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Posted
12 hours ago, silverfox9260 said:

My game is saying that I don't have enough overlays even though I changed them in racemenu. What's the fix for that?

see 4th item in FAQs on the file page.

Posted
On 10/28/2023 at 2:05 PM, Jenova23 said:

I successfully bypassed the quest verification, I forgot that I had to reset the quest in order for the changes to take effect. However, I am now facing a challenge in understanding how to proceed with the section where the player is required to obtain a nose piercing. I wanted this mod to specifically be used with Aela the Huntress as a follower, so you must initiate the quest with her as a follower. Additionally, she must have been milked at least once, although for now it dosen't matter testing purposes as I added bac_milkmaid to her faction.

 

So far, I have made several modifications:
- The non-playable characters (NPCs) have been resized to their regular size.
- The cow tails have been altered using FANTASY CREATURE HDT SMP TAILS, so you'll need that mod and all it's requirements.
- I have made some modifications to the dialogue, but I plan on making further improvements in the future. For now, please consider it as a reference and don't take the dialogue or grammar too seriously.
- Additionally, an option has been added to initiate the quest with Aela the huntress.

- Fixed the pauls work bench sinking into the floor.

 

Future plans include enhancing the interactions between non-player characters (NPCs) and further developing the story to align with Aela the Huntress as well as voicing all dialogue with xVASynth. Additionally, the main goal is to allow players to complete quests through their followers without having to become a milkmaid themselves. 

 

I would greatly appreciate assistance since I am currently in the process of relearning how to mod with Creation Kit.

 

 

Being a Cow v2.0.7_SE.rar 575.71 MB · 28 downloads

The original 2.0.7 works but this one won't actually do the TF's. It'll give the mental thoughts and the sounds but won't actually proc body parts.

Posted

Sorry to bother with some suggestiong's, but i do hope that they will be considerd for a later update :)

 

Marc and the Riften fight

Is it possible to add a diagloue here to skip the fight ?  Not sure if its the new update or the mods i have now, but took them hunters a good 5 mins to get me to 90% for the capture thresh hold, i had to eat the death bells to get my hp to a low enough level

 

The 2 bigger hoovese under the Fat Cow list

Is it possible to be able to get these while on Skinny Cow aswell?

 

A Couple new potions for bonus weight?

Ones that add/remove/reset weight, could maybe tie in as punishment and go below/beyoned +/-40

 

Bigger Ear's

I like the longhorn ears, but also like the normal horns, i tried myself to edit them but got lost

 

Thanks for the time and update syou make

 

Posted
4 hours ago, LatencyRemix said:

Marc and the Riften fight

Is it possible to add a diagloue here to skip the fight ?  Not sure if its the new update or the mods i have now, but took them hunters a good 5 mins to get me to 90% for the capture thresh hold, i had to eat the death bells to get my hp to a low enough level

You can set that threshold in MCM to something like 5% off or so. I also need to modav my healratemult and healrate every time I get there for them to be able to kick my ass. I'll consider that dialogue option ?

 

4 hours ago, LatencyRemix said:

Bigger Ear's

I like the longhorn ears, but also like the normal horns, i tried myself to edit them but got lost

That's already been done in the next version

 

4 hours ago, LatencyRemix said:

A Couple new potions for bonus weight?

Ones that add/remove/reset weight, could maybe tie in as punishment and go below/beyoned +/-40

You realise, that this is a calculatory value only? Of course, I could make something to change that, but it will have no visual effect since the vanilla game restricts weight to be a value between 0 and 100 and most of the time (with weight at 40) those cows are at the 100 limit anyway.

 

4 hours ago, LatencyRemix said:

The 2 bigger hoovese under the Fat Cow list

Is it possible to be able to get these while on Skinny Cow aswell?

The original idea was that with more weight you need bigger hooves to support it, so the consequence would rather be to get smaller hooves when skinny. But I'll have a look at that, too.

Posted
2 hours ago, botticelli said:

You can set that threshold in MCM to something like 5% off or so

I set defeat threshhold to 90% of max health is that correct? i underestand it to be then after loose 10% hp you are defeated? oor is it the other wa artound where lower is easyer to defeated?

