botticelli Posted January 12, 2025 Author Posted January 12, 2025 2 hours ago, Wut1969 said: Hi, It's been a few years since I used BAC in my playthroughs. I tried to install it yyesterday, and the installation part went fine. I changed the MCM settings to my likings from the prison cell and when I wanted to review something when I just started playing, I wasn't able to access the BaC MCM anymore. I get the splash screen, but no menu options, even after waiting some time. As it only happens with BaC, is this something people have experienced more often? I'm on LE, I have approx 400 mods and close to 254 esp's, and I know Skyrim is quircky, so I'm fully aware it could be lots of things. And honestly, not being able to access the MCM in game won't be much of a problem when I'm really playing, but I wanted to make sure that NPCs will become cows when they're being raped (by other NPCs). If there is a console command for cheeck that or if it shows up on the screen, that's fine too. Does the player have to start becoming a cow first or isn't that neccesary? BAC MCM checks mod compatibility to MME, ZaZ, SLA, SLIF and some other on opening. If not to its liking, it will block the menu. In the prison cell some (optional ones) of those may not have initializes themselves whenyou open the menu thus the menu is displeyed. Be sure to check the dependency (i. e. master) versions especially that of ZaZ. ZaZ is my prime candidate for causing this (has been in >90% of all past cases). It needs to be exactly version 8.0+. The + is part of the version number!!! This does not mean "8.0 or above". ZaZ 9.0 will not work.
Wut1969 Posted January 12, 2025 Posted January 12, 2025 (edited) Just now, botticelli said: BAC MCM checks mod compatibility to MME, ZaZ, SLA, SLIF and some other on opening. If not to its liking, it will block the menu. In the prison cell some (optional ones) of those may not have initializes themselves whenyou open the menu thus the menu is displeyed. Be sure to check the dependency (i. e. master) versions especially that of ZaZ. ZaZ is my prime candidate for causing this (has been in >90% of all past cases). It needs to be exactly version 8.0+. The + is part of the version number!!! This does not mean "8.0 or above". ZaZ 9.0 will not work. Oh, I hadn't expected that, I'm glad I asked. Let me see, I have - ZaZ Animation Pack + CBBE HDT V8.0+ (so that's not it) - MME-LE-2019-06-04 - MME Tweak 2019_11_03 ( www.loverslab.com/files/file/10316-osmelmc-mod-tweaks ) - Sexlab Aroused V28b - Sexlab Inflation Network 1.2.2 beta But, I also have DD-A 3.0, so I'm guessing that might be the one? I'm downloading 5.2 right now. Let's see if that helps, and what else will break because of that. Edited January 12, 2025 by Wut1969
Wut1969 Posted January 12, 2025 Posted January 12, 2025 2 hours ago, botticelli said: BAC MCM checks mod compatibility to MME, ZaZ, SLA, SLIF and some other on opening. If not to its liking, it will block the menu. In the prison cell some (optional ones) of those may not have initializes themselves whenyou open the menu thus the menu is displeyed. Be sure to check the dependency (i. e. master) versions especially that of ZaZ. ZaZ is my prime candidate for causing this (has been in >90% of all past cases). It needs to be exactly version 8.0+. The + is part of the version number!!! This does not mean "8.0 or above". ZaZ 9.0 will not work. Well, it isn't DD Assets. What I noticed, starting a fresh game, is that the menu was accessible just fine until a NPC got raped (which is what I used as a mutation trigger on the first page). Maybe that''s a coincidende, but it felt that way to me.
Unknown22923 Posted January 12, 2025 Posted January 12, 2025 25 minutes ago, Wut1969 said: Well, it isn't DD Assets. What I noticed, starting a fresh game, is that the menu was accessible just fine until a NPC got raped (which is what I used as a mutation trigger on the first page). Maybe that''s a coincidende, but it felt that way to me. Sounds like that orgasm endless loop issue that SE/AE version had a few months back that was fixed, maybe it wasn't implemented to LE version for some reason?
botticelli Posted January 12, 2025 Author Posted January 12, 2025 2 hours ago, Wut1969 said: Well, it isn't DD Assets. What I noticed, starting a fresh game, is that the menu was accessible just fine until a NPC got raped (which is what I used as a mutation trigger on the first page). Maybe that''s a coincidende, but it felt that way to me. did you install the rape fix from some pages back? There's an endless loop in the OnOrgasmEnd code I fixed with that.
