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Posted
20 hours ago, botticelli said:

Body armor is not controlled by BAC, Check MME settings.

May I ask you to add (in the future update) an option to block body armor for the player when the FatCow mutation is activated? Essentially a Hardcore mode, but also affecting the body.

 

 

Posted (edited)

So how do i progress marc after talking to him and he says meet at the talos statue? (fixed it had to reload a save i did as a precaution)

Edited by Kingpuddin21
Posted (edited)
3 hours ago, Sawapine said:

May I ask you to add (in the future update) an option to block body armor for the player when the FatCow mutation is activated? Essentially a Hardcore mode, but also affecting the body.

 

 

Might do that once I've got the mod running again. As of now, you can configure in BAC MCM whether to destroy armor on "fattening" mutations, or not. But equipping new armor afterwards is not prohibited.

Edited by botticelli
Posted
4 hours ago, datpowerranger said:

However this solution did create a new problem that I am stumped at. Apparently something broke and NPC's heads don't work. Best way I can describe it is that their heads explode outward covering the screen in a glitchy mess.

Most npcs have pre-fabricated heads. With allowing CowHead mutations for npcs, the prefab head is replaced by the standard head. I'm not sure, how Hipoly heads works, but if the standard female head is not also replaced (like when Hipoly heads brings its own head in a different folder), that might be the cause.

Posted
19 hours ago, botticelli said:

Most npcs have pre-fabricated heads. With allowing CowHead mutations for npcs, the prefab head is replaced by the standard head. I'm not sure, how Hipoly heads works, but if the standard female head is not also replaced (like when Hipoly heads brings its own head in a different folder), that might be the cause.

Well I think I've figured out a solution. I tried linking the cow heads to the high poly .tri files and so far my npc heads are no longer exploding. Though now I'm dealing with the black face bug, so making some progress.

Posted (edited)
On 10/14/2024 at 10:56 AM, botticelli said:

 

The reason is (in the latter case, probably) version 2.0.10.  Any game either started with 2.0.10 or changed to 2.0.10 prior to starting quest "Being A cow" will experience these errors. The technical reason is complicated but has to do with using zadLibs as a property on any script. This will break the script as it did in 2.0.10. And no, there's no way in Skyrim AE/SE/LE to restore that property value. The Fallout 4 game update from this summer introduced a new console command with which you can actually change a property valu to something other than a bool or int. The command in question, setpqv, works only with bools or ints in Skyrim, sadly not form IDs as would be required here.

 

If you, @lav123, didn't install 2.0.10 but still run on 2.0.8 continuously, the reason would actually be the ZaZ installation. It needs to be exactly 8.0+ with the plus sign being part of the version number nad *not* meaning "any version 8.0 or above".

So the only solution I have is to not let myself be captured by anything in the world lol and one last thing I know I can be very annoying but isn't there some addon or something like that that makes the head totally hairy and not just half like it is currently?

Thank you for your time and sorry for the inconvenience

Edited by lav123
Posted
3 hours ago, lav123 said:

So the only solution I have is to not let myself be captured by anything in the world lol and one last thing I know I can be very annoying but isn't there some addon or something like that that makes the head totally hairy and not just half like it is currently?

Thank you for your time and sorry for the inconvenience

As already mentioned somewhere above: I'm no graphics specialist. Anything I tried (and believe me, I did) to better the fur or make it cover the whole body looks shitty. I welcome anyone who knows how to do that to create some (possibly 2) more fur stages for each color (see data\textures\actors\character\SlaveTats\bac\<color>_phase_[00-09].dds. Those textures originate with the original author, @skyrimfet.

Posted (edited)

Some news on the progress: I finally found the real cause of the property loss, in short: Adding zadLibs as a property to a script.

