skyrimfaaaan Posted May 29, 2024 Posted May 29, 2024 7 hours ago, skyrimfaaaan said: I did download this and it still doesn't work Every time when I get the message "Soulgift added" the game crashes. Â
botticelli Posted May 30, 2024 Author Posted May 30, 2024 15 hours ago, zonder4213 said: Does being a vampire interfere with getting the head morphs? The head morphs aren't working (Anniversary Ed) and I'm not sure why. I have head moprhs enabled and the overlay set for 30. I'm not using a custom race (unless CBBE counts as such?). and the allow head deforming option in mcm is on. yes. The vampire races use their own mesh but any function calls regarding the mesh are directed to the original (i.e. non-vampire) mesh. So it frankly doesn't work.
botticelli Posted May 30, 2024 Author Posted May 30, 2024 22 hours ago, skyrimfaaaan said: I did download this and it still doesn't work Since Bethesda updated SE/AE beginning of december 2023 and those ZaZ versions were probably created before that, I'm at a loss. I d not know, if there are ZaZ versions out there supporting the current AE build. Â 20 hours ago, EgoPestiferMundi said: I must not, any advice on where I'd find it? If you have script sources installed, check MilkQUEST.psc for lines like this: Â Â Â Â Â Â Â Â Â sendVibrationEvent("MilkingStage", akActor, mpas, MilkingType) also check the contents of the sendVibrationEvent function as to whether it actually sends the mod event. Also check your start setting in MCM as to whether it should actually start on milking alone or if you set lactacid amount or Blended Lactacid as a start option.
EgoPestiferMundi Posted May 30, 2024 Posted May 30, 2024 5 hours ago, botticelli said: If you have script sources installed, check MilkQUEST.psc for lines like this: Â Â Â Â Â Â Â Â Â sendVibrationEvent("MilkingStage", akActor, mpas, MilkingType) also check the contents of the sendVibrationEvent function as to whether it actually sends the mod event. Also check your start setting in MCM as to whether it should actually start on milking alone or if you set lactacid amount or Blended Lactacid as a start option. With my nonexistent knowledge of modding and a cursory search through the MilkQUEST.psc file, I found two lines that could be relevant: Quote has "Milkmaid" or "Milkslave" or "Cow" string in their name ; Function sendVibrationEvent(string str, actor who, int mpas, int MilkingType) ;modevent for Use game controller as Vibrator! V3.0 Quote run MilkCycle ; Function MilkCycle(Actor akActor, int t) ;Generate milk/Reduce pain, add/remove effects, SendModEvent( "MME_MilkCycleComplete" ), trigger living armor effects
botticelli Posted May 30, 2024 Author Posted May 30, 2024 2 hours ago, EgoPestiferMundi said: With my nonexistent knowledge of modding and a cursory search through the MilkQUEST.psc file, I found two lines that could be relevant: Those are just comments (starting with semicolon). What I'm looking for is the real call somewhere around line 1853 (in my version) and the actual function somewhere around line 3882 liikong linke this Spoiler ;for Use game controller as Vibrator! Function sendVibrationEvent(string str, actor who, int mpas, int MilkingType) Int e = ModEvent.Create("MilkQuest."+str) If(!e) Return EndIf If MilkingType == 2 MilkingType = 1 EndIf ModEvent.PushForm(e,Who) ModEvent.PushInt(e,mpas) ModEvent.PushInt(e,MilkingType) ModEvent.Send(e) endfunction  Did you check your curse start option in MCM?
