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Posted
1 hour ago, xefey57493 said:

Can anyone post the loose files and tats for 2.0.9? The download files only show 2.0.8.

I would assume that file-packs with a lower version than the main file has not had anything new added to it for the current iteration of the game – so that would be the latest version of that pack (no 2.0.9 existing or needed).

Posted
16 hours ago, botticelli said:

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.

I placed the installed file in SkyrimSE\Data\Scripts. I'm not seeing the message, but I'm also not sure where to look. It doesn't show when I enter "sqv bac_main" and it also doesn't appear in the log after becoming a Milkmaid nor after the first milking.

17 hours ago, botticelli said:

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.

The only BAC files in my overwrite folder are the built morphs/meshes, no scripts.

Posted
6 hours ago, EgoPestiferMundi said:

t doesn't show when I enter "sqv bac_main" and it also doesn't appear in the log after becoming a Milkmaid nor after the first milking.

It should appear in the console after each MME milking tick. If it doesn't, I'd assume something to be wrong with your ModEvent script. Are you sure that you've installed the correct SKSE version for you binary version? Those need to be an exact match. ModEvent.pex is part of SKSE and it not working usually points to a version mismatch.

 

8 hours ago, xefey57493 said:

Can anyone post the loose files and tats for 2.0.9? The download files only show 2.0.8.

There's nothing new in 2.0.9 that warranted a new version of those.

Posted

unrelated to my previous question, but was the content with Mandy and coldharbour cut from the mod? when I try to coc to coldharbourstables or any variant of that and search for mandy, hugh or coldharbour with the help command I don't find anything regarind them. So I assume this is no longer a part of the mod?

Posted (edited)
13 hours ago, yodelie said:

unrelated to my previous question, but was the content with Mandy and coldharbour cut from the mod? when I try to coc to coldharbourstables or any variant of that and search for mandy, hugh or coldharbour with the help command I don't find anything regarind them. So I assume this is no longer a part of the mod?

neegative, it's still in there. The cell is named bacColdharbourStables. Maybe Bethesda possibly updated the help mechanism in the AE console to work like that in Fallout 4 where you need to specify the search area ("help coldharbour 4 cell" instead of simply "help coldharbour")?

Edited by botticelli
Posted

I enjoy this mod for the transformation, but its been some time since anything else has worked. Paul usually glitches at some point. The dialog could use some work, as the original Author was not a native English speaker so its badly worded and not that believable. And maybe its just me but the latest version it doesnt seem to even register in game so its just becoming very unstable. Dare I say perhaps a rewrite is needed.

Posted

Sorry if this is a dumb question, but how do you progress the quest after making back the 30k for Paul? It's been two cycles of having to return to him for a job but still nothing about getting freed yet, I just keep making deposit money.

Posted
10 hours ago, H Bof said:

It's been two cycles of having to return to him for a job but still nothing about getting freed yet, I just keep making deposit money.

There is no ending yet. You can use the Boon to get rid of the cow TF. To get rid of Paul's recurring tasks, you need to stopquest bac_beingacow in the console.

 

41 minutes ago, Mythosr said:

Is this mod script heavy/slows down fps?

script heavy: yes, slows down fps: no, at least not with a sensible use. If you create like 10 cows in one go, you will of course have fps drops.

 

12 hours ago, Drek01 said:

Dare I say perhaps a rewrite is needed.

Dare say use LE if you want a stable run. I do not have a running SE/AE installation, so I cannot test this. I can only use the (latest) CK to convert it. Try converting it on your own or something. I cannot provide x version for any AE/SE derivate version from 1.5.97 to 1.6.640 or above out there.

 

As for the dialogue: I want to decouple the inital quest objective from the game start and only bring it up when the pc becomes a milk maid, so I'll have to rewrite that dialogue anyway.

Posted
1 hour ago, botticelli said:

There is no ending yet. You can use the Boon to get rid of the cow TF. To get rid of Paul's recurring tasks, you need to stopquest bac_beingacow in the console.

Ahh ok, what exactly is the boon? Is it an item I need to find?

Posted
16 hours ago, H Bof said:

Ahh ok, what exactly is the boon? Is it an item I need to find?

