botticelli Posted October 26, 2024 Author Posted October 26, 2024 (edited) 8 hours ago, astor2015 said: Is there any reason why the bell and collar keep reapearing even though i set that setting to "none"? yep. The bell & ring item is actually three items that look exactly the same but occupy different slots: Bell = collar slot 45 nose ring = nose piercing slot 44 fallback = slot 47 only if none of the above are equipped I implemented that item checking for the MCM options with #1 and #2 but somehow overlooked #3 which now kicks in since the others are not equipped. That will be fixed in the next version. In the meantime, you can remove your character from faction bac_nose (xx011064, xx = BAC's mod ID) in the console (player.removefromfaction xx011064) then update the cow via MCM. If you want this only temporarily, take note of your rank in that faction first to be able to set it again later (player.getfactionrank xx011064 and (later) player.addtofaction xx011064 <rank>). Edited October 26, 2024 by botticelli
EstJava Posted October 27, 2024 Posted October 27, 2024 After Storm Quest Buggy? -The location shown by Proventus is different from the location of the Milk Pump furniture. -No Floating Marker Quest (Except milkpump marker). -Sometimes the bac_afterstorm quest stage gets stuck.
botticelli Posted October 27, 2024 Author Posted October 27, 2024 3 hours ago, EstJava said: After Storm Quest Buggy? -The location shown by Proventus is different from the location of the Milk Pump furniture. -No Floating Marker Quest (Except milkpump marker). -Sometimes the bac_afterstorm quest stage gets stuck. That quest is old. I moved the milk pump from the cellar into the kitchen to make it more accessable but that's about all what I've done so far with it since taking over the mod. I'll have a look at it when I've got the base mod running again. 2
NexusRefugee Posted October 29, 2024 Posted October 29, 2024 From what I remember all the content I tried worked for me in 2.0.8 SE , just not in version that came after. Man, I'm just counting the days till the possible December update.
botticelli Posted October 30, 2024 Author Posted October 30, 2024 (after applying defibrillators) Now the testing begins... 15
SilentOption Posted October 30, 2024 Posted October 30, 2024 Do you think the December release will fix the bug? @botticelli
botticelli Posted October 30, 2024 Author Posted October 30, 2024 8 minutes ago, SilentOption said: Do you think the December release will fix the bug? @botticelli After reattaching around 150 old properties to (hopefully) their old values I'm now doing some testing with a new game. As far as the first capture plus milking afterwards and also the alternative (After Storm = milking in Dragonsreach), it seems to go smoothly. Up next is the whole Riften part. When I'm done with that I can say for sure. Up until now I'd only say that it *should* work.
SilentOption Posted October 30, 2024 Posted October 30, 2024 2 hours ago, botticelli said: After reattaching around 150 old properties to (hopefully) their old values I'm now doing some testing with a new game. As far as the first capture plus milking afterwards and also the alternative (After Storm = milking in Dragonsreach), it seems to go smoothly. Up next is the whole Riften part. When I'm done with that I can say for sure. Up until now I'd only say that it *should* work. that is good news. We do need to start a new game with the December release right @botticelli
darkmoon1234 Posted October 31, 2024 Posted October 31, 2024 Hey Botticelli, Ā I've been thinking of trying to make the PC turn into a bit more of a muscly minotaur woman in my latest playthrough. Would something like dawn of the buffpocalypse work with BAC, or would it conflict with its 2.0.8 code?
