botticelli Posted September 2, 2024 Author Posted September 2, 2024 On 9/1/2024 at 1:17 PM, Little_Loki said: Hey I have one issue. During one stage of transformation (pretty late stage, after udder growth) my character just kneels, I got prompt "Oh shit" and then game crashes. Does anyone knows why that happens? Well, there's no such prompt in all BAC scripts. Also, the only kneel animations in BAC are done during the two capture quests. On 9/1/2024 at 11:09 AM, naaitsab said: Small FYI, on the latest SE version 2 conflicting scripts are shipped: ski_playerloadgamealias PlayerWerewolfChangeScript Also it seems that all audio files are merged in that version. So the file "bac_2.0.8_LE+SE_Sounds_wav" is no longer be required. Only the Tats archive is required. Correct? As I wrote in the ChangeLog, the 2.0.10 bsa was created with CAO rather than CK, so it should have the way files properly packed and not converted to smw. If so, you can leave out the loose sounds. ski_playerloadgamealias: I need to manually delete around 200 files from the list each time I create the bsa, That is one of them. Sorry, if I missed it. It's attached because every MCM quest needs to have an alias on the pc with that script attached, so you might get that a lot from any number of mods. PlayerWerewolfChangeScript: That was added intentionally to the loose files package in order to send a mod event each time you feed to have the corpse equip a skeleton outfit in order to have it actually look like being fed on. (BAC MCM Settings: Other: Feeding effects, also applies to the Ring of Namira but there no script change is necessary). If you have other mods changing that script and relying on their changes, try adding these lines to the end of function Feed() in your current version just before SetStage(10): Spoiler int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed") ; BAC added ModEvent.PushForm(m, Game.GetPlayer()) ; BAC added ModEvent.PushForm(m, victim) ; BAC added ModEvent.Send(m) ; BAC added SetStage(10)
naaitsab Posted September 2, 2024 Posted September 2, 2024 1 hour ago, botticelli said: Well, there's no such prompt in all BAC scripts. Also, the only kneel animations in BAC are done during the two capture quests. As I wrote in the ChangeLog, the 2.0.10 bsa was created with CAO rather than CK, so it should have the way files properly packed and not converted to smw. If so, you can leave out the loose sounds. ski_playerloadgamealias: I need to manually delete around 200 files from the list each time I create the bsa, That is one of them. Sorry, if I missed it. It's attached because every MCM quest needs to have an alias on the pc with that script attached, so you might get that a lot from any number of mods. PlayerWerewolfChangeScript: That was added intentionally to the loose files package in order to send a mod event each time you feed to have the corpse equip a skeleton outfit in order to have it actually look like being fed on. (BAC MCM Settings: Other: Feeding effects, also applies to the Ring of Namira but there no script change is necessary). If you have other mods changing that script and relying on their changes, try adding these lines to the end of function Feed() in your current version just before SetStage(10): Reveal hidden contents int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed") ; BAC added ModEvent.PushForm(m, Game.GetPlayer()) ; BAC added ModEvent.PushForm(m, victim) ; BAC added ModEvent.Send(m) ; BAC added SetStage(10) Are you using Mod Organiser for your game? If you place all scripts in there it should update them in the mod folder. Only new scripts are added to the 'override' folder. Should save you a lot of extra work. As you can just move the new scripts from the override folder to the mod folder and zip that folder. For the werewolf thing, you could try to register for "Game.GetPlayer().PlayIdle(SpecialFeeding)" in the feed function using https://ck.uesp.net/wiki/RegisterForAnimationEvent_-_Form xEdit states that the idle has a animevent "SpecialFeeding" attached to it. If that works you would not need to modify the vanilla script. Worth a try I guess?
