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Posted
13 hours ago, MysticDaedra said:

So, I might have not done things right. To actually fix the issue without starting a new game, should I terminate the script (bac.actor) and delete the suspended stacks? Terminating the script by itself doesn't seem to be doing anything.

There is a patchfile. I may have linked it incorrectly, but it should be somewhere around page 203.

I'm on my phone now, so I'll leave the searching to you.

With that file added to my modlist, the MCM kept working, but I did start over again.

Posted (edited)
16 hours ago, alex77r4 said:

 

What happened with this?

Can you open the zadlibs properties window?

No, I get that error you showed earlier.

 

16 hours ago, masterofgamespl said:

I don't think that did anything, unless I did something wrong. Is there a way to just skip the entire debovification process or there is nothing I can do? I'm already level 50 and I kinda don't want to restart and it's really difficult to play with first person with some of the changes.

That's normally what the check box "Milking it off" means. If it is tagged, you need to milk the curse off stage by stage, if not, it just gets removed. What you could try is using Skyrim Utility to change your StorageUtil float value BAC.Cow.Activitiy.Debovinification (set it to 0.000). Then you are no longer marked as debovinifying. Untag that "milking it off" box and then get that dremora summoned again to ask it again to remove the curse (with debov running you won't get that dialogue line).

 

15 hours ago, LatencyRemix said:

Does BAC 2.1.0 SE still need to be run through Cathederal? I tried to add it but just causes a crash when trying to  load game

CAO won't help with the esp if you have an older Skyrim version. You need the BEES mod to enable the extendes esl support. I pack the BSA with CAO, so that shouldn't be a problem.

Edited by botticelli
Posted

Hi, sorry, but i have a weird bug with Hugh. I think he supposed to be like a normal companion, running with you and stuff, but my Hugh seems to be broken or having some trouble with skeleton ?? or something like that - he's not moving if I'm not pointing on something with "I need you to do something". He's also not animated in sex animations, even though he's trying to have sex with PC. So I have two issues:

1. While I'm running around, he's not running with me, only teleporting behind me. I can only make him move with "I need you to do something". Maybe he's supposed to be this way but I don't know.

2. He's not animated in sex scenes. For the record, he was trying his best with PC through Approach Redux mod maybe it is locked on some human animations, and he's obviously not a human and have a different skeleton...

 

Also I think I need to mention, I have Nether's Follower Framework and Devious Followers. Maybe this is something that is messing with his AI or something else? 

Posted
20 hours ago, LatencyRemix said:

I tried with thes but still crashes on new game sadly

 

Did you check on your masters versions. Game crashing on new game normally means wrong or missing masters. In the case of BAC most oftenly ZaZ. BAC needs exactly version 8.0+ (see file page for how to get that). *Not* "any version 8.0 or higher", the version must be "8.0+". Other culprits are PO3 and Q2C. Those two mods bring dlls and they need to match your SKSE plugin version. But they normally cause CTDs later in the game if wrong version. Enable debug logging and post a papyrus0.log from the crash if do not get any further.

Posted
23 hours ago, botticelli said:

No, I get that error you showed earlier.

And, of course, you have ZadNPCQuestScript.pex and zadBaseDeviceQuest.pex inside DATA\Scripts and you can compile the two scripts.

Then, other thing must be bad in your installation because i can set the zadlibs properties with CK 1.9.32 

 

Please, make a new profile with your mod manager, MO2, Vortex or whatever you are using and install only the required files to run BAC on legendary, as i made.

Posted

I havent seen anyone whom made animations for minotaur but someone made a replacement model to use human animation 

 

my modding skills are low iq so Idk how to replace stuff right in ssedit

Posted (edited)
On 1/25/2025 at 12:27 PM, botticelli said:

 

That's normally what the check box "Milking it off" means. If it is tagged, you need to milk the curse off stage by stage, if not, it just gets removed. What you could try is using Skyrim Utility to change your StorageUtil float value BAC.Cow.Activitiy.Debovinification (set it to 0.000). Then you are no longer marked as debovinifying. Untag that "milking it off" box and then get that dremora summoned again to ask it again to remove the curse (with debov running you won't get that dialogue line).

