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Posted
16 hours ago, Grfiftyfive said:

This is probably not the best place to ask this, I'm running LE, I downloaded it from Steam today. I don't have the Dawnguard / Dragonborn or Hearthfire .ESM and don't see any way to get them through steam, how is this resolved or am I screwed?

If all fails, try to get the manifest list for Skyrim LE downloads. The SE/AE list with the instruction on how to use that is here.

Posted
On 12/5/2024 at 3:59 AM, botticelli said:

Do you have some SE version other than 1.6.1170? Check out BEES, you may need that mod.

 

Sadly, no. Maybe if some other help message popped up it would interrupt that cycle.

sadly no   it just bac that not work for me sadly and i love the mod 

Posted
3 hours ago, bimbochoas said:

sadly no   it just bac that not work for me sadly and i love the mod 

I've got the same issue too, my crash log is almost identical to yours. The FAQ mentions something about SE mods with a DLL not being compatible with AE so I thought that was the issue, but the crash only happens when bac is installed. Maybe something about the new SE/AE bac update is broken?

Posted
5 hours ago, bimbochoas said:

sadly no   it just bac that not work for me sadly and i love the mod 

 

1 hour ago, yeeeehaw said:

I've got the same issue too, my crash log is almost identical to yours. The FAQ mentions something about SE mods with a DLL not being compatible with AE so I thought that was the issue, but the crash only happens when bac is installed. Maybe something about the new SE/AE bac update is broken?

The you'll probably have the wrong version of either PO3 or Q2C. Those two pack dlls and need to be exactly compatible since dll mods only work for one specific version of Skyrim.

Posted
17 hours ago, botticelli said:

 

The you'll probably have the wrong version of either PO3 or Q2C. Those two pack dlls and need to be exactly compatible since dll mods only work for one specific version of Skyrim.

Which would be the wrong version for 1.6.1170? I only see the current versions on their nexus pages. Apologies for putting the blame on the mod, I had spent all day troubleshooting.

Posted
7 hours ago, yeeeehaw said:

Which would be the wrong version for 1.6.1170? I only see the current versions on their nexus pages. Apologies for putting the blame on the mod, I had spent all day troubleshooting.

The correct version is the one that corresponds to your SKSE plugin since the dll plugs into that. So if the SKSE plugin e. g. is 1.6.1130, you'd need the PO3 for 1.6.1130 even if your game version was 1.6.1170.

Posted (edited)

Hi. I was wondering if someone has a working BHUNP json for SE he would like to share. Recently @Sawapine sent his version for 3BA UBE and it kinda made me a little jealous. I can share mine if you want, but it's pretty bad. It's functional but not really good. 

 

One more question guys. When you get cow back change, do you use some kind of mod, so you can see anything when using weapons from the first person view? For me drawing a bow, for example, makes that my arms are covering the screen and I can't see the target.

 

bac_json.7z

Edited by masterofgamespl
Posted
12 hours ago, botticelli said:

The correct version is the one that corresponds to your SKSE plugin since the dll plugs into that. So if the SKSE plugin e. g. is 1.6.1130, you'd need the PO3 for 1.6.1130 even if your game version was 1.6.1170.

Unfortunately it doesn't seem like that was the problem...

Posted (edited)
On 12/5/2024 at 3:48 AM, bimbochoas said:

i need help, game keep crash on new game after i have update to current virson of se/ae of the mod.  i done a full install of game and clear out all mod and reinstall them all. it been year or so  since i last play skyrim.   attach is the crash log and report. if anyone can point me what wrong or what i need to do to fix it that be great.

crash-2024-12-05-02-41-07-REPORT.txt 10.73 kB · 2 downloads crash-2024-12-05-02-41-07.log 37.06 kB · 2 downloads

15 hours ago, yeeeehaw said:

Unfortunately it doesn't seem like that was the problem...

 

in the crash log the idenrified objects are:

  • 0x1E010589 which is
    image.png.2726c355b801e9091fae28a3d47b37db.png
    and originates from ZaZ
  • 0x1E00EA6E which is bac_blacksmith quest that uses the garotte

 

The garotte causing a CTD means that you've installed the wrong ZaZ version. BAC *only* functions with ZaZ 8.0+ with the plus (+) sign being part of the version number and *not* meaning "any version 8.0 or above". See the ZaZ links on the file page and keep in mind *not* to download the file linked directly on the ZaZ page *but* the file found in the sticky comment in the support thread!

Edited by botticelli
Posted
On 12/6/2024 at 2:58 AM, safado said:

 

Weird, did you just acquire Skyrim LE on Steam or did you obtain it 13 years ago, original Skyrim with no DLC? (you can buy it and not download it in a long while).  The LE part mean all DLC are included. Is for Legendary Edition. That, if it is not a pirated version.

