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Posted
11 minutes ago, botticelli said:

any. with older versions you might need the BEES mod (link on the file page).

 

There's no LE version for that. With SE, I'll definitely switch over.

Aaah, thought you had already made the grand switcheroo :)

Posted

Hello, it's me again. I have a question for anyone who can answer. I am reinstalling Skyrim LE. I uninstalled, deleted the directory and deleted the Vortex profile. Now as I am reloading mods Vortex is notifying me that some mods are already installed. I am sure I wiped the files. Any clues?

 

Posted (edited)
18 minutes ago, P0P said:

Hello, it's me again. I have a question for anyone who can answer. I am reinstalling Skyrim LE. I uninstalled, deleted the directory and deleted the Vortex profile. Now as I am reloading mods Vortex is notifying me that some mods are already installed. I am sure I wiped the files. Any clues?

 

Did you purchase DLCs like Dawnguard, Dragonborn, Hearthfire? Those are mods, too. I needed to manually activate their plugins in Vortex, though.

 

9 hours ago, ebbluminous said:

Aaah, thought you had already made the grand switcheroo :)

First, I want to have a running system. Experimenting starts after that.

Edited by botticelli
Posted

Thanks. The mod in question was XP32 Maximum Skeleton. Turns out it has XPMS built in. And I just checked Vortex and it didn't see the DLC as activated. I blinked and the world changed...

Posted

The BAC equip start and BAC equip done are running about every 30 seconds or so, causing my paraglider to unequip mid glide and also while walking/ running around the world causing my FPS to drop very suddenly before leveling back out. Any help would be appreciated.

Posted

For some reason, the BAC mod refuses to initialize, or even enable within the game despite all mods being present and enabled...

I have downloaded and redownloaded almost all of the dependency mods, verified they are the right versions, but the problem still persists.

SE 1.5.97.0.8  SKSE 2.0.19

SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
ZazAnimationPack.esm (8.0, as specified)
RaceCompatability.esm
daymoyl.esm (Your money or your life)
FNIS.esp
AddItemMenuSE.esp
XPMSE.esp
FNISspells.esp
BHUNP3BBB.esp
RaceMenu.esp
RaceMenuPlugin.esp
Devious Devices SE patch.esp
Devious Devices BRRF.esp
CBBE.esp
RaceMenuMorphsCBBE.esp
KSHairdo's.esp
opmfgconsole.esp
MilkModNEW.esp
MilkModNEW HF.esp
MilkMod_MilkPumpsFancy.esp
RaceMenuHH.esp
Obsidian Weathers.esp
Holiday Gift Hairdos.esp
12FemaleBrows.esp
bac.esp
Expressive Facegen Morphs.esl
RaceMenuMorphsBHUNP.esp
RaceMenuMorphsUUNP.esp
RaceMenuOverlayCompilation - UNP.esp
=====================
SkyUI_SE.esp
SlaveTats.esp
SOSRaceMenu.esp
UIExtensions.esp
Schlongs of Skyrim - core.esm
Schlongs of Skyrim.esp
SOS - Smurf Average Addon.esp
=============================

The boxed portion at the bottom were mods that were randomly disabled, when I attempted to re-enable BAC through the in-game menu, if that's significant.

Confusion.PNG

Posted
4 hours ago, Nahvisen said:

For some reason, the BAC mod refuses to initialize, or even enable within the game despite all mods being present and enabled...

For older version Skyrim SE you need the BEES mod in addition to BAC (see file page).

 

9 hours ago, 3 Goblins in a Trenchcoat said:

I think I'm doing something wrong on my LE install. My character's head keeps defaulting to a different head mesh. Clean install with 2.1.1 installed along with the 2.1.1 tats. Is there a mesh I need to delete or a setting I can change?

With custom femalehead meshes, the BAC ones look different since they are based on the vanilla ones. If you have a head mesh replacer, you'd need to convert your BAC heads from data\actors\character\character assets\femalehead.nif mesh using obryanov's method. The BAC head meshes are included in the BSA file. Open that with e. g. BSA Browser and extract data\meshes\bac\heads\* *with full path* to your data dirctory. Then you can conform them to your head mesh.

 

7 hours ago, bamaboy891 said:

The BAC equip start and BAC equip done are running about every 30 seconds or so, causing my paraglider to unequip mid glide and also while walking/ running around the world causing my FPS to drop very suddenly before leveling back out. Any help would be appreciated.

a) unequip happens if ardcore mode is set and something is equipped in a BAC equipment slot. So try to find out which equipment slot your paraglider needs and disable that in BAC settings (Allow hooves, etc.)

BAC slots are listed on the "Dynamic Armor Slots" page.

b) for the FPS drop try disabling "Update cows on location change" under Settings -> Other in MCM.

 

Posted

Hello.

I'm not sure if anyone else has the same problem as I haven't seen it mentioned here, but sometime after stage 10 I start having constant noise from this mod. It is like "sloshing" but when I tried to tick milk sloshing off, it did nothing. How do I stop it?

Posted
2 hours ago, rinkula said:

"sloshing" but when I tried to tick milk sloshing off, it did nothing. How do I stop it?

