Jump to content

Recommended Posts

Posted
22 hours ago, botticelli said:

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.

 

What about the condition !Player.IsOnMount() before applying effects?

 

Spoiler

Bool IsOnMount()

  • Is the actor on a mount?

 https://ck.uesp.net/wiki/Actor_Script

 

Posted (edited)
5 hours ago, safado said:

 

What about the condition !Player.IsOnMount() before applying effects?

 

  Reveal hidden contents

Bool IsOnMount()

  • Is the actor on a mount?

 https://ck.uesp.net/wiki/Actor_Script

 

That *is* checked when applying the effects. The problem here is that the effects are already applied and now the character mounts a horse, so BAC needs to get rid of the effects. Polling IsOnMount isn't helping either since once mounted, removing the effects will send you into Nirn's orbit. There's no way to trigger something exactly the moment *before* one gets mounted.

Edited by botticelli
Posted

Seem to have an issue on Skyrim SE where the tail isn't getting smp support. I do have faster smp and the bac tail files installed. Could it be an issue where I have too many object using smp? Had that issue a long time ago when I had to disable smp hair but didnt think that would be an issue now.

Posted (edited)
3 hours ago, dethnite007 said:

Seem to have an issue on Skyrim SE where the tail isn't getting smp support. I do have faster smp and the bac tail files installed. Could it be an issue where I have too many object using smp? Had that issue a long time ago when I had to disable smp hair but didnt think that would be an issue now.

 

BAC do not deal with SMP, the effect is automatic based on the SMP setup and limitations. The two custom tails meshes has an SMP reference config file embedded and custom Havok-skeleton-nodes for it.

 

Spoiler

 

Did you test with just the tail equipped? (skyrim naked, no smp hair, or use a helmet)

Are you using 3BAv2 with it on demand SMP? In what slot is set? I set it for DD compatibility slot60.

Did you disable the invisible on demand SMP feature? 

Did you use the Fast-SMP MCM reset debug?

 

advanced

Spoiler

Did you open any of the two version of the tail' files (cowtail01.nif, cowtail02.nif) installed\deployed in "\Skyrim Special Edition\Data\meshes\bac\(black, brown, spots, or white)" folder?

Did you check that Cowtail.xml is deployed in "\Skyrim Special Edition\Data\meshes\bac"?

 

 

 

Edited by safado
Posted
17 minutes ago, safado said:

 

BAC do not deal with SMP, the effect is automatic based on the SMP setup and limitations. The tail mesh has an SMP reference config file embedded.

 

  Hide contents

Did you open any of the two version of the tail' files (cowtail01.nif, cowtail02.nif) installed\deployed in "\Skyrim Special Edition\Data\meshes\bac\(black, brown, spots, or white)" folder?

Did you check that Cowtail.xml is deployed in "\Skyrim Special Edition\Data\meshes\bac"?

Did you test with just the tail equipped?

Are you using 3BAv2 with it on demand SMP? In what slot is set? I set it for DD compatibility slot60.

Did you disable the invisible on demand SMP feature? 

Did you use the Fast-SMP MCM reset debug?

 

 

I figured it out, i changed the faster smp to the mcm version which I forgot breaks any smp that isn't the body. Just never noticed bc I wasnt using an smp hair. Switched it back to max compatibility version and that fixed it.

Posted (edited)
1 hour ago, dethnite007 said:

I figured it out, i changed the faster smp to the mcm version which I forgot breaks any smp that isn't the body. Just never noticed bc I wasnt using an smp hair. Switched it back to max compatibility version and that fixed it.

 

Actually, it doesn't in my rig, but it did have issues before with multiple head items with independent SMP configurations, the original auto-reset workaround.

Your fix was resetting the master-config file to one of the default from installation.  :thumbsup:

 

Edited by safado
Posted
2 hours ago, safado said:

 

Actually, it doesn't in my rig, but it did have issues before with multiple head items with independent SMP configurations, the original auto-reset workaround.

Your fix was resetting the master-config file to one of the default from installation.  :thumbsup:

 

Yah I never got my head around configuring smp, which was why I kept it at the preset. I just forgot why I had it this way all these years when I decided to come back to skyrim.

Posted
On 4/30/2025 at 12:52 AM, 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?

20250429173925_1.jpg

20250429174825_1.jpg

Hello all 

 

I decided to play after a while Skyrim and decided to update mods.

I am having a similar result from the quoted post where my head changes color after a sexlab act and when I update the player cow from BAC MCM (This is where I knew this was caused by this mod)
image.png.14fbd836c76968bfd4b56c2ea90d3bc0.png

 

Some context:

-Skyrim LE (never used SE or AE)

-Updated Bac from 2.0.8 to latest 2.1.1

-As far as I remember, I didn't face this issue before

-Decided to play a new game/new save

-Removed any bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts (there was none)

 

I looked at botticelli's post saying:

Quote

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.