 

Thanks and hugs for the reads

Posted

Thought of a new perk or two for kicks:

 

Placid: Regular animals won't attack you or run from you, but wolves attack 50% more (maybe randomly spawn a wolf or two at random for annoying attacks).

That Looks Tasty: When you harvest potion ingredients, you have a high % chance to eat them instead of collect them.

 

Posted

Just doing some individual AE troubleshooting. Can anyone think of why the restraints used during Paul's armor upgrades/shoes wouldn't be popping in game? I'm using the ZaZ Pack 8.0+ SE2023. Does any of the ZaZ stuff have issues populating in AE? Any ideas would be helpful. Thanks.

Posted (edited)
12 hours ago, LatencyRemix said:

I set defeat threshhold to 90% of max health is that correct? i underestand it to be then after loose 10% hp you are defeated? oor is it the other wa artound where lower is easyer to defeated?

 

Thanks and hugs for the reads

yes that's correct. But depending on your current healrate and healratemult actor values, you may be able to heal faster than those hunters can inflict damage.

 

13 hours ago, silverfox9260 said:

I already did that and it's still saying that

...and you do not have something like ModOrganizer which restores the unedited version from its overrides each time you start Skyrim?

 

9 hours ago, jayce113 said:

Placid: Regular animals won't attack you or run from you, but wolves attack 50% more (maybe randomly spawn a wolf or two at random for annoying attacks).

Define "regular animal". Within vanilla Skyrim, that is not the problem, but most of the "New Lands" mods out there do not flag their animals correctly or do it in some custom way. E. g. when in vanilla Wolf faction, Skyrim's wolves, would not attack you while those of The Grey Cowl of Nocturnal still do. You see, even the vanilla "Voice of the Sky" effect fails on those...

 

9 hours ago, jayce113 said:

That Looks Tasty: When you harvest potion ingredients, you have a high % chance to eat them instead of collect them.

...which would require another exception json for unique herbs and it would probably kill some quests in 3rd party mods like "collect 3 of ..." where only 3 exist at all.

 

Edited by botticelli
Posted
1 hour ago, botticelli said:

yes that's correct. But depending on your current healrate and healratemult actor values, you may be able to heal faster than those hunters can inflict damage.

 

...and you do not have something like ModOrganizer which restores the unedited version from its overrides each time you start Skyrim?

 

Define "regular animal". Within vanilla Skyrim, that is not the problem, but most of the "New Lands" mods out there do not flag their animals correctly or do it in some custom way. E. g. when in vanilla Wolf faction, Skyrim's wolves, would not attack you while those of The Grey Cowl of Nocturnal still do. You see, even the vanilla "Voice of the Sky" effect fails on those...

 

...which would require another exception json for unique herbs and it would probably kill some quests in 3rd party mods like "collect 3 of ..." where only 3 exist at all.

 

When I said regular animal, I meant things like deer, foxes, goats, the things that run from you regularly, you could mirror the spell effect you get then you read all of the shrines on the way up the mountain to visit the Greybears. I was only a little serious about the perks ideas. Just had random thoughts one day and thought "Hey, why not share?" lol. And as for the The Looks Tasty, I can see how that would make things a real pain in the ars. It was just random thoughts mainly. 

Posted

Hello. Got a little problem here. My horns are... somewhat transparent.. and rainbowish=) All other models/textures/animations/whatever work fine. Anyone knows what might be the cause? I'm using LE verssion.

test.bmp

Posted
2 hours ago, voberon13 said:

Hello. Got a little problem here. My horns are... somewhat transparent.. and rainbowish=) All other models/textures/animations/whatever work fine. Anyone knows what might be the cause? I'm using LE verssion.

test.bmp 3 MB · 2 downloads

Seems like you're a bit short on graphics power. Horn texture is 2k texture. Try one of these:

horn_512.ddshorn_1k.dds. Overwrite data\textures\bac\horn.dds with one of these (either 1k, or if that's causing similar effects, the 512 version).

