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Posted
2 hours ago, Tiruil said:

I was hoping that with the latest version being 1 file instead of 3 sepreate files, the issues I was having would be fixed {no MCM appearing} But its still happening, BAC is not updating either on game start; seems I am now stuck with only 2.0.5 as my working version

 

47 minutes ago, mccp20 said:

My situation is a bit similar to yours. When loading the old save, it says that bac.esp is missing, and the new save does not have the mcm menu. I suspect that the game cannot read the new version of the esp file, which makes me still using version 2.0.6. . . .

I only have the 1.6.640 CK. If that verion is not compatible, try the following: Rename or remove the existing bac.esp from your data folder Download the LE version, extract only the bac.esp and place it there, then open it in your CK and just save it again. That should convert the esp to your version.

Posted
On 7/21/2024 at 11:13 AM, SomeoneEdgy said:

noob question, any way to shrink the size of the tail?

RaceMenu, "Beast" tab, scroll all the way down, there should be 7 "Tail length" sliders. Only the first 5 of those are used by the cow tails.

Posted
1 hour ago, botticelli said:

After changing those, you need to reset the overlays in MCM Cow Settings page somewhere iat the bottom. Overlays are assigned at cow registration. Changing the slots after that will not trigger reassignment automatically. *But* from that screenshot, it looks like something else is at work here. The fur texture normally covers the whole body. It is not split into two at the waist. You get that effect when stepping into water having the water rise excatly to your waist. Does that line change when you move around? Some mods define water levels in ridiculous areas. I had once installed a mod that put the water level at floor level in front of the Whiterun Gate without actually placing water there which made that line appear when moving towards the stables and gradually removing all textures.

 

Another explanation could be some other mod applying a "naked" texture on top of the fur texture. That you can check in SlaveTats body overlays .

I registered the layers again after the change. Most likely, another mod overwrites the layers.

Posted
2 hours ago, botticelli said:

 

I only have the 1.6.640 CK. If that verion is not compatible, try the following: Rename or remove the existing bac.esp from your data folder Download the LE version, extract only the bac.esp and place it there, then open it in your CK and just save it again. That should convert the esp to your version.

I am on LE yeah, wont touch or use SSE {mostly because I have LE how I want it} Turned out that apparently it was missing the scripts entirely which is weird

Posted

new update that will require new saves in December? i assume that were getting a big content drop or something, but i can't think of how you can add more to this mod already has, unless you plan on expanding possibly different routes or more quests that are cow related? 

Also i am sure i am not the only one but it would be nice if another alternative way to level up cow progression was time based, as in you will only transform after a certain amount of hours. 

Posted

I think I figured out my issue, scripts were missing, so I had to use BSAOpt to unpack the unzipped file to get the desired scripts, I then transferred that folder entirely into the scripts folder included with BAC's ZIP then rezipped it, then installed it through MO2, now it works 50% of the time {]it either loads up as expected/hoped or doesnt, but at least that far I am very happy with}

Posted (edited)

Hello, First time posting.

 

First of all. just want to say i love the mod.

 

Playing on LE edition.

 

Ive been having issues with the "brown face" problem that ive seen some others have and decided to try to narrow it down for myself.

i ended up removing many mods and have almost just a base installation of BAC running.

 

I found that if im running BAC 2.0.8 no brown face happens when running a full update on all cows but if i swap to 2.0.9 or 2.0.10 i start to get the brown face on the updates.

the only thing i can think of is that somewhere between 2.0.8 and 2.0.9 something changed in the update script. i do notice at some points during the update script the face does fix itself a couple times but in the end ends up going brown.

 

This only seems to start happening after a few cow levels and a few mutations have applied. (seems a bit random when it starts, couldn't figure out an exact point)

 

see image below of my installed mods and load order (atleast for this test)

 

I saw you were looking at doing a rewrite for the next update and thought this might be useful to bring up. unfortunately this issue is very off putting so ill have to keep playing on version 2.0.8

 

If there is any other info i could attempt to provide please let me know and ill try to provide it.

edit:
something seems to get applied to the face during the update. as the problem will persist if you downgrade until you load a face preset that was made without 2.0.10 installed. (e.g. i saved a face preset i made during my test using 2.0.8 and kept getting brown face on my main save which was downgraded from 2.0.10 to 2.0.8 until i loaded that face preset made in 2.0.8. now the problem has disappeared and hasn't come back "yet")

 

BacBrownFace.PNG

Edited by thorax339
added information
Posted

Thanks to the author for the solution. Although CK cannot run properly on my computer, I used CAO to perform a similar conversion operation, and it worked. Now the game can read the esp files normally. And then I encountered... The Purple face💀💀💀

Posted
4 hours ago, thorax339 said:

the only thing i can think of is that somewhere between 2.0.8 and 2.0.9 something changed in the update script.

