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Posted
9 hours ago, botticelli said:

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.

Could not find 'reset overlay slots' but I did the nioverride slot dump and it showed the 33 slots so I think it sees them. Nothing has really happened since cow registration so I don't mind loading a save before then.  (I was a bit of a scatterbrain at 2 in the morning and didn't notice the big "Page: 1" selector in slave tats lol I was not at the cap.)

Posted
9 hours ago, safado said:

 

Just in case:

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

 

  Hide contents
  • 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

 

yeah I have increased.  Going to test if that works I think this may be the issue because another person said that overlays are assigned by bac at cow registration so that could be the issue why after I increased them it still isn't solving the issue.  I'm hoping at least. 

Posted (edited)
2 hours ago, doesitmatter11 said:

Could not find 'reset overlay slots' but I did the nioverride slot dump and it showed the 33 slots so I think it sees them. Nothing has really happened since cow registration so I don't mind loading a save before then.  (I was a bit of a scatterbrain at 2 in the morning and didn't notice the big "Page: 1" selector in slave tats lol I was not at the cap.)

this one?

Spoiler

20250301202452_1.jpg.d43efb216bffd74e2026a64e1e773053.jpg

 

Edited by botticelli
Posted
27 minutes ago, botticelli said:

this one?

  Hide contents

20250301202452_1.jpg.d43efb216bffd74e2026a64e1e773053.jpg

 

in my defence I did wake up early this morning too....

 

That actually didn't work but weirdly enough my reload back to before cow and progressing fresh did work.

Posted

I have an issue with the torso beeing long, everything else works fine. anyone else had this problem. when i "reset cows back" character looks "normal" again. is it some setting or xp32 or someting else in the downloads?

Posted (edited)
57 minutes ago, Tegelmastaren said:

I have an issue with the torso beeing long, everything else works fine. anyone else had this problem. when i "reset cows back" character looks "normal" again. is it some setting or xp32 or someting else in the downloads?

I didn't get the actual problem here. CowBack1/2 move position of node "CME Spine1 [Spn1]" up, Cow Neck does the same with node "CME Neck [Neck]". For the player, this is also done in 1st person which also requires to move the 1st person camera up so that you're still able to see the pc's hands. If you do not want that, disable mutations CowBack1, CowBack2, and CowNeck in BAC MCM (Mutation Targets) *before* you get them!

Edited by botticelli
Posted (edited)
On 3/2/2025 at 6:51 PM, botticelli said:

I didn't get the actual problem here. CowBack1/2 move position of node "CME Spine1 [Spn1]" up, Cow Neck does the same with node "CME Neck [Neck]". For the player, this is also done in 1st person which also requires to move the 1st person camera up so that you're still able to see the pc's hands. If you do not want that, disable mutations CowBack1, CowBack2, and CowNeck in BAC MCM (Mutation Targets) *before* you get them!

alright maybe everything is in order then. i dare not to change anything before asking you guys Here is a screenshot. shall it look lite this?

enb2025_3_2_17_51_58.jpg

enb2025_3_3_20_41_38.jpg

enb2025_3_3_20_41_41.jpg

enb2025_3_3_21_03_04.jpg

Edited by Tegelmastaren
Posted
8 hours ago, Sam19823 said:

version 2.1.0 wont work for me the mcm won t show up and the puel quest . 2.8.0 still work fine 

When starting a new game have a look at the console. There are update messages like "BAC::Update: Update to 2.2". Post the last of those and I might be able to tell what's missing.

Did you clean out all old BAC scripts before installing 2.1.0? You need to remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts when installing that version. Otherwise it won't work.

Posted

My character just turned into a cow (curse started), and she was magically given a full set of iron armor. Is this part of the mod, any specific purpose to this? I suppose the cow armor is all heavy, maybe that's why?

Posted (edited)

I have no clue why the mod isn't registering my character. I've done the overwrite deletion and have MME, and MME registers the character. What am I doing wrong?

Edited by Maximumdebauchery2
Posted
14 hours ago, botticelli said:

When starting a new game have a look at the console. There are update messages like "BAC::Update: Update to 2.2". Post the last of those and I might be able to tell what's missing.

Did you clean out all old BAC scripts before installing 2.1.0? You need to remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts when installing that version. Otherwise it won't work.

i double checked . eveythin is fine and the same issue 

can u make a loose_files for 2.1.0

this might fix my issue

Posted (edited)
2 hours ago, Sam19823 said:

can u make a loose_files for 2.1.0

just unpack the BSA and then rename or remove it.

 

13 hours ago, MysticDaedra said:

Is this part of the mod, any specific purpose to this?

No. Must be some other mod.

 

13 hours ago, Maximumdebauchery2 said:

I have no clue why the mod isn't registering my character. I've done the overwrite deletion and have MME, and MME registers the character. What am I doing wrong?

Can you turn npcs into cows or does that also not happen? Turn log verbosity in BAC MCM to at least "Normal" and have a look at the console messages when trying to get registered. BAC won't register Khajiit,or Argonians or any custom race that s not configured (see enclosed PDF). PC race must be marked as playable (i. e. selectable in RaceMenu), so vampires don't work either.

Edited by botticelli
Posted
2 hours ago, Catenamerica said:

Doesn't CTD my ass, remove the main mod? No issues, enable it? Instant CTD on boot

sounds like you're missing masters

Posted
14 hours ago, botticelli said:

只需解压缩 BSA,然后重命名或删除它。

 

不。一定是其他的 Mod。

 

你能把 NPC 变成奶牛吗,还是那也不会发生?将 BAC MCM 中的日志详细程度至少设置为“正常”,并在尝试注册时查看控制台消息。BAC 不会注册 Khajiit、Argonians 或任何未配置的自定义种族(见随附的 PDF)。PC race 必须标记为可玩(即在 RaceMenu 中可选),因此吸血鬼也不起作用。

When I turned into a vampire, it seemed like I couldn't become a cow. Is there a solution for this?