Posted

My game keeps crashing after I try to get nose ring from Paul for the unowned quest line. As soon as I get to the last line in the dialogue it just shuts down. Tried to remove and reinstall all the files but it still happens. Any idea whats causing this?

Posted
3 hours ago, Nightangel32 said:

My game keeps crashing after I try to get nose ring from Paul for the unowned quest line. As soon as I get to the last line in the dialogue it just shuts down. Tried to remove and reinstall all the files but it still happens. Any idea whats causing this?

ZaZ furniture is not loaded. Either you have the wrong ZaZ package (as stated countless times: exactly "8.0+") or you installed the broken 2.0.7 version. do sqv bac_blacksmith and check the aliases named furn... If they point to NONE, you have a broken installation.

Posted

Hi Botticelli,

 

I'm trying to get COSIO to work with the textures, but every time it loads my body seems to become transparent and my vagina becomes visible no matter where you look. My wrists also vanish entirely. I'm not sure if this is on your end or COSIO at the moment, because I've done everything in your FAQ regarding rejigging bodyslide setups and installing from clean saves. Any assistance would be great if possible!

Posted
2 hours ago, darkmoon1234 said:

Hi Botticelli,

 

I'm trying to get COSIO to work with the textures, but every time it loads my body seems to become transparent and my vagina becomes visible no matter where you look. My wrists also vanish entirely. I'm not sure if this is on your end or COSIO at the moment, because I've done everything in your FAQ regarding rejigging bodyslide setups and installing from clean saves. Any assistance would be great if possible!

I have default CosioHD 5.7 running with BakaFactory ABC Cosio patch, Demoniac_1.12_cosio_texture patch, BabyDoll X patch, and DD Assets + DD Expanded Cosio BodySlides and other than the occasional blink I normally have no transparency issues. That is, having 2 cows standing next to another while one is engaged in a SexLab animation sometimes renders the other invisible. But, a disable/enable in the console makes her visible again.

On the Cosio page:

image.png.28851c329cfc0c6bc8c07d20d8f048d5.png

Zap 8.0 Cosio BodySlideSupport.7z

For the Demoniac patch, you need the demoniac mod. Depending on your graphics engine, extremely hi-res textures can cause partial invisibility. I'm not sure if the resolution is actually up for choice when installing cosio, but it would be worth checking.

Posted

Hi botticelli, first, you're still amazing about your dedication on this mod and helping others.

 

I've had some issue regarding two mutations but nevertheless I can't tell you which version is causing this as I never had thoses in my playthrough;

  • Cow back 1: Once I get to that mutation, everything is visually ok and nothing to report unless I have a sexlab scene. I don't know if this is something triggered by "consuming" at least 1 milk (I didn't try the milkpump) but gaining passively milk did not trigger this outcome as far as I know
    • The issue: After sexlabing, my character seemed to have all mutations related to this one and possibly others. My cow back was more important, my hips/shoulders quite wide. When updating the player (through bac MCM), it gets back to visually ok. So I had to update each time I had a sexlab scene. I didn't see something different when the issue appeared or not through SLIF. I can do more tests if needed.
  • Cow head 1: This one is visually working except my tongue is clipping through the head between the chin and the lower lip. Is this known, something I haven't done ? I left the preset configuration in MCM to default value; is there something to do specifically ? 

 

Sorry if it was already answered, I am frequently checking this thread and I didn't see something similar.

Posted (edited)
1 hour ago, tholos said:

Cow back 1

With CowBack/CowNeck each time a SexLab Scene starts, BAC removes that. Since those are done with NiOverride, they are also removed with NiOverride, SLIF has nothing to do with it. At the end of the scene, they are reapplied. I never had any issues with that. It is done with these functions:

