Hochhalter1 Posted April 24, 2024 Posted April 24, 2024 Curious if anyone had a good link for a devious devices that works with AE? this is one of my fav mods and i haven't been able to use it since the update:( if someone could shoot me a message that'd be awesome
mccp20 Posted April 25, 2024 Posted April 25, 2024 Does anyone know a solution to purple heads? Every time the head changes, it turns purple😥
botticelli Posted April 25, 2024 Author Posted April 25, 2024 4 hours ago, mccp20 said: Does anyone know a solution to purple heads? Every time the head changes, it turns purple😥 Did you install the script patch from this post?
masterofgamespl Posted April 25, 2024 Posted April 25, 2024 On 4/24/2024 at 2:24 PM, botticelli said: If you are on 1.5.97, the 2.0.9 SE version will not work as is because it is 1.6.640. You'll need to install the esp from this post additionally. With SLIF: BAC announces SLIF registration, if SLIF is present and recognizes BAC. SLIF announces BAC registration only, if bodymorphs are used that are supported by your current body replacer. The default is LE CBBE, so at least with BHUNP it will not work out of the box. The actor_base.json was made to address this issue, but it needs to be edited to match the bodymorphs available for your specific body replacer. So idk if I did something wrong, but after swapping bac_main 2.0.8 version with 2.0.9 (I'm on 1.6.640) and starting a new game I noticed that the game doesn't detect bac for me at all, and that was probably the reason for the crashes before. Also I don't understand why SLIF doesn't detect bac. It used to work just fine, it detects MME but for some reason doesn't see bac. I don't have bac_json on, as it used to be a problem in the past. I assume I need to get the json and modify it for SLIF to detect bac via that, but I don't really see how to do that.
Hochhalter1 Posted April 28, 2024 Posted April 28, 2024 On 4/25/2024 at 4:42 AM, masterofgamespl said: So idk if I did something wrong, but after swapping bac_main 2.0.8 version with 2.0.9 (I'm on 1.6.640) and starting a new game I noticed that the game doesn't detect bac for me at all, and that was probably the reason for the crashes before. Also I don't understand why SLIF doesn't detect bac. It used to work just fine, it detects MME but for some reason doesn't see bac. I don't have bac_json on, as it used to be a problem in the past. I assume I need to get the json and modify it for SLIF to detect bac via that, but I don't really see how to do that. for AE i use the Json file provided in the comments section of MME. (SLIF Bodymorph setting.7z). set morphs to percentages and the json file to 03tullius or whatever. I've also noticed if you have to many mods that monitor player condition loaded the script lag gets really bad and it will drastically slow down or stop some functions. i beleive this is the correct flie, but the labeling is a bit bad as so I could be wrong.
dydudu1 Posted April 28, 2024 Posted April 28, 2024 On 4/25/2024 at 7:39 PM, botticelli said: Did you install the script patch from this post? Is it correct to put the bac_tint file into bac 2.0.9? I still have purple head.
VibrantPen Posted April 28, 2024 Posted April 28, 2024 On 4/24/2024 at 1:42 PM, Hochhalter1 said: Curious if anyone had a good link for a devious devices that works with AE? this is one of my fav mods and i haven't been able to use it since the update:( if someone could shoot me a message that'd be awesome I use DD SE 5.2 with DD NG 0.2.9 override to remove the dll dependency (that broke with the update) There may still be some CTD synergy w/ BAC, as I can't advance past cow level 7 without CTD... unless I am crouched. Very strange bug as I can advance all the way while crouched, but ctd as soon as I stand up. Don't *think* it's an interaction w/ DD, but since I can't solve it... worth mentioning :-P DD NG works on AE w/o issues with PAHE, HSH, AYGAS, and other DD heavy mods
NexusRefugee Posted April 29, 2024 Posted April 29, 2024 oh cool i did not know about DD NG ill try it. 1
botticelli Posted April 30, 2024 Author Posted April 30, 2024 (edited) On 4/29/2024 at 12:59 AM, VibrantPen said: Very strange bug as I can advance all the way while crouched, but ctd as soon as I stand up. Indeed. BAC only uses DD keywords, nothing else, just to make sure DD does not unequip hooves, etc. If DD would check those with HasKeywordString() instead of HasKeyword(), BAC wouldn't even need that dependency (but ZaZ does anyway). There's no event handling in BAC on crouching/standup afaik. Edited April 30, 2024 by botticelli
VibrantPen Posted April 30, 2024 Posted April 30, 2024 (edited) 4 hours ago, botticelli said: There's no event handling in BAC on crouching/standup afaik. Hmmm... I thought you delayed the combined horns+large ears and the actual head morphs while crouched or in the milking machine. Well there goes my last suspect 😛 I'll keep trying whenever you drop new updates. BAC & Hormones are my fave body-horror mods; always low-key wanted to get into modding to develop this huge combined campaign involving a back-stabbing Daedric plot with Hircine (turning cows into killers), Clavicus Vile (making deals - big breasts for silly girls) & Molag Bal (Domination) with the "cure" being the creation of a minotaur race Or something >_> 😃 Edited April 30, 2024 by VibrantPen
botticelli Posted May 1, 2024 Author Posted May 1, 2024 19 hours ago, VibrantPen said: I thought you delayed the combined horns+large ears and the actual head morphs while crouched or in the milking machine. The latter, yes, the former, no. I have another suspicion. Can you post a papyrus0.log of the CTD?