 

3 hours ago, mccp20 said:

Thanks to the author for the solution. Although CK cannot run properly on my computer, I used CAO to perform a similar conversion operation, and it worked. Now the game can read the esp files normally. And then I encountered... The Purple face💀💀💀

Brown face (LE) / Purple face (SE) are both caused by the same problem. Whenever some mod edits the face - be it by applying textures or by replacing face parts - the game reverts the face tint to the default vanilla face tint (usually a "black face"). With 2.0.9 I introduced a script bac_tinttools.pex which differs and is not compatible between LE and SE/AE. That script tries to reset the face tint by accessing the original facegen data from the actor base. With NPCs that have prefab heads, this works fine in LE. With the PC it depends on other mods fiddeling with the head because sadly, some are triggered by e. g. BAC editing the head and then do their own editing thus rendering my attempt useless. Since the blue face (SE) posts came in, I made the SE version as well hoping to get that covered.

 

This version of the script: bac_TintTools.7z is a dud, meaning it does nothing and only serves avoiding errors. Try replacing data\scripts\bac_tinttools.pex with it. Maybe it helps. I had the brown face *without* the working script, though.

Posted (edited)
14 hours ago, LinksSword said:

new update that will require new saves in December? i assume that were getting a big content drop or something, but i can't think of how you can add more to this mod already has, unless you plan on expanding possibly different routes or more quests that are cow related? 

 

10 hours ago, SilentOption said:

What kind of added quest and content will be added on the December released? Looks like I have to start a new game in December once this release is dropped.

As stated the main issue is that I need to cut open 3 scripts and split them in to several smaller ones thus needing to reconfigure the whole lot of scripts using those. After that is done, no old save will load because the properties used now are missing then. Once that is done - and time is left until December - I *may* add some new content.

Edited by botticelli
Posted
9 hours ago, Tiruil said:

I think I figured out my issue, scripts were missing, so I had to use BSAOpt to unpack the unzipped file to get the desired scripts, I then transferred that folder entirely into the scripts folder included with BAC's ZIP then rezipped it, then installed it through MO2, now it works 50% of the time {]it either loads up as expected/hoped or doesnt, but at least that far I am very happy with}

That smells of some old loose bac scripts lying around from before your installation. Did you clean out your scripts folder before installing the new version as described unter item #3 FAQ on the file page?

Posted
1 hour ago, botticelli said:

 

Brown face (LE) / Purple face (SE) are both caused by the same problem. Whenever some mod edits the face - be it by applying textures or by replacing face parts - the game reverts the face tint to the default vanilla face tint (usually a "black face"). With 2.0.9 I introduced a script bac_tinttools.pex which differs and is not compatible between LE and SE/AE. That script tries to reset the face tint by accessing the original facegen data from the actor base. With NPCs that have prefab heads, this works fine in LE. With the PC it depends on other mods fiddeling with the head because sadly, some are triggered by e. g. BAC editing the head and then do their own editing thus rendering my attempt useless. Since the blue face (SE) posts came in, I made the SE version as well hoping to get that covered.

 

This version of the script: bac_TintTools.7z is a dud, meaning it does nothing and only serves avoiding errors. Try replacing data\scripts\bac_tinttools.pex with it. Maybe it helps. I had the brown face *without* the working script, though.

Thanks a ton! it worked!

Posted
1 hour ago, botticelli said:

 

Brown face (LE) / Purple face (SE) are both caused by the same problem. Whenever some mod edits the face - be it by applying textures or by replacing face parts - the game reverts the face tint to the default vanilla face tint (usually a "black face"). With 2.0.9 I introduced a script bac_tinttools.pex which differs and is not compatible between LE and SE/AE. That script tries to reset the face tint by accessing the original facegen data from the actor base. With NPCs that have prefab heads, this works fine in LE. With the PC it depends on other mods fiddeling with the head because sadly, some are triggered by e. g. BAC editing the head and then do their own editing thus rendering my attempt useless. Since the blue face (SE) posts came in, I made the SE version as well hoping to get that covered.