After clearing at least half your debt, you can get a misc quest from Acolyte Jenssen for a recipe. With that you can create scrolls at a tanning rack. Use three of those on three different npc cows and a dremora emissary will appear to grant you  something. Depending on what you've gathered in Coldharbour you may have several options for things to get rid of...

  • ...Coldharbour's Lure (random creatures wanting to have a go with you)
  • ...Coldharbour's Aura (male dicks around you growing)
  • ...being a MilkSlave in addition to being a MilkMaid
  • ...being a cow

For each pack of three dedicated npc cows you may choose one of these. Getting rid of the cow does not free you from being enslaved to Paul since that is not Molag Bal's doing. I'm working on a little quest to solve that problem, but that may still take some time.

Posted
On 6/7/2024 at 7:39 AM, botticelli said:

 Are you sure that you've installed the correct SKSE version for you binary version? Those need to be an exact match. ModEvent.pex is part of SKSE and it not working usually points to a version mismatch.

Both my Skyrim Special Edition installation and my SKSE version are 1.6.1170

Posted
On 6/10/2024 at 4:00 AM, botticelli said:

Dare say use LE if you want a stable run. I do not have a running SE/AE installation, so I cannot test this. I can only use the (latest) CK to convert it. Try converting it on your own or something. I cannot provide x version for any AE/SE derivate version from 1.5.97 to 1.6.640 or above out there.

 

As for the dialogue: I want to decouple the inital quest objective from the game start and only bring it up when the pc becomes a milk maid, so I'll have to rewrite that dialogue anyway.


Well I can try converting it but my own experiences with the CK have been always been unsuccessful. I do wonder why your still using LE though when SE seems a lot more stable.
That aside as far as story line goes I usually use the Herika AI Mod to step in to be the bad guy which makes the mod somewhat versatile for scenario's and with just a few hard coded transition events it could probably reduce the amount of script that the mod is currently cycling in the background. Like Freak Show, great concept, but for me its game breaking as they tend to not stop following my character and they will even enter dungeons with me and some are essential townsfolk like the carriage drivers. Now this maybe an issue with the LE to SE process but could probably be fixed by just spawning in some random generated characters who can be dismissed afterwards.
I say all this in hope it inspires some new concepts for the mod but as its your time and effort its your say, all I can offer is dialog and suggestions if you ever do want to rewrite the quest lines.

Posted

Hi, I'm having a CTD most likely caused by BAC, and I can't figure out what's wrong. It seems to be related to bacFemaleHeadNordStage2, which very consistently shows up in the crash logs.

 

The crash is easily reproducible, BTW. On the last (auto-)save, just loading and waiting ~10s causes it to happen, loading an earlier save means no CTD immediately, but it will eventually happen. I suspect it's as the transformation progresses and something goes wrong. Crash log attached.

crash-2024-06-12-07-58-12.log

Posted
2 hours ago, EtPerMun said:

Hi, I'm having a CTD most likely caused by BAC, and I can't figure out what's wrong. It seems to be related to bacFemaleHeadNordStage2, which very consistently shows up in the crash logs.

 

The crash is easily reproducible, BTW. On the last (auto-)save, just loading and waiting ~10s causes it to happen, loading an earlier save means no CTD immediately, but it will eventually happen. I suspect it's as the transformation progresses and something goes wrong. Crash log attached.

crash-2024-06-12-07-58-12.log 71.08 kB · 0 downloads

Did you try the LE head meshes? Depending on the SE version, the SE head meshes will either work or cause CTDs. Download LE loose files and only extract data\meshes\bac\heads\*.nif.

 

4 hours ago, Drek01 said:

I do wonder why your still using LE though when SE seems a lot more stable.

Because every time for at least five times now I got around to get my SE running, Bethesda came along with a new version and nothing worked any more even without BAC. I have a ton of mods I grew fond of which are no longer available or converted, so I need to convert them myself, but that takes a lot of time.

Posted
4 hours ago, Drek01 said:

but for me its game breaking as they tend to not stop following my character and they will even enter dungeons with me

That's not BAC related. The quest uses aliases and packages like any other quest. There are some follower mods around (also on LE) that tend to detect whether a given NPC is following you by some means and then add them as a direct follower. I had that problem with vanilla Farkas who is added as an indirect follower for Dustman's Cairn and normally disenganged after that, but he didn't stop following.