 

That worked (I didn't even know I had StorageUtility installed, that is a very useful mcm, I will have to look into it). Thank you so much. I assume you need to get rid of MME manually, since it didn't get rid of that, yes? (in the MCM obviously)

Edited by masterofgamespl
Posted
20 hours ago, masterofgamespl said:

 

That worked (I didn't even know I had StorageUtility installed, that is a very useful mcm, I will have to look into it). Thank you so much. I assume you need to get rid of MME manually, since it didn't get rid of that, yes? (in the MCM obviously)

Not necessarily, at least not, if you want to continue using it. In MME's MCM Debug Milkmaid page (you'd need to enable debug there first), the last option is to remove a milk maid.

 

On 1/26/2025 at 11:46 AM, LatencyRemix said:

I think this is the right log you wanted? 

No. Go to the parent folder of your Skyrim save games. There should be a file Skyrim.ini. In there in section [Papyrus] add or change

 

bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

 

and save it. Then run the game until CTD. At the same location as Skyrim.ini is a folder Logs. Find Logs\Script\papyrus0.log that should've appeared there and post it here. You can change those ini values to 0 afterwards to avoid further logging-

 

Posted
4 hours ago, wscwsc said:

that's weird. searching minotaur should bring the thread in the top 5 results __> anatomically correct minotaur

No I mean your post above just contains a white rectangle instead of a pictur or a link.

Posted
9 hours ago, LatencyRemix said:

Thanks for the extra directions, Feel free to slap me if its some stupid easy fix ive over looked

Papyrus.0.log 164.75 kB · 1 download

There seems to be something wrong with the mod stack (i. e. missing masters, etc.) since the quests do not assign their forced default properties, especially they fail to assign the player, e. g. BAC:

Spoiler

[01/28/2025 - 12:03:29PM] VM is thawing...
[01/28/2025 - 12:03:29PM] Error: Cannot call GetItemCount() on a None object, aborting function call
stack:
    [alias playerREF on quest bac_PaulsEndeavour (1A0A7884)].bac_CollectItems.OnInit() - "bac_CollectItems.psc" Line 13

 but also others, e. g.:

Spoiler

[01/28/2025 - 12:03:29PM] Error: Cannot call OnGameReload() on a None object, aborting function call
stack:
    [alias playerAlias on quest OSexIntegrationMainQuest (FE08D801)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6

 

You seem to have tons of missing scriprs producing errors like this: [01/28/2025 - 12:02:47PM] Cannot open store for class "SP_CollectiveDefianceScript", missing file?

 

Did you install BAC on a running game and by chance remove some other mods in the process?

Posted (edited)
21 minutes ago, botticelli said:

Did you install BAC on a running game and by chance remove some other mods in the process?

It's a completly fresh install from vortex, and new game . 

*edit*

none of the esp's say to have missing master's and SE runs for now and can play it.

Edited by LatencyRemix
Posted

Hi, I was wondering if anyone could help me as I am reaching the limit of my sanity here.

 

I've been trying to get this mod to work to no avail. I'm on 1.5.97, I have all of the requirements listed installed (including the bac 2.0.8 file, as well as the 2.0.8 tats and loose files) and yet in-game the MCM doesn't show up, the quest starts but it doesn't progress and the actual transformation isn't happening (I only receive a notification that it should be happening but nothing is going on). I tried reinstalling the mod and whatnot but nothing works. Thanks in advance.

Posted
5 hours ago, PussWonker26 said:

Hi, I was wondering if anyone could help me as I am reaching the limit of my sanity here.

 

I've been trying to get this mod to work to no avail. I'm on 1.5.97, I have all of the requirements listed installed (including the bac 2.0.8 file, as well as the 2.0.8 tats and loose files) and yet in-game the MCM doesn't show up, the quest starts but it doesn't progress and the actual transformation isn't happening (I only receive a notification that it should be happening but nothing is going on). I tried reinstalling the mod and whatnot but nothing works. Thanks in advance.