VibrantPen Posted May 1, 2024 Posted May 1, 2024 (edited) 9 hours ago, botticelli said: Can you post a papyrus0.log of the CTD? Of course ^_^ Papyrus.0.log BAC install vanilla except Log Related BAC mods Applying Cow's Levelup to stage 6 while standing results in CTD But not if crouched Standing at any stage 7-30 is instant CTD Side notes:: - Purple face around stage 14 (applied at end of updates) - No head morphs visible, using head meshes from 2.0.8 LE loose files in override mod Edit: Same behavior without the headmesh override, btw - It's not getting that far I think. Edited May 1, 2024 by VibrantPen Additional info
botticelli Posted May 2, 2024 Author Posted May 2, 2024 15 hours ago, VibrantPen said: Purple face around stage 14 (applied at end of updates) 2.0.9 needs bac_tinttools from this post. 15 hours ago, VibrantPen said: - No head morphs visible, using head meshes from 2.0.8 LE loose files in override mod Head meshes should be ok with 2.0.9, they just start to appear with CowHead1..8 which happen at random stages. The log ends with bac_alias >[05/01/2024 - 09:03:20AM] BAC: bac_alias::Pain - Prob is 0.000000 because MilkLevel:0.000000 and painPoint15.000000 >[05/01/2024 - 09:03:20AM] BAC: bac_alias::Pain - Recalc MooFactor is0 MilkLevel 0 means "currently empty" Anyway, what follows are optional moos and SetExpressionModifier() calls which have a probability of 0 in this case. That won't cause the CTD, plus it just worked roughly 10 lines above. It seems to be something within the level update process since that doesn't end. Next after the tat application are all the items with stage 6 items including the merged horns & ears. As far as hooves go, nothing still happens (that was my hunch before). With the horns & ears, the process seems to work until you stand up which is exceptionally strange since there's nothing attached to those scriptwise. *But* the pairs occupy 2 slots (42 *and* 55). Depending on your setting (hardcore vs. non-hardcore), this may cause some other mod getting huffy. Did you try it with non-hardcore setting? 1
VibrantPen Posted May 2, 2024 Posted May 2, 2024 (edited) 6 hours ago, botticelli said: 2.0.9 needs bac_tinttools from this post. It seems to be something within the level update process since that doesn't end. ... ...*But* the pairs occupy 2 slots (42 *and* 55). Depending on your setting (hardcore vs. non-hardcore), this may cause some other mod getting huffy. Did you try it with non-hardcore setting? Did see the tinttools post, but hadn't applied it. Done now, works a treat. The above was on non-hardcore (all vanilla settings) Just tried with hardcore on, verbose console. Watched console cycle through - reached same point (MooFactor is 0) and stopped. Gave it another 2 mins, closed console, gave it 2 mins of nothing happening, stood up, ctd. Nothing logged 😛 Will play around with other mods today - though it's already pretty stripped down from my other runs. LOL Don't even have enb on this new install on a new ssd... Trying to troubleshoot this baby Miss mah Bessie ^_^ Thanks always for the help, never let us stress ya out, though. Insignificant update: Down to 80 mods, all pretty essential Getting a little more in the log, but still CTDing... gotta let it go for a while, not worth the stress Edited May 2, 2024 by VibrantPen Update
Drummer_I Posted May 2, 2024 Posted May 2, 2024 Hi a got a problem After stage of trasformation change hair physics got broke and horns is not appearing but ears is works normal In first screenshot how it should be and in second how it is after stage Reinstalling is not help
dallaires11 Posted May 3, 2024 Posted May 3, 2024 Just to be sure, the mod is not compatible with 1.6.640 yet right? Already tried, gave up and continued with my game but had to be sure.