Spoiler
String Property BAC_NINODE_LEFT_BREAST          = "NPC L Breast" AutoReadOnly
String Property BAC_NINODE_RIGHT_BREAST         = "NPC R Breast" AutoReadOnly
String Property BAC_NINODE_LEFT_THIGH           = "NPC L Thigh [LThg]" AutoReadOnly
String Property BAC_NINODE_RIGHT_THIGH          = "NPC R Thigh [RThg]" AutoReadOnly
String Property BAC_NINODE_LEFT_CALF            = "NPC L Calf [LClf]" AutoReadOnly
String Property BAC_NINODE_RIGHT_CALF           = "NPC R Calf [RClf]" AutoReadOnly
String Property BAC_NINODE_LEFT_THIGH_CME       = "CME L Thigh [LThg]" AutoReadOnly
String Property BAC_NINODE_RIGHT_THIGH_CME      = "CME R Thigh [RThg]" AutoReadOnly
String Property BAC_NINODE_LEFT_CALF_CME        = "CME L Calf [LClf]" AutoReadOnly
String Property BAC_NINODE_RIGHT_CALF_CME       = "CME R Calf [RClf]" AutoReadOnly
String Property BAC_NINODE_LEFT_FOOT            = "NPC L Foot [Lft ]" AutoReadOnly
String Property BAC_NINODE_RIGHT_FOOT           = "NPC R Foot [Rft ]" AutoReadOnly
String Property BAC_NINODE_SPINE0               = "NPC Spine [Spn0]" AutoReadOnly
String Property BAC_NINODE_SPINE1               = "NPC Spine1 [Spn1]" AutoReadOnly
String Property BAC_NINODE_SPINE2               = "NPC Spine2 [Spn2]" AutoReadOnly
String Property BAC_NINODE_HEAD                 = "NPC Head [Head]" AutoReadOnly
String Property BAC_NINODE_NECK                 = "NPC Neck [Neck]" AutoReadOnly
String Property BAC_NINODE_CAMERA1              = "CME Camera1st [Cam1]" AutoReadOnly
String Property BAC_NINODE_CAMERA3              = "CME Camera3rd [Cam3]" AutoReadOnly
string Property BAC_NINODE_BODY_UPPER_CME       = "CME UBody [UBody]" AutoReadOnly
string Property BAC_NINODE_BODY_LOWER_CME       = "CME LBody [LBody]" AutoReadOnly
string Property BAC_NINODE_SPINE_CME            = "CME Spine [Spn0]" AutoReadOnly
string Property BAC_NINODE_SPINE1_CME           = "CME Spine1 [Spn1]" AutoReadOnly
string Property BAC_NINODE_SPINE2_CME           = "CME Spine2 [Spn2]" AutoReadOnly
string Property BAC_NINODE_NECK_CME             = "CME Neck [Neck]" AutoReadOnly
string Property BAC_NINODE_BELLY                = "NPC Belly" AutoReadOnly
string Property BAC_NINODE_LEFT_CLAVICLE        = "NPC L Clavicle [LClv]" AutoReadOnly
string Property BAC_NINODE_LEFT_CLAVICLE_FAIL   = "NPC L Clavicle [RClv]" AutoReadOnly
string Property BAC_NINODE_LEFT_CLAVICLE_CME    = "CME L Clavicle [LClv]" AutoReadOnly
string Property BAC_NINODE_RIGHT_CLAVICLE       = "NPC R Clavicle [RClv]" AutoReadOnly
string Property BAC_NINODE_RIGHT_CLAVICLE_CME   = "CME R Clavicle [RClv]" AutoReadOnly
string Property BAC_NINODE_LEFT_UPPERARM        = "NPC L UpperArm [LUar]" AutoReadOnly
string Property BAC_NINODE_LEFT_UPPERARM_FAIL   = "NPC L UpperArm [RUar]" AutoReadOnly
string Property BAC_NINODE_LEFT_UPPERARM_CME    = "CME L UpperArm [LUar]" AutoReadOnly
string Property BAC_NINODE_RIGHT_UPPERARM       = "NPC R UpperArm [RUar]" AutoReadOnly
string Property BAC_NINODE_RIGHT_UPPERARM_CME   = "CME R UpperArm [RUar]" AutoReadOnly
string Property BAC_NINODE_LEFT_FOREARM         = "NPC L Forearm [LLar]" AutoReadOnly
string Property BAC_NINODE_LEFT_FOREARM_FAIL    = "NPC L Forearm [RLar]" AutoReadOnly
string Property BAC_NINODE_LEFT_FOREARM_CME     = "CME L Forearm [LLar]" AutoReadOnly
string Property BAC_NINODE_RIGHT_FOREARM        = "NPC R Forearm [RLar]" AutoReadOnly
string Property BAC_NINODE_RIGHT_FOREARM_CME    = "CME R Forearm [RLar]" AutoReadOnly
string Property BAC_NINODE_LEFT_HAND_CME        = "CME L Hand [LHnd]" AutoReadOnly
string Property BAC_NINODE_RIGHT_HAND_CME       = "CME R Hand [RHnd]" AutoReadOnly
string Property BAC_NINODE_PELVIS_CME           = "CME Pelvis [Pelv]" AutoReadOnly
string Property BAC_NINODE_LEFT_SHOULDER_CME    = "CME L Shoulder" AutoReadOnly
string Property BAC_NINODE_RIGHT_SHOULDER_CME   = "CME R Shoulder" AutoReadOnly
String Property BAC_NINODE_ROOT                 = "NPC" AutoReadOnly