 

Long version: I did add that to bac_store.psc for 2.0.9 to have a means to find out whether an equipped armor is actually a DD device and whether it's removable or not. But it turns out that zadlibs itself is a weird piece of coding you cannot view properties of in CK ("an error was encountered reloading the script"). Adding that to a script will make that script and all those which use that script as a property (in case of bac_store, nearly everything in the mod) also not being viewable by CK. When you then add other properties to those scripts, you cannot assign objects to those via CK obviously. I circumvented that by setting the values in OnPlayerLoadGame within the player alias script, but that only worked so far. Each time I tried to view those properties within CK in desparate hope that it might function again, CK would silently drop values from existing properties as well (like the milking machine).

 

I've now made a global script bac_zaz_access to encapsulate calls to zadLibs and not have that as a property anywhere. Now begins the tedious process of checking all scripts within the mod and restoring their property values 😠

Edited by botticelli
Posted

Is there any way to reduce the frequency of the moo dialog? It gets in the way of speaking much more often than it should, and when combined with DD/CL/YPS (all of which hijack dialog for one reason or another), it can take upwards of 60+ attempts to get an NPC to open the regular dialog menu without interference, which is way too much to enjoy. 

Posted
5 hours ago, mopsyd said:

Is there any way to reduce the frequency of the moo dialog? It gets in the way of speaking much more often than it should, and when combined with DD/CL/YPS (all of which hijack dialog for one reason or another), it can take upwards of 60+ attempts to get an NPC to open the regular dialog menu without interference, which is way too much to enjoy. 

a) disable cow degrading in BAC MCM (of cource this will also stop grazing, defecating, etc.). This will turn it off completely.
or (without turning it off)

b) get more speechcraft

and/or

c) get proficient in it (moo skill starts at 0 and gets +1 every time you navigate that dialogue ("At last, you remebered how to spek" must appear). This bonus will be added to speech probability checks. Getting that bonus to ~60 with a speechcraft of 90 is usually enough.

Posted (edited)
14 hours ago, botticelli said:

Some news on the progress: I finally found the real cause of the property loss, in short: Adding zadLibs as a property to a script.

 

Long version: I did add that to bac_store.psc for 2.0.9 to have a means to find out whether an equipped armor is actually a DD device and whether it's removable or not. But it turns out that zadlibs itself is a weird piece of coding you cannot view properties of in CK ("an error was encountered reloading the script"). Adding that to a script will make that script and all those which use that script as a property (in case of bac_store, nearly everything in the mod) also not being viewable by CK. When you then add other properties to those scripts, you cannot assign objects to those via CK obviously. I circumvented that by setting the values in OnPlayerLoadGame within the player alias script, but that only worked so far. Each time I tried to view those properties within CK in desparate hope that it might function again, CK would silently drop values from existing properties as well (like the milking machine).

 

I've now made a global script bac_zaz_access to encapsulate calls to zadLibs and not have that as a property anywhere. Now begins the tedious process of checking all scripts within the mod and restoring their property values 😠

 

Oof, that hurts but three cheers for having found the problem!

 

I recently thought about creating a mod load order that is a close as possible to the one you'd use. Have you ever shared it somewhere? That way, I could be sure that things are working as intended. I mean, I *think* they do but maybe there is room for improvement. For example, I can't seem to figure out how to make the nose/muzzle appear in first person except an outline at the last cow face levels.

Edited by Chronosss
Posted

Suggestion to add a morph list in the mod so I can tune what body part grows each new stage. SILF does not control the stages normal morphing, by that I mean each new stage grows the breast only and I can't find if or how to make SILF control that.

Posted
16 hours ago, botticelli said:

a) disable cow degrading in BAC MCM (of cource this will also stop grazing, defecating, etc.). This will turn it off completely.
or (without turning it off)

 

 

Wait, it turns off ALL of the obnoxious bits that I don't want all at once? Sign me up.

Posted (edited)
9 hours ago, Chronosss said:

 

Oof, that hurts but three cheers for having found the problem!

