botticelli Posted January 19, 2025 Author Posted January 19, 2025 16 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 · 2 downloads  1 hour ago, Unknown22923 said: 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. That's my assumption also. If it still crashes with the SE head meshes, download and install the LE head meshes (bac_LE_femaleheads.7z).  Â
botticelli Posted January 19, 2025 Author Posted January 19, 2025 4 hours ago, David81 said: 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? That's strange. Which NPC is that? I tried nearly every female npc in the vanilla game plus dlc (even Serana) and they all work. Keep in mind that BAC *does* skip Khajiit and Argomians. Thinking of that, do those NPCs use the vanilla races? If they come with a mod that also gives them a custom race, BAC will also skip them unless you utilize their custom race for BAC which would mean editing their mod (see enclosed pdf).
rinkula Posted January 19, 2025 Posted January 19, 2025 2 hours ago, Unknown22923 said: 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. Ok. Where do I find that head mesh? I tried finding it but am not sure if I did.
Prexz Posted January 19, 2025 Posted January 19, 2025 Hello everyone, I'm currently using this mod in skyrim se and as far as I can tell pretty much everything works as expected. I only have issues getting the uneven breast mutation to work. I've tried many ways to address the problem including only using the mods necessary for bac on a new game, but ultimately nothing I tried did work. I'm also using the racemenu plugin from XPMSE. Whit it you can adjust bodyscales in racemenu. I then noticed that acutally none of the breast scales work for me even if I try to adjust them in racemenu. Sadly IÂ have now run completely out of ideas and therefore was hoping someone here might have had similar issues or can point me in the right direction. Any kind of help would be greatly appreciated!
alex77r4 Posted January 19, 2025 Posted January 19, 2025 (edited) On 1/13/2025 at 8:37 PM, botticelli said: Maybe all my debugging and logging was just for naught and maybe I just saw ghosts when doing that myself.  Please, tell me where are yours ghost because after analyze your mod and play with it for some days, moving it freely in the load order, adding and removing mods every day, as i normally made every week, i not find any problem. Everything is working correctly. Then, i not see where is the problem of change the load order in mid game.  Note that i make all my test over my actual game play, in level 57, after playing more than 200 hours in that save game, having now 224 esp's and 65 lite. Of course, i clean my save game with regularity and have now more than 90K strings. Spoiler   Edited January 19, 2025 by alex77r4
David81 Posted January 19, 2025 Posted January 19, 2025 5 hours ago, botticelli said: That's strange. Which NPC is that? I tried nearly every female npc in the vanilla game plus dlc (even Serana) and they all work. Keep in mind that BAC *does* skip Khajiit and Argomians. Thinking of that, do those NPCs use the vanilla races? If they come with a mod that also gives them a custom race, BAC will also skip them unless you utilize their custom race for BAC which would mean editing their mod (see enclosed pdf). They are NPCs from a mod that adds population to the city, they are Imperials and Nordics, it also happens to me with some of Pah's slaves, I guess I'll have to ignore those NPCs.
MysticDaedra Posted January 19, 2025 Posted January 19, 2025 Is the HDT tail addon still needed for tail physics, or is SMP tail physics built-in to the base version now?