 

  Reveal hidden contents

I think you can't buy Skyrim-LE since 2016, no support.  It has to be Skyrim SE. I'm no sure, only bought original Skyrim (premium version) in 2011 and got upgraded for "free" with DLC, all the way to Skyrim AE-basic as each version became available for a decade. Good investment at the end.

 

This is the Steam property (right-click game title) page DLC menu. Did it show like that and has the "Install" column with the blue checks selected? If yes, then go to Installed Files section and run "Verify integrity of Game Files".

  Reveal hidden contents

SteamSkyrimLEDLCs.jpg.56f6ebc3f3cf3e99e6593ace9e7a4b14.jpg

 

Thanks for the help.

I bought the game 13 years ago with no DLC. I guess I don't have LE just whatever the original version is with no DLC - it's not a pirated version.

Within the Steam Property as shown in your screenshot, I don't have a DLC menu/tab. There doesn't appear to be anything useful in any of the other menus either.

Ok well I guess I'm going to seek pirate options.

 

Posted
15 hours ago, botticelli said:

 

in the crash log the idenrified objects are:

  • 0x1E010589 which is
    image.png.2726c355b801e9091fae28a3d47b37db.png
    and originates from ZaZ
  • 0x1E00EA6E which is bac_blacksmith quest that uses the garotte

 

The garotte causing a CTD means that you've installed the wrong ZaZ version. BAC *only* functions with ZaZ 8.0+ with the plus (+) sign being part of the version number and *not* meaning "any version 8.0 or above". See the ZaZ links on the file page and keep in mind *not* to download the file linked directly on the ZaZ page *but* the file found in the sticky comment in the support thread!

thank you, for the infroamtion, i did not known that, i alway though + mean anything above that vrersion. 

Posted

So I repeat my question: What is the new quest ? I kept seeing mentions of a new quest for the update to the mod. But nothing explaining it; I had briefly asked but never got an answer.

Posted
1 hour ago, Tiruil said:

So I repeat my question: What is the new quest ? I kept seeing mentions of a new quest for the update to the mod. But nothing explaining it; I had briefly asked but never got an answer.

Talk to Bestest Buddy Paul about not being able to wear a helmet.

Posted

Hi after paul buys the pc and you return to whiterun, he "asks" you to take your clothes off. After asking this he walks away, with no new quest prompts. Is it supposed to end here or is it bugged?

Posted

Hey! A quick, possibly stupid question. I'm just starting to play and download this mod. I noticed that there is no detailed description on the main page (or there is, but somewhere on the topic, and I simply didn't notice it) 

Can someone give me a quick rundown on what version of Skyrim to get? Is it better to mod regular Skyrim or Skyrim SE? And other similar, rather basic questions and answers~

Posted
9 hours ago, Riot445 said:

Hi after paul buys the pc and you return to whiterun, he "asks" you to take your clothes off. After asking this he walks away, with no new quest prompts. Is it supposed to end here or is it bugged?

There is a breastfeeding SexLab scene supposed to start. If you have no breastfeeding animations installed (need to have tag "Breastfeeding"), get some.

Posted (edited)
1 hour ago, Sidorowicz said:

Hey! A quick, possibly stupid question. I'm just starting to play and download this mod. I noticed that there is no detailed description on the main page (or there is, but somewhere on the topic, and I simply didn't notice it) 

Can someone give me a quick rundown on what version of Skyrim to get? Is it better to mod regular Skyrim or Skyrim SE? And other similar, rather basic questions and answers~

I build this on Skyrim LE and then try to port it with CAO and the SE CreationKit. This tends to leave some version issues open with SE/AE/VR, like you need the BEES mod (see file page), if you have an older version SE like 1.5.97 and so on, since the mod is ported with 1.6.1170. It's definitely possible to get it running with all verions of Skyrim.

 

You need Dawnguard and Dragonborn DLCs and all of the requirements (including MME) from the file page and I strongly recommend Quad2Core's and PowerOfThree's extenders (see optional files). Those two come with a plugin dll fro SKSE, so you need to make sure to get the correct version matching your SKSE version. I use Vortex to install this, but other people use e. g. MO2 for it. Load order optimizing with LOOT (built-in with Vortex) ususally gets it right.

Edited by botticelli
Posted

I installed the new update. Everything seems to work after I downloaded the BEES but the mutations are not applying even after milking and the cow list shows that transformation is progressing. The changes only fire when I force update all cows.

Posted
9 hours ago, botticelli said:

There is a breastfeeding SexLab scene supposed to start. If you have no breastfeeding animations installed (need to have tag "Breastfeeding"), get some.