 

I recently thought about creating a mod load order that is a close as possible to the one you'd use. Have you ever shared it somewhere? That way, I could be sure that things are working as intended. I mean, I *think* they do but maybe there is room for improvement. For example, I can't seem to figure out how to make the nose/muzzle appear in first person except an outline at the last cow face levels.

I only use Vortex/LOOT sorting. BAC does not require any special rules there. Mods that do usually do so because they did not add the dependency as master. I just had that discussion with the author of AAF in Fallout 4 who posts a complex guide how to implement tons of rules in either LOOT or MO2 so that their mod runs. Their reasoning was that not all those mods were esm-flagged. That is not a valid reason for me. You (as an author) can esm-flag any mod (with Skyrim use TESVEdit or TESVESSE), then use it as master in your mod. In any installation out there, this flag will not be set, of course, but the dependency within your mod exists and will prompt the load order program to sort it right.

If you still like to see my load order, here it is:

Spoiler

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     Unofficial Skyrim Legendary Edition Patch.esp
  6  6     Falskaar.esm
  7  7     Wyrmstooth.esp
  8  8     Unofficial Skyrim City Patch Modified.esm
  9  9     arnima.esm
 10  a     BSAssets.esm
 11  b     BSHeartland.esm
 12  c     BS_DLC_patch.esp
 13  d     Daggerfall.esp
 14  e     ZaZAnimationPack.esm
 15  f     Gray Fox Cowl.esm
 16 10     notice board.esp
 17 11     Vominheim.esm
 18 12     SexLab.esm
 19 13     Skyrim - Utility Mod.esm
 20 14     BeeingFemale.esm
 21 15     ApachiiHair.esm
 22 16     ApachiiHairFemales.esm
 23 17     SexLabAroused.esm
 24 18     CreatureFramework.esm
 25 19     Devious Devices - Assets.esm
 26 1a     Devious Devices - Integration.esm
 27 1b     Devious Devices - Expansion.esm
 28 1c     Devious Devices - Contraptions.esm
 29 1d     EFFCore.esm
 30 1e     GeneralStores.esm
 31 1f     Heels Sound.esm
 32 20     PubicMeshColorRE.esm
 33 21     PubicMeshColorRE-BeastRaces.esm
 34 22     PSQ PlayerSuccubusQuest.esm
 35 23     RaceCompatibility.esm
 36 24     Schlongs of Skyrim - Core.esm
 37 25     SexLab - Sexual Fame [SLSF].esm
 38 26     TERAArmors.esm
 39 27     hdtHighHeel.esm
 40 28     HighResTexturePack01.esp
 41 29     HighResTexturePack02.esp
 42 2a     HighResTexturePack03.esp
 43 2b     Unofficial High Resolution Patch.esp
 44 2c     Daggerfall - Textures.esp
 45 2d     EnhancedLightsandFX.esp
 46 2e     homes remodeled.esp
 47 2f     ApachiiHairStyles.esp
 48 30     ELFX - Exteriors.esp
 49 31     SoundsofSkyrimComplete.esp
 50 32     OBIS.esp
 51 33     Tytanis.esp
 52 34     dremora race orc voice.esp
 53 35     dremora race.esp
 54 36     MilkModNEW.esp
 55 37     MilkMod_MilkPumpsFancy.esp
 56 38     Camel.esp
 57 39     ApachiiHairStylesELVES.esp
 58 3a     ELFX - Weathers.esp
 59 3b     ProtectedNPC by Windsong.esp
 60 3c     Feminine Females.esp
