SilentOption Posted August 8, 2024 Posted August 8, 2024 (edited) the hunters respawn but the dialogue wasn't complete because my Dragonborn did not auto surrender @botticelli Edited August 8, 2024 by SilentOption
botticelli Posted August 8, 2024 Author Posted August 8, 2024 1 hour ago, SilentOption said: will they respawn after you kill them? @botticelli Yes. When all are dead, the quest recycles itself *and* them. 42 minutes ago, Unknown22923 said: wanna add that i speedrun additem for the blended lactaid setstage 70 on who i am setstage 20 on blacksmith setstage 20 unowned wait 1 hour outside get captured by hunter lemme know if thats a no go for testing purpose For this test it should be ok.
bigbasi Posted August 8, 2024 Posted August 8, 2024 (edited) Ok I went through a lot of trouble, to test if my installation was wrong, but it was worth it and I got it to work! First of all, I did a clean install of my Modlist , added only BAC 2.0.8 and started a new Game. I've played through the story line until after the auction without any problems whatsoever. After that I encountered the first problem. I'm writing that down so you might wanna add those observations to the FAQ Section specially for SSE. I haven't had the Breastfeeding Animation activated in Sexlab, which stopped the quest from continuing further. Next: you are right with the overwrites in MO2. You need to clean the overwrites for BAC depending where they are located in your MO2 installation. Might be overwrites folder or in my case somewhere else, because Wabbajack List.... I also can confirm, that renaming "Morphs" to "morphs" immediately made SLIF recognizing BAC (which it didn't before) and worked properly (for the sliders, that are available to 3BA, others still wont work until you rename them in the actor_base.json). (For the record I only installed SLIF for MME and BAC and nothing else. I used MME Config Menu with 003_CBBE_SE_TulliusVER.json which might be a hint for everyone else) I also can confirm, that I got a CTD when the Face Morph was beeing applied. I'm trying to find the post again where there's been a solution for that. I also experienced that the first Punishment Mask and Udders share the same slot, which when updating/resetting the cow via MCM leads to a very sad udderless cow ;-)) Further Suggestions: This time I got the tall cow "Perk"??? and at the end I've been so tall that I could hit anything with my fists because the enemies were so small and in dungeons I couldn't see shit in 3rd Person I mean it is amazing looking down on everyone but sometimes cause more problems. It would be nice If you could revert particular changes somehow. Anyways: I wouldn't have gone through all the trouble, if I haven't had the opinion, that this mod wasn't worth it! I'm having a blast mooing around! Edited August 8, 2024 by bigbasi
botticelli Posted August 9, 2024 Author Posted August 9, 2024 8 hours ago, bigbasi said: I also can confirm, that I got a CTD when the Face Morph was beeing applied. I'm trying to find the post again where there's been a solution for that. Install the LE head nifs from the LE loose files archive (data\meshes\bac\heads\*) 8 hours ago, bigbasi said: This time I got the tall cow "Perk"??? and at the end I've been so tall that I could hit anything with my fists... (a) there's a setting in BAC MCM Mutation Settings for the actual scale applied with either tall or stunted cow (b) you can obtain a spellbook from Acolyte Jenssen to (temporarily) shrink yourself
SilentOption Posted August 9, 2024 Posted August 9, 2024 (edited) @botticelli I installed the script and well I still got the missing furniture bug. I tried two different Zaz Animation 8.0 plus on separate install one with CBBBE HDT and one with UUNP with HDT and I still got the Quest Captured Cow is Broken with missing bacfurniture. Edited August 9, 2024 by SilentOption
botticelli Posted August 9, 2024 Author Posted August 9, 2024 10 hours ago, SilentOption said: I installed the script and well I still got the missing furniture bug. I tried two different Zaz Animation 8.0 plus on separate install one with CBBBE HDT and one with UUNP with HDT and I still got the Quest Captured Cow is Broken with missing bacfurniture. Changing ZaZ versions mid-game will break everything. In a running game, nothing we try will work after that and you need to start a new game. The fix was thought to be like this: a) make sure you have a save before bac_capturedcow got started (sqv bac_capturedcow should show Running: No) b) install only the script fixes and then try to get the hunters to start Captured Cow (which didn't work as I get it) then c) install also the bac.esp from the fix archive and then try to get the hunters to start Captured Cow Did you do c?