brololo Posted September 7, 2024 Posted September 7, 2024 i really want to like this mod but i just keep getting the blue face even with all the correct steps also weird glitch when i load in my characters hair will disapear and reapear
botticelli Posted September 8, 2024 Author Posted September 8, 2024 (edited) 21 hours ago, brololo said: i really want to like this mod but i just keep getting the blue face even with all the correct steps also weird glitch when i load in my characters hair will disapear and reapear SE or LE? For SE blue face install this script: BAC_tinttools_dud.7z. It leaves the face tint untouched but you'll have to live with the vanilla "black facing" that might happen instead. If there's one item slot BAC does *not* touch, it's hair. Disapperaing hair has had several non-BAC-related caauses in the past. One e. g. is the Bimbo mod (BoS) when not using YPS hair but wigs. There's an effect causing hair clipping to look weird while changing face parts but that you'll have with any mod that changes face parts. If you do not want that, disable CowHead mutations. That *could* be the cause for the effect you experience since BAC reapplies all mutations on game load. But again, the actual hair slot is not touched by BAC. Edited September 8, 2024 by botticelli
brololo Posted September 8, 2024 Posted September 8, 2024 36 minutes ago, botticelli said: SE or LE? For SE blue face install this script: BAC_tinttools_dud.7z. It leaves the face tint untouched but you'll have to live with the vanilla "black facing" that might happen instead. If there's one item slot BAC does *not* touch, it's hair. Disapperaing hair has had several non-BAC-related caauses in the past. One e. g. is the Bimbo mod (BoS) when not using YPS hair but wigs. There's an effect causing hair clipping to look weird while changing face parts but that you'll have with any mod that changes face parts. If you do not want that, disable CowHead mutations. That *could* be the cause for the effect you experience since BAC reapplies all mutations on game load. But again, the actual hair slot is not touched by BAC. i uninstalled bac but the weird hair glitch still apears i do say that i do use yps maybe the hair styling option is just completely bugged for my character like this also happens on saves that i made before installing bac but before i had bac installed it was fine
botticelli Posted September 8, 2024 Author Posted September 8, 2024 6 hours ago, brololo said: i uninstalled bac but the weird hair glitch still apears i do say that i do use yps maybe the hair styling option is just completely bugged for my character like this also happens on saves that i made before installing bac but before i had bac installed it was fine Well I run BAC *with* YPS *and* BoS and it happens to run just fine. For the hairs: It may have to do with the actual hair package used (which is only used by YPS but not distributed). I had problems with those wigs that have animated parts like pony tails flopping around, etc., but those also occurred without BAC installed.
Tschorm Posted September 11, 2024 Posted September 11, 2024 Hy, got a small problem. My game always crashes in the transformation stage where the horns grow the second time (after appearing at all) and the Stage where you get the "Soul Gift" power I guess, the moment the message pop´s up the game crashes to desktop. I am on AE, tried the 2.08 and 2.10 update, had the "Loose" "Sounds" "Tats" and "Tail" for SE installed as well. As well as all the requirements "milk mod" etc... Hope that is enough information, I am sadly not sure how to get some logs or stuff to better pinpoint the problem here, but the game runs fine until that moment. I have no Idear, maybe someone else had this problem and fixed it or knows how to fix it. Thanks ahead 😃
Unknown22923 Posted September 11, 2024 Posted September 11, 2024 1 hour ago, Tschorm said: Hy, got a small problem. My game always crashes in the transformation stage where the horns grow the second time (after appearing at all) and the Stage where you get the "Soul Gift" power I guess, the moment the message pop´s up the game crashes to desktop. I am on AE, tried the 2.08 and 2.10 update, had the "Loose" "Sounds" "Tats" and "Tail" for SE installed as well. As well as all the requirements "milk mod" etc... Hope that is enough information, I am sadly not sure how to get some logs or stuff to better pinpoint the problem here, but the game runs fine until that moment. I have no Idear, maybe someone else had this problem and fixed it or knows how to fix it. Thanks ahead 😃 Hey there, assuming you are on version SAE 1170 make sure you have these installed.
botticelli Posted September 12, 2024 Author Posted September 12, 2024 19 hours ago, Tschorm said: Hy, got a small problem. My game always crashes in the transformation stage where the horns grow the second time (after appearing at all) and the Stage where you get the "Soul Gift" power I guess, the moment the message pop´s up the game crashes to desktop. I am on AE, tried the 2.08 and 2.10 update, had the "Loose" "Sounds" "Tats" and "Tail" for SE installed as well. As well as all the requirements "milk mod" etc... Hope that is enough information, I am sadly not sure how to get some logs or stuff to better pinpoint the problem here, but the game runs fine until that moment. I have no Idear, maybe someone else had this problem and fixed it or knows how to fix it. Thanks ahead 😃 Another reason could be the version of your PO3 mod. That needs to match your SKSE version excatly. With stage 6 (i. e. Soul Gift), the degrading starts and BAC searches for grazeable plants using PO3's functions. PO3 packs a dll, so the SE version will *not* work with AE. 1
Tschorm Posted September 12, 2024 Posted September 12, 2024 Okay, will try that, first one did´nt work for me sadly. I was wondering if it had something to do with SlaveTats, when I look inside Slavetats and look for the tats from this mod I cant find them listed...but maybe they simply arent availible directly thrue Slavetats. Last time I tried the mod it worked like a charm. Could be that something got messed up at my end, modding the AE variant is still new to me 😃 Maybe I got one off the essentials for LE instead of SE... Great work on the mod, nice to see that those "old" mods still get new features and are beeing worked on 😃
Zacarriss Posted September 15, 2024 Posted September 15, 2024 I have an Odd Problem everything else works fine but the size of the characters head ends up like a Bobble Head. All the Files are where they need to be. The Only Clue I got is the Transition between Head Deform 1 and 2 activates SLIF and wham everything goes bobble head.