 61 3d     AI Overhaul.esp
 62 3e     Beyond Reach - Notice Board.esp
 63 3f     Beyond Reach - Skyrim Border Tweak.esp
 64 40     SexLab_Solutions.esp
 65 41     bac.esp
 66 42     SMIM-Merged-All.esp
 67 43     Pearl Juice.esp
 68 44     CustomComments.esp
 69 45     Milk Addict.esp
 70 46     What am I.esp
 71 47     pf_identified_skill_books.esp
 72 48     Remodeled Armor - Vanilla Replacer.esp
 73 49     GriptzionTeleportMenuSpell.esp
 74 4a     ApachiiHair FF Patch.esp
 75 4b     Devious Devices For Him.esp
 76 4c     yps-ImmersivePiercing.esp
 77 4d     MoreNastyCritters.esp
 78 4e     HDT Havok Object.esp
 79 4f     Werewolves Unleashed.esp
 80 50     SkBBP - Start Skills at Level 0.esp
 81 51     FallOfTheDragonborn.esp
 82 52     Modern Brawl Bug Fix.esp
 83 53     Schlongs of Skyrim.esp
 84 54     SOS - Shop.esp
 85 55     Corruption.esp
           saadiaiman.esp
 86 56     summersetisles.esp
 87 57     Devious Devices - Equip.esp
 88 58     SLALAnimObjBillyy.esp
 89 59     BeeingFemaleBasicAddOn.esp
 90 5a     EquipableStockings.esp
 91 5b     barenziahquestmarkers.esp
 92 5c     IslandFastTravel.esp
 93 5d     nocollegetour.esp
 94 5e     fox20 armor.esp
 95 5f     SexLab Extra Voices.esp
 96 60     3 day respawn 1.1.esp
 97 61     A Clean Record.esp
 98 62     AMatterOfTime.esp
 99 63     UIExtensions.esp
100 64     AddItemMenuLE.esp
101 65     SexLab TDF Aggressive Prostitution.esp
102 66     TDF_AP_IndHookersPlug_In.esp
103 67     alchemy helper.esp
104 68     12FemaleBrows.esp
105 69     SexLab Strapon.esp
106 6a     OBIS DG Faction Patch.esp
107 6b     AlwaysPickUpBooks.esp
108 6c     calyps-animal-ears.esp
109 6d     Animated Dragon Wings.esp
110 6e     BSHeartland - Meshes.esp
111 6f     BSHeartland - Textures.esp
112 70     TTT_ArousedNips.esp
113 71     Athletic Jump.esp
114 72     BVFE_Serana.esp
115 73     BDBrumaCreatures.esp
116 74     MNC_ABC_Patch.esp
117 75     Beyond Reach - Temper Recipes.esp
118 76     Beyond Reach - Delayed Quest Start.esp
119 77     Beyond Reach - Shields and Cloaks.esp
120 78     HearthfireMultiKid.esp
121 79     Cells CTD Fix (USLEEP).esp
122 7a     Bounty Gold.esp
123 7b     Breast Size Scaling for NPCs.esp
124 7c     SMIM-Bruma-Patch.esp
125 7d     Corruption - DLC Patch.esp
126 7e     RaceMenuMorphsCOS.esp
127 7f     Daggerfall - Update.esp
128 80     Dawnguard Radiant Quest Adjustment.esp
129 81     Dragonborn HD Ultra.esp
130 82     ECE Sliders for Racemenu.esp
131 83     Edda - Immersive Real Flying.esp
132 84     dD - Enhanced Blood Main.esp
133 85     dD-Dragonborn-Dawnguard-EBT Patch.esp
134 86     Expressive Facegen Morphs.esp
135 87     EFFDialogue.esp
136 88     FNIS.esp
137 89     FNISSexyMove.esp
138 8a     FNISspells.esp
139 8b     FeralEyes.esp
140 8c     FloraRespawnFix.esp
141 8d     Gray Fox Flora Overhaul.esp
142 8e     HDTTailsEquipable.esp
143 8f     HG Hairdos 2.esp
144 90     RegnPiercings.esp
145 91     HTools.esp
146 92     HearthfireMultiKid_LastName.esp
147 93     HentaiCreatures.esp
148 94     MjollReplacer.esp
