethesda package. BAC waits for you to einer talk to them or kill them.

I installed all the files though? I'm sorry for reasking questions but I can't find any way to reliabliy search through the 150  pages of support for answers. I'm pretty sure I downloaded the SMP Tail fix in the first support post here. I also have no idea how you create the BodySlide items because I never saw anything about doing that anywhere on the post. With the hunters all the problems result in after the capture after being put in the dwemer milking machine and getting slave cow tats but I honestly have that problem low on my priority list lol. I'm not sure what you're trying to say with the head; my game isn't really CTD only thing that was happening is hardecore freezing. Do you mean I should only extract the head meshes from the loose files? I thought I needed all of the loose files? Like I said I'm an amateur at mods so I'm sorry if my lack of knowledge is frusturating. Again if there's a way to quickly advance transformation stages without waiting and milking and hoping to trigger a change I would really appreciate that because as of now it's taking a very long time for me to find all the things I need to fix by waiting for things to progress naturally. 

Capture1.PNG

Posted
3 hours ago, FriendCrow said:

also have no idea how you create the BodySlide items because I never saw anything about doing that anywhere on the post.

see "Installation" on the file page (hidden section there)

 

3 hours ago, FriendCrow said:

Do you mean I should only extract the head meshes from the loose files?

Install *all* of the *_SE_* and *_JSON* files, leave the *alternate* files out for now. I'm not sure where the SE version of the loose files is. My latest info was that those are included in the bac_2.0.7_SE.7z. You'll also need the hotfix image.png.5ff6d7e960ad1ad780a8c5814bf80aaa.png. *Then* you extract only those files in path data\meshes\bac\heads from bac_2.0.4_loose_files.7z to your Skyrim folder and let them overwrite the installed ones

 

As for transformation speed: Setting that to Ultra fast in BAC MCM is not fast enough? There is a levelup potion in the mod accessible via console (type help levelup), but it's pretty outdated and I give no guarantee.

Posted

I'm having an issue where, in the newest version on SE, the Hammerheart quest won't start and fails to start if I try to through the debug menu. I've tried with/without the hotfix and nothing has changed. Is there anything I should try to get it to start? Tried reinstalling and creating a new save as well...

Posted

Do the newer versions of the tats provide full body coverage ? Its kinda dumb having the belly and hcest exposed/furless I never could figure out how to fix that

Posted
6 hours ago, Tiruil said:

Do the newer versions of the tats provide full body coverage ? Its kinda dumb having the belly and hcest exposed/furless I never could figure out how to fix that

still no. I've failed in my gimp experiments to produce some acceptable result so far.

Posted
8 hours ago, VitaminF said:

I'm having an issue where, in the newest version on SE, the Hammerheart quest won't start and fails to start if I try to through the debug menu. I've tried with/without the hotfix and nothing has changed. Is there anything I should try to get it to start? Tried reinstalling and creating a new save as well...

Hammerheart is set to "Run at start". If it doesn't, BAC updater didn't run through. Check the console. There should be messages from the updater going all the way up to version 6.3. If that isn't reached, BAC won't be given a go. Most common problem here is wrong ZaZ version.

Posted
2 hours ago, botticelli said:

Hammerheart is set to "Run at start". If it doesn't, BAC updater didn't run through. Check the console. There should be messages from the updater going all the way up to version 6.3. If that isn't reached, BAC won't be given a go. Most common problem here is wrong ZaZ version.

Can confirm the quest not starting, despite being ok on the previous version. Forcing the quest start via console will be fine, or some other course of action is required?

Posted (edited)
3 hours ago, AlphaAndOmega said:

Can confirm the quest not starting, despite being ok on the previous version. Forcing the quest start via console will be fine, or some other course of action is required?

...and you all installed the hotfix? Because without that, it's pretty obvious that the quest won't start. I just tried a new game (on LE, though) and it workd fine.

Edited by botticelli
Posted (edited)
2 hours ago, botticelli said:

...and you all installed the hotfix? Because without that, it's pretty obvious that the quest won't start. I just tried a new game (on LE, though) and it workd fine.

The hotfix is indeed installed. For the sake of a clean experiment I've reinstalled it and started a new game. All the debug messages go through (including "updated to 6.3), but the quest does not start. 

Any additional info that I can provide that is of interest to you?

Edited by AlphaAndOmega
Posted
17 minutes ago, AlphaAndOmega said:

The hotfix is indeed installed. For the sake of a clean experiment I've reinstalled it and started a new game. All the debug messages go through (including "updated to 6.3), but the quest does not start. 

Any additional info that I can provide that is of interest to you?

The updater does at stage 2.5:

resetquest bac_blacksmith

startquest bac_blacksmith

setstage bac_blacksmith 0

 

Can you do that in the console? And do sqv bac_blacksmith afterwards to see if the furniture aliases are all filled?

Posted
21 minutes ago, botticelli said:

The updater does at stage 2.5:

resetquest bac_blacksmith

startquest bac_blacksmith

setstage bac_blacksmith 0

 

Can you do that in the console? And do sqv bac_blacksmith afterwards to see if the furniture aliases are all filled?

So, after startquest I get "stage (0) - something went wrong". After sestage everything is back to normal

Paul is already in whiterun and the quest marker is just not there on the map. sqv shows only PelagiaCow as a non-NONE. 

Posted
23 minutes ago, AlphaAndOmega said:

So, after startquest I get "stage (0) - something went wrong". After sestage everything is back to normal

Paul is already in whiterun and the quest marker is just not there on the map. sqv shows only PelagiaCow as a non-NONE. 

ok. do stopquest bac_blacksmith first and *then* those commands from above. There should be only one NONE alias: bac_alternate. Btw. It did run with 2.0.6 and you only changed BAC? No change with ZaZ?