botticelli Posted September 15, 2024 Author Posted September 15, 2024 2 hours ago, Zacarriss said: I have an Odd Problem everything else works fine but the size of the characters head ends up like a Bobble Head. All the Files are where they need to be. The Only Clue I got is the Transition between Head Deform 1 and 2 activates SLIF and wham everything goes bobble head. Download and install if you haven't already done so. It ends up as Data\SKSE\Plugins\StorageUtilData\Bac\actor_base.json. In there is a section ChangeHead2 which changes slif_head by default. You can change that to any morph you want, add sone or empty it. Just read the how to commentary at the beginning of the file first. The intention is that each CowHead enlarges the cow's head by 0.0125, so all 8 of them will amount into 1.1 head scale. If your slif does more than that, check your SLIF settings, you might have a multiplier (either manually added or from another mod) in there for head morphs.
Zacarriss Posted September 15, 2024 Posted September 15, 2024 1 hour ago, botticelli said: Download and install if you haven't already done so. It ends up as Data\SKSE\Plugins\StorageUtilData\Bac\actor_base.json. In there is a section ChangeHead2 which changes slif_head by default. You can change that to any morph you want, add sone or empty it. Just read the how to commentary at the beginning of the file first. The intention is that each CowHead enlarges the cow's head by 0.0125, so all 8 of them will amount into 1.1 head scale. If your slif does more than that, check your SLIF settings, you might have a multiplier (either manually added or from another mod) in there for head morphs. Thanks Bunches.
Musetica Posted September 18, 2024 Posted September 18, 2024 On 5/10/2024 at 3:22 AM, tailor8716 said: That's exactly what I did! I found the problem, but god help me if I can explain why it *is* a problem. In the SetBodyMorphJson function of bac_storage, the JsonUtil.GetPathFloatValue call for f, the "Morphs" part starts with a capital M. However, if you do a MiscUtil.PrintConsole on that input, what gets written out is a "morphs" instead. Since the bodymorph json file has all "Morphs" with a capital M, it never finds the factors or any other variables. So, changing "Morphs" to "morphs" in the bodymorph json file fixes it. I have no idea why it decapitalizes the input. I'm guessing some sort of LE/SE bullshittery. thank you, i had the same problem with the morphs from the json
MysticDaedra Posted September 21, 2024 Posted September 21, 2024 Searched, found half-discussions on this issue but no solution. I'm at the stage (trying to do the Maggie side for the first time, usually just go with the hunters) where I need to equip a bell collar, after defeating (or having Dragonsreach defeat...) the hunters... but I have no dialogue option with Paul to give my character a collar. Presumably this is a bug, but is there a way for me to jog the quest or manually add a collar to satisfy the quest requirements?
botticelli Posted September 22, 2024 Author Posted September 22, 2024 20 hours ago, MysticDaedra said: Searched, found half-discussions on this issue but no solution. I'm at the stage (trying to do the Maggie side for the first time, usually just go with the hunters) where I need to equip a bell collar, after defeating (or having Dragonsreach defeat...) the hunters... but I have no dialogue option with Paul to give my character a collar. Presumably this is a bug, but is there a way for me to jog the quest or manually add a collar to satisfy the quest requirements? The dialogues in this branch should happen at quest Unowned (sqv bac_unowned) stages... 40 -> nose ring 50 -> bell & collar 60 -> branding So, in order to get the correct dialogue for the bell, you need to have the quest exactly at stage 50. Beware: the dialogue starts with the same topic each time marking it as "read" after the first time, so you might need to look for an already read topic "Paul I beg You! Help me!". If that's also not there, the topic that advances the quest at this point is xx01e406 (xx = BAC's mod ID), so you might try player.say xx01e406 while in dialogue menu with Paul. If you do setstage bac_unowned 60 instead, you'll not get the item (and probably have the same problem with the branding then) and need to progress the quest with manually setting it to stage 70 as well. (you can force the items with faction ranks: bac_bell to 1 and bac_mark to 1 (get the IDs via help bac_...). Also: Any of the three topics will not happen, if the hunter quest respawned (bac_huntersgonnahunt), so you'd need to find and defeat them again and be quick enough to reach Paul before it respawns again. You can force the hunters to you with prid xx01de6[a-c] and then moveto player. Check on them via prid xx01de6a and getav health. If the health value is greater than 0, the hunter quest respawned. 1
MysticDaedra Posted September 23, 2024 Posted September 23, 2024 I went back to an earlier stage, just "triggered" the curse (got the notification, no horns yet). Just realized I'm on 2.0.10, not 2.0.8, so... idk, maybe I experienced a bug related to that? What exactly are the known issues with 2.0.10?