149 95     Hooves.esp
150 96     Brows.esp
151 97     IceBreaker's Improved Reverb v0.025.esp
152 98     InstantMining.esp
153 99     InvisEyeFixes.esp
154 9a     JaxonzUtilities.esp
155 9b     KS Hairdo's.esp
156 9c     LFox Pickpocketing Chance Caps at 100.esp
157 9d     LovelyHairstylesCE.esp
158 9e     Lyn_RealArrows_FasterArrows.esp
159 9f     Lyn_RealArrows_NoArrowHitStereoEffect.esp
160 a0     Lyn_RealArrows_NoArrowTrails.esp
161 a1     PubicMeshColor.esp
162 a2     SLALAnimObj.esp
163 a3     MilkModNEW HF.esp
164 a4     MilkModNEW Sanbox.esp
165 a5     MilkModNEW ZaZ Sanbox.esp
166 a6     Brevi_MoonlightTalesEssentials.esp
167 a7     No More Letters of Inheritance.esp
168 a8     Nordic Warmaiden Body Hair.esp
169 a9     NusbieVoices.esp
170 aa     OBISDB.esp
171 ab     RaceMenuOverlays.esp
172 ac     RaceCompatibilityUSKPOverride.esp
173 ad     RaceMenuOverlayCompilation - CBBE.esp
174 ae     RaceMenu.esp
175 af     RaceMenuPlugin.esp
176 b0     Random Vampire Attacks in Towns Disabled.esp
177 b1     ReAnimate.esp
178 b2     Real Flying.esp
179 b3     RemoveLootDeplayLE.esp
180 b4     Sexy Armor Replacer Patch.esp
181 b5     Remodeled Armor - Vanilla Replacer - Dawnguard.esp
182 b6     Remodeled Armor - Vanilla Replacer - Dragonborn.esp
183 b7     VioLens.esp
184 b8     SexLabDefeat.esp
185 b9     NibblesAnimObjects.esp
186 ba     SLAL_SHanimAnimObj.esp
187 bb     SLAnimLoader.esp
188 bc     SOS - Smurf Average Addon.esp
189 bd     SOS - VectorPlexus Muscular Addon.esp
190 be     SOS - VectorPlexus Regular Addon.esp
191 bf     SOS - ERF Equipable Horse Penis.esp
192 c0     SOS - ERF Horse Penis Addon.esp
193 c1     SOS - Pubic Hair for Females Addon.esp
194 c2     SaadiaReplacer.esp
195 c3     serana stfu.esp
196 c4     SereneSerana.esp
197 c5     SexLab Inflation Framework.esp
198 c6     SexLabTools.esp
199 c7     SexLabMatchMaker.esp
200 c8     SexLabSquirtR.esp
201 c9     SexLabWerewolves.esp
202 ca     Sexlab - Cum Overlays.esp
203 cb     SexLabUtil1.esp
204 cc     ShowRaceMenuAlternative.esp
205 cd     Shut UP.esp
206 ce     SkyUI.esp
207 cf     Skyrim Unlimited Rings And Amulets.esp
208 d0     SlaveTatsEventsBridge.esp
209 d1     SlaveTats.esp
210 d2     SluttinUpBruma.esp
211 d3     Soul Gems Upgrade.esp
212 d4     TDNEquipableHorns.esp
213 d5     TrueBrows.esp
214 d6     titkit.esp
215 d7     TrueEyesElves.esp
216 d8     TrueEyes.esp
217 d9     TweaksIWillNotKillPaarthurnax.esp
218 da     Warp Stones of Barenziah.esp
219 db     Werewolf Loot- Dawnguard version.esp
220 dc     Werewolves Jump Higher.esp
221 dd     SOSRaceMenu.esp
222 de     XPMSE.esp
223 df     NoNakedCommentsAll.esp
224 e0     NoNakedCommentsFemale.esp
225 e1     NoNakedCommentsMale.esp
226 e2     dcpack1.esp
227 e3     sr_ifpssl.esp
228 e4     MilkyObj.esp
229 e5     RaceMenuMorphsCBBE.esp
230 e6     RefinedWerebearsFemaleFix.esp
231 e7     ypssounds.esp
232 e8     Alternate Start - Live Another Life.esp
233 e9     LALDaggerfall.esp
234 ea     ImmerSlave.esp
235 eb     ELFXEnhancer.esp
236 ec     SoS_ELFX+Enhancer+Weathers_Patch.esp

