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Posted
3 hours ago, darkmoon1234 said:

Hey Botticelli, just playing the new patch and the milkstone quest is really good! Enjoying the changes implemented with it.

 

I've noticed something strange going on with the height mutation. Unsure of what's causing it but the PC will be adhering to the tall cow height for a bit, then go back down to the baseline Player height pre-mutations. It's only recently started happening to the character, for the first several hours no issue but it's popped up around level 48ish. Happy to try and give more information where needed.

BAC uses SetHeight on the actor base of the pc/npc every so often to set the total height factor. Sadly, other mods often have different views of how tall someone should be. Base height modification in the opposite direction by BAC happens only when milking off the mutations. Sexlab's "Even actors height" is one cause of this, but there are others as well. Some DD mods (e. g. Deviously Cursed Loot) happen to modify the base height back to normal when you enter their furniture and seem to forget to restore it once you leave. Can you track down the event that triggers it (e. g., "each time I get up from a chair")? Also, do player.getscale in the console and have a look at the values  A default nord reports something like 1.00 [1.03]. With TallCow (1.11), you get 1.00 [1.14]. When you get shrunk, does it report 1.00 [1.03] again or 0.88 [1.14] (exact values may differ depending on your setting)? If the latter is the case, then some mod uses SetScale on the pc and does not revert ist (player.setscale 1 in the console).

Posted (edited)

Does anyone know what would be causing my character's head to change skin colour compared to the rest of my characters body?

I'm playing Pre-AE special edition if that matters.

Spoiler

image.png.04d86ceccf5c5522d2259e20142789b5.png

Edited by DivineDefiance
Posted
7 minutes ago, DivineDefiance said:

Does anyone know what would be causing my character's head to change skin colour compared to the rest of my characters body?

I'm playing Pre-AE special edition if that matters.

  Reveal hidden contents

image.png.04d86ceccf5c5522d2259e20142789b5.png

I get that too if you use the mutation potions. I'm doing a run today with out any debug to see how it goes normally when mutating.

On  skyrim se 1.5.97

 

Posted
6 minutes ago, DivineDefiance said:

Does anyone know what would be causing my character's head to change skin colour compared to the rest of my characters body?

  Reveal hidden contents

image.png.04d86ceccf5c5522d2259e20142789b5.png

CowHead mutations change the face headpart. After those facial changes, BAC tries to correct the tint (i. e. correct what's called "blackfacing"). Sadly, it's not always successful. Also it may need some low load time just after mutation. If, e. g., that mutation happens during combat, the system load may be too high and this is dropped. You can try and disable BAC's correction in MCM (Settings page, Effects, "Allow Face tint correction"). No guarantee, it won't be happening out of the box, though. I believe for SE/AE there's an extra mod that tries to correct that.

Posted

Having a similar problem as above. Using SE v1.5.97 and my character's face turns pink like it's a missing texture. Happens when I used a mutagen potion too. Problem for reference didn't occur with my order on version 2.0.8. Tried a new save, cleaned bodyside files, updated tats file still occurs. Happens after a certain stage in transformation process too not just with the potion. Any advice

Posted (edited)
1 hour ago, botticelli said:

CowHead mutations change the face headpart. After those facial changes, BAC tries to correct the tint (i. e. correct what's called "blackfacing"). Sadly, it's not always successful. Also it may need some low load time just after mutation. If, e. g., that mutation happens during combat, the system load may be too high and this is dropped. You can try and disable BAC's correction in MCM (Settings page, Effects, "Allow Face tint correction"). No guarantee, it won't be happening out of the box, though. I believe for SE/AE there's an extra mod that tries to correct that.

yeah sadly this didn't work, I disabled the allow face tint correction, This is also happening just as my character's curse has started, not even when I'm getting a mutation or anything, just when starting.

Edited by DivineDefiance
Posted
4 hours ago, 4Lewds said:

There was an old script for bac face tint somewhere dunno if its needed again.

that's included in the bsa.

 

14 hours ago, DivineDefiance said:

This is also happening just as my character's curse has started

Well then the face tint correction cannot play a part since that takes effect with CowHead1 at the earliest. There's a texture textures\bac\blank.dds included in the bsa that should be applied to all reserved slots at curse start. Do me a favor and extract that texture into its path and try again. Maybe the texture adding via script has a problem with a bsa-stored texture?

Posted
41 minutes ago, Johnnykill said:

Sorry  I'm with a translator. How do I make my own head levels, or edit the old ones?

