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Posted

Hey botticelli, I've just had to move to a new computer and have reinstalled BAC onto it. I've followed all the instructions as normal but for some reason the Fat Cow mutation line isn't making any impact on my stomach size. Is there something in SILF or MilkMod that might be effecting it? Any options i need to check?

Posted
18 hours ago, Nethertale said:

First one

There's a spell[ book] name UnBlock Self-Bovinification. Get that spell, cast it on yourself, and you're blocked as long as you do not cast it again.

Posted
7 hours ago, darkmoon1234 said:

Hey botticelli, I've just had to move to a new computer and have reinstalled BAC onto it. I've followed all the instructions as normal but for some reason the Fat Cow mutation line isn't making any impact on my stomach size. Is there something in SILF or MilkMod that might be effecting it? Any options i need to check?

Fat Cow 1/2 only increases overall weight. Did you get imaginary pregnancy? That should impact the belly size.

Posted (edited)
2 hours ago, botticelli said:

Fat Cow 1/2 only increases overall weight. Did you get imaginary pregnancy? That should impact the belly size.

When you say overall weight, visually should there be any changes from that? As there was nothing that stood out as far as i could tell.

 

Similarly curvy cow doesn't alter things like hip size etc.

Edited by darkmoon1234
Posted
4 hours ago, darkmoon1234 said:

When you say overall weight, visually should there be any changes from that? As there was nothing that stood out as far as i could tell.

 

Similarly curvy cow doesn't alter things like hip size etc.

If you start the game with max weight, you won't see any changes with Fat Cow. All the other mutations like Curvy Cow and so on use body morphs. Now the mod uses CosioHD body morphs by default because that's the body replacer I'm using (but those morphs also work with the vanilla body). Since you're probably on SE/AE and use something like 3BA, you won't see any changes until you download, install, and edit bac_2.0.3_BodyMorph.JSON.7z. The file ends up as data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. In there you can edit the morph names to fit your installed body replacer. Also keep in mind to alter the reverse toggle, if applicable (to find out which morphs are available, open the OutfitStudio project of your body replacer). Now, that json can be a nuisance since I have no control over the spelling of any given string within Skyrim. The first mod in the load order that defines a string also defines its spelling. If e. g. RaceMenu comes first and defines a morph, say "BreastsSmall", that that is the spelling needed in the json. If some other mod comes first and defines it "BREASTSSMALL", then that mod wins. Within the game, spelling does not matter - when reading a json file, sadly it does and there's no such thing as to_lower( ) in StringUtil.psc. If it still doesn't work with the json file, try converting all morph names in the file into lower case - no guarantee though that this will help.

Posted
8 hours ago, Sam19823 said:

could you make this mode works in new version 2.1.0 the moo sound mode 

 

I am not the author of that mod, so you'd need to ask @Cowsmoomilk for any changes. Since I didn't change the names of the sound descriptors though, I'd expect it to work with the current BAC version with no changes. Just make sure, you load it *after* BAC in the load order.

Posted
1 hour ago, Ko No Dio da said:

Is there a way to reduce the probability that a cow bark will replace a normal conversation, or best of all, just turn it off?

The probability corresponds to your Speechcraft skill. With BAC MCM option "Chance increase to speak" on the Settings page you can give it an additional boost. You can turn it off by turning off degrading. However, this will also turn off grazing, etc. Also, there's a "moo skill" kept by the mod. Each time you successfully complete the moo dialogue (i. e. the message "At last, you just remembered how to speak..." appears) you get a 1% increase in that skill. It wll also be added to your chance to *not* get that dialogue. With a Speechcraft skill of 100 (and possibly some buffs to Speechcraft) you need about 60% moo skill to get it no longer.

Posted
On 4/6/2025 at 6:07 PM, botticelli said:

The probability corresponds to your Speechcraft skill. With BAC MCM option "Chance increase to speak" on the Settings page you can give it an additional boost. You can turn it off by turning off degrading. However, this will also turn off grazing, etc. Also, there's a "moo skill" kept by the mod. Each time you successfully complete the moo dialogue (i. e. the message "At last, you just remembered how to speak..." appears) you get a 1% increase in that skill. It wll also be added to your chance to *not* get that dialogue. With a Speechcraft skill of 100 (and possibly some buffs to Speechcraft) you need about 60% moo skill to get it no longer.