Function SetCowSpine(Actor acActor)
	if !GetCowIsWerewolf(acActor) && HasCowBack1(acActor) && !(acActor.HasKeyword(BACStore.SexLabActive) && BACConfig.AnimationSpineReduce)
		float[] spinepos = new float[3]
		spinepos[0] = 0.0
		spinepos[1] = 0.0
		spinepos[2] = GetCowBack1Scale(acActor)
		float claviclescale = 1.2
		SetNodePosition(acActor, true, BAC_NINODE_SPINE1_CME, "BAC:Upper", spinepos)
		if acActor == Game.GetPlayer()
			SetNodePosition(acActor, true, BAC_NINODE_CAMERA1, "BAC:Upper", spinepos)
		endif
		SetNodePosition(acActor, true, BAC_NINODE_CAMERA3, "BAC:Upper", spinepos)
		If HasCowBack2(acActor)
			spinepos[2] = GetCowBack2Scale(acActor)
			SetNodePosition(acActor, true, BAC_NINODE_SPINE1_CME, "BAC:Torso", spinepos)
			if acActor == Game.GetPlayer()
				SetNodePosition(acActor, true, BAC_NINODE_CAMERA1, "BAC:Torso", spinepos)
			endif
			SetNodePosition(acActor, true, BAC_NINODE_CAMERA3, "BAC:Torso", spinepos)
			claviclescale += 0.6
		endif
		If HasCowNeck(acActor)
			spinepos[2] = GetCowNeckScale(acActor)
			SetNodePosition(acActor, true, BAC_NINODE_NECK_CME, "BAC:Neck", spinepos)
			if acActor == Game.GetPlayer()
				SetNodePosition(acActor, true, BAC_NINODE_CAMERA1, "BAC:Neck", spinepos)
			endif
			SetNodePosition(acActor, true, BAC_NINODE_CAMERA3, "BAC:Neck", spinepos)
			NiOverride.AddNodeTransformScale(acActor, false, true, BAC_NINODE_HEAD, "BAC:Neck", 1.1)
			NiOverride.UpdateNodeTransform(acActor, false, true, BAC_NINODE_HEAD)
		endif
		if acActor == Game.GetPlayer() ; 1st person arms height correction
			spinepos[2] = GetCowBack1Scale(acActor) + (HasCowBack2(acActor) As float * GetCowBack2Scale(acActor)) + (HasCowNeck(acActor) As float * GetCowNeckScale(acActor))
			NiOverride.AddNodeTransformPosition(acActor, true, true, BAC_NINODE_LEFT_SHOULDER_CME, "BAC:CowBackPlayer", spinepos)
			NiOverride.AddNodeTransformPosition(acActor, true, true, BAC_NINODE_RIGHT_SHOULDER_CME, "BAC:CowBackPlayer", spinepos)
			NiOverride.UpdateNodeTransform(acActor, true, true, BAC_NINODE_LEFT_SHOULDER_CME)
			NiOverride.UpdateNodeTransform(acActor, true, true, BAC_NINODE_RIGHT_SHOULDER_CME)
		endif
		SetNodeScale(acActor, true, "BAC:CowBack", BAC_NINODE_SPINE2, claviclescale + 0.5)
		if bac_storage.JsonExists("actor_base.json")
			float[] jsonparam = new float[1]
			jsonparam[0] = claviclescale
			NiOverride.ClearBodyMorphKeys(acActor, "BAC:CowBack")
			bac_storage.SetBodyMorphJson(acActor, "actor_base.json", "MutationCowBack", jsonparam, BACStore.EmptyFloat, "BAC:CowBack")
		else
			NiOverride.SetBodyMorph(acActor, "ChubbyWaist", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "WideWaistLine", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "HipBone", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "Hips", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "BigButt", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "ChubbyButt", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "BigTorso", "BAC:CowBack", claviclescale)
			NiOverride.SetBodyMorph(acActor, "ShoulderWidth", "BAC:CowBack", -claviclescale/2)
			NiOverride.SetBodyMorph(acActor, "ShoulderSmooth", "BAC:CowBack", claviclescale/2)
			NiOverride.UpdateModelWeight(acActor)
		endif
	else
		RemoveCowSpine(acActor)
	endif
EndFunction