botticelli Posted May 3, 2024 Author Posted May 3, 2024 (edited) 19 hours ago, Drummer_I said: In first screenshot how it should be and in second how it is after stage Horns use slot 42, ears slot 55. Maybe your hair replacer also uses slot 42 and thus it clashes with the horns? Edited May 3, 2024 by botticelli
botticelli Posted May 3, 2024 Author Posted May 3, 2024 6 hours ago, dallaires11 said: Just to be sure, the mod is not compatible with 1.6.640 yet right? Already tried, gave up and continued with my game but had to be sure. It (2.0.9) should be compatible with the script fix from this post and making sure you get the correct versions of PO3 and Q2C since those brings dlls that need to be version-compatible. 1
Drummer_I Posted May 3, 2024 Posted May 3, 2024 59 minutes ago, botticelli said: Horns use slot 42, ears slot 55. Maybe your hair replacer also uses slot 42 and thus it clashes with the horns? Dont think so because before updating 2.0.9 its work perfect, maybe its because i download some more mods
Drummer_I Posted May 3, 2024 Posted May 3, 2024 1 hour ago, Drummer_I said: Dont think so because before updating 2.0.9 its work perfect, maybe its because i download some more mods I also noticed that the physics remains broken when restarting, but when changing the hairstyle in showracemenu it snaps into place
dallaires11 Posted May 4, 2024 Posted May 4, 2024 (edited) 20 hours ago, botticelli said: It (2.0.9) should be compatible with the script fix from this post and making sure you get the correct versions of PO3 and Q2C since those brings dlls that need to be version-compatible. I gave it another try with quadcore and PapyrusExtender updated still got a crash. (new game. I see the racemenu briefly then crash). Here is my papyrus log file. My crash log seems to point at the Hammerheart sidequest Papyrus.0.log crash-2024-05-04-04-07-21.log Edited May 4, 2024 by dallaires11
botticelli Posted May 4, 2024 Author Posted May 4, 2024 6 hours ago, dallaires11 said: I gave it another try with quadcore and PapyrusExtender updated still got a crash. (new game. I see the racemenu briefly then crash). Here is my papyrus log file. My crash log seems to point at the Hammerheart sidequest Papyrus.0.log 98.94 kB · 1 download crash-2024-05-04-04-07-21.log 47.73 kB · 1 download The problem here is ZaZ. You've got the wrong version, I'm afraid. Your crash log states this: [RSP+90 ] 0x1FD534C5E40 (TESObjectREFR*) Object Reference: None File: "bac.esp" Flags: 0x00200C00 FormID: 0x48010589 FormType: Reference (61) Now, object reference xx010589 is the first furniture reference in Hammerheart... ...which cannot be found. You need exactly ZaZ 8.0+ with the plus being part of the version number and *not* meaning "8.0 or above". Look in this post for "8.0+". However, I'm not sure about the compatibility of that with AE 😕 1
botticelli Posted May 4, 2024 Author Posted May 4, 2024 22 hours ago, Drummer_I said: I also noticed that the physics remains broken when restarting, but when changing the hairstyle in showracemenu it snaps into place Did you try replacing bac.esp with the version from this post? Because I got upgraded by Steam to 1.6.640 and my version is not backwards compatible with 1.5.97. Depending on the version you have, this might be the problem.
Drummer_I Posted May 4, 2024 Posted May 4, 2024 2 hours ago, botticelli said: Did you try replacing bac.esp with the version from this post? Because I got upgraded by Steam to 1.6.640 and my version is not backwards compatible with 1.5.97. Depending on the version you have, this might be the problem. Yes i replace esp
VibrantPen Posted May 4, 2024 Posted May 4, 2024 5 hours ago, botticelli said: The problem here is ZaZ. You've got the wrong version, I'm afraid... ...which cannot be found. You need exactly ZaZ 8.0+ with the plus being part of the version number and *not* meaning "8.0 or above". Look in this post for "8.0+". However, I'm not sure about the compatibility of that with AE 😕 I use the ZAZ 8.0+ CBBE HDT 2023 version from that post with no issues on AE That is, no issues on other profiles 😛 Still tiny probability that there's some negative synergy w/ BaC, I suppose >_> *Everything* is a suspect now a days <_<
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