Unknown22923 Posted January 19, 2025 Posted January 19, 2025 7 hours ago, rinkula said: Ok. Where do I find that head mesh? I tried finding it but am not sure if I did. Ops wrong link attached, here you go
botticelli Posted January 19, 2025 Author Posted January 19, 2025 2 hours ago, MysticDaedra said: Is the HDT tail addon still needed for tail physics, or is SMP tail physics built-in to the base version now? still not icluded. 1
botticelli Posted January 19, 2025 Author Posted January 19, 2025 5 hours ago, alex77r4 said:  Please, tell me where are yours ghost because after analyze your mod and play with it for some days, moving it freely in the load order, adding and removing mods every day, as i normally made every week, i not find any problem. Everything is working correctly. Then, i not see where is the problem of change the load order in mid game.  Note that i make all my test over my actual game play, in level 57, after playing more than 200 hours in that save game, having now 224 esp's and 65 lite. Of course, i clean my save game with regularity and have now more than 90K strings.  Reveal hidden contents   Just *maybe* this is fixed with 2.1.0. You see, I had to redact 2.0.9 because of this. If you add zadLibs (at least that of version 8.0+) as a property to a quest script, it will slowly technically destroy that quest. It is not possible to open the properties of zadLibs in (LE) CK. If attached to a quest script as a property, it's also not possible to open that script's properties in CK. Any other scripts that refer to that also have ther property edit blocked. Each time you *try* to view such a script's properties, some of the existing assignments are randomly and silently dropped which you don't see since you cannot view the proprties. Each time you got a proprty error, it pointed to some random property, so you'll get a new stack for each error. In a running game this resulted in save file anomalies that rendered changing the load order impossible. I needed three months on and off tracking this down since due to the random error messages I was indeed hunting ghosts. With 2.1.0, I have isolated zadLibs access to a global script bac_zad_access and no other script of mine uses that directly any longer. So, *so far* these problems seem to have stopped, but I am relucatant to allege that they did. So, maybe BAC is safe again but other mods may have the same or similar problems. 1
alex77r4 Posted January 19, 2025 Posted January 19, 2025 (edited) 1 hour ago, botticelli said: It is not possible to open the properties of zadLibs in (LE) CK. If attached to a quest script as a property, it's also not possible to open that script's properties in CK. Any other scripts that refer to that also have ther property edit blocked.  You must know that, for compile a script, you need ALL the source code of ALL the dependencies of a mod. But the only way to know if you already have it is: compile.  If you get this error in CK: Spoiler  Of course, you can't edit the properties and assign it to the correct values, and of course, any script or quest that depend from that script or quest have their properties window locked.  If you go to your windows explorer and change the name of a PEX file, not the PSC, and later open your CK to add a script you can see the new name of the script: Spoiler  That is because the CK use the PEX file to get the properties and dependencies. If one of the properties of the script is of unknown type the CK show that error and lock the properties window. That is caused by a missing dependency. In others words, you cant compile that script.  Try compile zadLibs on your machine and solve the errors. Then you can add it to any quest and open their properties. Edited January 19, 2025 by alex77r4
rinkula Posted January 20, 2025 Posted January 20, 2025 15 hours ago, Unknown22923 said: Ops wrong link attached, here you go Thank you for this. Hopefully it will work this time.
botticelli Posted January 20, 2025 Author Posted January 20, 2025 (edited) 16 hours ago, alex77r4 said: If you get this error in CK: Yes I did. I have the source files of zad. I even used the champollion decompiler to get a matching source file for the pex - to no avail. That error did not go away. And *then* I found out that the maximum page size for property values for any given *quest* (not script!) in LE is 8096K And zadLibs.pex loads a lot of properties into any quest that uses it and quest bac_main itself already brings some load in that regard itself. Edited January 20, 2025 by botticelli
alex77r4 Posted January 20, 2025 Posted January 20, 2025 (edited) 5 hours ago, botticelli said: That error did not go away  Something bad in your installation. I reinstall my Legendary, download all the necessary mods to run BAC in Legendary and i can set the ZadLibs properties inside bac_main: Spoiler  Be sure you have all the PEX files expanded from any BSA. The Legendary CK can't access the PEX files inside the BSA.  EDIT: Additionally, when we work in Legendary CK, we have a file called EditorWarnings.txt in the same folder than the CK executable. Read that file to know WHY the CK cant open the properties window. Be sure you you have that PEX files inside DATA\Script and verify you can compile that scripts. Edited January 20, 2025 by alex77r4
botticelli Posted January 20, 2025 Author Posted January 20, 2025 3 hours ago, alex77r4 said: Be sure you have all the PEX files expanded from any BSA. With ZaZ, I have only loose files, no bsa. Still I get these errors in CK. Spoiler SCRIPTS: ERROR: Failed to find variable ::libs_var used in zadnpcquestscript.ProcessGagEffect() SCRIPTS: ERROR: Failed to find variable ::libs_var used in zadnpcquestscript.DoRegisterGameTime() Â
alex77r4 Posted January 20, 2025 Posted January 20, 2025 9 minutes ago, botticelli said: SCRIPTS: ERROR: Failed to find variable ::libs_var used in zadnpcquestscript.ProcessGagEffect() SCRIPTS: ERROR: Failed to find variable ::libs_var used in zadnpcquestscript.DoRegisterGameTime()  ZadNPCQuestScript Extends  zadBaseDeviceQuest and the variable libs come from zadBaseDeviceQuest  Verify you have the two PEX files inside DATA\Scripts and verify you can compile the two scripts.