That's usually the case when something is missing or has the wrong version. Why try 2.0.8 and not 2.1.0 btw.?

Check:

  • PO3's extender matches your SKSE plugin version
  • Q2C the same if used
  • ZaZ is exactly version 8.0+ and not 9.0 or something

If that's all the case, start a new game and watch the console. There should be BAC update messages appearing (e.g. "BAC::Update - Update to 2.2"). Post the last message you see here.

Posted
50 minutes ago, botticelli said:

but not with BAC, I gather?

Yeah, anytime BAC is put in it wont qasmoke from menu or load game/new game. Could it be a Vortez issue with puting something in the wrong overwrite order? It has auto sorted fertility mode and MME wrong so i had to create manual rules for those

Posted (edited)
11 hours ago, NotInfernoPlus said:

If I may ask, are there meant to be any movement changes? Hunched over when walking, going to all-fours, etc etc?

I don't do animations, feel free to provide some. In the download area are the sneak animations for beastess. to be used e. g.  with Dynamic Animation replacer (LE, SE).

 

DAR conditions if you want those to be active for cows only:

IsFemale() AND
IsInFaction("bac.esp" | 0x009428)

 

Edited by botticelli
Posted
16 hours ago, LatencyRemix said:

Yeah, anytime BAC is put in it wont qasmoke from menu or load game/new game. Could it be a Vortez issue with puting something in the wrong overwrite order? It has auto sorted fertility mode and MME wrong so i had to create manual rules for those

Maybe. I never had issues with that and I use Vortex as well. Are you sure you have the correct BAC version (LE vs. SE) and also BEES if on an older SE game version?

Posted (edited)
2 hours ago, botticelli said:

correct BAC version (LE vs. SE) and also BEES if on an older SE game version?

Fairly sure, bac 2.1.0 SE + 2.0.8 SE loose files an i tried with BBES 1.2 any my skyrim SE is 1.6.117.  Could it also be related to sexlab 1.66b? Ill give it another try  with BEES 1.0

 

*EDIT

OMFG i got to qasmoke with BAC enable. iT could be one of these 3 things i did. 1: i re did all vortex rules. 2: removed 2.0.8 SE Loose files and BEES) 3: CHanged PO3 version from 1.3.1 to 1.8.0

*edit*

Works on my main game save too, so all seems to be in order.

 

*edit*

 

Also a new question, does the bac_2.0.3_BodyMorph_JSON.7z function with SE SLIF too?

Edited by LatencyRemix
Posted (edited)
20 hours ago, botticelli said:

That's usually the case when something is missing or has the wrong version. Why try 2.0.8 and not 2.1.0 btw.?

Check:

  • PO3's extender matches your SKSE plugin version
  • Q2C the same if used
  • ZaZ is exactly version 8.0+ and not 9.0 or something

If that's all the case, start a new game and watch the console. There should be BAC update messages appearing (e.g. "BAC::Update - Update to 2.2"). Post the last message you see here.

Hi, thank you for the quick and clear response, you're great.

 

 I originally did try 2.1 but after seeing it not work and seeing all the other files be 2.0.8 I thought I'd try the 2.0.8 version for the main mod as well. Both my PO3 and Q2C versions are fine, I did have the 8.0 version of ZaZ installed by mistake instead of 8.0+, but I corrected that and tried a new game, sadly to no avail (the same issues are still present, no MCM, only a notification about the mod working but no horns or anything of the sort).

 The last notifications BAC notifications were "Bacupdate resized to 120", "BAC::Update - Update to 6.6" and, of course, "BAC ready!" with the console's last being "BAC::Update - Update to 6.6" but again, still no MCM. I think there might be some conflict with another mod or maybe MME itself (even though that wouldn't mean I have no MCM) or somehow I screwed up the installation of BAC itself. I will mess around with it a while longer and see what works and what doesn't. Thanks again and keep up the good work!

Edited by PussWonker26

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