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Posted

I'm having an issue with the Blessing of Molag Bal (the uncursing) quest. I have the option to speak to acolyte jenssen, and I can go through his dialogue, and he tells me to talk to farengar. However, farengar has no dialogue for the quest. I figured out that this is due to the bac_blessingofmolagbal quest not being active when I talk to him, for some reason it is not starting after I speak to acolyte jenssen. 

I tried using both sqs and startquest to start the quest, but neither had any effect. The quest is still listed as enabled -> no and State: stopped according to sqv even after those commands.

 

Am I missing some additional requirement for it to start?

Posted
3 hours ago, rmtsign said:

I'm having an issue with the Blessing of Molag Bal (the uncursing) quest. I have the option to speak to acolyte jenssen, and I can go through his dialogue, and he tells me to talk to farengar. However, farengar has no dialogue for the quest. I figured out that this is due to the bac_blessingofmolagbal quest not being active when I talk to him, for some reason it is not starting after I speak to acolyte jenssen. 

I tried using both sqs and startquest to start the quest, but neither had any effect. The quest is still listed as enabled -> no and State: stopped according to sqv even after those commands.

 

Am I missing some additional requirement for it to start?

The quest uses the vanilla condition framework to fill aliases, especially the location for the recipe. It expects locations with vanilla Keyword LocTypeDragonLair and location reference types Boss and BossContainer. If those cannot be matched, the quest won't start. This can be due to some other mod modifying all the dragon lairs in Skyrim.

Posted

Hello. The game is not crashing but after finding Blended Lactacid or being milked for the first time BAC does not start. I am not sure what other details to provide so I will attach so here is Papyrus.0.log. Please let me know if more info is needed and thanks for the mod and your time.

Papyrus.0.log

Posted
3 hours ago, Arsus12 said:

Can somebody help me, when i install actor_base.json in storageutl, the mod stop aplying bodymorphs, i tried everything. Im on SE 1.5.97

convert the key strings in the json file to lower case, that might help.

Posted
2 hours ago, P0P said:

Hello. The game is not crashing but after finding Blended Lactacid or being milked for the first time BAC does not start. I am not sure what other details to provide so I will attach so here is Papyrus.0.log. Please let me know if more info is needed and thanks for the mod and your time.

Papyrus.0.log 192.46 kB · 0 downloads

seems your DD and/or ZaZ is not running correctly:

Spoiler

[02/20/2025 - 08:34:17AM] ERROR: Unable to obtain function call information - returning None
stack:
    [zadQuest (0B00F624)].zadbq00.checkBlindfoldDarkFog() - "zadBQ00.psc" Line 133
    [zadQuest (0B00F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 141
    [alias Player on quest zadQuest (0B00F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line 62

shortly after that, BAC bails out:

Spoiler

[02/20/2025 - 08:34:17AM] ERROR:  (0E01E41C): cannot start scene because its parent quest was not running.
stack:
    [ (0E01E41C)].Scene.start() - "<native>" Line ?
    [bac_unowned (0E01DE47)].bac_unowned.reloadQuest() - "bac_unowned.psc" Line 280
    [alias PlayerRef on quest bac_main (0E001D90)].bac_alias.OnPlayerLoadGame() - "bac_alias.psc" Line 35

One reason for this might be [later on]

Spoiler

[02/20/2025 - 08:35:20AM] ERROR: Incorrect number of arguments passed. Expected 3, got 2.
stack:
    [bac_main (0E001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 621
    [bac_main (0E001D90)].bac_main.scanForActors() - "bac_main.psc" Line 645
    [bac_main (0E001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 124
    [bac_main (0E001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 74

Did you by chance install the new BAC version on top of an old one? Then you need to clean out all old loose files (see item #3 of the FAQ on the file page). Old loose scripts won't work any more.

Posted
13 hours ago, botticelli said:

The quest uses the vanilla condition framework to fill aliases, especially the location for the recipe. It expects locations with vanilla Keyword LocTypeDragonLair and location reference types Boss and BossContainer. If those cannot be matched, the quest won't start. This can be due to some other mod modifying all the dragon lairs in Skyrim.

Would having the dragon lairs not be active due to not having progressed the main quest also cause this behavior? If so, then that's my problem, if not then I'm going to need to do some work to figure that out.

