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Posted
1 hour ago, bob-777 said:

Before you sit down in the chair, go to Paul and open the command window with "~". Then click on Paul to get his Character ID (Click on him a few times to make sure its the same ID). Then sit in the chair. Open the command window has type moveto.player and hit enter. Close the command window. He will spawn on top of you walk off for a second and then walk back towards you triggering the cutscene and completing the quest. That is how I have always solved that issue. 

 

I did try that. Paul seems to keep walking to the front of the whiterun stables building. Maybe I didn't wait long enough after moving him to me near the chair. 

 

I did notice, and I think someone already mentioned it, the chair does appear for less than a second and disappears. I was wondering if it might be falling through the ground, but I'm not sure how to confirm that possibility. 

 

I also noticed that if I got out of the chair and back in, I was moved forward slightly outside the stable for the anim, while the chair was still inside the stable.

Posted

I've tried everything I can think of to move past this quest.  I've avoided using the setstage commands, because that can really dork up a playthru.  I'm at the point where I am avoiding the bac quest line, and just leveling up my CowGirl.

Posted (edited)
14 hours ago, NoirXiaoba said:

 

Oh please say it's possible! ❤️

 

15 hours ago, Addywil said:

Is it possible to cram in one more stage before final hoof @botticelli?

You can have as many stages as you like. Right now "normal" (i. e. non-random) mutations end at stage 19, so there's room enough to stretch that out.

 

10 hours ago, 4w13rg4n said:

Sadly, I went back through, started the Ring item with Paul.  Spawned the chair, talked to Paul ( Paul had the "Why Must I be Tied up" and "Why is there a crowd" options for dialog.  I went through those options, went back to the chair, and Paul walked off down the road, and finally timed out.

 

Any other suggestions?

 

2 hours ago, 4w13rg4n said:

've tried everything I can think of to move past this quest.  I've avoided using the setstage commands, because that can really dork up a playthru.  I'm at the point where I am avoiding the bac quest line, and just leveling up my CowGirl.

With the ring, you don't need the chair (that's for hooves), you need the stocks. As I said, look in this post for the correct furniture. You'll know you've activated the correct furniture when there's quest marker on it.

Edited by botticelli
Posted (edited)
1 hour ago, botticelli said:

 

You can have as many stages as you like. Right now "normal" (i. e. non-random) mutations end at stage 19, so there's room enough to stretch that out.

I wonder ... since it's possible to turn off hand hooves in mootations, which I usually do because I never play the quests of the mod and use it for role playing purposes only... would it be possible to fork that mootation threefold? Like
1) completely off, normal human hands
2) hybrid form with cloven fingers and defined thumb, so one can wield weapons normally (my preference)
3) full hand hooves, no thumb, with bondage mitten effect

Edited by NoirXiaoba
Posted (edited)
4 hours ago, NoirXiaoba said:

I wonder ... since it's possible to turn off hand hooves in mootations, which I usually do because I never play the quests of the mod and use it for role playing purposes only... would it be possible to fork that mootation threefold? Like
1) completely off, normal human hands
2) hybrid form with cloven fingers and defined thumb, so one can wield weapons normally (my preference)
3) full hand hooves, no thumb, with bondage mitten effect

You can do that mostly right now.

1) just turn off hand hooves

2) (at present no cloven fingers, but we need to work on addywil for that) turn on handhooves and either no hardcore mode or hardcore mode with weapon wield allowed

3) all on, hardcore mode, no weapon wield allowed, For the full hand hooves to stay, I'd prefer some nifs that would look better than those at present. If we get those, I can make that either chooseable or tie it to the hardcore mode/weapon wield combo (possibly chooseable per cow)

Edited by botticelli
Posted

Is the mod compatible with anniversary edition? (if not is there an easy way to downgrade skyrim?)

 

I have a problem with this mod or milk mod economy. My character is not added to the list of milk maids and i dont get the horns. I tried using lactacid directly, but nothing happened.

 

Hope someone can help me.

Posted
56 minutes ago, genlee112 said:

Is the mod compatible with anniversary edition? (if not is there an easy way to downgrade skyrim?)

 

I have a problem with this mod or milk mod economy. My character is not added to the list of milk maids and i dont get the horns. I tried using lactacid directly, but nothing happened.

 

Hope someone can help me.

Is your character in the MME list? Then AE MME does not provide the mod event BAC is waiting for. If MME didn't get your character, that would be an MME issue, I'm afraid. Also, I'm not sure which BAC version to install on AE, the LE or SE one? Probably the SE version...

