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Posted (edited)
7 hours ago, Deadwarfare1 said:

help!! when my pc got the tail, it went on her back how can i fix?

 

first tail sometimes spasms out on the physics. Open console, and type player.inv, then search for the tail and note its ID. Then type player.unequipitem <id>, close the console and wait for that to happen. Then open again and type player.equipitem <id>.

Edited by botticelli
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50 minutes ago, botticelli said:

first tail sometimes spasms out on the physics. Open console, and type player.inv, then search for the tail and note its ID. Then type player.unequipitem <id>, close the console and wait for that to happen. Then open again and type player.equipitem <id>.

I'm trying that in-game rn and the tail just keeps getting requiped when i exit the console

 

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Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
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BetterDynamicAsh-DisableRefs.esm
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High Poly Head.esm
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BBLSExtBeds.esp
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troublesofheroine - English Patch.esp
BakaMotionData.esp
SLAL_AnimationByBakaFactory.esp
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SLUTSPrisonOverhaulPatch.esp
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SolitudeThroneFix_BOS.esp
dse-display-model-loadscreens.esp
smp beast tail.esp
SLUTS DCL patch.esp
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GQJ_DG_vampireamuletfix.esp
CumAmalgamator.esp
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udrfishingpatch.esp
paradise_halls_SLExtension.esp
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bac_Voices.esp
MilkModNEW_Voices1.esp
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SimpleSlavery_Voices1.esp
Simple Slavery Voice.esp
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Slaverun_Reloaded_Voices1.esp
Slaverun_Reloaded_Voices2.esp
Slaverun_Reloaded_Voices3.esp
Slaverun_Reloaded_Voices4.esp
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ZaZAnimationPack_Voice.esp
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Prison Overhaul Patched Voice.esp
Immersive Hair Growth and Styling Voice 6.5.4.esp
pchsWartime Monoman Fix V10.0_Voice_Pack_SE.esp
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Bashed Patch, 0.esp
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On 3/17/2024 at 3:01 PM, Deadwarfare1 said:

I'm trying that in-game rn and the tail just keeps getting requiped when i exit the console

 

load order if it helps
 

Edited by Deadwarfare1
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23 hours ago, Deadwarfare1 said:

I'm trying that in-game rn and the tail just keeps getting requiped when i exit the console

When you post a modlist, put in a spoiler to avoid word walls. In this case it probably won't help either. The tail gets re-equipped by BAC every so often. But it doesn't matter if you or BAC re-equips it if the visuals *stay* broken. Are you on SE/AE? Did you install the SE tail pack? Because the LE tail *will* not function with SE/AE. It has old-style HDT-PE physics and not HDT-SMP.

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Haven't played Skyrim in a while because of computer problems, glad to see you still working and improving this mod Botticelli. Kudos for the new version release, can't wait to try it!

 

Not troubleshooting but just a question on functionality: how do i transform NPCs into cows? With player character i have no issues but i never understood if it is possible to get female followers to morph and how the process is done.

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8 hours ago, botticelli said:

When you post a modlist, put in a spoiler to avoid word walls. In this case it probably won't help either. The tail gets re-equipped by BAC every so often. But it doesn't matter if you or BAC re-equips it if the visuals *stay* broken. Are you on SE/AE? Did you install the SE tail pack? Because the LE tail *will* not function with SE/AE. It has old-style HDT-PE physics and not HDT-SMP.

sorry about that will remember for next time, and I'm on ae 1.6.6.40. I got your conversion of the se physics tail and all the corresponding 2.0.8 files that went with it. should I use geehrals conversion still? 

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6 hours ago, Deadwarfare1 said:

sorry about that will remember for next time, and I'm on ae 1.6.6.40. I got your conversion of the se physics tail and all the corresponding 2.0.8 files that went with it. should I use geehrals conversion still? 

No idea. I'm not on AE (still LE) and have no way of finding that out.

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10 hours ago, trmntwrk said:

Haven't played Skyrim in a while because of computer problems, glad to see you still working and improving this mod Botticelli. Kudos for the new version release, can't wait to try it!

 

Not troubleshooting but just a question on functionality: how do i transform NPCs into cows? With player character i have no issues but i never understood if it is possible to get female followers to morph and how the process is done.