Got it, ty

Posted
On 4/6/2025 at 6:07 PM, botticelli said:

The probability corresponds to your Speechcraft skill. With BAC MCM option "Chance increase to speak" on the Settings page you can give it an additional boost. You can turn it off by turning off degrading. However, this will also turn off grazing, etc. Also, there's a "moo skill" kept by the mod. Each time you successfully complete the moo dialogue (i. e. the message "At last, you just remembered how to speak..." appears) you get a 1% increase in that skill. It wll also be added to your chance to *not* get that dialogue. With a Speechcraft skill of 100 (and possibly some buffs to Speechcraft) you need about 60% moo skill to get it no longer.

hi, I've set the probability of "Chance increase to speak" to 0.01, turned on "moo skill," and my Speechcraft skill level is now 43. How many times have I gone through the "moo skill" loop without the cow call replacing the normal conversation? About 60% of the Spellchcraft level number of times?

Posted
17 hours ago, Ko No Dio da said:

hi, I've set the probability of "Chance increase to speak" to 0.01, turned on "moo skill," and my Speechcraft skill level is now 43. How many times have I gone through the "moo skill" loop without the cow call replacing the normal conversation? About 60% of the Spellchcraft level number of times?

"Chance increase to speak" decimals do not make sense since that's a direct boost to speectcraft. 0.01 would give you speechcraft 43.01 instead of 43, so you might want to put that to 10.00. Combined Speechcraft (including various buffs from items, etc.) plus moo skill reaching ~170 should stop it for good. The dialogue also has a small cooldown so that you don't get the next one right away and force greets and the like from npcs also cancel it out.

Posted

Does anybody know anything about this: i wanted to turn a female into a cow, lydia worked fine, evething is changing on her, but when i tried to do the same to another female NPC, it plays the sounds and shows text of progresing, but no hons or ears or anything apears on her. Can i have only one NPC to change visualy or it just SE thing? Anyway, does anybody encountered similar thing?

Posted
3 hours ago, Arsus12 said:

Does anybody know anything about this: i wanted to turn a female into a cow, lydia worked fine, evething is changing on her, but when i tried to do the same to another female NPC, it plays the sounds and shows text of progresing, but no hons or ears or anything apears on her. Can i have only one NPC to change visualy or it just SE thing? Anyway, does anybody encountered similar thing?

 

You need to specify if the NPC is Skyrim existing unique, non-unique, new custom follower, new custom race, etc.  The thing is that any assets that can be equipped has an "armor add-on" record that define what mesh is "approved" to be shown on the specific races. A custom race will not be on that list.  The other info is for botticelli to have a hint of what could be the issue, if any.

 

 

Posted
13 hours ago, safado said:

 

You need to specify if the NPC is Skyrim existing unique, non-unique, new custom follower, new custom race, etc.  The thing is that any assets that can be equipped has an "armor add-on" record that define what mesh is "approved" to be shown on the specific races. A custom race will not be on that list.  The other info is for botticelli to have a hint of what could be the issue, if any.

 

 

I’ve tried on unique NPC in whiterun like ysolda, no custom race or custom followers.

Posted
2 hours ago, Arsus12 said:

I’ve tried on unique NPC in whiterun like ysolda, no custom race or custom followers.

normally there should be no issue. There are npc replacer mods out there however so if some mod e. g. replaces Ysolda with some custom model npc, BAC wouldn't work. Also there are mods that force npc outfits (i. e. preconfigured lists of equipment). Standard NPCs normally have an outfit which is re-equipped by the vanilla game every so often. Lydia does *not* have an outfit. Her items are only equipped once. So make sure, you've tagged "Remove NPC cow outfit" on the Settings page of BAC MCM before turning such npcs into a cow. If that doesn't work, try hardcore mode on the same page. Also, you need to enable npc overlays in skee64.ini, else they won't show up.