Posted
7 hours ago, botticelli said:

 

With the ring, you don't need the chair (that's for hooves), you need the stocks. As I said, look in this post for the correct furniture. You'll know you've activated the correct furniture when there's quest marker on it.

I apologize, when I said 'chair' I meant the stocks from that post you mentioned.  Although, I have noticed that when I prid the stocks into existence, there is no quest marker on them.

Posted
1 hour ago, botticelli said:

Is your character in the MME list? Then AE MME does not provide the mod event BAC is waiting for. If MME didn't get your character, that would be an MME issue, I'm afraid. Also, I'm not sure which BAC version to install on AE, the LE or SE one? Probably the SE version...

 

LE is 32 bit Skyrim. SE is 64 bit Skyrim. AE is just an update level of SE. Nothing new or magic in AE. SE Creation Kit works for SE and AE, as do all the other tools.

 

I run AE with BAC and MME. Both work fine - except my problems with Paul at the stable.

I have not tried enabling the furniture and looking for the Quest marker. Next on my list.

Posted
22 minutes ago, 4w13rg4n said:

I apologize, when I said 'chair' I meant the stocks from that post you mentioned.  Although, I have noticed that when I prid the stocks into existence, there is no quest marker on them.

There should be one alias on that quest named bacFurniture. That's the alias for the quest marker and that needs to point to one of those four furniture variables. The start of the last line of Pauls dialogue sets that, so try looking at those variables and the alias right during that last line.

Posted
2 minutes ago, fred200 said:

LE is 32 bit Skyrim. SE is 64 bit Skyrim. AE is just an update level of SE. Nothing new or magic in AE. SE Creation Kit works for SE and AE, as do all the other tools.

 

I run AE with BAC and MME. Both work fine - except my problems with Paul at the stable.

I have not tried enabling the furniture and looking for the Quest marker. Next on my list.

Next update will have some major change in that coding. Not sure, if it will work on SE/AE, though. The quest as is pretty much reassigns all aliases every time you start that dialogue with Paul *and* on game load. I changed that. In the next version, the aliases will be fixed and no longer reassigned except the quest alias.

Posted
13 minutes ago, botticelli said:

There should be one alias on that quest named bacFurniture. That's the alias for the quest marker and that needs to point to one of those four furniture variables. The start of the last line of Pauls dialogue sets that, so try looking at those variables and the alias right during that last line.

 

I probably should not quote from memory, but I looked at bacFurniture (bac_Furniture?). I claim it was not set. Will verify.

Posted
1 hour ago, botticelli said:

Next update will have some major change in that coding. Not sure, if it will work on SE/AE, though. The quest as is pretty much reassigns all aliases every time you start that dialogue with Paul *and* on game load. I changed that. In the next version, the aliases will be fixed and no longer reassigned except the quest alias.

Shouldn't be a problem, In terms of the coding both versions of Skyrim are pretty similar though porting a mod over to SSE is a bit easier than the other way around. 

 

The only one that i am not sure about is Skyrim VR because that version is wildly different compared to LE or SE. 

Posted
2 hours ago, botticelli said:

Is your character in the MME list? Then AE MME does not provide the mod event BAC is waiting for. If MME didn't get your character, that would be an MME issue, I'm afraid. Also, I'm not sure which BAC version to install on AE, the LE or SE one? Probably the SE version...

I have had this issue with the newer version of MME for SE that go put out in April.  You end up in the MME list but not the BAC list.  Do you have the faction IDs the game looks for to see if its a number mismatch?

Posted
2 hours ago, botticelli said:

There should be one alias on that quest named bacFurniture. That's the alias for the quest marker and that needs to point to one of those four furniture variables. The start of the last line of Pauls dialogue sets that, so try looking at those variables and the alias right during that last line.

 

I'm not exactly sure how to view that variable from the console, pardon me if this is the wrong method.

 

When I received the 'Take A Seat..' dialog, I ran that sqv bac_blacksmith command you provided in a previous post..   The following are the only to references made to bacFurniture that I can find from the sqv command output.

 

::alias_bacFurniture = alias bacFurniture on quest bac_blacksmith (1700EA6E)

REF 'bacFurniture'-> NONE

Posted (edited)

Random question, But is there a listing somewhere of all the other mods that would pair well with this for immersion?
-I saw something called cow life services, and is there something to have your follower go through this with you? 