There are curse starting options in MCM. Those are valid for both PC and NPCs. So whatever you choose, make your follower do it. If yourse starts with regular milking, you just need to point her to a milking machine. For the other options make her a milkmaid first, then just hand her either regular or blended lactacid and she'll drink it.

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On 3/19/2024 at 12:17 PM, botticelli said:

There are curse starting options in MCM. Those are valid for both PC and NPCs. So whatever you choose, make your follower do it. If yourse starts with regular milking, you just need to point her to a milking machine. For the other options make her a milkmaid first, then just hand her either regular or blended lactacid and she'll drink it.

Alright thank you, will try it next time i boot up my loverslab modlist.
I have tried to send my followers to a milking machine but i don't think i started the PC curse before that. I will try the MCM options and also handing them lactacid (i didn't even think of that).

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14 hours ago, trmntwrk said:

Alright thank you, will try it next time i boot up my loverslab modlist.
I have tried to send my followers to a milking machine but i don't think i started the PC curse before that. I will try the MCM options and also handing them lactacid (i didn't even think of that).

PC curse is irrelevant. You just need to meet the start option(s) from MCM with your follower.

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On 3/19/2024 at 4:20 AM, Deadwarfare1 said:

sorry about that will remember for next time, and I'm on ae 1.6.6.40. I got your conversion of the se physics tail and all the corresponding 2.0.8 files that went with it. should I use geehrals conversion still? 

geehrals conversion never work for me.

my post lists what use for working SMP tail on SE/AE 6640. all from botticelli download page. maybe help.

 

 

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2 hours ago, endocytosis said:

how can I get my follower nosering equiped?

When near Paul (max 2000 units) talk to your follower. There should be an option to ask her if she wants you to talk to Paul. *Then* talk to Paul with the usual "Hi, Paul" option. There should now be another option to have Paul work on your follower instead of you.

 

2 hours ago, endocytosis said:

and is there a guid about all the quests goes,especially about Molag Bal

no.

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I could not get the SE CreationKit to start up. It bugged out on me with "The procedure entry point for the SteamUser could not be located in the dynamic link library d:\steam\steamapps\common\Skyrim Special Edition\CreationKit.exe". It still did so even after reinstalling Skyrim SE 😞 So, can anyone who is able to launch the SE Creation Kit do the following:

  • Download The LE version (There is only the main archive, the rest is still valid) and unpack bac.esp into your SE data folder (possibly making a backup of the 2.0.8 bac.esp there first).
  • Download this file: bsa_repack_for_SE.7z and unpack it in your SE data folder
  • Launch SE CK and load bac.esp as active file
  • Save it (this will convert it to SE)
  • Choose File->Create Archive from the menu and follow through to create a SE bsa (possibly two, if you're on AE)
  • Pack the bsa(s) and the converted esp and post it here.
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2 hours ago, botticelli said:

I could not get the SE CreationKit to start up. It bugged out on me with "The procedure entry point for the SteamUser could not be located in the dynamic link library d:\steam\steamapps\common\Skyrim Special Edition\CreationKit.exe". It still did so even after reinstalling Skyrim SE 😞 So, can anyone who is able to launch the SE Creation Kit do the following:

  • Download The LE version (There is only the main archive, the rest is still valid) and unpack bac.esp into your SE data folder (possibly making a backup of the 2.0.8 bac.esp there first).
  • Download this file: bsa_repack_for_SE.7z and unpack it in your SE data folder
  • Launch SE CK and load bac.esp as active file
  • Save it (this will convert it to SE)
  • Choose File->Create Archive from the menu and follow through to create a SE bsa (possibly two, if you're on AE)
  • Pack the bsa(s) and the converted esp and post it here.


I attempted this and my creation kit is giving me issues as well, crashes on startup..