botticelli Posted October 31, 2024 Author Posted October 31, 2024 (edited) 6 hours ago, darkmoon1234 said: Hey Botticelli, Ā I've been thinking of trying to make the PC turn into a bit more of a muscly minotaur woman in my latest playthrough. Would something like dawn of the buffpocalypse work with BAC, or would it conflict with its 2.0.8 code? It works fine, I did use that for some time but was a bit annoyed about the granularity, meaning you a) cannot disable single morphs and b) the mod tries to compensate for overextension by rotating the knees which results in a sort of ridiculous gait that looks a bit like you're running along the middle of a creek with each leg touching one bank and swaying to each side. I turned that off with a modification locally and added all the switches I wanted to have but may not distribute that (expressedly forbidden by the author). I've now disabled it since it also turned all the npc women to body builders which is not to my taste. Ā 7 hours ago, SilentOption said: We do need to start a new game with the December release right That still stands. I had to move some properties from one script to another (especially zadLibs) which would cause a running game updating to this to CTD. Also, I used this "opportunity" to get rid of the deprecated old MCM quests. And lastly, @Addywil's circlets and a milk stone quest will be added. Edited October 31, 2024 by botticelli 4
LatencyRemix Posted October 31, 2024 Posted October 31, 2024 I know i brought this up a lone while ago, But have you had any more thought's about including the 4 orc camp's milk caves as quest locations? Its part of core MME in the MilkdMod_MilkPumpsFancy.esp. Dushnikh Yall, Largashburl, Mor Khazagurl, Narzulburl
botticelli Posted November 1, 2024 Author Posted November 1, 2024 (edited) 8 hours ago, LatencyRemix said: I know i brought this up a lone while ago, But have you had any more thought's about including the 4 orc camp's milk caves as quest locations? Its part of core MME in the MilkdMod_MilkPumpsFancy.esp. Dushnikh Yall, Largashburl, Mor Khazagurl, Narzulburl Sadly, it's not that easy. MME is no master (= ESM) mod, so I cannot use any IDs from that mod statically in BAC which I'd need to implement any quest Condition functions in a simple way. Even if it were, see item #2, with an optional installation the master flag would force all users to install and use that the fancy milk pumps are an installation option for MME which need not necessarily be there even if MME is installed. Dynamically referencing MilkMod_MilkPumpsFancy.esp works but not statically. those milk caves are inserted in the vanilla orc stronghold locations. In order to find them dynamically in a quest, they'd need their own locations with location keywords that a dynamic condition could find Now even if there were these locations, BAC would still have no knowledge of any MME keywords as it would need the form ID of the keyword and not the string. And then there would need to be some location aliases like "Boss" or "BossChest", etc. for the quest to refer to. all that is missing here, so as of now, it's not possible. Edited November 1, 2024 by botticelli
Robert T Posted November 1, 2024 Posted November 1, 2024 On 10/30/2024 at 5:29 PM, darkmoon1234 said: Hey Botticelli, Ā I've been thinking of trying to make the PC turn into a bit more of a muscly minotaur woman in my latest playthrough. Would something like dawn of the buffpocalypse work with BAC, or would it conflict with its 2.0.8 code? im running body builders, do you know how it compares to down of the buffpocalypse? Ā Ā
darkmoon1234 Posted November 2, 2024 Posted November 2, 2024 8 hours ago, Robert T said: im running body builders, do you know how it compares to down of the buffpocalypse? Ā I play LE not SE, but i think Bodybuilders is for weightgain in comparison to buff which DoB does. DoB also gives some buffs for being in better shape that increase your twohanded, stamina etc so its mechanical as well as aesthetic. 1
Kingpuddin21 Posted November 4, 2024 Posted November 4, 2024 even tho on page 197 someone replied about this but what does cause the game to ctd after the character says oh shit? i tried looking at the mods i have along side with it and i ain't getting much from there when i tried turning off ones that can effect that specific moment
CuriousBigred Posted November 4, 2024 Posted November 4, 2024 12 hours ago, Kingpuddin21 said: even tho on page 197 someone replied about this but what does cause the game to ctd after the character says oh shit? i tried looking at the mods i have along side with it and i ain't getting much from there when i tried turning off ones that can effect that specific moment I have found that disabling to fart sounds have stopped the ctd for myself. Crashlogger says it's a problem with XAudio2_7.dll. After some research, It would seem that if audio is not mono it can cause problems.Ā
Kingpuddin21 Posted November 6, 2024 Posted November 6, 2024 (edited) On 11/4/2024 at 5:08 AM, atheistbigred said: I have found that disabling to fart sounds have stopped the ctd for myself. Crashlogger says it's a problem with XAudio2_7.dll. After some research, It would seem that if audio is not mono it can cause problems.Ā i think i might know what causing to some extent also what race does the bac mostly rely on since i tend to use breton? Edited November 6, 2024 by Kingpuddin21
botticelli Posted November 6, 2024 Author Posted November 6, 2024 2 hours ago, Kingpuddin21 said: i think i ight know what causing to some extent also what race does the bac mostly rely on since i tend to use breton? any race except Khajiit or Argonian. There's also some support for custom races but you'd need to follow the guidelines in the enclosed pdf to enable that custom race to be cow-ready.