botticelli Posted September 23, 2024 Author Posted September 23, 2024 (edited) 22 hours ago, MysticDaedra said: I went back to an earlier stage, just "triggered" the curse (got the notification, no horns yet). Just realized I'm on 2.0.10, not 2.0.8, so... idk, maybe I experienced a bug related to that? What exactly are the known issues with 2.0.10? Milk machines are not properly recognized in the quests, so quests get stuck at stages where you should be strapped into one. Edited September 24, 2024 by botticelli 1
Addywil Posted September 29, 2024 Posted September 29, 2024 (edited) Greetings everyone. I decided during my vacation to do some new work for this mod graphic wise. As you can see in the picture, I have worked on the horns and some sort of headgear to go with them. Horns When it comes to the horns, I have reworked them with higher polycount to give them softer shapes. The Big version (Stage 03) is pretty much the same size and shape as the original ones. The other sizes is different however with most notably the first stage that are now just some tiny nobs (instead of just being a scaled down version of the original shape). Stage 02 is pretty much just a roughly 50% blend between 01 and 03. Stage 04 has somewhat smaller radius at the base than the ones in the mod now, but is roughly the same span. Stage 04 also have some dip in the base to visualise their weight. I have of course also made new textures for them. Headgear When in comes to the headgear for the horns (applied to Stage 03 and 04), I pretty much used the Skyrim Circlet (out of laziness) and rebuilt it from the ground up with 3D sculpting and texturing. Instead of it sitting around the head, it is nailed to the horns and have some smaller horn decorations on the sides. It also have what I like to called a Milk stone in the centre that I imagine is formed from a tear from Mandy that has been crystallised. (maybe there could be a quest to try to find one of them in some underground cave in order to get this fitted on yourself or some other cow). The head gear also comes with some metal bands/rings that are threaded onto the horns (2 on stage 03, 4 on stage 04) and topped off 🤪 with some iron tips. What kind of effects that could accompany this head gear apart from armour rating can be up for discussion in this thread. I am hoping to finalise these during the upcoming week and hand them over to botticelli unless someone here have some feedback on changes. Edited September 29, 2024 by Addywil Fixed an error in picture 19
vader634 Posted September 29, 2024 Posted September 29, 2024 i got one question for this milk stone if say the player take it will it have any effect on the pc like faster milk production or some thing like that
botticelli Posted September 30, 2024 Author Posted September 30, 2024 23 hours ago, vader634 said: i got one question for this milk stone if say the player take it will it have any effect on the pc like faster milk production or some thing like that Will decide on that when I get to it. First, I need to clear out the properties and get BAC running again (right now, it's smoking ruins). 3
Stinkf0x Posted October 2, 2024 Posted October 2, 2024 This is exciting to see that this mod is getting some changes and collaboration done on it and I cannot wait to see it repaired from the “smoking ruins” it’s currently in lol. Question though is it best not to have the scan/reload of the cow upon every load screen/traveling between cells? I get CTD once in a while from it when I get to a certain point of transforming.
botticelli Posted October 7, 2024 Author Posted October 7, 2024 On 10/2/2024 at 7:08 PM, Stinkf0x said: This is exciting to see that this mod is getting some changes and collaboration done on it and I cannot wait to see it repaired from the “smoking ruins” it’s currently in lol. Question though is it best not to have the scan/reload of the cow upon every load screen/traveling between cells? I get CTD once in a while from it when I get to a certain point of transforming. CTDs from transforming usually do not originate from the cell events. Mostly it was wrong PO3 version since that tends to get used from stage 6 onwards and does not bother you before that.
tigerrrrulez Posted October 8, 2024 Posted October 8, 2024 What body mod is reccomended for this? also how do you start the other quests that arent the tasks you get? like a craftsman masterpice? or whatever its called
botticelli Posted October 8, 2024 Author Posted October 8, 2024 (edited) 6 hours ago, tigerrrrulez said: What body mod is reccomended for this? also how do you start the other quests that arent the tasks you get? like a craftsman masterpice? or whatever its called LE = CosioHD, SE = ? (ask around) A Craftsman's Masterpiece starts when Being A Cow is running and after House of Horrors is completed (and, possibly, No one escapes Cidhna Mine, that one depending on BAC mod version). It will still take some time ( max 15 in-game hours) to fire up. Edited October 8, 2024 by botticelli
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