bimbochoas Posted January 12, 2025 Posted January 12, 2025 10 hours ago, Wut1969 said: Hi, It's been a few years since I used BAC in my playthroughs. I tried to install it yyesterday, and the installation part went fine. I changed the MCM settings to my likings from the prison cell and when I wanted to review something when I just started playing, I wasn't able to access the BaC MCM anymore. I get the splash screen, but no menu options, even after waiting some time. As it only happens with BaC, is this something people have experienced more often? i have had same issue happen if i save and quite and either uninstall, update, or install new mod be it a new home or oufit or armor, i have mcm and bac stop work and update. i can still do quest but i am unable to access the mcm or have any cow levle up happen.
Wut1969 Posted January 12, 2025 Posted January 12, 2025 2 hours ago, botticelli said: did you install the rape fix from some pages back? There's an endless loop in the OnOrgasmEnd code I fixed with that. Nope I didn't. I will try that and let you know if that worked. Thanks! @Unknown22923 & @bimbochoas; also thank you. 👍
botticelli Posted January 13, 2025 Author Posted January 13, 2025 (edited) 18 hours ago, bimbochoas said: i have had same issue happen if i save and quite and either uninstall, update, or install new mod be it a new home or oufit or armor, i have mcm and bac stop work and update. i can still do quest but i am unable to access the mcm or have any cow levle up happen. Installing a new mod during a running game is always a very bad idea since it often changes the load order. When that happens, any references (i. e. IDs) pointing to another mod's resources one mod has saved upon its initialization (e. g. ZaZ furniture referenced by BAC) will become invalid. The ID stays valid but no longer points to a valid object which is something the referencing mod cannot anticipate and/find out on the fly (it would cause a huge script load to verify each and every foreign reference after game reload most likely causing CTD). Now when BAC tries to work on such an ID you get the effect you just experienced. Changing the load order during a running game *only* works safely in a setting where no mods are installed that reference masters other than vanilla Skyrim. What you could try is loading a clean save after your load order changes, wait out all the mod installations again, and only then load your saved game from the running clean save game. Do not confuse a clean save with a cleaned save (e. g. from Save File Cleaner). The latter only removes dead references thus reducing your save file size but it will not reconnect invalid references. A clean save is generated after freshly installing vanilla skyrim with no mods and without SKSE (official DLC is allowed), then open the console while still in the main menu and type coc qasmoke and (after arriving in the test cell) save "<clean_save_name>" Put the resulting save game somewhere secure. Only then start installing additional content like SKSE, mods, etc. That save game is your lifeline for situations like this. Without it, your game is bust. Edited January 13, 2025 by botticelli
alex77r4 Posted January 13, 2025 Posted January 13, 2025 (edited) 2 hours ago, botticelli said: Installing a new mod during a running game is always a very bad idea since it often changes the load order. When that happens, any references (i. e. IDs) pointing to another mod's resources one mod has saved upon its initialization (e. g. ZaZ furniture referenced by BAC) will become invalid. The ID stays valid but no longer points to a valid object which is something the referencing mod cannot anticipate and/find out on the fly (it would cause a huge script load to verify each and every foreign reference after game reload most likely causing CTD). Now when BAC tries to work on such an ID you get the effect you just experienced. Changing the load order during a running game *only* works safely in a setting where no mods are installed that reference masters other than vanilla Skyrim. No, no, no and no. If a mod not works correctly after change the load order is a exclusive problem of that mod. After more than 15 years playing Skyrim, of course LE and SE, i can assure, without any kind of dude, that you can made ANY change in the load order without any problem. All the ID's references are automatically re-mapped while load the saved game, included the references inside the active running scripts. The game, the mods and the scripts never can be broken making a change in the load order. Think a bit, please: If the game really can break when we change the load order why the game not say it when we add a new mod? Why the game show a warning window when we remove a mod but NOT not show it when we add a new mod? Why LOOT, a program designed to change the load order, not show any kid of warning when we run it to change the load order? Why Vortex have LOOT integrated and make dynamic changes to the load order without any notification to the user? Why the main web pages, like the CK Wiki, Step, Nexus or this, LoversLab, not have any kind of advice about change the load order? Why only some mods, like 1%, have problems when we change the load order but the other 99% of the mods not have any problem? Of course, because change the load order not cause any problem in the game. Only cause problems in mod that are bad made. Please, change your mind. Edited January 13, 2025 by alex77r4
