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Posted

I've always avoided the hunters because whenever I meet them they have that stupidly overpowered paralyze spell that breaks combat. As soon as they drop that on my character it's a cutscene and I wake up in the middle of nowhere strapped to the milk pump cart. ?

Posted
19 minutes ago, 4w13rg4n said:

I've always avoided the hunters because whenever I meet them they have that stupidly overpowered paralyze spell that breaks combat. As soon as they drop that on my character it's a cutscene and I wake up in the middle of nowhere strapped to the milk pump cart. ?

 

Yeah if you drop to a certain level of health ( I think 60 or 50%) they automatically win. I have a lot of random npcs wandering in my skyrim so I usually have backup when the Hunters find me (as soon as the combat starts, all the npcs in the area jump  on the hunters together)

Posted
19 minutes ago, 4w13rg4n said:

cutscene and I wake up in the middle of nowhere strapped to the milk pump cart. ?

That's part of the Hunter's quest line.  If you rejet paul, or when the hunters talk to you and say "ok please done hurt me" it skips the paralysis effect and takes you straight to the milker in the wagon

 

One of the hunter's is meant to come up and start talking to you about the nose ring, bell and brand's.  I also try not to get hit with the paralys as it breaks later parts of the Hunters quest line too.  Sometimes the dialoge cancles out during it, but if you spam click to skip dialouge its been working for me.

 

Can also try quicksave / quickload in there but could mess with some scripts

Posted (edited)

I'm very happy to see this mod continued!

 

Unfortunately I can't seem to make it work.

I've been getting comments on horns and I hear the snorting sound, but my character does not show up in the milkmaids list, and the horns don't seem to be showing up. I tried doing quite a lot of milking while on Fast and still nothing appeared. I am even able to wear my helmet despite being on 'Hardcore' mode and getting horns comments from NPCs constantly. I have the 'bac_watchdog' spell effect active.

 

Quote

[05/04/2022 - 10:47:49PM] BAC: BAC::onUpdate - Start update
[05/04/2022 - 10:47:51PM] error: Mismatched types assigning to variable named "::temp104"
stack:
    [bac_main (49001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 464
    [bac_main (49001D90)].bac_main.scanForActors() - "bac_main.psc" Line 474
    [bac_main (49001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 87
    [bac_main (49001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 61
[05/04/2022 - 10:47:52PM] error: Mismatched types assigning to variable named "::temp106"
stack:
    [bac_main (49001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 464
    [bac_main (49001D90)].bac_main.scanForActors() - "bac_main.psc" Line 474
    [bac_main (49001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 87
    [bac_main (49001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 61
[05/04/2022 - 10:47:52PM] error: Property Cows not found on bac_actor. Aborting call and returning None
stack:
    [bac_main (49001D90)].bac_main.processActors() - "bac_main.psc" Line 451
    [bac_main (49001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 88
    [bac_main (49001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 61
[05/04/2022 - 10:47:52PM] BAC: BAC::onUpdate - Stop update
[05/04/2022 - 10:47:54PM] error: Unable to call SendModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].MilkLactacidScr.SendModEvent() - "<native>" Line ?
    [None].MilkLactacidScr.OnEffectStart() - "MilkLactacidScr.psc" Line 87
[05/04/2022 - 10:48:05PM] BAC: BAC::onUpdate - Start update
[05/04/2022 - 10:48:08PM] error: Mismatched types assigning to variable named "::temp104"
stack:
    [bac_main (49001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 464
    [bac_main (49001D90)].bac_main.scanForActors() - "bac_main.psc" Line 474
    [bac_main (49001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 87
    [bac_main (49001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 61
[05/04/2022 - 10:48:08PM] error: Mismatched types assigning to variable named "::temp106"
stack:
    [bac_main (49001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 464
    [bac_main (49001D90)].bac_main.scanForActors() - "bac_main.psc" Line 474
    [bac_main (49001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 87
    [bac_main (49001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 61
[05/04/2022 - 10:48:08PM] error: Property Cows not found on bac_actor. Aborting call and returning None
stack:
    [bac_main (49001D90)].bac_main.processActors() - "bac_main.psc" Line 451
    [bac_main (49001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 88
    [bac_main (49001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 61
[05/04/2022 - 10:48:08PM] BAC: BAC::onUpdate - Stop update

 

SOLVED

I had an old bac script in the overwrite for some reason I still don't understand. It wasn't showing alphabetically in the data browser so I didn't spot it the first time. So it was the issue listed on the front page all along. Going to leave this up in case anyone else has the same issue even though it was just me being dumb, really.