alex77r4 Posted January 20, 2025 Posted January 20, 2025 35 minutes ago, botticelli said: With ZaZ, I have only loose files, no bsa. Still I get these errors in CK.  24 minutes ago, alex77r4 said: SCRIPTS: ERROR: Failed to find variable ::libs_var used in zadnpcquestscript.ProcessGagEffect() SCRIPTS: ERROR: Failed to find variable ::libs_var used in zadnpcquestscript.DoRegisterGameTime()  zadnpcquestscript come from Devious Devices not from ZaZAnimationPack. The ZAZAnimationPack files normally start with zbf while the DD files normally start with zad. Maybe you are reinstalling and compiling ZaZ and not DD?
ShalolaAuthor Posted January 20, 2025 Posted January 20, 2025 (edited) i installed the dud files, the face did get fixed but the feet is still this weird purply color. looking into racemenu, the tats seems to be tinted. is there a fix? Edited January 20, 2025 by skullgirls_
botticelli Posted January 21, 2025 Author Posted January 21, 2025 14 hours ago, skullgirls_ said: is there a fix? Did you install the tats archive? It should be under data\textures\actors\character\SlaveTats\bac with ~110 *.dds files.
botticelli Posted January 21, 2025 Author Posted January 21, 2025 17 hours ago, alex77r4 said: zadnpcquestscript come from Devious Devices not from ZaZAnimationPack. That might change things, but also for DD I have no bsa, just loose files. I had installed DD 5.2 *with* the script sources, so I assumed those to be matching their pex files.
Jokekiller Posted January 21, 2025 Posted January 21, 2025 Hi! Is there a way to rename your character back to their original name after fully pay up debt and debov quest? Or am I forever stuck as Cow 32 even though tattoo are gone?
ShalolaAuthor Posted January 21, 2025 Posted January 21, 2025 (edited) its there sir. the tattoo stuff appear on my slavetats as bac. but i never try manually applying it. as you can see in the pic before. it contains the actual texture just tinted. im on SE Edited January 21, 2025 by skullgirls_
ShalolaAuthor Posted January 21, 2025 Posted January 21, 2025 (edited) it fixed it self after i level up the mutation level weirdly enough   Edited January 21, 2025 by skullgirls_
botticelli Posted January 22, 2025 Author Posted January 22, 2025 23 hours ago, Jokekiller said: Hi! Is there a way to rename your character back to their original name after fully pay up debt and debov quest? Or am I forever stuck as Cow 32 even though tattoo are gone? Good Point. Since I normally deactivate the renaming for my own playthrough, I hadn't thought about that one. So, as of now, there isn't (as a workaround use Racemenu). I'll put it in in the next version. 1
masterofgamespl Posted January 22, 2025 Posted January 22, 2025 Hey, I seem to have a problem with transforming back. I got the quest, crafted the scrolls, used them and asked the daedra to begin reversal. At first it was fine, it was reversing but then it stopped. To test it out I milked the character until I milked like 500 milk and still nothing. I thought maybe it ended or something, but in the MCM the "Milk it off" is still crossed.
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