alex77r4 Posted January 13, 2025 Posted January 13, 2025 (edited) 2 hours ago, botticelli said: What you could try is loading a clean save after your load order changes, wait out all the mod installations again, and only then load your saved game from the running clean save game. Do not confuse a clean save with a cleaned save (e. g. from Save File Cleaner). The latter only removes dead references thus reducing your save file size but it will not reconnect invalid references. A clean save is generated after freshly installing vanilla skyrim with no mods and without SKSE (official DLC is allowed), then open the console while still in the main menu and type coc qasmoke and (after arriving in the test cell) save "<clean_save_name>" Put the resulting save game somewhere secure. Only then start installing additional content like SKSE, mods, etc. That save game is your lifeline for situations like this. Without it, your game is bust. The worst advice's i read in the last years. If you make a save game with no mods and latter you add mods and load that broken save game, probably, your game never go to work correctly. Specially when you add mods that require Start a New Game like USLEP(Legendary), USSEP(Special) and others big's mods. When we are in the Main Menu and click over Start New Game the Script Engine initialize and run all the scripts of all the quest marked as Start Game Enabled, that include the Main Quests of the Base Game + DLC's. When we add a mod like USLEP or USSEP and load that broken saved gamed half of the changes that must be made by USLEP or USSEP are not applied because a lot of changes and corrections are inside the initialization scripts of the Main Quests and that scripts has already been executed. In others words: USLEP and USSEP change a lot of scripts from the Main Quests of the Base Game. If we Start New Game without USLEP or USSEP the Script Engine execute the original scripts of the Base Game, from 2013 or from 2016. Latter, when we add USLEP or USSEP and load that broken save game half of the changes that must be made by USLEP or USSEP are not made. Simply, because that scripts has already been executed. The game has executed the old bad version, from the original game, and the corrected version, that come with USLEP or USSEP are not executed. That cause a lot of inconsistencies in the game and can break from the Main Quest to any secondary mission. That is the main motive from some big mods to require Start a New Game. Because that mods made changes in scripts of the Base Game that are executed when we click over Start New Game and that scripts are executed only one time, only when we click over Start a New Game. We only have one opportunity to run that scripts. And that mods need execute their own version of that scripts. The only way to have a stable game is install all the base mods, USLEP or USSEP, Alternate Start and all the core mods we want use and click over Start New Game. Edited January 13, 2025 by alex77r4
Wut1969 Posted January 13, 2025 Posted January 13, 2025 @botticelli; That fixed it. 👍 I still have questions, but maybe it's better to just start playing and find the answers that way.
Wut1969 Posted January 13, 2025 Posted January 13, 2025 2 hours ago, alex77r4 said: After more than 15 years playing Skyrim, of course LE and SE, i can assure, without any kind of dude, that you can made ANY change in the load order without any problem. That is amazing!!!! Skyrim only came out on 11-11-2011, so the rest of us have playing it for a little over 13 years now. I'll leave this discussion to the regular inhabitants of this channel, but I'm sure you have made a good impression. Good job! 👍 1
botticelli Posted January 13, 2025 Author Posted January 13, 2025 (edited) 5 hours ago, alex77r4 said: No, no, no and no. If a mod not works correctly after change the load order is a exclusive problem of that mod. Very well go ahead and have it your way. I just wonder why there are tons of blogs and threads on exactly that problem. Skyrim *ought* to remap the IDs correctly but the more mods you have and the more dirty saves with growing string lists you have the less consistent this re-mapping sadly is. Maybe all my debugging and logging was just for naught and maybe I just saw ghosts when doing that myself. And: we *are* still talking about the unstable 32bit engine of Skyrim LE by the way, do not forget that. Could be that that problem is solved with SE/AE, but I'm talking LE. I ran into max property page sizes that also nobody ever wrote about. So don't tell me that because something *should* be that because it's the law it actually *is* that way. And, btw., if it were as you stated we would not need mods like ReSaver at all. Edited January 13, 2025 by botticelli 4
pnagved Posted January 16, 2025 Posted January 16, 2025 Hello. I have a problem where the my game crashes when Paul is supposed to give me my first nose ring. The nose ring works if i apply it via the mcm debug and the garrote works outside of this quest. crash-2025-01-15-15-21-58.log
Uffda Posted January 16, 2025 Posted January 16, 2025 Im on latest bac - i played once so far, and my char dont start to transform, my follower did... tho. And where do I find that give me the curse, in the start?