 

 

Edited by Catastrophic
Posted

I'm wondering whoever has been doing the SE conversion if they've just been running it through CAO and calling it a day. Noticed the SE conversion isn't up to date. I'd be willing to chuck one together if it is just CAO.

Posted
14 hours ago, lurkmoar89 said:

I have had this issue with the newer version of MME for SE that go put out in April.  You end up in the MME list but not the BAC list.  Do you have the faction IDs the game looks for to see if its a number mismatch?

It's not a faction, but StorageUtil Values (you can view those with SUM): MME.MilkMaid.TimesMilked and/or MME.MilkMaid.Level. But the actual trigger is a ModEvent

    RegisterForModEvent("MilkQuest.MilkingStage", "OnMilkingStage")

If the new scripts do not fire this, BAC won't react.

8 hours ago, 4w13rg4n said:

So I have to engage the Hunters BEFORE I go through the quest dialog to get the nose ring?  If so, that explains ALL the issues I've been having trying to further the Hammerheart / Unowned quest lines.

Actually no. You can get a ring before you meet the hunters OR you can get one from the hunters (being caught) OR you can get one after you meet the hunters. The furniture issue is *not* related to the hunters, it is inherent in the Hammerheart quest. At times not even the chair fpr the hooves would spawn.

7 hours ago, 4w13rg4n said:

I did notice that the hunters on the shoreline for the "who am I" quest did not attack me. I'm not sure if that's normal in the quest line or not.

One of the hunters should approach you when getting close and start a conversation.

Posted
7 hours ago, LatencyRemix said:

With the Hunter's route Marc sometimes acts a bit jank and never leaves riften.

Technically, *if* Marc leaves Riften, it will still take up to one game week until he reaches Paul. You can check on his quest marker. If he reaches Valtheim, chances are good that he'll make it to Whiterun stables.

7 hours ago, LatencyRemix said:

Huter's quest line will also make you more milky and have a bigger debt to pay off vs going Paul's route

That part with the debt is only partially true. Hunter quest line *will* end in 30.000 septims debt while Paul's questline *can* end there (if you refuse to donate milk).

Posted
34 minutes ago, botticelli said:

One of the hunters should approach you when getting close and start a conversation.

If you manage to draw enemies close to them, they attack the enemy, and the script breaks. At least when I tried it.

Posted (edited)
3 hours ago, RoxDox said:

I'm wondering whoever has been doing the SE conversion if they've just been running it through CAO and calling it a day. Noticed the SE conversion isn't up to date. I'd be willing to chuck one together if it is just CAO.

i'm use BAE SSE Nif Optimizer and CAO and update .esp with CreationKit

Edited by evilbom
Posted
10 hours ago, LatencyRemix said:

If for pauls route the chair is meant to spawn off the first dialouge and give you the small nose ring.

If you skip that part or it doesn't spawn, i just wait 1-2 hours at the stables for the hunter's to show up and kill them.  That will trigger the alternate dialouge and give you the Medium nose ring and usualy spawns in the DD item correctly at that point

 

Thank You! This worked like a charm to get the furniture to spawn correctly! After the hunters were dead the secondary lines for Paul having to help me worked perfectly. I did have to wait for the Paul timeout message before the hunter bodies would despawn so they would show again, but that's not an issue for me. 