SilentOption Posted August 9, 2024 Posted August 9, 2024 (edited) 2 hours ago, botticelli said: Changing ZaZ versions mid-game will break everything. In a running game, nothing we try will work after that and you need to start a new game. The fix was thought to be like this: a) make sure you have a save before bac_capturedcow got started (sqv bac_capturedcow should show Running: No) b) install only the script fixes and then try to get the hunters to start Captured Cow (which didn't work as I get it) then c) install also the bac.esp from the fix archive and then try to get the hunters to start Captured Cow Did you do c? @botticelliI see, but before that, I kept the original ZaZ Animation 8.0 plus before switching between two ZaZ Animations. It was a new game and I ran into the missing furniture bug. Yes, I installed the Script Folder on the data file. It didn't work. I tried installing the bac.esp to see if it fixed it. It didn't work. I do wonder since I installed that patch you it be best to start with a fresh game. Edited August 9, 2024 by SilentOption
botticelli Posted August 10, 2024 Author Posted August 10, 2024 10 hours ago, SilentOption said: @botticelliI see, but before that, I kept the original ZaZ Animation 8.0 plus before switching between two ZaZ Animations. It was a new game and I ran into the missing furniture bug. Yes, I installed the Script Folder on the data file. It didn't work. I tried installing the bac.esp to see if it fixed it. It didn't work. I do wonder since I installed that patch you it be best to start with a fresh game. It could be helping. When you do that, can you try the following after the whole startup is through: Get BAC's mod ID xx and then type prid xx0171cb in the console. It should point to a valid object. Else you can skip the playthrough because zbfMilkOMatic1 from ZaZ was not found. With MfgConsole installed, you should even see the object data in the console.
SilentOption Posted August 10, 2024 Posted August 10, 2024 3 hours ago, botticelli said: It could be helping. When you do that, can you try the following after the whole startup is through: Get BAC's mod ID xx and then type prid xx0171cb in the console. It should point to a valid object. Else you can skip the playthrough because zbfMilkOMatic1 from ZaZ was not found. With MfgConsole installed, you should even see the object data in the console. @botticelli here is the screenshot of the bac id also how do I skip the playthrough
LatencyRemix Posted August 11, 2024 Posted August 11, 2024 On 8/10/2024 at 5:05 AM, botticelli said: a) make sure you have a save before bac_capturedcow got started (sqv bac_capturedcow should show Running: No) b) install only the script fixes and then try to get the hunters to start Captured Cow (which didn't work as I get it) then c) install also the bac.esp from the fix archive and then try to get the hunters to start Captured Cow I also tried all these steps, loading back before talking to Paul in riverwood > talking to Acolye>geting books> skip pauls nose rings>wait for hunters> quest broken dialoge box again
SilentOption Posted August 11, 2024 Posted August 11, 2024 (edited) Ok, I managed to get to Cellar on the second capture after moving from version 2.0.10 to 2.0.8. so I could get captured for the 2nd time and went back to 2.0.10 again however once I was in the Hunter Cellar I heard the pumping but no presence of the hunter. Also how do stop your Dragonborn Cow from automilking herself she has been doing it non-stop most of the time. So far there are two bugs in 2.0.10 and the script folder fix didn't fix the previous bug plus I'm getting a black screen. I'm seriously considering sticking with 2.0.8 until the bugs work out. https://sendvid.com/v90n29co. Edited August 11, 2024 by SilentOption
botticelli Posted August 11, 2024 Author Posted August 11, 2024 3 hours ago, SilentOption said: So far there are two bugs in 2.0.10 and the script folder fix didn't fix the previous bug plus I'm getting a black screen. I'm seriously considering sticking with 2.0.8 until the bugs work out. The would help a lot becuse I cannot determine whether this problem originates from the already existing property problem or else just trying to find some solution. I'll put 2.0.8 back up for download again.
SilentOption Posted August 11, 2024 Posted August 11, 2024 33 minutes ago, botticelli said: The would help a lot becuse I cannot determine whether this problem originates from the already existing property problem or else just trying to find some solution. I'll put 2.0.8 back up for download again. You think the bug can fix by the December release
bigbasi Posted August 11, 2024 Posted August 11, 2024 I just came late to ... and read somthing about my Hooves/Feet beeing anlarged, but they seem to stay the same size, is this handled by SLIF? If yes, do you know what has to changed for a 3ba Body? Also is there a limit to the number of mutations? It seems the've stopped.
botticelli Posted August 12, 2024 Author Posted August 12, 2024 (edited) 16 hours ago, bigbasi said: I just came late to ... and read somthing about my Hooves/Feet beeing anlarged, but they seem to stay the same size, is this handled by SLIF? If yes, do you know what has to changed for a 3ba Body? Large Hooves and Huge Hooves mutations are inherent (scaling via nif), the Podomegaly potions scaling (which is essentially also what Paul's punishment does) is done by SLIF, see actor_base.json, section ChangeFeet for the morphs applied. Again, this not happening can be attributed to spelling upper vs. lower case. 16 hours ago, bigbasi said: Also is there a limit to the number of mutations? It seems the've stopped. When registered as a cow you get assigned a max stage. If you didn't change anything regarding that in MCM, that stage is 30 which is pretty historic and will amount to only about half the mutations available. You can set randomizing max and min mutations stages in MCM. Default is: mutations start at stage 11 and end at stage 30 (= 20 mutations). There are as yet 56 mutations in all. Also you can set a percentage for extra mutations happening on end of sex after the max stage was reached in MCM. Edited August 12, 2024 by botticelli
SilentOption Posted August 14, 2024 Posted August 14, 2024 @botticelli you think the December release might fix the current problem because the Script for the milk pump didn't seem to work or well it be awhile
botticelli Posted August 15, 2024 Author Posted August 15, 2024 (edited) 8 hours ago, SilentOption said: @botticelli you think the December release might fix the current problem because the Script for the milk pump didn't seem to work or well it be awhile I *think* that this problem will be fixed as well since it also stems from property handling. I cannot guarantee that, of course. One workaround *could* be (again no guarantee) to run the 2.0.8 until Being A Cow got started properly (i. e. the weekly service to Paul runs) and then try to replace it with the 2.0.10 for the remainder of the playthrough, since then no further scripted milk pump handling is needed. The pump in the Craftsman's Masterpiece is only operated by the pc. You won't get the new start, but at least the rest. Edited August 15, 2024 by botticelli
ddmmaaa Posted August 15, 2024 Posted August 15, 2024 Hello sorry for my English is not my language, I have a problem with the quest a craftman’s masterpiece and the moo is strong in hugh when I finish the moo is strong I leave the prison I am back in the house and nothing happens. Can anyone tell if I forgot something or a bug?