 

3 hours ago, SomeoneEdgy said:

Suggestion to add a morph list in the mod so I can tune what body part grows each new stage. SILF does not control the stages normal morphing, by that I mean each new stage grows the breast only and I can't find if or how to make SILF control that.

Did you download BAC_2.0.3_BodyMorph.json? It's already in there (section "ChangeWeight")."

Edited by botticelli
Posted (edited)

I am still getting disabled mutations applied to me despite them being turned off in the MCM. When I started the game about three weeks ago, I disabled fat cow, slim cow, uneven breasts, and veins. I still have gotten three of those despite them being globally disabled and also disabled on a character basis (they have been disabled since immediately after character creation). MCM settings have not changed or reset since originally applied.

Things I have tried:
- Fiddling with load order. Didn't change anything.
- Reverting to an earlier save and re-doing the MCM options. Didn't help, still applied disabled mutations.
- Checking extensively on google and LL for any similar issues, didn't find anything really relevant.

Edited by mopsyd
Posted (edited)
3 hours ago, mopsyd said:

I am still getting disabled mutations applied to me despite them being turned off in the MCM. When I started the game about three weeks ago, I disabled fat cow, slim cow, uneven breasts, and veins. I still have gotten three of those despite them being globally disabled and also disabled on a character basis (they have been disabled since immediately after character creation). MCM settings have not changed or reset since originally applied.

Things I have tried:
- Fiddling with load order. Didn't change anything.
- Reverting to an earlier save and re-doing the MCM options. Didn't help, still applied disabled mutations.
- Checking extensively on google and LL for any similar issues, didn't find anything really relevant.

which bac version? If > 2.0.8, it might be the same property problem as the milk pump. Those settings are stored in one quest thread (MCM) and used by another which gets them via property reference. What's odd here is that your disabling them on a character basis does not work. That is stored using StorageUtil. If you have Skyrim Utility, go to its MCM menu, item StorageUtil then select your character and int lists. There should be one named BAC.Cow.Mutation.Blocked.List with three numbers in it referring to the three blocked mutations. If that's not there, then the saving of those from BAC MCM didn't function. Make sure you do not have some other mod that cleans out all StorageUtil values.

Edited by botticelli
Posted
1 hour ago, botticelli said:

which bac version? If > 2.0.8, it might be the same property problem as the milk pump. Those settings are stored in one quest thread (MCM) and used by another which gets them via property reference. What's odd here is that your disabling them on a character basis does not work. That is stored using StorageUtil. If you have Skyrim Utility, go to its MCM menu, item StorageUtil then select your character and int lists. There should be one named BAC.Cow.Mutation.Blocked.List with three numbers in it referring to the three blocked mutations. If that's not there, then the saving of those from BAC MCM didn't function. Make sure you do not have some other mod that cleans out all StorageUtil values.

 

Ok, I think I got to the bottom of this. I had booted up linux and grepped the MO2 and game directory a bit, and found a couple of folders and files that had somehow been flipped to read only, most likely by google drive or dropbox deciding they need to index things I never told them to (I've had similar issues in the past with them, although not related to game files until now). Apparently one of the two followed a symlink into my dedicated Skyrim ssd via an MO2 backup folder and decided it owned the entire drive at some point. StorageUtil couldn't save because it didn't have write access for a week, although the last original save was still there with a timestamp on it so I could determine this happened roughly five or six days ago. Likely the permission issue was interfering with the game loading the files normally too because the file ownership was messed up on top of being read-only. I fixed the file perms recursively from linux and reassigned the correct users, then removed access to all symlinks from the three cloud services I use. No viruses turned up or anything, I did check for that as well.