 

9 hours ago, LatencyRemix said:

That's part of the Hunter's quest line.  If you rejet paul, or when the hunters talk to you and say "ok please done hurt me" it skips the paralysis effect and takes you straight to the milker in the wagon

 

I thought that the quest line stalled at that point. I'll have to make a second cowgirl to see how that quest line plays out now. :)

 

3 hours ago, botticelli said:

One of the hunters should approach you when getting close and start a conversation

 

The hunters on the shoreline near where you find Mandy's house have never approached me during that part of the quest. They just stand there looking out over the water. :\

Posted
2 hours ago, evilbom said:

i'm use BAE SSE Nif Optimizer and CAO and update .esp with CreationKit

Fair enough. If you have an up to date conversion would you care to share? 

Posted (edited)
1 hour ago, RoxDox said:

Fair enough. If you have an up to date conversion would you care to share? 

i'm test on it ?

feed my PC with Levelup and Mutation Potion

okie finish test full transform and mutation
update file in page 1

Edited by evilbom
Posted (edited)
25 minutes ago, 4w13rg4n said:

The hunters on the shoreline near where you find Mandy's house have never approached me during that part of the quest. They just stand there looking out over the water. ?

Those two aren't the hunters who hunt you. The hunting ones spawn either near Riften or Solitude or Whiterun (at random) and then try to reach you. It is possible to evade them for quite a long time because they travel normally. You can see their IDs with sqv bac_huntersgonnahunt in the console. They should be something like xx01de6a..c. If you don't want to wait, pick a tree in the distance in the console and note its ID, then for each of the three hunters type prid <id> and then moveto <tree-ID>. Don't type moveto player. The quest hunter needs to acquire his target and he won't do so if directly adjacent to it.

 

3 hours ago, NoirXiaoba said:

If you manage to draw enemies close to them, they attack the enemy, and the script breaks. At least when I tried it.

Ok that ForceGreet scene is not side effect proof.

Edited by botticelli
Posted (edited)

hi (sorry for bad english, i use google translate), i like this mod and i have idea how to improve hand transformation (picture taken from game Loki's Corruption).

 

Spoiler

image.png.60a2c322bcd4b767b02ba14c82a8f89f.pngimage.png.6cf854779610bd0ec0074e78f2cf2080.pngimage.png.813eaeb2984f11654693d8c3f054b550.pngimage.png.bd64e4eaa9d17dc2ab92f78da5fefd2f.pngimage.png.a34a507504f6e810e9ce1394e837c696.pngimage.png.a824825bac5b385dee689490202a3c23.pngimage.png.f14028a8f37a2c84a6b45600785ff1ff.png

 

 

Edited by AresFiren
Posted

I am rebuilding my modded Skyrim SE (SKSE build 2.1.5 (game version 1.6.353) and wanted to try this version of BAC . 

Sadly it does not appear within the MCM, Paul is running around Whiterun but has no quest for me as the mutation does not to start.

 

First I tried to check if MME has troubles and thus BAC does not start.

So I checked various functions and effect and it seems to work.

Them I used the console command to force refresh the MCM menu.

Still BAC does not want to appear in the MCM.

 

Any ideas what might help?

Posted (edited)

Okay so now that I've fixed my idiocy technical issue I've had a good look at the mod and I love it all over again! BAC was my favorite adult mod already so I am overjoyed to see it updated and having the custom mid-transformation meshes is beyond anything I could have expected!

 

Something I'd like to see, and excuse me if it is an option I simply missed, is a setting that disables/changes the 'Transforming into a cow' message, so that it either does not display at all or displays something more 'immersive' and does not include a stage count. The ideal situation would be having it hint at what changed without saying it outright (ie "Your ears feel strange" when ears change) but I understand that's a much larger undertaking. I was going to throw a quick mod together to change this myself but it appears to be built into the script itself, which makes it difficult for me to edit without the dependencies and it would break every update as the message is part of the main script. However, I would be willing to write the messages if that would help, but I'd need a list of all the changes since I think there are some I don't notice (ie I don't know exactly when the snorting starts). The 'Mutation' message also might make that tricky.

 

Edited by Catastrophic
Posted

Hi @botticelli,

 

I am doing A Craftman's Masterpiece right now, I have gotten to stage 130 and the quest marker is pointing to the abandoned house, however when I go into the abandoned house the quest doesn't update at all pointing out where the canisters are and I can't find them in there anywhere. Did I do something wrong or is it a little buggy?