 

This version of the script: bac_TintTools.7z is a dud, meaning it does nothing and only serves avoiding errors. Try replacing data\scripts\bac_tinttools.pex with it. Maybe it helps. I had the brown face *without* the working script, though.

 

Worked for me aswell. Thank you very much.

Posted

Tested this mod on a UBE 2.0 body. Morphs (used Morph modus) seem to work as it should, textures obviously need to be adapted to a completely different UV-map of the body. Noticed a problem with the fact that the textures are displayed on the body only while the process of updating the character, and then they disappear (applies to any overlay). Meshes also behave strangely: at the first stages of changes, for example, stages 1-5, horns are displayed on the character correctly, but small ears do not appear at all; when you get to the conditional stage 15, a mesh of large ears appears, as intended. 

 

Spoiler

image.jpeg.07480e01a5b0a49c6d80912583889395.jpegimage.jpeg.ea131593e16e77200bacc3f91f21eea5.jpegimage.jpeg.7bf4df3c2cf4270f0a2c352d6a99a359.jpeg

 

Other meshes (hooves, hands, tongue, milking etc.) do not appear at all at any stage.
LE Heads work on the character (without normal maps of course), and no CTD and other bugs happen until I put custom head meshes (then it starts smearing and twitching all over the screen).

I will leave here morph files for SLIF and bac. Perhaps more knowledgeable people will tell me how to adequately adapt this mod to the UBE.

I love this new body!)

SLIF UBE Bodymorph setting.7z UBE Being a Cow BodyMorph JSON.7z

Posted (edited)
14 hours ago, botticelli said:

That smells of some old loose bac scripts lying around from before your installation. Did you clean out your scripts folder before installing the new version as described unter item #3 FAQ on the file page?

The only thing in my scripts folder through MO2 was relaterd to bloody facials, nothing else; could not find anything related to BAC whatsoever in there, though I can keep looking

 

That said, should I install the loose files ? I think I have them still just not installed

Edited by Tiruil
Posted (edited)
7 hours ago, Tiruil said:

That said, should I install the loose files ? I think I have them still just not installed

The mod consists of 3 packages mainly due to LL file size limit of 250MB. So you need the main mod *and* the loose files *and* the tats archive. Only those json zips are optional, but by not using them you'll miss out on some tweaking options.

 

I should probably do it like MNC and pack a multi-volume archive with all files.

Edited by botticelli
Posted (edited)

I'm getting this error during the Captured Cow Quest. I tried rebuilding the Zaz installation. I even tried reinstalling bac, zaz animation, deleting bac mesh folder and I'm still running into this error

20240730072457_1.jpg

Edited by SilentOption
Posted (edited)

So for the purple face bug. I found a work around for it it is not the best but it works.

Just manually update the cow in question using the MCM somehow this ways the purple face does not get applied.

I am on the newest AE with the old headmeshes and the newest bac tint script.

 

Edit: also removes existing purple face

 

Edited by MuellerMat
Posted
5 hours ago, SilentOption said:

I even tried reinstalling bac, zaz animation

I can only repeat: BAC relies on ZaZ 8.0+ (*not* 9.0, etc.). if you do sqv bac_blacksmith in the console, there should be all but one furn...-aliases filled, else you have a problem.

Posted (edited)
28 minutes ago, botticelli said:

I can only repeat: BAC relies on ZaZ 8.0+ (*not* 9.0, etc.). if you do sqv bac_blacksmith in the console, there should be all but one furn...-aliases filled, else you have a problem.

I am using Zaz 8.0+ also according to the console it is listed there but for some odd reason, it's empty. Found the issue I was using the older Zaz Animation Pack 8.0 instead of Zaz 8.0 plus

 

20240730130931_1.jpg

Edited by SilentOption
Posted (edited)
1 hour ago, botticelli said:

I can only repeat: BAC relies on ZaZ 8.0+ (*not* 9.0, etc.). if you do sqv bac_blacksmith in the console, there should be all but one furn...-aliases filled, else you have a problem.

@botticelli The one I downloaded and managed to get the full version is the same zaz animation you suggested Zaz 8.0 plus.  It's still not working

Edited by SilentOption
Posted (edited)
1 hour ago, botticelli said:

@SilentOption: Seems to have changed, try this one:

 

@botticelliI downloaded that one and I still have the missing furniture. I might try starting a new game if it fixes it. Also the storage C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\StorageUtilData folder only have the MME Sexlab Inflation Framework

Edited by SilentOption

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