Its part of the mod. Small and Large Cavity mutation's.  I think they have their own sound setting in the MCM.  Other wise you would need to reset progress and dissable them from the mutation list.

Posted (edited)
6 hours ago, rinkula said:

It is like "sloshing" but when I tried to tick milk sloshing off, it did nothing. How do I stop it?

 

3 hours ago, LatencyRemix said:

Its part of the mod. Small and Large Cavity mutation's.  I think they have their own sound setting in the MCM.  Other wise you would need to reset progress and dissable them from the mutation list.

Yes and no. The sloshing sounds from Small and LargeCavity mutations are footstep sounds associated with the udders and as such cannot be influenced by the mod. You only have the option to disable those mutations *before* you get them, or disallow udders.

Edited by botticelli
Posted

I don't understand why the stretch marks on the ass and breasts are required for the other mutation effects below it. I don't really want to use the stretch marks since they need adjusting for each cow every time, from what I can tell, and I don't really want any more tats/overlay layers if I can avoid it. Plus, ya know, not my thing, and the mutations that get automatically disabled with stretch marks are.

 

 

Posted
3 hours ago, Catastrophic said:

I don't really want to use the stretch marks

You can replace the textures with others. for mine i used TitKit replacing the breast ones, and somewhere i found a "Fatt Ass" one to replace the butt stretchs. Or replace them with a blank file to have nothing for them

Posted

Guys, can you explain to me what needs to be done next in the story? Paul said we need to find a canister under Edon's house. I went to an abandoned house, walked up to the altar, and was sent on a quest to Mandy and Hugh, which I completed. What's next? There are no markers.

Posted
8 hours ago, mishick90 said:

Guys, can you explain to me what needs to be done next in the story? Paul said we need to find a canister under Edon's house. I went to an abandoned house, walked up to the altar, and was sent on a quest to Mandy and Hugh, which I completed. What's next? There are no markers.

I didn't place a marker inside the house so that you need to search for that extra exit yourself. It's in the very first room just after entering - just not necessarily where other exits used to be.

Posted

All modified hands, especially the transitional phase, don't match the arms in brightness. They are too dark, even the black ones are noticeably darker. Fur textures for normal hands don't match either, this is especially noticeable with brown and white spots.

Brown spots legs after finishing transformation don't seem to entirely match leg textures.

Fur textures could probably use a revamp by now. Unfortunately, that's a lot of work.


On a more positive note, there may be a way to implement BAC heads as sliders with scripts that don't need all this conversion nonsense. This mod (has both SE and LE versions) modifies character's face when needed. Meanwhile, this mod adds face sliders for Race Menu without overriding anything as far as I can tell. 

It may be worth looking into.

Posted
7 minutes ago, Obryanov said:

All modified hands, especially the transitional phase, don't match the arms in brightness. They are too dark, even the black ones are noticeably darker. Fur textures for normal hands don't match either, this is especially noticeable with brown and white spots.

Brown spots legs after finishing transformation don't seem to entirely match leg textures.

Fur textures could probably use a revamp by now. Unfortunately, that's a lot of work.


On a more positive note, there may be a way to implement BAC heads as sliders with scripts that don't need all this conversion nonsense. This mod (has both SE and LE versions) modifies character's face when needed. Meanwhile, this mod adds face sliders for Race Menu without overriding anything as far as I can tell. 

It may be worth looking into.

Unfortunately, armor addon textures tend to look slightly different in-game than skin textures even if they are the same file. Maybe @Addywil, who is the creator of these may know a way to get a better match.

 

As for the morphs: Devious Training originates from the same author as BAC. Used methods are SetExpressionModifier() and SetFaceMorph(). The latter is an option I'll have a look into, the first is not since at least with LE, expression modifiers are overruled by the vanilla game almost immediately as you can see with oral sex animations (SexLab uses this method too). SL applies that modifier every odd seconds but you still have her closing her mouth in between, this would make BAC even more script-heavy. Face sliders in RaceMenu are also available for the vanilla head. The problem here is that *FaceGen* sliders are *not* BodyMorphs and only those can be modified from a script via NiOverride. FaceGen morphs are set within the nif and thus work for the PC only since most NPCs have preconfigured head nifs.

Posted
52 minutes ago, botticelli said:

Unfortunately, armor addon textures tend to look slightly different in-game than skin textures even if they are the same file. Maybe @Addywil, who is the creator of these may know a way to get a better match.

 

As for the morphs: Devious Training originates from the same author as BAC. Used methods are SetExpressionModifier() and SetFaceMorph(). The latter is an option I'll have a look into, the first is not since at least with LE, expression modifiers are overruled by the vanilla game almost immediately as you can see with oral sex animations (SexLab uses this method too). SL applies that modifier every odd seconds but you still have her closing her mouth in between, this would make BAC even more script-heavy. Face sliders in RaceMenu are also available for the vanilla head. The problem here is that *FaceGen* sliders are *not* BodyMorphs and only those can be modified from a script via NiOverride. FaceGen morphs are set within the nif and thus work for the PC only since most NPCs have preconfigured head nifs.