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8 hours ago, botticelli said:

I could not get the SE CreationKit to start up. It bugged out on me with "The procedure entry point for the SteamUser could not be located in the dynamic link library d:\steam\steamapps\common\Skyrim Special Edition\CreationKit.exe". It still did so even after reinstalling Skyrim SE 😞 So, can anyone who is able to launch the SE Creation Kit do the following:

  • Download The LE version (There is only the main archive, the rest is still valid) and unpack bac.esp into your SE data folder (possibly making a backup of the 2.0.8 bac.esp there first).
  • Download this file: bsa_repack_for_SE.7z and unpack it in your SE data folder
  • Launch SE CK and load bac.esp as active file
  • Save it (this will convert it to SE)
  • Choose File->Create Archive from the menu and follow through to create a SE bsa (possibly two, if you're on AE)
  • Pack the bsa(s) and the converted esp and post it here.

I converted it with my AE version (pre 1130) to SE. I don't use BSA as it breaks tracking of file conflicts in mod managers, and has no noticeable performance benefits anymore. (and LL upload is today insanely slow for me :P )

 

Try if you can load it up with your CK with this patched ESP.

 

bac.esp

 

Would also suggest running a modded version of the CK. Which seemingly allowed me to load it ESP and not crash like your report and the one above this post. Plus has a lot of stability and quality of life improvements. https://www.nexusmods.com/skyrimspecialedition/mods/71371

Edited by naaitsab
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11 hours ago, naaitsab said:

I converted it with my AE version (pre 1130) to SE. I don't use BSA as it breaks tracking of file conflicts in mod managers, and has no noticeable performance benefits anymore. (and LL upload is today insanely slow for me :P )

 

Try if you can load it up with your CK with this patched ESP.

 

bac.esp 1.16 MB · 9 downloads

 

Would also suggest running a modded version of the CK. Which seemingly allowed me to load it ESP and not crash like your report and the one above this post. Plus has a lot of stability and quality of life improvements. https://www.nexusmods.com/skyrimspecialedition/mods/71371

cant launch ck for whatever reason like it just refuses even when trying from steam and this causes my game to crash so dunno

 

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18 hours ago, botticelli said:

I could not get the SE CreationKit to start up. It bugged out on me with "The procedure entry point for the SteamUser could not be located in the dynamic link library d:\steam\steamapps\common\Skyrim Special Edition\CreationKit.exe". It still did so even after reinstalling Skyrim SE 😞 So, can anyone who is able to launch the SE Creation Kit do the following:

  • Download The LE version (There is only the main archive, the rest is still valid) and unpack bac.esp into your SE data folder (possibly making a backup of the 2.0.8 bac.esp there first).
  • Download this file: bsa_repack_for_SE.7z and unpack it in your SE data folder
  • Launch SE CK and load bac.esp as active file
  • Save it (this will convert it to SE)
  • Choose File->Create Archive from the menu and follow through to create a SE bsa (possibly two, if you're on AE)
  • Pack the bsa(s) and the converted esp and post it here.

never make bsa before. have include .achlist file to check.

Skyrim/CK SE/AE 6440.

 

bac.7z

Edited by TnkQV
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Hey there,

 

I've been playing on Skyrim SE for a while now. Everything is working fine (At least what I see lol), however BAC's MCM menu is working only up until the point of the first sex my character is having then it breaks, the MCM menu for BAC is empty, sometimes the submenus are visible if I play a bit more, but when I click on them, its just nothingness. I tried a new save, same issue, as soon as my character has her first interaction the MCM bugs out. My knowledge and understanding of papyrus logs is, well... close to 0.

 

I have provided the papyrus logs and load order, let me know if anything else is needed. I'm pretty sure there are many other issues with my game as well, its just the issue with BAC is the most conspicuous. No idea if someone had this issue already or not (I tried searching, I have found nothing), but any help is much appreciated!

 

Skyrim version: AE 1.6.1170

BAC Version: 2.0.8 SE

Papyrus.0.log loadorder.txt

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5 hours ago, Rechon said:

Hey there,

 

I've been playing on Skyrim SE for a while now. Everything is working fine (At least what I see lol), however BAC's MCM menu is working only up until the point of the first sex my character is having then it breaks, the MCM menu for BAC is empty, sometimes the submenus are visible if I play a bit more, but when I click on them, its just nothingness. I tried a new save, same issue, as soon as my character has her first interaction the MCM bugs out. My knowledge and understanding of papyrus logs is, well... close to 0.