Function RemoveCowSpine(Actor acActor)
	RemoveNodePosition(acActor, true, BAC_NINODE_BODY_UPPER_CME, "BAC:Upper")
	RemoveNodePosition(acActor, true, BAC_NINODE_SPINE1_CME, "BAC:Upper")
	RemoveNodePosition(acActor, true, BAC_NINODE_CAMERA1, "BAC:Upper")
	RemoveNodePosition(acActor, true, BAC_NINODE_CAMERA3, "BAC:Upper")
	RemoveNodePosition(acActor, true, BAC_NINODE_BODY_UPPER_CME, "BAC:Torso")
	RemoveNodePosition(acActor, true, BAC_NINODE_BODY_LOWER_CME, "BAC:Torso")
	RemoveNodePosition(acActor, true, BAC_NINODE_SPINE1_CME, "BAC:Torso")
	RemoveNodePosition(acActor, true, BAC_NINODE_SPINE_CME, "BAC:Torso")
	RemoveNodePosition(acActor, true, BAC_NINODE_CAMERA1, "BAC:Torso")
	RemoveNodePosition(acActor, true, BAC_NINODE_CAMERA3, "BAC:Torso")
	RemoveNodeScale(acActor, true, BAC_NINODE_SPINE2, "BAC:Torso")
	RemoveNodePosition(acActor, true, BAC_NINODE_NECK_CME, "BAC:Neck")
	RemoveNodePosition(acActor, true, BAC_NINODE_CAMERA1, "BAC:Neck")
	RemoveNodePosition(acActor, true, BAC_NINODE_CAMERA3, "BAC:Neck")
	NiOverride.RemoveNodeTransformScale(acActor, false, true, BAC_NINODE_HEAD, "BAC:Neck")
	NiOverride.UpdateNodeTransform(acActor, false, true, BAC_NINODE_HEAD)
	if acActor == Game.GetPlayer()
		NiOverride.RemoveNodeTransformPosition(acActor, true, true, BAC_NINODE_LEFT_SHOULDER_CME, "BAC:CowBackPlayer")
		NiOverride.RemoveNodeTransformPosition(acActor, true, true, BAC_NINODE_RIGHT_SHOULDER_CME, "BAC:CowBackPlayer")
		NiOverride.UpdateNodeTransform(acActor, true, true, BAC_NINODE_LEFT_SHOULDER_CME)
		NiOverride.UpdateNodeTransform(acActor, true, true, BAC_NINODE_RIGHT_SHOULDER_CME)
	endif
	RemoveNodeScale(acActor, true, "BAC:CowBack", BAC_NINODE_SPINE2)
	RemoveNodeScale(acActor, true, "BAC:CowBack", BAC_NINODE_NECK_CME)
	if BACConfig.slifPack
		SLIF_main.unregisterActor(acActor, "BAC:CowBack")
	endif
	NiOverride.ClearBodyMorphKeys(acActor, "BAC:CowBack")
	NiOverride.UpdateModelWeight(acActor)
EndFunction