NPCs already don't play nice with the heads in this mod and I had to make copies of their races and modified headparts to mitigate it. But this is likely a problem on my end. That aside, it could at least work as a player-only option (if it's feasible at all).

Posted
2 hours ago, Obryanov said:

All modified hands, especially the transitional phase, don't match the arms in brightness. They are too dark, even the black ones are noticeably darker. Fur textures for normal hands don't match either, this is especially noticeable with brown and white spots.

Brown spots legs after finishing transformation don't seem to entirely match leg textures.

Fur textures could probably use a revamp by now. Unfortunately, that's a lot of work.

 

2 hours ago, botticelli said:

Unfortunately, armor addon textures tend to look slightly different in-game than skin textures even if they are the same file. Maybe @Addywil, who is the creator of these may know a way to get a better match.

 

I battled a lot with trying to match the fur colours when I made those, and that is why they ended up with masked fur ends to somewhat blend a little better. As I see it, there are two main issues to the colour difference between body fur and hand fur: 

  • First, if I remember correctly, the body uses some form of world space Normals, while armour pieces (which the hands technically are) in general use a tangent space normal, which might cause some difference on how the light reacts to them. 
  • The second reason is that the fur is not fully opaque, it has some transparency to it, so the colour will differ depending on skin colour underneath.

Another thing that could cause some disconnect is the difference of texture resolution between the body and hands.

 

I have played with an idea on how to remake the body fur textures using the Hair system in Maya and then bake that to a texture. What I am wondering though is if the body fur would also support normal-textures in Skyrim/BAC?

Posted
1 hour ago, Addywil said:

 

 

I battled a lot with trying to match the fur colours when I made those, and that is why they ended up with masked fur ends to somewhat blend a little better. As I see it, there are two main issues to the colour difference between body fur and hand fur: 

  • First, if I remember correctly, the body uses some form of world space Normals, while armour pieces (which the hands technically are) in general use a tangent space normal, which might cause some difference on how the light reacts to them. 
  • The second reason is that the fur is not fully opaque, it has some transparency to it, so the colour will differ depending on skin colour underneath.

Another thing that could cause some disconnect is the difference of texture resolution between the body and hands.

 

I have played with an idea on how to remake the body fur textures using the Hair system in Maya and then bake that to a texture. What I am wondering though is if the body fur would also support normal-textures in Skyrim/BAC?

 

I'm pretty sure you can change how normals work for armor pieces or body for that matter.

Fur not being opaque has been a fairly bizarre headache for me as I've been trying to fix and change things for personal use.

Posted
3 hours ago, Obryanov said:

 

I'm pretty sure you can change how normals work for armor pieces or body for that matter.

Fur not being opaque has been a fairly bizarre headache for me as I've been trying to fix and change things for personal use.

When the fur tats are applied, the alpha value is always set to 1.0 (using function ActorOverlayAdd() in bac_actor_base.psc: NiOverride.AddNodeOverrideFloat(acActor, NodeSex, NodeName, 8, -1, [1.0 as default], true). The transparency must therefore originate from somewhere else (builtin most likely).

Posted (edited)

 

I've noticed this bug - wherever I get on a horse when on some advanced levels of mutation the horse starts to float all around the map and into the sky above. As far as I know bugs like this caused by changes in height, but I wanted to confirm I'm not the only one getting this and that I'm not doing anything wrong... can someone please say if they have the same issue? If so, does it help to uncheck height mutation, or it's caused by body transformation in general and cannot be helped?..

Edited by Jokekiller
Posted
11 hours ago, botticelli said:

When the fur tats are applied, the alpha value is always set to 1.0 (using function ActorOverlayAdd() in bac_actor_base.psc: NiOverride.AddNodeOverrideFloat(acActor, NodeSex, NodeName, 8, -1, [1.0 as default], true). The transparency must therefore originate from somewhere else (builtin most likely).

It is in the texture, which is why it's a pain. I had to do some weird things to it and it ended up looking off by the end of my attempts to make it opaque (this is unrelated to hands and feet not entirely matching textures).

Posted
7 hours ago, Jokekiller said:

 

I've noticed this bug - wherever I get on a horse when on some advanced levels of mutation the horse starts to float all around the map and into the sky above. As far as I know bugs like this caused by changes in height, but I wanted to confirm I'm not the only one getting this and that I'm not doing anything wrong... can someone please say if they have the same issue? If so, does it help to uncheck height mutation, or it's caused by body transformation in general and cannot be helped?..

I have noticed that issue e. g. when stealing Frost. Sadly there's no vanilla event "OnMount"/"OnUnMount" I could catch to remove the spine modifications like I do within sex animations. If anyone has an idea how to detect the pc mounting a horse, it would be greatly appreciated. Until then, before mounting go to BAC MCM Debug page and select "Reset CowBack". After unmounting, it'll usually take time until the next automatic update resets that again.

Posted

Hey anyone know how to get morphs to properly work with 3BA i've attempted changing the Config file via the bodymorph and nothings fixed the Breast morphs. 

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