Posted
10 hours ago, rmtsign said:

Would having the dragon lairs not be active due to not having progressed the main quest also cause this behavior? If so, then that's my problem, if not then I'm going to need to do some work to figure that out.

Yes since the Boss location reference type only gets filled when the dragons get spawned, i. e. after Mirmulnir / Dragon Rising. You do not need to proceed the main questline beyond that, though.

Posted

I need help, I'm playing skyrim se and I had an older version of bac that worked fine for me. I updated to version 2.1. 0 the other day and my character's face turns blue when exiting the animations, during the animations the face color is normal, when the game loads or I use an animation that is not sexlab, for example using a grinding wheel, the face is fixed. I've tried installing BAC_LE_femaleheads but it doesn't fix it, any ideas? thanks in advance

Posted
40 minutes ago, David81 said:

I need help, I'm playing skyrim se and I had an older version of bac that worked fine for me. I updated to version 2.1. 0 the other day and my character's face turns blue when exiting the animations, during the animations the face color is normal, when the game loads or I use an animation that is not sexlab, for example using a grinding wheel, the face is fixed. I've tried installing BAC_LE_femaleheads but it doesn't fix it, any ideas? thanks in advance

I found my error, the language problems jeje, I unchecked the allow face tint correction box and it was fixed

Posted

While I was able to figure out, how to move the nose ring in the y-axis, I have no clue how to adjust the z-axis. Is this possible to do in-game and if so how?

Posted (edited)
3 hours ago, YuFeng said:

Is this possible to do in-game and if so how?

sadly no. Any FaceGen morphs on items must be done within the mesh ouside of the game. This results in 228 meshes, armor addons, and armors for the Z=0 plane alone. I do not have the time to create multiples of that for each 0.5 step in the Y axis. If I or someone did, additional steps would need to be taken (e. g. putting those items in a formlist and then selecting the correct one via MCM). If you desperately want those items to be on another Z plane, you'd need to do the following:

  • extract meshes\bac\nosering* and all subfolders of meshes\bac\combo to data\...
  • edit each of those 228 items e. g. with NifScope:
    • select the nosering
    • add a translation for the Z axis and apply it
    • save
  • for starters, try to find out which item you currently wear and do that on that single mesh to verify the result

If you or somebody knows of a multi-edit tool for nifs, that would be helpful.

Edited by botticelli
Posted
2 hours ago, botticelli said:

sadly no. Any FaceGen morphs on items must be done within the mesh ouside of the game. This results in 228 meshes, armor addons, and armors for the Z=0 plane alone. I do not have the time to create multiples of that for each 0.5 step in the Y axis. If I or someone did, additional steps would need to be taken (e. g. putting those items in a formlist and then selecting the correct one via MCM). If you desperately want those items to be on another Z plane, you'd need to do the following:

  • extract meshes\bac\nosering* and all subfolders of meshes\bac\combo to data\...
  • edit each of those 228 items e. g. with NifScope:
    • select the nosering
    • add a translation for the Z axis and apply it
    • save
  • for starters, try to find out which item you currently wear and do that on that single mesh to verify the result

If you or somebody knows of a multi-edit tool for nifs, that would be helpful.

Is what you're talking about related to how these mods can conform masks to the face, by any chance? 

 

Posted

I use 2.1.0 version and noticed few things

- Graze quest seem to act weird at times. quest triggers (eat plants) I colelct them ,they are eaten and then "find a plant" stage. Problem is that this quest can be added to player (with the corresponding mutation) before they get defecate power.
Even then I use that power ,character crouches and quest still there ,text "I'm so hungry" is popping on screen every 10 seconds or so

-I heard that you can use circlet in hardcore mode in later parts of the transformation. So I decided to try it. It doesn't allow me to put circlet on character . That made me start wondering about adding horns and ears to racemenu like mods "horns and tails" did.

-Option to disable some Paul owner quests from posibility of being choosen would be possible?

Posted
On 2/20/2025 at 2:44 PM, botticelli said:

Did you by chance install the new BAC version on top of an old one? Then you need to clean out all old loose files (see item #3 of the FAQ on the file page). Old loose scripts won't work any more.