Is there anyway to progress without feeding him? I have SL P+ installed so idk which animations are compatible with it, or even where to find some.

Posted (edited)
20 hours ago, Rocketman5461138 said:

Good morning,

 

I'm having an issue where whenever I sit in the seat to get the nose piercing the game CTDs right away. I'm playing on SE with the Zaz 8.0+. Any help is appreciated

Please post a crash log or Papyrus0.log.

 

20 hours ago, sandai05 said:

I installed the new update. Everything seems to work after I downloaded the BEES but the mutations are not applying even after milking and the cow list shows that transformation is progressing. The changes only fire when I force update all cows.

Check data\SKSE\Plugins\skee64.ini There are settings in there that prevent automatic model updates if set wrongly.

 

15 hours ago, Riot445 said:

Is there anyway to progress without feeding him? I have SL P+ installed so idk which animations are compatible with it, or even where to find some.

Just wondering why you'd play a cow without milking anims... In the console: setstage bac_capturedcow2 110

If you don't have any sex animations with giants either, go to the debug tab in BAC MCM and disable the Ritual Cow quest.

Edited by botticelli
Posted
On 12/12/2024 at 12:47 PM, botticelli said:

I build this on Skyrim LE and then try to port it with CAO and the SE CreationKit. This tends to leave some version issues open with SE/AE/VR, like you need the BEES mod (see file page), if you have an older version SE like 1.5.97 and so on, since the mod is ported with 1.6.1170. It's definitely possible to get it running with all verions of Skyrim.

 

You need Dawnguard and Dragonborn DLCs and all of the requirements (including MME) from the file page and I strongly recommend Quad2Core's and PowerOfThree's extenders (see optional files). Those two come with a plugin dll fro SKSE, so you need to make sure to get the correct version matching your SKSE version. I use Vortex to install this, but other people use e. g. MO2 for it. Load order optimizing with LOOT (built-in with Vortex) ususally gets it right.

Okay, thanks a lot. Today I will start downloading and modifying my Skyrim LE. I will let you know if there are any problems or questions

Posted
3 hours ago, botticelli said:

Check data\SKSE\Plugins\skee64.ini There are settings in there that prevent automatic model updates if set wrongly.

 

Which settings are preventing the update? I updated the skee64.ini file following the FAQS.

Spoiler

[Debug] ; -1 to disable logging
; 0 - Fatal Error
; 1 - Error
; 2 - Warning
; 3 - Message
; 4 - Verbose Message
; 5 - Debug Message
iLogLevel=5 ; Default[5]

[Features]
; Enables sculpting panel and functionality
bEnableSculpting=1 ; Default[1]

; Enables exporting actor heads from menu
bEnableHeadExport=1 ; Default[1]

; Enables layering textures ontop of the player
bEnableOverlays=1 ; Default[1]

; Determines whether face overlays are enabled
bEnableFaceOverlays=1 ; Default[1]

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1 ; Default[1]

; Enables Body Randomization based on guided files (depends on BodyMorph, usage without will still apply randomized key values)
bEnableBodyGen=1 ; Default[1]

; Enables automatic reapplication of transforms on model load
bEnableAutoTransforms=1 ; Default[1]

; Enables syncing of hair or skin tint to a Dyeable Item
bEnableTintSync=1 ; Default[1]

; Enables tint system on inventory models
bEnableTintInventory=1 ; Default[1]

; Enables automatically tinting worn items in the hair slot where they have the Hair Tint Shader
bEnableTintHairSlot=1 ; Default[1]

; Enables recalculating Normals and Tangents when loading or changing sliders
bEnableFaceNormalRecalculate=1 ; Default[1]

; Enables recalculating Normals and Tangents when using Body morphs
bEnableBodyNormalRecalculate=1 ; Default[1]

; Enables automatically disabling the Model Space Normal flag from a mesh when the Actor's Skin TextureSet is set to use Tangent space
bEnableTangentSpaceCorrection=1 ; Default[1]

; Enables automatic transforms defined by 'SDTA' NiStringExtraData on shapes
; String Data: (Without semi-colon)
;[
;    {"name":"NPC L Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]},
;    {"name":"NPC R Breast", "scale": 4.0, "pos":[0, 0, 0], "rot":[0, 0, 0]}
;]
bEnableEquippableTransforms=1 ; Default[1]

[Hooks]
; Debugging use only, these disable hooks in the game which affect various features
bBipedAttach=1
bNativeSliders=1
bMorphUpdates=1
bSliderCallbacks=1
bTintInventory=1
bHeadProcessing=1
bFaceOverlays=1

[General]
; Determines scaling mode
; 0 - Multiplicative
; 1 - Averaged
; 2 - Additive
; 3 - Maximum
iScaleMode=0