Posted
39 minutes ago, botticelli said:

normally there should be no issue. There are npc replacer mods out there however so if some mod e. g. replaces Ysolda with some custom model npc, BAC wouldn't work. Also there are mods that force npc outfits (i. e. preconfigured lists of equipment). Standard NPCs normally have an outfit which is re-equipped by the vanilla game every so often. Lydia does *not* have an outfit. Her items are only equipped once. So make sure, you've tagged "Remove NPC cow outfit" on the Settings page of BAC MCM before turning such npcs into a cow. If that doesn't work, try hardcore mode on the same page. Also, you need to enable npc overlays in skee64.ini, else they won't show up.

"Remove NPC cow outfit" works 50/50 i see the horns and ears, but at some point they dissapear again, i had overlays avalable for npc already, i rather avoid hardcore mod, is there anything else i should try?

Posted
7 hours ago, Arsus12 said:

but at some point they dissapear again

This happens every time when the vanilla outfit is equipped. Only hardcore mode works against that or you strip thos npcs of both their outfits, the default and the sleepwear one, e .g. EFF or similar follower mods can do that. I'm experimenting with dynamic outfits for npcs with the cow items but it is a nuisance *during* the changes since Skyrim doesn't update an outfit already set just because I change its contents so that would be an option for the final change only.

Btw. do the overlays (fur, etc.) work? Also in the face?

7 hours ago, Arsus12 said:

"Remove NPC cow outfit" works 50/50

That is only applied once at cow registration. It won't do anything setting that option for those npcs that already are cows.

Posted (edited)
7 hours ago, botticelli said:

That is only applied once at cow registration. It won't do anything setting that option for those npcs that already are cows.

I get that, I ticked that option before turning an NPC into a milkmaid.

 

7 hours ago, botticelli said:

Btw. do the overlays (fur, etc.) work? Also in the face?

They work on lydia as far as I can tell, her face transforms and fur appears, even cow head works.

 

7 hours ago, botticelli said:

Only hardcore mode works against that or you strip thos npcs of both their outfits, the default and the sleepwear one, e .g. EFF or similar follower mods can do that.

I try to strip their outfit with a mod than, thx

Edit: just tried removing their outfits, eather the mods that i used didnt do it correctly or something, but the horns and ears flash for split second and gets removed again.

Edited by Arsus12
Posted (edited)
6 hours ago, Arsus12 said:

but the horns and ears flash for split second and gets removed again

Then you have a race condition with some other mod, e.g. YPS (though YPS creates that problem with the hand hooves when equipping fingernails and not the horns). Some mods have periodic checks whether some foreign object is equipped in "their" slots and then uenquip it. Check your other mods for those that utilize equipment slots 42 (horns = circlet) and 55 (ears). Since BAC equips its horns/ears combo as two items in both slots, some other mod must also require both slots.

Edited by botticelli
Posted

games keeps crashing when my player get bac Female Head Breton Stage 1 after that my games start to crash i do test some stuff to make sure this is the problem and im sure now 

Posted
17 hours ago, Sam19823 said:

games keeps crashing when my player get bac Female Head Breton Stage 1 after that my games start to crash i do test some stuff to make sure this is the problem and im sure now 

get BAC_LE_femaleheads.7z from the file page and install it. With some SE versions there's an issue with the AE head meshes.

Posted
18 hours ago, botticelli said:

get BAC_LE_femaleheads.7z from the file page and install it. With some SE versions there's an issue with the AE head meshes.

 

I kind of got it working (still likes to CTD, but it's not 100% this time).

 

I had the same thing happen as @Sam19823 regardless of the mesh used (I tried included meshes, LE meshes you linked, my own converted meshes from 1.9D5 known working, SSE NIF Optimizer, etc.)

 

As a force of habit, when I convert a predominantly LE file to SE, I (by force of habit) unpack the BSA into loose files.

 

When I have ONLY the loose files in the system, 100% CTD everytime a head mesh gets equipped.

 

If I have both the loose meshes and the BSA, it works (IDK why).

Posted
10 hours ago, w234aew said:

If I have both the loose meshes and the BSA, it works (IDK why).

The BSA ships the AE meshes (1.6.1170), If you want to make sure you have compatible meshes, you'd need to use @Obryanov's method as described here to conform your standard femalehead.nif to the BAC heads.

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