 

I have provided the papyrus logs and load order, let me know if anything else is needed. I'm pretty sure there are many other issues with my game as well, its just the issue with BAC is the most conspicuous. No idea if someone had this issue already or not (I tried searching, I have found nothing), but any help is much appreciated!

 

Skyrim version: AE 1.6.1170

BAC Version: 2.0.8 SE

Papyrus.0.log 191.89 kB · 0 downloads loadorder.txt 7.4 kB · 2 downloads

This seems to be an issue with the Bimbos of Skyrim mod. I integrated BoS corruption with 2.0.9, so I lookup some functions when MCM opens. Now, BoS has dumped this error at the end of your log:

[03/24/2024 - 02:12:22PM] Error: alias bimboVictim5 on quest cc_bimbofynpcv2 (8E4DAFD4): Cannot force the alias's reference to a None reference.
stack:
	[alias bimboVictim5 on quest cc_bimbofynpcv2 (8E4DAFD4)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
	[alias bimboVictim5 on quest cc_bimbofynpcv2 (8E4DAFD4)].ReferenceAlias.ForceRefIfEmpty() - "ReferenceAlias.psc" Line 30
	[cc_bimbofynpcv2 (8E4DAFD4)].cc_bimbofynpcv2.OnUpdate() - "cc_bimbofynpcv2.psc" Line 72

and after that, it probably refuses to communicate which essentially kicks BAC in the ass...

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1 hour ago, 4Lewds said:

the gods are cruel an bac update and creation kit issues .. :(

 

1 hour ago, ebbluminous said:

Toddy is a Demon, not a god ;)

Download the esp from here and the loose files from here for now. Bethesda hat put out a notice that Creation Kit and Bethesda Launcher will be discontinued effective April 27th. They want to move to Steam after that.

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41 minutes ago, botticelli said:

This seems to be an issue with the Bimbos of Skyrim mod. I integrated BoS corruption with 2.0.9, so I lookup some functions when MCM opens. Now, BoS has dumped this error at the end of your log:

[03/24/2024 - 02:12:22PM] Error: alias bimboVictim5 on quest cc_bimbofynpcv2 (8E4DAFD4): Cannot force the alias's reference to a None reference.
stack:
	[alias bimboVictim5 on quest cc_bimbofynpcv2 (8E4DAFD4)].ReferenceAlias.ForceRefTo() - "<native>" Line ?
	[alias bimboVictim5 on quest cc_bimbofynpcv2 (8E4DAFD4)].ReferenceAlias.ForceRefIfEmpty() - "ReferenceAlias.psc" Line 30
	[cc_bimbofynpcv2 (8E4DAFD4)].cc_bimbofynpcv2.OnUpdate() - "cc_bimbofynpcv2.psc" Line 72

and after that, it probably refuses to communicate which essentially kicks BAC in the ass...

 

Thank you for the quick reply! I have tested a bit and started a new game, removed Bimbos of Skyrim and installed the new Being a Cow 2.0.9 however faced the same issue, after first sex the menu does not open.

Trying to understand papyrus logs, This is the only error message present after the animations ended.

 

[03/24/2024 - 08:35:28PM] Error: Incorrect number of arguments passed to function bac_menu.CloseConfig(int _generalEnabled). Expected 1, got 0 instead!. 
stack:
	[SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnMenuClose() - "SKI_ConfigManager.psc" Line 124

 

No idea to be honest what can be the issue, not the slightest clue as I have not added new mods that mess with the scripting. I hope I'm not a pain in the butt.

Papyrus.0.log

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1 hour ago, botticelli said:

 

Download the esp from here and the loose files from here for now. Bethesda hat put out a notice that Creation Kit and Bethesda Launcher will be discontinued effective April 27th. They want to move to Steam after that.

That was 27 april 2022 :P That launcher is long gone (good riddance) and Steam provides the CK that is matched to your game version. So take care to block both from updating until most of your mods are updated as well. But aside from the new ESL format the CK that comes with the new 1xxx patch should also be backwards compatible to older AE and SE.

 

But until patched with the mod linked earlier CK is still very slow and unstable, no matter the version. So anyone modding SE/AE, fix your CK and you will be glad you did.

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