; Determines key merging method (when there are two body morph keys for the same morph)
; 0 - Additive
; 1 - Averaged
; 2 - Maximum
iBodyMorphMode=0

; Amount of memory to be used by BodyMorph TRI cache
; cache will temporarily exceed this limit to load a TRI
; then remove least recently used entries until the
; used memory is below this threshold
uBodyMorphMemoryLimit=256000000 ; Default[256000000]

; Enables whether shapes are morphed in parallel
bParallelMorphing=1

; Which slot mask to apply hair tinting to, if you want multiple see https://www.creationkit.com/index.php?title=Slot_Masks_-_Armor
uTintHairSlot=2050 ; Default[2050] - Applys to slots where Hair or LongHair exists

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=0 ; Default[1]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=0 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=30 ; Default[6]
iSpellOverlays=1 ; Default[1]


[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=1 ; Default[1]


[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=20 ; Default[3]
iSpellOverlays=0 ; Default[1]


[Overlays/Data]
; Assigns these alpha properties to all overlays when they are applied
; 4844, 128 is recommended for solid overlays (they will render correctly underwater)
; Changing the overlay's alpha value ingame acts like 4845 regardless of assigned flags
iAlphaFlags=4845 ; Default[4845]
iAlphaThreshold=0 ; Default[0]
sDefaultTexture=textures\actors\character\overlays\default.dds

[FaceGen]
fSliderMultiplier=3.0
bDisableFaceGenCache=1
bExternalHeads=0 ; Change this to 1 to generate external heads
bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets
bAllowAllMorphs=1 ; Enables use of all preset morphs across all races
bExportSkinToBone=1
bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist
bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender

[Sculpting]
fPanSpeed=0.01 ; Negative reverses panning direction
fFOV=60
iWidth=768 ; Must be divisible by 8
iHeight=768 ; Must be divisible by 8
fBackgroundR=0.0
fBackgroundG=0.0
fBackgroundB=0.0
fBackgroundA=0.0
fOffsetX=0.11
fOffsetY=0.0
fOffsetZ=0.0
bDrawBrushPoint=1
bDrawBrushRadius=1

; Mask brushes have no strength values
[Brush/MaskAdd/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/MaskSubtract/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Inflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Deflate/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Deflate/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

[Brush/Smooth/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Smooth/Strength]
dbDefault = 0.05
dbMin = 0.001
dbMax = 1.000 ; Smooth strength greater than 1 is nonsense, don't set this higher
dbInterval = 0.001

[Brush/Move/Radius]
dbDefault = 0.5
dbMin = 0.01
dbMax = 2.00
dbInterval = 0.01

[Brush/Move/Strength]
dbDefault = 0.01
dbMin = 0.001
dbMax = 1.000
dbInterval = 0.001

 

Posted

Hello, it's me again. After several hours of struggle, I managed to download and run the mod. Everything seems to work, no major errors appear... At least apart from these two. 

The first one is the one shown in the photo. I set up Bodyslide exactly as Botticelli showed in the guide (Batch Build and tick all the slider sets starting with "bac" ) 

I even use the same body setting. CosioHD

However, after "Update All Cows" I encounter a problem as shown in the screenshot


Another problem, but I seem to have solved it, is the free face overlay slot. A moment of playing with nioverride.ini and I should be able to deal with the problem

But beyond all this. Great mod, really brilliant

 

I can't wait to finally deal with all the difficulties and be able to play it in peace (although I have a feeling that I will encounter more problems in the next few days~ Haha) 

"It Just Works"

image.jpeg.0af42441465cdf54b0ee8e659e0265c2.jpeg

Posted (edited)
45 minutes ago, Sidorowicz said:

I even use the same body setting. CosioHD

Have you used BodySlide before? First, you need to build your body replacer like, e. g., CosioHD.
 

Spoiler

image.png.c1160a127cd63fa1b25c8801464ac10b.png

Only *then* you do the batch build with the same settings used for your body just before. Else the armors (e. g. hooves, etc.) won't match the body. Makr sure to ticj the "Build Morphs" box as well since without that, you won't see any size changes. The vanilla body provided by Bethesda does not work with this anyway. You can re-run bodyslide anytime, it won't affect your savegame.

As for the nioverride.ini settings, see FAQ item #4 on the file page.

 

5 hours ago, sandai05 said:

hich settings are preventing the update? I updated the skee64.ini file following the FAQS.

I had meant this (which seems to be correct in your ini):

; Enables BodySlide assisted morphing for further customization
bEnableBodyMorph=1 ; Default[1]

 

The morph and tats updates are handled by nioverride which comes with racemenu. Maybe it's a load order problem? I have no idea since BAC just uses calls to NiOverride to do the work

 

Edited by botticelli

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