 

but I don't quite understand what am I supposed to do sadly.

It refers to a path I don't have and seems to be for SE (which I am not)

 

I am getting this face color everytime it updates and I am at Cow level 1

 

Is my issue the same as  @3 Goblins in a Trenchcoat ?

 

If yes, can you still explain to me what should I do ? 

 

I see a BAC_LE_femaleheads.7z in the download section but I didn't download it because from the front page it says:

Quote

For those of you on SE/AE below 1.6.640: I added a BAC_LE_femaleheads.7z archive with the LE heads should you experience the CTD on CowHead mutation.

should I download it ?

 

Thanks in advance and sorry for the trouble :(

Posted

Hey Botticelli, I'm curious if you know anyway to get the boob morphs to properly work. I've attempted to get it working via changing the body_morph file in SKSE as given in previous instructions. But that didnt change/fix it. 

Posted
9 minutes ago, BiggyBoiBoba said:

Hey Botticelli, I'm curious if you know anyway to get the boob morphs to properly work. I've attempted to get it working via changing the body_morph file in SKSE as given in previous instructions. But that didnt change/fix it. 

Or should i just say Screw it and get rid of Deviousdevices NG and get rid of 3BA?

Posted

Is there a way to not change a characters height or weight? but keep the horns, and stuff as well as maybe a bigger butt and tits?

Posted
1 hour ago, Jaayden said:

Is there a way to not change a characters height or weight? but keep the horns, and stuff as well as maybe a bigger butt and tits?

You can set Tall Cow and Short Cow mutations to not target anybody in the mcm menu. And you can do the same for Fat Cow and Slim Cow mutations.  If you already have them pretty sure its too late. I think theres something in the mcm menu somewhere that lets you disable weight changes or dynamic weight changes?

Posted
13 hours ago, BiggyBoiBoba said:

Or should i just say Screw it and get rid of Deviousdevices NG and get rid of 3BA?

The pain with the json file (as already mentioned several times) is, that JSON is a case-sensitive format while Papyrus script is not. Sadly any given mod higher up in the load order that defines a given string also defines its spelling. Within Skyrim, e. g. "BreastsSmall" and "BREASTSSMALL" and "breastssmall" are all the same. With JSON, its not. What you can do is to try changing the spelling of the body morphs in the json (I'd tackle just one at a time). Keep in mind that they might need to be changed in more than one location within the file. Unfortunately there's no function within NiOverride.pex to list all available morphs or I'd have made a dump option for those already.

 

14 hours ago, tholos said:

I see a BAC_LE_femaleheads.7z in the download section

That file is for those SE or AE users who experience problems with the SE meshes.

 

14 hours ago, tholos said:

It refers to a path I don't have and seems to be for SE (which I am not)

No. You definitely have that path. Else your Skyrim wouldn't work. Go to your Skyrim base directory where TESV.exe is located and proceed from there. All paths I post refer to that directory. But if you don't know that, you'll probably not have any face replacer installed.

Blackheading is a common issue in Skyrim. With each face comes a tint collection (skin color, eye color, etc.). Now, if any mod changes the face, the vanilla game drops the tint. I made a script to reapply the tint after BAC changes the face but due to some other issues, that script is only run after the first CowHead mutation took place and *not* on the vanilla face. Since FaceCow mutations also change the face (and may happen before CowHead and thus on the vanilla face), the result you experienced can happen. Please try to find out whether that issue persists after CowHead mutations started.

 

8 hours ago, Jaayden said:

Is there a way to not change a characters height or weight? but keep the horns, and stuff as well as maybe a bigger butt and tits?

BAC MCM, Settings page, "Body weight" section. You'll probably want to disallow all of those that start with "Allow..." plus the mutations mentioned above.

Posted (edited)
6 hours ago, botticelli said:

No. You definitely have that path. Else your Skyrim wouldn't work. Go to your Skyrim base directory where TESV.exe is located and proceed from there. All paths I post refer to that directory. But if you don't know that, you'll probably not have any face replacer installed.

Blackheading is a common issue in Skyrim. With each face comes a tint collection (skin color, eye color, etc.). Now, if any mod changes the face, the vanilla game drops the tint. I made a script to reapply the tint after BAC changes the face but due to some other issues, that script is only run after the first CowHead mutation took place and *not* on the vanilla face. Since FaceCow mutations also change the face (and may happen before CowHead and thus on the vanilla face), the result you experienced can happen. Please try to find out whether that issue persists after CowHead mutations started.

 

The path I was refering was what you said 

Quote

you'd need to convert your BAC heads from data\actors\character\character assets\femalehead.nif

but yeah, I have the NIF file in \Data\meshes\actors\character\character assets, I was not sure if you were talking about this one.