I would probably not have found this poking around in game, although I did check the setting you mentioned and it was not there, but was after fixing the folder permissions and reloading the game then opening the MCM and closing it again. Seems to have plugged the leak at least. Thank you for the reply, it was helpful getting to the bottom of this.

Posted (edited)
On 1/17/2024 at 5:42 PM, Tesa4ok said:

Do you know how to get back to your normal running speed? My cow runs very slowly for some reason

 

If you have devious devices, devious training, etc, many of them pick up the cow feet as devious boots and apply all the standard debuffs to you that you would get from them, as well as whatever comments and actions npc's can take as a result of being restrained. This can and does result in inappropriate slowdown, cinderella feet if you have YPS, foot training if you have DTM, possible rape/capture scenarios if you have Cursed Loot, and a lot of other shennanigans. Unless you are playing the hardcore setting, this stops applying as soon as you equip actual boots, but in some cases (like Devious Training), your "trained" feet will then slow you down if you are not wearing devious footwear. YPS will also do that with the cinderella foot thing. This is annoying, but probably not something easily fixed. You may disable those settings in those mods to alleviate the problem if you have any of them installed.

Just a few common culprits aside from MME that I have come across.

Edited by mopsyd
Posted (edited)
18 hours ago, botticelli said:

 

  Reveal hidden contents

 

 

Did you download BAC_2.0.3_BodyMorph.json? It's already in there (section "ChangeWeight")."

I feel so stupid, I overlooked it. Thanks for pointing me in the right direction!

Edited by SomeoneEdgy
Posted

I got cursed recently in-game and got the "slot overlay" errors because I'm dumb and didn't read. I corrected the files but do I need to reset my save to before the curse or should all the morphs and tats work fine now?

Posted (edited)
10 hours ago, HMM265GS said:

I got cursed recently in-game and got the "slot overlay" errors because I'm dumb and didn't read. I corrected the files but do I need to reset my save to before the curse or should all the morphs and tats work fine now?

You don't need to reset the save game, but you need to reset your character in-game. Go to BAC MCM Cow Settings and scroll down. Look for "Reset Overlay Slots", then select "All Parts".

Edited by botticelli
Posted (edited)

Thanks for that info! I'm really liking this mod! But I'm now having some morph troubles and I have tried everything I can find in this thread.

My breast, ass, and face morphs just will not work for some reason. Right now my PC is really tall, really skinny, with a human head on top.

I have tried with SLIF and with the "bac_2.0.3_bodymorph_json", as well as the suggestion I saw to change "Morphs" to "morphs" in the JSON file.

I made sure everything is built in bodyslide with morphs. I'm not sure if this is an issue or not, but my PC is registered in SLIF for the MME mod but not BAC. 

I went through the settings and nothing has stood out as a fix now. Any help is greatly appreciated thanks.

Edited by HMM265GS
Posted
6 hours ago, HMM265GS said:

Thanks for that info! I'm really liking this mod! But I'm now having some morph troubles and I have tried everything I can find in this thread.

My breast, ass, and face morphs just will not work for some reason. Right now my PC is really tall, really skinny, with a human head on top.

I have tried with SLIF and with the "bac_2.0.3_bodymorph_json", as well as the suggestion I saw to change "Morphs" to "morphs" in the JSON file.

I made sure everything is built in bodyslide with morphs. I'm not sure if this is an issue or not, but my PC is registered in SLIF for the MME mod but not BAC. 

I went through the settings and nothing has stood out as a fix now. Any help is greatly appreciated thanks.

If you use the json file, try converting all of those tags to lower case. In Bethesda games, strings are not case sensitive but the first occurrence of a given string defines its spelling. If some mod in the load order before BAC says morph,, it's morph and not Morph. This applies to all strings in the game, sadly. JSON on the other hand is case-sensitive. That's the problem here. Try finding out how your installation spells things and then edit the JSON file accordingly. In BAC MCM there's a dump NiOverride option in Cow Settings. It will produce a lot of scroll in the console when dumping out all morphs there.

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