Just wondering what all some of you use, to maximize the RP of this mod :)

 

(also on the note of followers, Is this mod follower friendly? Is this more of a solo thing, or can a follower be with you during events / quests as well)

 

Edited by kaiteyc
Posted
1 hour ago, kaiteyc said:

saw something called cow life services,

save you some hastle and confusion.  Dont use it.  The concept is great, but lactid and milk will kill you.

 

The Milk Maid / A Mily Life / Ion / Elsie LaVache by chapja go well

 

The Lact Tat  but now that BAC with bottacelli's additions give's you lactids its kinda overkill now,  but Lact Tat has a patch to also use BAC level up and mutate potions

 

Two player home's.  The Dngeon linked on MME page, and one called Milk Farm.  Just big open spaces with lots of milk machines to store some followers.

 

Milk Magic add's a bunch of spells and things that cost milk to use

 

Sexlab Hormones / Devious Story's has a small part for a milk farm, but atm its seperate from MME and has a serparate milking system but still good

 

SL Survival has a punishment in towns if you miss behave thers a chance your forced into a bound milk machine

Posted

@botticelli SE mods work with AE as long as they use the updated DLLs, or don't use DLLs at all. Some required mods might need to be updated, and those mods may or may not work with BAC. BAC itself (the SE version/conversion) should work with AE.

Posted
6 hours ago, 4w13rg4n said:

I apologize, when I said 'chair' I meant the stocks from that post you mentioned.  Although, I have noticed that when I prid the stocks into existence, there is no quest marker on them.

 

Did you get the quest dialogue from paul? He usually gets it after you are attacked by the three redguard npcs. I forget where they originally spawn, but they eventually make their way to the whiterun stables so you can just advance time 24 hours at a time until they appear next to you.

Posted
23 minutes ago, venomr said:

 

Did you get the quest dialogue from paul? He usually gets it after you are attacked by the three redguard npcs. I forget where they originally spawn, but they eventually make their way to the whiterun stables so you can just advance time 24 hours at a time until they appear next to you.

 

Do you have to wait for the hunters first attack?  If so, that might explain why the quest line is not progressing for me.

Posted
11 minutes ago, 4w13rg4n said:

 

Do you have to wait for the hunters first attack?  If so, that might explain why the quest line is not progressing for me.

 

Yeah the hunters will spawn in the world and make their way towards you. They want to enslave you so you have a choice of getting enslaved or fighting for your freedom. ( two different story paths)

 

After you fight them, paul will give you an accessory to help deter people who want to enslave you, and he spawns the devious device to do this. After you get the accessory ( I think the first is a nose ring) you have to wait for the redguard hunters and repeat the process.

Posted
29 minutes ago, venomr said:

 

Yeah the hunters will spawn in the world and make their way towards you. They want to enslave you so you have a choice of getting enslaved or fighting for your freedom. ( two different story paths)

 

After you fight them, paul will give you an accessory to help deter people who want to enslave you, and he spawns the devious device to do this. After you get the accessory ( I think the first is a nose ring) you have to wait for the redguard hunters and repeat the process.

 

So I have to engage the Hunters BEFORE I go through the quest dialog to get the nose ring?  If so, that explains ALL the issues I've been having trying to further the Hammerheart / Unowned quest lines.

Posted

I did notice that the hunters on the shoreline for the "who am I" quest did not attack me. I'm not sure if that's normal in the quest line or not.

Posted
1 hour ago, 4w13rg4n said:

So I have to engage the Hunters BEFORE I go through the quest dialog to get the nose ring?

From my experiance with all the version's of BAC.  Paul's / Maggie route has allways been a bit jank for me with the first step not spawning the device in.

How its usualy suposed to work is after you talk to paul and either decide to get the nose ring, or not get it and start the Hunter's / Cow 32 path

 

If for pauls route the chair is meant to spawn off the first dialouge and give you the small nose ring.

If you skip that part or it doesn't spawn, i just wait 1-2 hours at the stables for the hunter's to show up and kill them.  That will trigger the alternate dialouge and give you the Medium nose ring and usualy spawns in the DD item correctly at that point

 

Later on in Paul's pathway, with either the bell or the branding scene, you have to talk to him twice to get the DD item to spawn to progress further.

 

However keep in mind failing to fight off the hunters at anypoint on pauls route with switch you over to the Hunter route. 

 

With the Hunter's route Marc sometimes acts a bit jank and never leaves riften. but debug - Fix marc next to paul and it usualy proceedes the quest with out issue.

 

Huter's quest line will also make you more milky and have a bigger debt to pay off vs going Paul's route

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