 

Also, other question, is Hugh supposed to be just standing in the markarth inn?

Posted
2 hours ago, Eluchel said:

Hi @botticelli,

 

I am doing A Craftman's Masterpiece right now, I have gotten to stage 130 and the quest marker is pointing to the abandoned house, however when I go into the abandoned house the quest doesn't update at all pointing out where the canisters are and I can't find them in there anywhere. Did I do something wrong or is it a little buggy?

 

Also, other question, is Hugh supposed to be just standing in the markarth inn?

a) The quest marker not updating is intentional. You need to search the place again to find some clue

b) no, and that should be fixed in 1.9E1.

6 hours ago, Catastrophic said:

Something I'd like to see, and excuse me if it is an option I simply missed, is a setting that disables/changes the 'Transforming into a cow' message, so that it either does not display at all or displays something more 'immersive' and does not include a stage count.

That also is an item on my list. Fixing the bugs, however, had some higher priority.

Posted
1 hour ago, botticelli said:

a) The quest marker not updating is intentional. You need to search the place again to find some clue

Gotcha, thanks!

Posted
1 hour ago, botticelli said:

a) The quest marker not updating is intentional. You need to search the place again to find some clue

@botticelli I found the clue :) That was really well setup :)

One more question, I didn't find the hidden second quest. Looking at the one spoiler for it I think I went there and tried to use the alter, but nothing happened for me. Am I missing something or did it not work right? I have just finished A Craftsman's Masterpiece, with it finished can I not start the second quest anymore or do I just need to do the right thing to activate it?

Posted (edited)
2 hours ago, botticelli said:

That also is an item on my list. Fixing the bugs, however, had some higher priority.

 

 Awesome, glad to hear it.

 

 The other thought I had, for after bugfixes when its time to add more bugs, was a lot more involved, and was basically mental effects for cows that are very transformed. There could be one where the player loses the ability to speak entirely for a while, like the gag effect in DD but without a chance of being able to get around it and, you know, cow themed replacement dialog.

 

Possibly a sort of pacify effect where the player becomes docile for a while and has to walk (ideally crawl if that is possible, but I know how crazy animations are) and can't draw weapons until they've picked X flowers (to 'force' the player to wander 'aimlessly' without taking controls away), and fat cows could use their *ahem* special ability automatically in that state perhaps.

 

 I realize they are wild suggestions (literally?) but I love the idea of mental effects. I don't mean to dump too much on you, and have no expectation the ideas will ever be realized, these are just some thoughts I had that I thought I'd share in case any part of them inspires someone else's imagination. I'm very excited the mod is 'back', as you can tell.

 

 

 

Edited by Catastrophic
Posted

Just a quick question botticelli,

 

Is the second quest after a craftmans meant to pop up as a quest started like the first did, or is it you just go to the spot to start?  I went back to the house and stood on the thing but it just locks the character in place, hides UI and nothing else happens?

Posted
2 hours ago, Eluchel said:

@botticelli I found the clue :) That was really well setup :)

One more question, I didn't find the hidden second quest. Looking at the one spoiler for it I think I went there and tried to use the alter, but nothing happened for me. Am I missing something or did it not work right? I have just finished A Craftsman's Masterpiece, with it finished can I not start the second quest anymore or do I just need to do the right thing to activate it?

Just return to the abandoned house.. and delve deeper. I'm trying to be cryptic without spoiling anything. 

Posted

I checked my MME SE version as I suspect that this is why BAC is not starting/ not appearing in the MCM.

But I could not find any issue.

So what is it that BAC is maybe asking from MME that it doesn't get?

How could I see the script in the background that seem not to work?

Posted (edited)
59 minutes ago, ZI0MATRIX said:

I checked my MME SE version as I suspect that this is why BAC is not starting/ not appearing in the MCM.

But I could not find any issue.

So what is it that BAC is maybe asking from MME that it doesn't get?

How could I see the script in the background that seem not to work?

you need to be milk to start cow transformation

but not show up in MCM ? it weird i never meet this issue in SE

Edited by evilbom

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