botticelli Posted August 16, 2024 Author Posted August 16, 2024 (edited) 17 hours ago, ddmmaaa said: Hello sorry for my English is not my language, I have a problem with the quest a craftman’s masterpiece and the moo is strong in hugh when I finish the moo is strong I leave the prison I am back in the house and nothing happens. Can anyone tell if I forgot something or a bug? No, that's perfectly correct. The Moo is Strong in Hugh is an optional side quest. For the Craftsman's Masterpiece you'll need to find a door in the Abandoned House. Hint: It is in the very first room. Look around the table with the stacked chairs. Edited August 16, 2024 by botticelli 1
Odirn Posted August 19, 2024 Posted August 19, 2024 so I have a problem with ver 2.0.9 and 2.0.10 SE, the mod does not appear in the mcm menu, and bac.esp does not appear in additem menu
Sam19823 Posted August 19, 2024 Posted August 19, 2024 hi . after mod started . the first thing that changes is legs . thare is any setting option to change the size or disable it ?
botticelli Posted August 19, 2024 Author Posted August 19, 2024 (edited) 7 hours ago, Odirn said: so I have a problem with ver 2.0.9 and 2.0.10 SE, the mod does not appear in the mcm menu, and bac.esp does not appear in additem menu I built this with 1.6.640. Depending on your binary version the mod may require an alternate esp like the one in this post. Else just download the LE version, extract only the esp, open that with your CK and just save it again. Then you can be sure it matches your game version. 6 hours ago, Sam19823 said: hi . after mod started . the first thing that changes is legs . thare is any setting option to change the size or disable it ? That does not originate from BAC - at least not at mod start. The mod changes no morphs right on the start, since it will only act on registered cows meaning you need to be a MilkMaid first and then contract the curse. You will get messages when that happens. Also, leg changes are not possible until stage 2 which would mean you've got the horns first (stage 1). All mutations can be disabled in BAC MCM (Mutation Targets page). Those that affect body weight (and thus leg thickness) are Fat Cow, Cow Pelvis, and Curvy Cow. There's also a setting on the Settings page that disables weight changes altogether. Edited August 19, 2024 by botticelli
Sky141 Posted August 19, 2024 Posted August 19, 2024 4 hours ago, botticelli said: I built this with 1.6.640. Depending on your binary version the mod may require an alternate esp like the one in this post. Else just download the LE version, extract only the esp, open that with your CK and just save it again. Then you can be sure it matches your game version. That does not originate from BAC - at least not at mod start. The mod changes no morphs right on the start, since it will only act on registered cows meaning you need to be a MilkMaid first and then contract the curse. You will get messages when that happens. Also, leg changes are not possible until stage 2 which would mean you've got the horns first (stage 1). All mutations can be disabled in BAC MCM (Mutation Targets page). Those that affect body weight (and thus leg thickness) are Fat Cow, Cow Pelvis, and Curvy Cow. There's also a setting on the Settings page that disables weight changes altogether. I encountered a similar problem and the option "deform libms" leads to such changes. I think that it is only in the SE version in I tried to track this change, but it was not indicated in the logs. I like it, but it can be turned off after all the transformations and then the legs will return to normal sizes.
botticelli Posted August 19, 2024 Author Posted August 19, 2024 2 hours ago, Sky141 said: I encountered a similar problem and the option "deform libms" leads to such changes. I think that it is only in the SE version in I tried to track this change, but it was not indicated in the logs. I like it, but it can be turned off after all the transformations and then the legs will return to normal sizes. Yes, but that will also only happen *after* the transformation starts and not just when the mod is installed.
Guest Posted August 21, 2024 Posted August 21, 2024 Is there a way to configure the "Lost control of voice" to happen less frequently or even close to 0%? I can see the "persistent mooing" skill in the MCM but unsure what it means.
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