Posted (edited)
1 hour ago, botticelli said:

Did you try the LE head meshes? Depending on the SE version, the SE head meshes will either work or cause CTDs. Download LE loose files and only extract data\meshes\bac\heads\*.nif.

 

That fixed the CTDs, though I now get purple face instead at times. It's fixed by transitioning cells, but comes back randomly.

 

I also regularly get an error that goes roughly "SLIF head change requested, but no SLIF installed", though it didn't cause a CTD or anything.

Edited by EtPerMun
Posted
1 hour ago, EtPerMun said:

"SLIF head change requested, but no SLIF installed",

That's not BAC. LE SLIF does not support head changes, so I don't use that. As for the blue faces, you need to install the correct bac_tinttools.pex. The one packed with the mod is the LE one regrettably which wont't work with SE. Put this one to data\scripts: bac_TintTools.pex

Posted (edited)
24 minutes ago, botticelli said:

That's not BAC. LE SLIF does not support head changes, so I don't use that.

Are you sure? Cause it always coincides with the head turning purple, and I didn't have that before the previous fix. And of course, I have no mod installed that has it as a requirement.

 

The exact wording is "SLIF node slif_head change requested, but SLIF is not intalled!", with "installed" misspelled as shown.

 

EDIT: ...and the .pex didn't fix the purple head.

Edited by EtPerMun
Posted
5 hours ago, EtPerMun said:

The exact wording is "SLIF node slif_head change requested, but SLIF is not intalled!", with "installed" misspelled as shown.

correction: that message originates from BAC indeed. Within the actor_base.json file, you should replace the slif_... pseudo-nodes with real ones from your skeleton, if you don't plan on installing SLIF.

 

5 hours ago, EtPerMun said:

EDIT: ...and the .pex didn't fix the purple head.

It needs NetImmerse.pex to do that which is not part of BAC. In LE, it used NiOverride, but those calls no longer work in SE.

Posted
On 5/16/2024 at 1:04 PM, botticelli said:

Aside from the mod event after gender change, it would be nice to have you recognize some keyword string  (i. e. with HasKeywordString()) on gloves and boots that would allow nail polish and nylons to be equipped regardless of the items worn (cows cannot unequip hooves to apply nail polish).

For the nylons: use the panty and stockings pack instead of the nylon armor items should do it.

For the nails: We are just working to revamp the nail system, so the nails can be worn in item slot 61 or as headparts, avoiding slot conflicts.

Posted (edited)
14 hours ago, botticelli said:

correction: that message originates from BAC indeed. Within the actor_base.json file, you should replace the slif_... pseudo-nodes with real ones from your skeleton, if you don't plan on installing SLIF.

 

It needs NetImmerse.pex to do that which is not part of BAC. In LE, it used NiOverride, but those calls no longer work in SE.

Thanks for the help!

 

Went ahead and installed SLIF, which seems to have fixed those messages, though it's a bit odd that they show up in the first place, given that SLIF isn't listed as a requirement.

 

Isn't NetImmerse part of Racemenu? Cause I have that installed. If not, what do I need to install on SE to fix that? NetImmerse itself doesn't seem to have an SE version.

Edited by EtPerMun
Posted
1 hour ago, EtPerMun said:

Went ahead and installed SLIF, which seems to have fixed those messages, though it's a bit odd that they show up in the first place, given that SLIF isn't listed as a requirement.

It's only a (soft) requirement as long as there are bodymorphs in the json file requiring it (slif_belly, etc.)

Posted
15 hours ago, emily1673 said:

For the nails: We are just working to revamp the nail system, so the nails can be worn in item slot 61 or as headparts, avoiding slot conflicts.

The slot conflict wasn't the problem. Since YPS checks equipped items, it will not *allow* to apply or remove nail polish when hooves are worn.

Posted
1 hour ago, botticelli said:

It's only a (soft) requirement as long as there are bodymorphs in the json file requiring it (slif_belly, etc.)

Any info on the NetImmerse / blue face issue?

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