botticelli Posted January 17, 2025 Author Posted January 17, 2025 20 hours ago, pnagved said: Hello. I have a problem where the my game crashes when Paul is supposed to give me my first nose ring. The nose ring works if i apply it via the mcm debug and the garrote works outside of this quest. crash-2025-01-15-15-21-58.log 778.94 kB · 0 downloads wrong PO3 version Spoiler File: "bac.esp" Flags: 0x00400008 kInitialized Name: "Paul hard at work" EditorID: "bac_blacksmith_workloop" FormID: 0x170D1774 FormType: Quest (77) [RSP+8F8 ] 0x1 (size_t) [1] [RSP+900 ] 0x22B289B0D20 (BSTCommonLLMessageQueue<BSScript::Internal::FunctionMessage>*) [RSP+908 ] 0x7FF6523EDE61 (void* -> SkyrimSE.exe+145DE61 test sil, sil) [RSP+910 ] 0x22B289ACBA0 (void*) [RSP+918 ] 0x7FF651C7C87C (void* -> SkyrimSE.exe+0CEC87C mov rax, rbx) [RSP+920 ] 0x14 (size_t) [20] [RSP+928 ] 0x2 (size_t) [2] [RSP+930 ] 0xFFFFFFFF00000001 (size_t) [uint: 18446744069414584321 int: -4294967295] [RSP+938 ] 0x22BD047DEA0 (void*) [RSP+940 ] 0x22BD0471E00 (BSScript::Internal::CodeTasklet*) Stack Trace: [None].PO3_SKSEFunctions.FindAllReferencesOfFormType() - "<native>" Line ? [None].bac_po3_access.FindAllNPC() - "bac_po3_access.psc" Line 0 [bac_blacksmith_workloop (170D1774)].qf_bac_blacksmith_workloop_060d1774.getActors() - "QF_bac_blacksmith_workloop_060D1774.psc" Line 0 [bac_blacksmith_workloop (170D1774)].qf_bac_blacksmith_workloop_060d1774.callActors() - "QF_bac_blacksmith_workloop_060D1774.psc" Line 0 [bac_blacksmith_workloop (170D1774)].qf_bac_blacksmith_workloop_060d1774.Fragment_3() - "QF_bac_blacksmith_workloop_060D1774.psc" Line 0
botticelli Posted January 17, 2025 Author Posted January 17, 2025 15 hours ago, Uffda said: Im on latest bac - i played once so far, and my char dont start to transform, my follower did... tho. And where do I find that give me the curse, in the start? a) become a milk maid b) depending on your curse start options either get milked (some more) or drink a "Blended Lactacid" postion or get fucked as a sex victim [BAC MCM About page "Curse options"]
Uffda Posted January 17, 2025 Posted January 17, 2025 1 hour ago, botticelli said: a) become a milk maid b) depending on your curse start options either get milked (some more) or drink a "Blended Lactacid" postion or get fucked as a sex victim [BAC MCM About page "Curse options"] I am a milk maid, lvl 3 or 4...then i add bac. I have gotten milked with lactacid a lot, and fucked, even raised a milk maid level - but it dont seem to trigger my own transformation. I will try again from the clean save where I added bac. Im on ae 1170, if that matters.