botticelli Posted November 6, 2024 Author Posted November 6, 2024 3 hours ago, Kingpuddin21 said: i think i ight know what causing to some extent also what race does the bac mostly rely on since i tend to use breton? check data\sound\fx\bac\prefart001.wav, data\sound\fx\bac\prefart003.wav, and data\sound\fx\bac\cow-defecate.wav. At least the first 2 have 128.66 bpm which might cause some trouble with audio codecs unable to cope with fractions of a beat. Those 3 are the sounds being played while defecating.
Kingpuddin21 Posted November 6, 2024 Posted November 6, 2024 So for my ctding currently after doing a fresh start i'm getting this (down below because of how it got entered as for copy and paste but the trishape one i don't know how to fix and the facegen i might be able to figure out but wouldn't mind a bit of help for it also Possible relevant objects (2) { [ 0] BSTriShape(Name: `bacFemaleHeadNordStage1`) [ 45] BSFaceGenNiNode(Name: `BSFaceGenNiNodeSkinned`) } Ā Ā
bamaboy891 Posted November 7, 2024 Posted November 7, 2024 How do I change the player's voice to a cow in sexlab scenes? The option is greyed out.
botticelli Posted November 7, 2024 Author Posted November 7, 2024 (edited) 5 hours ago, bamaboy891 said: How do I change the player's voice to a cow in sexlab scenes? The option is greyed out. Read the help text (it's actually available despite the option being greyed out): Quote: ""NPCs Reuse Voice" option must be enabled in SexLab!" The reason is that any preselected voice will be changed by SexLab's voice randomizer after the scene starts with no option to cancel that out if that option is not selected, which is the default.. Ā 13 hours ago, Kingpuddin21 said: So for my ctding currently after doing a fresh start i'm getting this (down below because of how it got entered as for copy and paste but the trishape one i don't know how to fix and the facegen i might be able to figure out but wouldn't mind a bit of help for it also Assuming you're on SE or AE: Download the LE loose files archive and only extract data\meshes\bac\heads\* overwriting the SE heads with the LE ones. The SE .nifs were created using AE 1.6.640 which might cause them to not being usable by lower versions. The LE heads work, though. Edited November 7, 2024 by botticelli
Kingpuddin21 Posted November 7, 2024 Posted November 7, 2024 4 hours ago, botticelli said: Read the help text (it's actually available despite the option being greyed out): Quote: ""NPCs Reuse Voice" option must be enabled in SexLab!" The reason is that any preselected voice will be changed by SexLab's voice randomizer after the scene starts with no option to cancel that out if that option is not selected, which is the default.. Ā Assuming you're on SE or AE: Download the LE loose files archive and only extract data\meshes\bac\heads\* overwriting the SE heads with the LE ones. The SE .nifs were created using AE 1.6.640 which might cause them to not being usable by lower versions. The LE heads work, though. ya i'm SE i refuse to use AE since it broke most of my fun lol but ya imma go grab what i need once i'm not to lazy 2
Kingpuddin21 Posted November 8, 2024 Posted November 8, 2024 On 11/6/2024 at 11:40 AM, botticelli said: check data\sound\fx\bac\prefart001.wav, data\sound\fx\bac\prefart003.wav, and data\sound\fx\bac\cow-defecate.wav. At least the first 2 have 128.66 bpm which might cause some trouble with audio codecs unable to cope with fractions of a beat. Those 3 are the sounds being played while defecating. i don't have those fx for some reason
botticelli Posted November 8, 2024 Author Posted November 8, 2024 2 hours ago, Kingpuddin21 said: i don't have those fx for some reason They are probably within the archive (data\bac.bsa). Try a tool likeĀ https://www.nexusmods.com/skyrimspecialedition/mods/1756 to extract those. Loose files take precedence over BSAs, so if you extract those to data\sound\fx\bac\ and then change them, those changed ones will be used by the game.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now