Since I use MO2 to run the game and manage my mods, where would the loose files be kept ? FAQ#3 didnt specify that, only had to check for loose files if using MO2

Posted
9 hours ago, Tiruil said:

Since I use MO2 to run the game and manage my mods, where would the loose files be kept ? FAQ#3 didnt specify that, only had to check for loose files if using MO2

I was referring to

You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts

 

17 hours ago, Brittany11101 said:

Graze quest seem to act weird at times. quest triggers (eat plants) I colelct them ,they are eaten and then "find a plant" stage. Problem is that this quest can be added to player (with the corresponding mutation) before they get defecate power.
Even then I use that power ,character crouches and quest still there ,text "I'm so hungry" is popping on screen every 10 seconds or so

Defecate and graze quest are not connected to each other. When grazing, make sure you get all the plants in the list of the quest. I've had an issue where the plant quest markers do not appear in the landscape. If that happens, open console and type sqv bac_cowgrazing. You then get an alias list of the plants to graze with their IDs. For each type prid <id> and then activate player.

Any thought message (not just "I'm so hungry") popping up in a cycle means you need to go back to a prior save. The reason is that those message hijack Skyrim's tutorial system which normally displays a given message only once. Since the quest runs multiple times, it needs to refreh that message which only works correctly when that message is no longer displayed. So, the quest shows the message for 3 seconds and at the same time waits for 4 seconds to refresh it again. The problem happens when you open a menu during the 3 seconds which extends the period during which that message is displayed. If it so happens that the message is still displayed when you close the menu and in the backgroud the 4 second wait time has expired you sometimes get the effect with the recurring message and there's no fix for that.

 

17 hours ago, Brittany11101 said:

I heard that you can use circlet in hardcore mode in later parts of the transformation

There's a new dislogue option under "I cannot weat helmets" within Paul's workloop dialogue that will eventually lead to a special circlet being affixed to the horns. The changelog stated that. I did *not* state that you can wear just any circlets.

 

17 hours ago, Brittany11101 said:

Option to disable some Paul owner quests from posibility of being choosen would be possible?

What do you mean by that? If "Not having the slavery quests", just do not proceed with "Who I am quest" and nothing will happen. Of course, you'll also miss out on the extra quests and the possibility to remove the curse (and the slavery) later on.

 

23 hours ago, kaa62 said:

Is what you're talking about related to how these mods can conform masks to the face, by any chance? 

Since I do not know them, I cannot be sure. But another example would be DD's ball gags or blindfolds. If you put a ball gag in your mouth and then adjust the mouth height in Racemenu, the ball gag will not follow but be stuck e. g. in you chin or in your nose depending on the direction of the move (at least in LE that's the case). It's totally different with body morphs. There, a script can adjust every single node and since the armor addons are attached to nodes, they will follow through. Just the FaceGen morphs are inaccessible from whithin the game excepting Racemenu, but that does it with a dll and not with a papyrus script. I do not want to add a dll to BAC because then I'd need to install every single minor version of Skyrim to get that dll compatible with that version *and* you'd then need to find the exact BAC version from a growing list of versions.

Posted
17 hours ago, botticelli said:

I was referring to

You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts

Ah OIk,m yeah, even loose files via MO2 doesnt leave anything in there so data/scripts is completely devoid of anything BAC

Posted (edited)
9 hours ago, Tiruil said:

Ah OIk,m yeah, even loose files via MO2 doesnt leave anything in there so data/scripts is completely devoid of anything BAC

...and also nothing in the overwrites...?

Because if that error ("ERROR: Incorrect number of arguments passed. Expected 3, got 2.") would be present in general, nobody would be able to play (including me). I have not found that in my logs, though. When I edit methods and possibly add arguments, I tend to compile all scripts that call that method.

Papyrus cannot cope with foreign method calls that have a new interface. Even only adding optional parameters needs papyrus to compile all scripts that call that method passing that parameter or not makes no difference. If they are not compiled again, this error occurs.

 

With version 2.1.0 Function MakeNewCow happens on line 679 in bac_main.psc. Your error message states that it occurred in line 621 which makes me believe that you have a deprecated script lying around.

Edited by botticelli
Posted (edited)
10 hours ago, Jaayden said:

Anyone know the console commands to get more cows? or a way to speed up the leveling? 