botticelli Posted January 17, 2025 Author Posted January 17, 2025 (edited) 6 hours ago, Uffda said: I am a milk maid, lvl 3 or 4...then i add bac. not sure, if that's the problem. If you *already were* a milkmaid when you added the mod, it might not have you registered as one. BAC relies on MME's mod events, especially on "MilkQuest.MilkingStage". In BAC MCM, set Console output active and log verbosity to "normal". Then get milked. You should see some messages in the console starting with "BACMain::OnMilkingStage". If they don't happen, the mod eventing is corrupt or you didn't allow the curse to start on milking. You only progress that way, if curse start is set to "On any milking (old style)". Else just milking will do nothing. Edited January 17, 2025 by botticelli
Uffda Posted January 17, 2025 Posted January 17, 2025 3 hours ago, botticelli said: not sure, if that's the problem. If you *already were* a milkmaid when you added the mod, it might not have you registered as one. BAC relies on MME's mod events, especially on "MilkQuest.MilkingStage". In BAC MCM, set Console output active and log verbosity to "normal". Then get milked. You should see some messages in the console starting with "BACMain::OnMilkingStage". If they don't happen, the mod eventing is corrupt or you didn't allow the curse to start on milking. You only progress that way, if curse start is set to "On any milking (old style)". Else just milking will do nothing. I did revert to where i added mod on a clean save. I also did reset pc milk maid status, and so far its just transforming my follower again as I put to milk maid. I can try to manually restart BAC Main... I got milkmod 20220522 and bac 2.1.0SE - i also put in BoS when i started milkmod, not sure if that corrupts it. But 3 hrs playing and milking and having sex, drinking blended lactasid and normal - still not starting it... Hammerheart quest stands at start, no progress....
Uffda Posted January 18, 2025 Posted January 18, 2025 (edited) Ok, I did go to debug and clicked reset lot of stuff, but had a bug cuz i got the cure and everyone i talked to started with to clear ur mind. So I reloaded one of the first saves. But that made me get starting getting horns once i milked...so lemme start again see if I can reproduce it. Reset CowBack - notta happend after milking. Cleanup maid list - did not need cleaning. Restet Progres - got msg that quest was progressing, did one milking, notta - went to bed, and now I progress with getting horns. Also drank blended and normal lactasid. So, maybe it should be a delay in start the initial quest? I got a huge loadlist, so mayhaps it did not load correct in and got stuck? Ill try play see if it works now... 🙂 Just glad it was a solution to reset it.... Edited January 18, 2025 by Uffda
botticelli Posted January 18, 2025 Author Posted January 18, 2025 (edited) 10 hours ago, Uffda said: Ok, I did go to debug and clicked reset lot of stuff, but had a bug cuz i got the cure and everyone i talked to started with to clear ur mind. So I reloaded one of the first saves. But that made me get starting getting horns once i milked...so lemme start again see if I can reproduce it. Reset CowBack - notta happend after milking. Cleanup maid list - did not need cleaning. Restet Progres - got msg that quest was progressing, did one milking, notta - went to bed, and now I progress with getting horns. Also drank blended and normal lactasid. So, maybe it should be a delay in start the initial quest? I got a huge loadlist, so mayhaps it did not load correct in and got stuck? Ill try play see if it works now... 🙂 Just glad it was a solution to reset it.... depending on your speed setting s (1 = ultra fast, 6 = ultra slow), it takes n * s units of milk milked to progress the curse from stage n-1 to n. This is also valid for stage 1. Edited January 18, 2025 by botticelli
rinkula Posted January 18, 2025 Posted January 18, 2025 Hello. I wanted to ask help for my crashing. I have had some of those, usually after a character has mutated longer. Each of my crash reports have mentioned BAC so I guess it has something to do with the crashes. I myself don't know enough about crash logs to figure my problem. crash-2025-01-18-15-57-02.log
David81 Posted January 19, 2025 Posted January 19, 2025 I've been playing with this mod for quite a while and now I find NPCs that aren't added to the bac list, I can milk them but they never turn into cows, is there any way to add them to the bac list manually? Or is there something I'm missing?
Unknown22923 Posted January 19, 2025 Posted January 19, 2025 14 hours ago, rinkula said: Hello. I wanted to ask help for my crashing. I have had some of those, usually after a character has mutated longer. Each of my crash reports have mentioned BAC so I guess it has something to do with the crashes. I myself don't know enough about crash logs to figure my problem. crash-2025-01-18-15-57-02.log 46.04 kB · 1 download Not a pro, but it does mention the first stage of the head transformation, can see you are on 1170 make sure you got the SE head mesh installed correctly.
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