 

After some tests, it seems the color head change is also here when I applied CowHead #1 (I used level up potion and mutagen in order to get it)

So if I understand correctly what you told me, once I have CowHead, I am not using the vanilla femaleheads anymore right ?

 

Either way it didn't change and got the mismatch color.

 

What worked for me is disabling this option in BAC MCM:

image.png.9baca92edcde37199c9b26afa0b9a9f0.png

 

It fixed the "blackfacing" part. 

Now I do not want to miss anything you cooked for us Botticelli :D

Am I missing some bac features by unchecking this option ? Apart from "fixing" the blackface issue I have, I do not know what else it does and what are the consequences of unchecking this option 

Edited by tholos
Posted
25 minutes ago, tholos said:

Am I missing some bac features by unchecking this option ?

This just stops tint correction. It *may* look odd with npc cows that originally have prefab heads (most unique npcs do), but that should be it with side effects of this option turned off.

Posted

Should I still inverse those values of 1s to 0s? Or no just keep them the way they are. And is there anyway to double check the spelling for em or just struggle through and try one at the time. Along with that is there anyway to check if the one I attempted worked?

Posted
14 hours ago, BiggyBoiBoba21 said:

Should I still inverse those values of 1s to 0s? Or no just keep them the way they are. And is there anyway to double check the spelling for em or just struggle through and try one at the time. Along with that is there anyway to check if the one I attempted worked?

the reverse settings depends on your installed femalebody.nif. It defines the sliders and whether they are regulare or reversed.

For the checking, go to BAC MCM Cow Settings page, scroll to the bottom and click on "Console Dump" next to "NiOverride BodyMorphs", then have a look at the console or use a console logger to write that into a file and search in there for your morph.

Posted (edited)
4 hours ago, first001 said:

i need help. how do you start the Abandoned house mission with this mod?

Do the vanilla quest for the Mace of Molag Bal and I think you have to the Chidna Mine quest too. Eventually once you do enough for our buddy Paul he should send you off for milker parts. 

Edited by zonder4213
Posted
2 hours ago, zonder4213 said:

Do the vanilla quest for the Mace of Molag Bal and I think you have to the Chidna Mine quest too. Eventually once you do enough for our buddy Paul he should send you off for milker parts. 

the npc for the mace is not outside the house.

Posted (edited)

I could use some help, in my instance the tats aren't applying to my character. I've already checked that I have the required prerequisites for the SE version, and have checked that they are all up to date. The racemenu tweaks have been made including the face overlay option. The option for tats is enabled in the mcm and the tats CAN be applied through slavetats but not automatically when phases are progressed. Are there any problematic mods that can cause this?

 

Found the incompatibility! https://www.nexusmods.com/skyrimspecialedition/mods/37275

Edited by PRYINGORBS
Posted

Hi, can someone help me to figured out can there be Ears and/or Tongues be made so they work like a headparts? Like heads do. I've tried something with ears, and I can definitely make into headpart in CK and it applies in the race menu, but I just don't get it, how to make it work within the mod? Maybe you can pinpoint which script tries to apply ears, so I can try and edit it to add headpart instead of a circlet type of armor?

The reason for this is simple - I'm trying to add expressions to the ear mesh, like happy, sad, angry movements of the ears, and it only works if I add it through headparts...

Posted (edited)
2 hours ago, Jokekiller said:

Hi, can someone help me to figured out can there be Ears and/or Tongues be made so they work like a headparts? Like heads do. I've tried something with ears, and I can definitely make into headpart in CK and it applies in the race menu, but I just don't get it, how to make it work within the mod? Maybe you can pinpoint which script tries to apply ears, so I can try and edit it to add headpart instead of a circlet type of armor?

The reason for this is simple - I'm trying to add expressions to the ear mesh, like happy, sad, angry movements of the ears, and it only works if I add it through headparts...

Available headparts are: Misc, Face, Eyes, Hair, FacialHair, Scar, and Brows (see HeadPart.psc, part of SKSE/vanilla Skyrim). Maybe FacialHair could be exchanged for the Tongue which would free up the clit piercing slot but Ears sadly are not HeadParts. Not sure what "Misc" refers to, though.

Edited by botticelli
Posted
10 hours ago, first001 said:

the npc for the mace is not outside the house.

That's a problem caused by some other mod. The reason for House of Horrors being a precondition for "A Craftsman's Masterpiece" is that I do not want to meddle with that quest. Btw. Cidhna Mine is no longer required.

Posted

I have noticed a neck gap on transforming NPCs. 

I am using CBBE bodies.

The gap appears as soon as the transformation is set to begin (even before horns appear).

 

Everything else seems to work fine.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...