  • cows need to be milk maids or milk slaves first, that's done with MME
  • giving them blended lactacid makes them cows provided you've enabled that option
  • speed levelling is not recommended but there's a level-up potion (help levelup should find the ID, then tag npc and type equipitem <id>)
  • if you level up too many cows simultaneously, you'll probably end up getting CTDs. There are only 15 parallel reequip jobs currently available.

I will not respond to errors caused by this method since it's completely untested.

Edited by botticelli
Posted (edited)

Hey all. I've recently decided to take a look at this mod again after using on le a while back.  For some reason I'm getting a very weird texture issue.  I don't know much about textures but something is messing up with a... idk... something normal? Diffusion? I tried searching through the support but couldn't find anything about this (I did find the fix for the blue head though thanks).  Am playing on SE 1.5.97.  Any ideas?  EDIT: I'm quite confident BAC is the issue as whenever I manually update the cow the issue goes away until the update ends.  It doesn't immediately reappear which is odd, but happens a few seconds after the update ends. 

20250301002105_1.jpg

20250301002039_1.jpg

Edited by doesitmatter11
Posted
25 minutes ago, doesitmatter11 said:

Hey all. I've recently decided to take a look at this mod again after using on le a while back.  For some reason I'm getting a very weird texture issue.  I don't know much about textures but something is messing up with a... idk... something normal? Diffusion? I tried searching through the support but couldn't find anything about this (I did find the fix for the blue head though thanks).  Am playing on SE 1.5.97.  Any ideas?  EDIT: I'm quite confident BAC is the issue as whenever I manually update the cow the issue goes away until the update ends.  It doesn't immediately reappear which is odd, but happens a few seconds after the update ends. 

20250301002105_1.jpg

20250301002039_1.jpg

and now I've got missing textures on the feet? I feel like I'm missing a couple files or something. Running the latest version without the loose files because I believed they weren't necessary anymore? Is this incorrect? 

Posted
24 minutes ago, doesitmatter11 said:

and now I've got missing textures on the feet? I feel like I'm missing a couple files or something. Running the latest version without the loose files because I believed they weren't necessary anymore? Is this incorrect? 

I was missing a file and solved the feet texture.  currently installed is bac 2.1 se, bac tail se hdt smp, bac le se tats, bac l se sounds, bac alternate hunter tats, bac alternate se bodyslide.  I noticed literally every possible overlay is in use, maybe that's the issue? I tried increasing the amount in skee64.ini but couldn't on the body, maybe it's at the cap? idk

Posted
1 hour ago, doesitmatter11 said:

I was missing a file and solved the feet texture.  currently installed is bac 2.1 se, bac tail se hdt smp, bac le se tats, bac l se sounds, bac alternate hunter tats, bac alternate se bodyslide.  I noticed literally every possible overlay is in use, maybe that's the issue? I tried increasing the amount in skee64.ini but couldn't on the body, maybe it's at the cap? idk

BAC uses 13 body overlay slots (4 head, 2 hands+feet each). I have set that number to 30 (on LE in nioverride.ini) and got 30 since I also need slots for YPS, BoS, and so on. I don't think the limit (if there's any) is below 100. But if you increase that during the running game, BAC will not notice that. BAC reserves its slots at cow registration. So, after increasing the slots in skee64.ini, you need to go to BAC MCM "Cow Settings" page and scroll down for "Reset Overlay Slots", there at least choose BODY, if not ALL.

Posted
22 minutes ago, doesitmatter11 said:

and now I've got missing textures on the feet? I feel like I'm missing a couple files or something. Running the latest version without the loose files because I believed they weren't necessary anymore? Is this incorrect? 

 

Just in case:

Take a look at the overlays texture requirement for newer BAC.

 

Spoiler
  • The tats are not appearing/partially appearing/body is blue
  • Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located
  • Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts
  • The fur/mutation tats are not appearing/stop appearing
    • You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file:
      • section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1
      • section [Overlays/Body] iNumOverlays to 30 instead of 6
      • section [Overlays/Hands] iNumOverlays to 20 instead of 3
      • section [Overlays/Feet] iNumOverlays to 20 instead of 3
      • section [Overlays/Face] iNumOverlays to 20 instead of 3

 

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