Posted
31 minutes ago, botticelli said:

ok. do stopquest bac_blacksmith first and *then* those commands from above. There should be only one NONE alias: bac_alternate. Btw. It did run with 2.0.6 and you only changed BAC? No change with ZaZ?

Did all that, the same result. No, there was no change to ZaZ on my end. It's been 8+ for more than a year now.

By the way, I don't seem to be able to get horns and ears to appear. Triggering the update and reequip does nothing for some reason.

Posted
1 hour ago, AlphaAndOmega said:

Did all that, the same result. No, there was no change to ZaZ on my end. It's been 8+ for more than a year now.

By the way, I don't seem to be able to get horns and ears to appear. Triggering the update and reequip does nothing for some reason.

That smells of the hotfix not being what it should. Those effects came on LE too with the 1st 2.0.7 version where I had removed Dawnguard.esm, Dragonborn.esm, Hearthfire.esm, and Sexlab Aroused.esm as masters. Can you check (e. g. with SSEdit) which masters are expected by your version of bac.esp?

Posted
29 minutes ago, botticelli said:

That smells of the hotfix not being what it should. Those effects came on LE too with the 1st 2.0.7 version where I had removed Dawnguard.esm, Dragonborn.esm, Hearthfire.esm, and Sexlab Aroused.esm as masters. Can you check (e. g. with SSEdit) which masters are expected by your version of bac.esp?

It only treats Dragonborn as master. Dawnguard, Hearthfire, Aroused aren't there. Dragonborn, out of all those? That's like the least connected DLC (to the mod's features). 

Posted (edited)
1 hour ago, AlphaAndOmega said:

It only treats Dragonborn as master. Dawnguard, Hearthfire, Aroused aren't there. Dragonborn, out of all those? That's like the least connected DLC (to the mod's features). 

Then that's the problem. LE version looks like this in TES5Edit:

image.png.e2eab0a40cfc6dddefaf82cd9aa04fdb.png

so the hotfix conversion contains the wrong file. @evilbom: Can you please check that? The bac_2.0.7_LE_hotfix.7z on the file page contains the correct version, I just re-checked that. The Being A Cow 2.0.7_SE Hotfix.7z contains a bac.esp that does not have all required masters:

image.png.feeeb51b7c1708918639dca837a1273d.png

Edited by botticelli
Posted

Is there a way to turn off or drastically turn down the cow mooing when trying to have a conversation. It takes about 4-5 times to get any conversation prompts to show up because all she does is moo. Then it only gives me several seconds while the list is up before it goes to a moo prompt, which is not enough time to find the right response that I want out of the many options. I like the concept, but the reality is that it is a royal pain in the ass to deal with and is sucking the fun out of the mod. Don't even bother trying to talk to anyone with a gag on. That is pretty much impossible. 

 

I see some modification or box for mooing in the MCM, but I can't make any sense out of what it means or what it does. I've messed with that setting but it doesn't seem to change anything. I just need the frequency to be cut down to about 20-25% of what it is currently doing, so that I can actually play the game.

Posted
2 hours ago, cerebus300 said:

Is there a way to turn off or drastically turn down the cow mooing when trying to have a conversation. It takes about 4-5 times to get any conversation prompts to show up because all she does is moo. Then it only gives me several seconds while the list is up before it goes to a moo prompt, which is not enough time to find the right response that I want out of the many options. I like the concept, but the reality is that it is a royal pain in the ass to deal with and is sucking the fun out of the mod. Don't even bother trying to talk to anyone with a gag on. That is pretty much impossible. 

 

I see some modification or box for mooing in the MCM, but I can't make any sense out of what it means or what it does. I've messed with that setting but it doesn't seem to change anything. I just need the frequency to be cut down to about 20-25% of what it is currently doing, so that I can actually play the game.

Settings ✅ "No Degrading" stop moo talk

Posted
7 hours ago, cerebus300 said:

Is there a way to turn off or drastically turn down the cow mooing when trying to have a conversation. It takes about 4-5 times to get any conversation prompts to show up because all she does is moo. Then it only gives me several seconds while the list is up before it goes to a moo prompt, which is not enough time to find the right response that I want out of the many options. I like the concept, but the reality is that it is a royal pain in the ass to deal with and is sucking the fun out of the mod. Don't even bother trying to talk to anyone with a gag on. That is pretty much impossible. 

 

I see some modification or box for mooing in the MCM, but I can't make any sense out of what it means or what it does. I've messed with that setting but it doesn't seem to change anything. I just need the frequency to be cut down to about 20-25% of what it is currently doing, so that I can actually play the game.

see above. Alternatively, the immersive way out of that *with* degrading is to weather the storm: set Persistent Moo Skill active in MCM. Each time the message "At last you remembered how to speak..." appears, you get 1 moo skill increase. This functions as a direct percentage boost to *not* mooing. It ususally takes 30 to 50 mooings to reach that message to get out of the annoyance.

Posted (edited)
19 hours ago, botticelli said:

Then that's the problem. LE version looks like this in TES5Edit:

image.png.e2eab0a40cfc6dddefaf82cd9aa04fdb.png

so the hotfix conversion contains the wrong file. @evilbom: Can you please check that? The bac_2.0.7_LE_hotfix.7z on the file page contains the correct version, I just re-checked that. The Being A Cow 2.0.7_SE Hotfix.7z contains a bac.esp that does not have all required masters:

image.png.feeeb51b7c1708918639dca837a1273d.png

ok i will check real quick

look like is correct ?

hotfix.jpg.00a7348b872b0da047eb8467004b0673.jpg

Edited by evilbom

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