Ricordi Posted October 16, 2024 Posted October 16, 2024 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. Â Â
Kingpuddin21 Posted October 16, 2024 Posted October 16, 2024 (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 October 16, 2024 by Kingpuddin21
botticelli Posted October 16, 2024 Author Posted October 16, 2024 (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. Â Â 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 October 16, 2024 by botticelli 1
botticelli Posted October 16, 2024 Author Posted October 16, 2024 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.
datpowerranger Posted October 17, 2024 Posted October 17, 2024 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.
datpowerranger Posted October 17, 2024 Posted October 17, 2024 Ok after looking back at previous replies on this thread, I did find a fix for the black face bug with the Face Discoloration Fix mod
lav123 Posted October 19, 2024 Posted October 19, 2024 (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 October 19, 2024 by lav123
botticelli Posted October 19, 2024 Author Posted October 19, 2024 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.
botticelli Posted October 19, 2024 Author Posted October 19, 2024 (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 October 19, 2024 by botticelli 2
mopsyd Posted October 19, 2024 Posted October 19, 2024 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.Â
botticelli Posted October 19, 2024 Author Posted October 19, 2024 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.
Chronosss Posted October 19, 2024 Posted October 19, 2024 (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 October 19, 2024 by Chronosss
SomeoneEdgy Posted October 20, 2024 Posted October 20, 2024 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.
mopsyd Posted October 20, 2024 Posted October 20, 2024 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) Â Â Wait, it turns off ALL of the obnoxious bits that I don't want all at once? Sign me up.
botticelli Posted October 20, 2024 Author Posted October 20, 2024 (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 October 20, 2024 by botticelli 1
mopsyd Posted October 20, 2024 Posted October 20, 2024 (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 October 20, 2024 by mopsyd
botticelli Posted October 20, 2024 Author Posted October 20, 2024 (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 October 20, 2024 by botticelli
mopsyd Posted October 20, 2024 Posted October 20, 2024 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. Â 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.
mopsyd Posted October 20, 2024 Posted October 20, 2024 (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 October 20, 2024 by mopsyd
SomeoneEdgy Posted October 21, 2024 Posted October 21, 2024 (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 October 21, 2024 by SomeoneEdgy
HMM265GS Posted October 21, 2024 Posted October 21, 2024 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?
botticelli Posted October 22, 2024 Author Posted October 22, 2024 (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 October 22, 2024 by botticelli
HMM265GS Posted October 23, 2024 Posted October 23, 2024 (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 October 23, 2024 by HMM265GS
botticelli Posted October 23, 2024 Author Posted October 23, 2024 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.
astor2015 Posted October 25, 2024 Posted October 25, 2024 Is there any reason why the bell and collar keep reapearing even though i set that setting to "none"?
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