Function SetNodePosition(Actor akActor, bool isFemale, string nodeName, string modkey, float[] values)
	If values[0] != 0.0 || values[1] != 0.0 || values[2] != 0.0
		NiOverride.AddNodeTransformPosition(akActor, false, isFemale, nodeName, modkey, values)
		NiOverride.UpdateNodeTransform(akActor, false, isFemale, nodeName)
		if akActor == Game.GetPlayer()
			NiOverride.AddNodeTransformPosition(akActor, true, isFemale, nodeName, modkey, values)
			NiOverride.UpdateNodeTransform(akActor, true, isFemale, nodeName)
		endif
	Else
		RemoveNodePosition(akActor, isFemale, nodeName, modkey)
	Endif
EndFunction

Function RemoveNodePosition(Actor akActor, bool isFemale, string nodeName, string modkey)
	NiOverride.RemoveNodeTransformPosition(akActor, false, isFemale, nodeName, modkey)
	NiOverride.UpdateNodeTransform(akActor, false, isFemale, nodeName)
	if akActor == Game.GetPlayer()
		NiOverride.RemoveNodeTransformPosition(akActor, true, isFemale, nodeName, modkey)
		NiOverride.UpdateNodeTransform(akActor, true, isFemale, nodeName)
	endif
EndFunction

Function SetNodeScale(Actor akActor, bool isFemale, string nodeName, string modkey, float value)
	If value != 0.0
		NiOverride.AddNodeTransformScale(akActor, false, isFemale, nodeName, modkey, value)
		NiOverride.UpdateNodeTransform(akActor, false, isFemale, nodeName)
		if akActor == Game.GetPlayer()
			NiOverride.AddNodeTransformScale(akActor, true, isFemale, nodeName, modkey, value)
			NiOverride.UpdateNodeTransform(akActor, true, isFemale, nodeName)
		endif
	Else
		RemoveNodePosition(akActor, isFemale, nodeName, modkey)
	Endif
EndFunction

Function RemoveNodeScale(Actor akActor, bool isFemale, string nodeName, string modkey)
	NiOverride.RemoveNodeTransformScale(akActor, false, isFemale, nodeName, modkey)
	NiOverride.UpdateNodeTransform(akActor, false, isFemale, nodeName)
	if akActor == Game.GetPlayer()
		NiOverride.RemoveNodeTransformScale(akActor, true, isFemale, nodeName, modkey)
		NiOverride.UpdateNodeTransform(akActor, true, isFemale, nodeName)
	endif
EndFunction

 

Check it out. Maybe your skeleton mod names those nodes differently? This is all XPMSE stuff.

 

1 hour ago, tholos said:

Cow head 1

Anything sticking to the face has a fixed height. The tongue height is set to a value (4) representing the level mouth (i. e. mouth height in Racemenu set to 0.0). You can change the individual height on the cow settings page. This will remove that tongue and give you another one with the chosen height. Each height point in that setting represents 0.1 difference in mouth height in Racemenu. Lesser values will move the tongue up, higher values will move it down. This cannot be done with scripting since all facegen morphs are done by tri files directly through Racemenu, sadly there's nothing like Bodymorphs for the face. I'd wait until you got your final cow head, though, because the mouth tends to drop with each cow head above 4. The unability to script facegen is the main reason, I recommend EFM for manually adjusting the face after bovinification. You should change data\SKSE\Plugins\chargen.ini [LE, in SE I believe it's part of skee64.ini]. At least set

 

[FaceGen]
fSliderMultiplier=80.0

 

The 80.0 is the value of "Teeth - Depth" to set with CowHead8, so that your cow is no longer appearing toothless since her original teeth stick way back in her head. You also need to adjust width and height and shape the chin a bit so that the gums are not sticking out through it.