For custom races, there's a pdf included (data\BAC_CustomRaceWithCowHeadHowTo.pdf), else refer to this post.

Posted

Great to see this mod get updated. I have been having trouble with the transformations and esp sadly.

 

First, I had to grab an esp file from this forum a few pages back and replace with the 2.1.0 as I am on v1.6.640. Without that the mod doesn't get recognised / loaded.

 

Once in, I found that the transformations did not equip to my pc as normal. The only way I can see the transformation is to level up a bunch then "update all cows." The transformation was also a bit wrong as I would have black ears but white fur, long ear/horn at stage 2 so it's a bit all over the place. I also noticed that I can drink the level up potion back to back whereas before, it would stop you drinking them as the tf script was running.

 

I made sure to clear out the bac meshes as well as checked for old scripts (nothing there). I also started a new save. 2.0.8 working as normal. Any ideas?

Posted

@botticelli Milk stone quest was great addition. More quest even without special items just used to expand the story would be greatly appreciated in the future. Also mod seems more snappy whatever you did with the new code feels good in game. Thank you for your continued support on this mod!

Posted

Something has gone wrong, not sure what caused it but maybe the new trigger curse method.  Didn't notice it for a while after adding the new version on a clean game.

 

The MCM no longer works. i left it open for 10 miniutes but still all the sub menus didnt show up.  I noticed this similarily happening when using the on orgasm/on sex event mutations aswell (in previous version's) 

Posted
4 hours ago, LatencyRemix said:

Something has gone wrong, not sure what caused it but maybe the new trigger curse method.  Didn't notice it for a while after adding the new version on a clean game.

 

The MCM no longer works. i left it open for 10 miniutes but still all the sub menus didnt show up.  I noticed this similarily happening when using the on orgasm/on sex event mutations aswell (in previous version's) 

I have noticed that also, I think it has something to do with the on forced intercourse event self-proccing or each tick update of the sex scene giving one progress point to the BAC level. I disabled that option progressing the curse and the error stopped appearing.

Posted (edited)
16 hours ago, Saturos9 said:

Great to see this mod get updated. I have been having trouble with the transformations and esp sadly.

 

First, I had to grab an esp file from this forum a few pages back and replace with the 2.1.0 as I am on v1.6.640. Without that the mod doesn't get recognised / loaded.

 

Once in, I found that the transformations did not equip to my pc as normal. The only way I can see the transformation is to level up a bunch then "update all cows." The transformation was also a bit wrong as I would have black ears but white fur, long ear/horn at stage 2 so it's a bit all over the place. I also noticed that I can drink the level up potion back to back whereas before, it would stop you drinking them as the tf script was running.

 

I made sure to clear out the bac meshes as well as checked for old scripts (nothing there). I also started a new save. 2.0.8 working as normal. Any ideas?

That won't work since that old esp is not compatible any more. Download the LE version, extract only bac.esp, open it in your CreationKit as active file and just save it again. I got updated to 1.6.1170 sadly even though I disabled updates in Steam, so my SE version is probably too new even for 1.6.640 😞

 

13 hours ago, LatencyRemix said:

Something has gone wrong, not sure what caused it but maybe the new trigger curse method.  Didn't notice it for a while after adding the new version on a clean game.

 

The MCM no longer works. i left it open for 10 miniutes but still all the sub menus didnt show up.  I noticed this similarily happening when using the on orgasm/on sex event mutations aswell (in previous version's) 

8 hours ago, darkmoon1234 said:

I have noticed that also, I think it has something to do with the on forced intercourse event self-proccing or each tick update of the sex scene giving one progress point to the BAC level. I disabled that option progressing the curse and the error stopped appearing.

Found that, thanks. The check loop OnOrgasmEnd turned out to be an endless one. put that script bac_actor.7zinto data\scripts, that should fix it.

Edited by botticelli
Posted

Good time of the day! I haven't been playing with this mod in a while, but does anyone knows how to get over stage lvl 10 in the transformation?
Is it tied to the story progress or do i need to cheat myself mutagens to get the left-over transformations?

Posted
2 hours ago, BogidaMalva said:

Good time of the day! I haven't been playing with this mod in a while, but does anyone knows how to get over stage lvl 10 in the transformation?
Is it tied to the story progress or do i need to cheat myself mutagens to get the left-over transformations?