Posted

It's a bit unclear (in-game) how to get a milk stone. I read somewhere that you have to find them on dead cows... does this mean dead hucows, or dead regular cows? Asking before I commit genocide on Skyrim's cow population for no reason xD

Posted

And my Slavetats are functioning properly with sufficient slots, but the cow cannot automatically generate fur tattoos when it deforms. I can only manually set them up in Slavetats. What should I do?

Posted
27 minutes ago, peishibo said:

And my Slavetats are functioning properly with sufficient slots, but the cow cannot automatically generate fur tattoos when it deforms. I can only manually set them up in Slavetats. What should I do?

BAC uses the same files as lavetats does. It tries to register 13 body overlay slots at cow registration. You should see those in SlaveTats marked as EXTERNAL. If BAC doesn't get 13 slots, some or all tats may not be applied automatically. Check your nioverride.ini (LE) or skee64.ini (SE/AE) in data\SKSE for enough overlay slots (see item #4 in FAQ on the file page). After possibly changing those in the ini file, you need to a) remove any manually applied tats via Slavetats and then b) go to BAC MCM Cow Settings page, scroll down and select "ALL" at "Reset Overlay Slots".

 

1 hour ago, MysticDaedra said:

It's a bit unclear (in-game) how to get a milk stone. I read somewhere that you have to find them on dead cows... does this mean dead hucows, or dead regular cows? Asking before I commit genocide on Skyrim's cow population for no reason xD

You have two options to get the milk stone quest:

  1. ask Paul for headgear
  2. "accidentally" find a milk stone in a dead cow (regular one) with a chance configurable in MCM.

Both options will start the quest.

Posted
8 hours ago, peishibo said:

When I turned into a vampire, it seemed like I couldn't become a cow. Is there a solution for this?

Vampires, Khajiit, and Argonians are not supported. With vampires, BAC is not able to apply any face overlays or face parts because the vampire head is not accessible via script. Any changes I do end up on the regular (i.e. non-Vampire) head which is masked away by the game engine. With Khajiit and Argonians, the changes look ridiculous (those can be overridden in MCM).

Posted (edited)
On 3/5/2025 at 6:04 AM, botticelli said:

just unpack the BSA and then rename or remove it.

 

No. Must be some other mod.

 

Can you turn npcs into cows or does that also not happen? Turn log verbosity in BAC MCM to at least "Normal" and have a look at the console messages when trying to get registered. BAC won't register Khajiit,or Argonians or any custom race that s not configured (see enclosed PDF). PC race must be marked as playable (i. e. selectable in RaceMenu), so vampires don't work either.

Nope, NPC's have the same result. I also noticed the moo sound plays though. I also only used both nord and imperial.

And the console says nothing but this when I update the actors:

BAC: bacalias: :Pain - Prob is 0.000000 because MilkLevel:0.000000 and painPoint15.000000

BAC: bacalias: :Pain - Recalc MooFactor is0

 

I have the verbose set to normal

 

Fixed: I have some weird patch thing for SLIF that was causing the problem.

Edited by Maximumdebauchery2
Posted
On 3/4/2025 at 12:24 PM, botticelli said:

from those images, it looks perfectly normal to me.

okay, so the torso/stomach sloud be like that. but the arms in first person view sould it really look like that?

Posted
1 hour ago, Tegelmastaren said:

but the arms in first person view sould it really look like that?

That's kind of a compromise. When moving the spine node upwards, your arms will completely disappear in 1st person thus making any targeting nearly impossible. So to compensate for that, I move the shoulder nodes up the same amount in 1st person only. Depending on the skeleton used, it can happen that this also turns the elbow nodes slightly and then the arms look like those in your image. I cannot anticipate a) if this will happen and b) how much turn those nodes are given whicch is the reason I cannot change that.

Posted
6 hours ago, botticelli said:

BAC 使用与 lavetats 相同的文件。它尝试在奶牛注册时注册 13 个身体覆盖槽。您应该会在 SlaveTats 中看到标记为 EXTERNAL 的 EXTERNAL。如果 BAC 没有 13 个槽位,则可能不会自动应用部分或全部 tats。在 data\SKSE 中检查您的 nioverride.ini (LE) 或 skee64.ini (SE/AE) 是否有足够的覆盖槽(请参阅文件页面上常见问题解答中的项目 #4)。在 ini 文件中更改这些内容后,您需要 a) 通过 Slavetats 删除任何手动应用的纹身,然后 b) 转到 BAC MCM 奶牛设置页面,向下滚动并在“重置叠加插槽”中选择“全部”。

 

您有两种选择来获得牛奶石任务:

  1. 向 Paul 要头饰
  2. “意外”在死奶牛(普通奶牛)中找到奶石,其几率在 MCM 中可配置。

这两个选项都将开始任务。

Sorry, I have set “Reset Overlay Slots” to “all parts” on the cow settings page, but the mcm menu cannot be saved. After that, the mcm menu will get stuck, and using the Tab key to exit the mcm menu will revert to “No change”. Perhaps you can send a preset config. Can I load the JSON file?SkyrimSpecialEdition2025_3_71_40_10.png.fcd04d3a4250fce0b5a3c3f591b42fa7.png

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