 

Edited by botticelli
Posted
On 11/5/2023 at 8:15 AM, botticelli said:

ZaZ furniture is not loaded. Either you have the wrong ZaZ package (as stated countless times: exactly "8.0+") or you installed the broken 2.0.7 version. do sqv bac_blacksmith and check the aliases named furn... If they point to NONE, you have a broken installation.

Thanks, I could have sworn I had 8.0 plus. Now I just need to figure out why the furniture isn't activating when I interact with it.

Posted
Quote

Check it out. Maybe your skeleton mod names those nodes differently? This is all XPMSE stuff.

I'm using LE XPMSE, I see the latest update is from august 2023 though, don't know which version I'm currently using, I will update it but I don't think something huge changed between mine and the latest one.

I will do further test later when I get time to play.

 

Quote

Anything sticking to the face has a fixed height. The tongue height is set to a value (4) representing the level mouth (i. e. mouth height in Racemenu set to 0.0). You can change the individual height on the cow settings page. This will remove that tongue and give you another one with the chosen height. Each height point in that setting represents 0.1 difference in mouth height in Racemenu. Lesser values will move the tongue up, higher values will move it down. This cannot be done with scripting since all facegen morphs are done by tri files directly through Racemenu, sadly there's nothing like Bodymorphs for the face. I'd wait until you got your final cow head, though, because the mouth tends to drop with each cow head above 4. The unability to script facegen is the main reason, I recommend EFM for manually adjusting the face after bovinification. You should change data\SKSE\Plugins\chargen.ini [LE, in SE I believe it's part of skee64.ini]. At least set

 

[FaceGen]
fSliderMultiplier=80.0

 

The 80.0 is the value of "Teeth - Depth" to set with CowHead8, so that your cow is no longer appearing toothless since her original teeth stick way back in her head. You also need to adjust width and height and shape the chin a bit so that the gums are not sticking out through it.

 

I took some images to enhance what I was saying:

Spoiler

AADEL.png.bf39ec2615a16093dd914a163dba374e.png

The above one is before Cow head 1 when in the process of updating the player through BAC MCM

Bottom Left is cow head 1 when reapplying cow stages after updating

Bottom Center is when I'm playing normally, what I was saying

Bottom Right is when I'm normally playing but I chose "Open mouth" action via some plugin and the clipping tongue seems well put.

 

I understand your vertical position, the one you can see in the picture is default value (4), I tried to go to 0 but it is still not enough. Is there any way to disable the tongue in some way ? Because even if I was able to go below 0, let's say -1, -2 to be put in the "right" cow head stage as of now, the tongue will still be out of the closed mouth.

 

I also noticed once you get cow head, your default face is changed by a cow head face (At least in the sculpt section of racemenu, this is what I could see) but I cannot see the additional tongue there.

I spoiled myself and used mutagen to see the last stage of Cow head (8) and that additionnal clipping tongue seem to go away as it is correctly put in the right part of the face where my cow mouth is.

 

Is there any way to manually remove that tongue and only manually put it back when I'm reaching Cow head 6-7-8 or do I have to play with that clipping ? 

For the tooth part you are correct :) 

Posted
13 hours ago, Nightangel32 said:

Thanks, I could have sworn I had 8.0 plus. Now I just need to figure out why the furniture isn't activating when I interact with it.

If you just swapped the ZaZ package and continued with your current save, those aliases are probably still missing. But that would only amount to the BAC quest not reponding. The seating animation should work out of the box by ZaZ.

 

12 hours ago, tholos said:

Is there any way to manually remove that tongue and only manually put it back when I'm reaching Cow head 6-7-8 or do I have to play with that clipping ? 

a) BAC MCM Settings page disable tongues OR

b) go to RaceMenu "Expressions" and set Aah to about 2.0. That way, she'll keep her mouth open just far enough for the tongue to fit.

Posted
12 hours ago, botticelli said:

If you just swapped the ZaZ package and continued with your current save, those aliases are probably still missing. But that would only amount to the BAC quest not reponding. The seating animation should work out of the box by ZaZ.

 

 

Unfortunately  that's not it. I uninstalled the other ZaZ installed Plus ran fnis and started a completely new game to test it. My character would stand in front of the furniture and pause for a second and then I would get control again.

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