zonder4213 Posted May 30, 2024 Posted May 30, 2024 I was pretty confident that was an issue, thanks for the confirm. A little oddity...the SE head meshes crash the game, the LE head meshes work just fine. (a purple head does happen now and then but so far a save and load has always fixed it) Also the tinttool was missing for some reason. Luckily you had linked it in a post so an easy fix XD.Â
EgoPestiferMundi Posted May 31, 2024 Posted May 31, 2024 10 hours ago, botticelli said: Those are just comments (starting with semicolon). What I'm looking for is the real call somewhere around line 1853 (in my version) and the actual function somewhere around line 3882 liikong linke this Around line 1810 Quote          Endif          sendVibrationEvent("MilkingStage", akActor, mpas, MilkingType)                   while duration < Milking_Duration\             && ((akActor.GetSitState() <= 3 && akActor.GetSitState() > 0) || Mode != 0)\             && akActor.HasSpell(BeingMilkedPassive)             Around line 3769 Quote ;for Use game controller as Vibrator! Function sendVibrationEvent(string str, actor who, int mpas, int MilkingType)    Int e = ModEvent.Create("MilkQuest."+str)    If(!e)       Return    EndIf       If MilkingType == 2       MilkingType = 1    EndIf    ModEvent.PushForm(e,Who)    ModEvent.PushInt(e,mpas)    ModEvent.PushInt(e,MilkingType)    ModEvent.Send(e) endfunction 10 hours ago, botticelli said: Did you check your curse start option in MCM? It's set to trigger on any milking
botticelli Posted June 1, 2024 Author Posted June 1, 2024 On 5/31/2024 at 7:15 AM, EgoPestiferMundi said: Around line 1810 Around line 3769 It's set to trigger on any milking Ok, If you set logging to console on and verbosity to at least "normal" it should print out some BAC logging in the console. With the registration there should be a line containing BAC::Scanner Register actor <display name> If that does not happen, please check in the console, if your player has been added to faction bac_deregister (xx0d786b,xx = BAC's mod ID) somehow with player.getfactionrank xx0d786b If the displayed faction rank is *not* -2 then execute player.removefromfaction xx0d786b in the console. If the log line indeed happens, please post anything from BAC printed after that.
VibrantPen Posted June 1, 2024 Posted June 1, 2024 On 5/29/2024 at 12:26 PM, skyrimfaaaan said: Every time when I get the message "Soulgift added" the game crashes.  Without any other info, sounds like you *maaaay* be in the same place I was (post back on page 180 somewhere)  In my case, Papyrus Extender was not updated - I needed the version supporting AE 1.6.1130 *specifically* Be sure all your script extending mods are specifically built for the release (LE|SE|AE) and version (1.6.1130) of your game 1
skyrimfaaaan Posted June 1, 2024 Posted June 1, 2024 3 hours ago, VibrantPen said: Without any other info, sounds like you *maaaay* be in the same place I was (post back on page 180 somewhere)  In my case, Papyrus Extender was not updated - I needed the version supporting AE 1.6.1130 *specifically* Be sure all your script extending mods are specifically built for the release (LE|SE|AE) and version (1.6.1130) of your game You are the best, this was the problem, now it works. Thank you very very much!! 1
H Bof Posted June 2, 2024 Posted June 2, 2024 I'm trying out the custom slif bodymorph file for the first time and for some reason I can't get slif to register any changes. BAC isn't even registered on my pc in slif's mcm. Has anyone else run into this? I tried validating the json and the only error that popped up was the comment start "/*" on the first line but I assume that's fine because it is working as a comment start with the appropriate commend end after all of the value explanations.
botticelli Posted June 2, 2024 Author Posted June 2, 2024 4 hours ago, H Bof said: 'm trying out the custom slif bodymorph file for the first time and for some reason I can't get slif to register any changes. BAC isn't even registered on my pc in slif's mcm. Has anyone else run into this? I tried validating the json and the only error that popped up was the comment start "/*" on the first line but I assume that's fine because it is working as a comment start with the appropriate commend end after all of the value explanations. Look at this post and the follow-ups thereof. Mainly its a problem of the spelling in the JSON file (uppercase vs. lowercase). 1
H Bof Posted June 2, 2024 Posted June 2, 2024 49 minutes ago, botticelli said: Look at this post and the follow-ups thereof. Mainly its a problem of the spelling in the JSON file (uppercase vs. lowercase). That worked, thanks!
botticelli Posted June 3, 2024 Author Posted June 3, 2024 9 hours ago, SilentOption said: What is the update on the BAC 2.10? It'll take some time because I try to figure out a way to get the json processed no mather the spelling. 1
gergelynandor Posted June 3, 2024 Posted June 3, 2024 Hello...! Is there a way to add the hunter tattoos to followers via console commands? There used to be one but I think it may have been patched out a few updates ago...