Cow stages are not tied to the story whatsoever. If you get stuck in the transformation, check whether you're in faction bac_reequipping (xx09fc9d xx=BAC's mod id). That faction's purpose is to prevent stage gains to occur on top of each other. But you can get stuck in that faction when the end of a reequip job happens at an inconvienient moment like e. g.  change of location via door transit. BAC will remove you automatically from that faction when reloading from a saved game, but you can do so yourself in the console with player.removefromfaction xx09fc9d.

Posted (edited)
3 hours ago, botticelli said:

Cow stages are not tied to the story whatsoever. If you get stuck in the transformation, check whether you're in faction bac_reequipping (xx09fc9d xx=BAC's mod id). That faction's purpose is to prevent stage gains to occur on top of each other. But you can get stuck in that faction when the end of a reequip job happens at an inconvienient moment like e. g.  change of location via door transit. BAC will remove you automatically from that faction when reloading from a saved game, but you can do so yourself in the console with player.removefromfaction xx09fc9d.

The MCM menu says I am at L#10 100% and I haven't progressed with my transformation for a few in-game days and game restarts even though I don't even have a full proper cow head. Is it how its supposed to work or is something preventing the mod from progressing further?

I am playing Steam's SE version, just in case.

Edited by BogidaMalva
Posted (edited)
7 minutes ago, BogidaMalva said:

The MCM menu says I am at L#10 100% and I haven't progressed with my transformation for a few in-game days and game restarts even though I don't even have a full proper cow head. Is it how its supposed to work or is something preventing the mod from progressing further?

I am playing Steam's SE version, just in case.

L#10 is the MME milkmaid level. Cow progression is done (100%). If you set MME to a level cap, you won't progress any further, but that's MME, not BAC. If you didn't experience all the mutations you wanted to see, you can set a chance for mutation upon sex in BAC MCM settings, this will give the remaining mutations even after 100%. Default cow leveling goes until stage 30 with extra mutations beginning at stage 11. You can set the mutation-starting and the final stage to a random value in MCM, but hard max. stage as yet is 50 and there are more than 50 mutations. On the cow settings page, you can manually raise the ending stage.

Edited by botticelli
Posted
7 minutes ago, botticelli said:

L#10 is the MME milkmaid level. Cow progression is done (100%). If you set MME to a level cap, you won't progress any further, but that's MME, not BAC. If you didn't experience all the mutations you wanted to see, you can set a chance for mutation upon sex in BAC MCM settings, this will give the remaining mutations even after 100%. Default cow leveling goes until stage 30 with extra mutations beginning at stage 11. You can set the mutation-starting and the final stage to a random value in MCM, but hard max. stage as yet is 50 and there are more than 50 mutations. On the cow settings page, you can manually raise the ending stage.

Oh! Thank you so much for such swiftly reply!
I am just so used to mod always giving me a full cow head so I thought something borked!
Thank you very much ❤️

Posted
On 11/20/2024 at 1:13 PM, botticelli said:

That won't work since that old esp is not compatible any more. Download the LE version, extract only bac.esp, open it in your CreationKit as active file and just save it again. I got updated to 1.6.1170 sadly even though I disabled updates in Steam, so my SE version is probably too new even for 1.6.640 😞

 

Found that, thanks. The check loop OnOrgasmEnd turned out to be an endless one. put that script bac_actor.7zinto data\scripts, that should fix it.

Thank you for this repsonse. What you described worked great and mod is running well. One small issue however is the purple face bug, which seems to be happening more frequently for me this version. Opening racemenu fixes it so I can't check which overlay is being problematic. Is this a known problem? Thanks again

Posted

Some backstory
Fresh save
Skyrim SE back port to 1.5.97
No debug tools used during playthrough.
Tried reloading previous saves a few times did not work.
A quest maker never appears for the afterthestorm section I can advance quest up to the point of having to follow Proventus to the milking area.
However the NPC never walks down and the milker never places, this did not happen before for me on older builds.

I ended up just skipping the milk part and now playing as normal quest markers appear again.

Posted
12 hours ago, 4Lewds said:

Some backstory
Fresh save
Skyrim SE back port to 1.5.97
No debug tools used during playthrough.
Tried reloading previous saves a few times did not work.
A quest maker never appears for the afterthestorm section I can advance quest up to the point of having to follow Proventus to the milking area.
However the NPC never walks down and the milker never places, this did not happen before for me on older builds.

I ended up just skipping the milk part and now playing as normal quest markers appear again.

Did you use the SE esp or did you convert the LE one? The SE esp won't work for 1.5.97.

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