botticelli Posted June 3, 2024 Author Posted June 3, 2024 (edited) 2 hours ago, gergelynandor said: There used to be one but I think it may have been patched out a few updates ago... The extra items as well as the tats are still keyed to the same faction ranks as before and only work on registered cows. Since there are now extra tats for follower cows, the hunter tats are player only since the player cow is the only one actually hunted for. You'll need to to apply them manually via SlaveTats, if you want them on a follower. Edited June 3, 2024 by botticelli
EgoPestiferMundi Posted June 4, 2024 Posted June 4, 2024 On 6/1/2024 at 1:09 AM, botticelli said: Ok, If you set logging to console on and verbosity to at least "normal" it should print out some BAC logging in the console. With the registration there should be a line containing BAC::Scanner Register actor <display name> If that does not happen, please check in the console, if your player has been added to faction bac_deregister (xx0d786b,xx = BAC's mod ID) somehow with player.getfactionrank xx0d786b If the displayed faction rank is *not* -2 then execute player.removefromfaction xx0d786b in the console. If the log line indeed happens, please post anything from BAC printed after that. "BAC::Scanner Register actor <display name>" does not appear, but my displayed faction rank *does* = -2.00.
botticelli Posted June 4, 2024 Author Posted June 4, 2024 5 hours ago, EgoPestiferMundi said: "BAC::Scanner Register actor <display name>" does not appear, but my displayed faction rank *does* = -2.00. Then please check status of quest bac_main (console: sqv bac_main). That is the quest which does the ModEvent handling, only if running, of course...
gergelynandor Posted June 4, 2024 Posted June 4, 2024 On 6/3/2024 at 8:46 PM, botticelli said: The extra items as well as the tats are still keyed to the same faction ranks as before and only work on registered cows. Since there are now extra tats for follower cows, the hunter tats are player only since the player cow is the only one actually hunted for. You'll need to to apply them manually via SlaveTats, if you want them on a follower. Extra tats for follower cows? I must have missed that. How do they get applied?
botticelli Posted June 5, 2024 Author Posted June 5, 2024 11 hours ago, gergelynandor said: Extra tats for follower cows? I must have missed that. How do they get applied? first, you need to get half your debt to Paul cleared, then you can talk to Acolyte Jenssen to get a misc quest for a recipe. Craft the resulting scroll(s) at a tanning rack and cast the spell on your follower, that applies slave cow tats and an earmark. Each 3 cows you process this way will grant you one boon from Molag Bal (via his emissary). Depending whether you've completed The moo is strong in Hugh or not, you may have several or just one option there.
EgoPestiferMundi Posted June 6, 2024 Posted June 6, 2024 On 6/4/2024 at 5:48 AM, botticelli said: Then please check status of quest bac_main (console: sqv bac_main). That is the quest which does the ModEvent handling, only if running, of course... Entering "sqv bac_main" returns the following
botticelli Posted June 6, 2024 Author Posted June 6, 2024 11 hours ago, EgoPestiferMundi said: ntering "sqv bac_main" returns the following seems to be running normally. put this into data\scripts replacing the potentially existing file: bac_main.pex. Assuming log verbosity to be at least "normal", you should get a message if MME's mod event is caught stating something along the line "BACMain::OnMilkingStage <cow name>" and then hopefully some info as to whether your character is registered or not. If the first message appears and there are no secondary ones, make sure to clean out your script folder as stated under item #3 ("The Hammerheart quest is starting...") in the FAQ on the file page. In fact you could chack that anyway. Havin old scripts lying around tends to mess things up.
yodelie Posted June 6, 2024 Posted June 6, 2024 (edited) Hey I have a bit of a problem, so earlier I noticed a purple body, so I checked the forum, bibedie-babedie it was clear I forgot to install some file, so I went and did that and then it came out that I most have done another oopsie, because the ears were still purple. So I checked some stuff and I do have everything installed, but the problem is that the stuff in the loose files doesn't appear in my bodyslide. I don't know why, I've been breaking my head over it for the past hour or so. I have skyrim AE. Here's a list of the mods I installed regarding bac. EDIT: I just realize the main mod isn't in this screenshot, but it's there so second screenshot for that. Edited June 6, 2024 by yodelie
xefey57493 Posted June 7, 2024 Posted June 7, 2024 Can anyone post the loose files and tats for 2.0.9? The download files only show 2.0.8.
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