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Posted (edited)
13 minutes ago, jackinthebox2 said:

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.

neck, wrist, and ankle gaps ussually point to an omitted BodySlide setting Make sure you have all boxes tagged and create *all* depending nifs via batch:

image.png.4bc34ad9db30f79033029d03ab59c468.png (within Batch Build right-click and select all)

Else the default femalehead.nif will know nothing of any Bodymorph sliders of the body. Neck gaps in particular have also been addressed by specialized mods. BAC only applies morphs/scaling and items, any mesh changes are done by the pre-built meshes.

Edited by botticelli
Posted (edited)
10 hours ago, jackinthebox2 said:

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.

 

 Follow botticelli recommendation and;

That a normal occurrence with morphing bodies vs extremities (head, hand, feets).  The community workaround for head issue was to add the morph-slider "NeckSeam" bound to "low weight" (weight 0) as morph 100% and at high weight (weight 1) morph to 0%.  That will stretch the neck-seams to maintain alignment with the head during weight value changes, unless something do not follow community "standard".  This is an ancient solution, that may have been taken from granted now, and is hidden in Bodyslide (cbbe based) presets. 

It may also be some bug.

 

Look into your used morph preset for bodyslide using a text editor and change it hidden=true to false, that will make it visible in bodyslide.  If it looks properly set, then add an offset to it in both ends, like 110 to -10 (manual entry no slider) and recreate body with morph.

 

Sample of morph NeckSeam from body's master slider reference preset "SE 3BBB Amazing.osp"

Spoiler

        <Slider name="NeckSeam" invert="false" small="100" big="0" hidden="true">
            <Data name="3BANeckSeam" target="3BA" local="true">SE 3BBB Body Amazing v2.osd\3BANeckSeam</Data>
        </Slider>

 

 

Edited by safado
Posted
On 5/6/2025 at 12:40 PM, tholos said:

The path I was refering was what you said 

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 

This worked for me, thanks!!

Posted
17 hours ago, safado said:

 

 Snip.

 


I had batch built. There were no seams with arms and legs, I suspect because those sliders are already on by default.

Adding the neck slider fixed it. Thank you.

Posted (edited)
On 2/19/2023 at 4:39 AM, Obryanov said:

No, that wouldn't work at all. I think I've explained it back there, but you import SE head, then import LE head + LE cow head at stage 8.

Once you have three meshes, you export the cow head as .obj, then create a new slider, select normal LE head, click on the wrench icon next to it, import that .obj as slider data and set normal LE head as reference.

Once the slider works and makes the head transform, you select SE head, click on Comform Selected and make the slider work on it that way.

Once that is done, you delete LE meshes and then start creating .nif files for different stages by moving the slider, then clicking on Set Base Shape, exporting the mesh as .nif, then inputting same slider % that you used, but negative and then click on Set Base Shape. Repeat this until all 8 are done.

 

This is what I did for my conversion, it worked.

okay i give it a try and still can't find wrench icon 

first one is SE head second is LE and third is stage 8

Spoiler

outfit.jpg.f2a68d6bc7e340adaece6ac95cb8328b.jpg

 

Edited by evilbom
Posted

New system no longer boots, so I'll have to turn that in for guarantee process 😞 For now I'm stuck with my old box and sadly no AE. I had it almost set up (just 4 mods remaining...).

Posted
4 hours ago, evilbom said:

okay i give it a try and still can't find wrench icon 

first one is SE head second is LE and third is stage 8

  Hide contents

outfit.jpg.f2a68d6bc7e340adaece6ac95cb8328b.jpg

 

Not sure if they changed it later, but at least in your case, it should be the pencil button on the slider instead.

Posted

Hey yall, can anyone help me figure this out, i cant remember how i did it last time.

 

The new BAC 2.1.1, when the ESP is active it makes my skyrim ctd. I have no saves so its starting new game from fresh. 

 

It was working all just fine on my last save, but i upgraded to 2.11 mid play though

Posted
11 hours ago, LatencyRemix said:

Hey yall, can anyone help me figure this out, i cant remember how i did it last time.

 

The new BAC 2.1.1, when the ESP is active it makes my skyrim ctd. I have no saves so its starting new game from fresh. 

 

It was working all just fine on my last save, but i upgraded to 2.11 mid play though

Master (esm) type mismatch probably, Most likely ZaZ with wrong version. Alternatively PO3/Q2C with wrong DLL version. Those two must match your SKSE loader version, ZaZ must be exactly version 8.0+. The plus sign is part of the version number. It does not mean "8.0 or above". Follow the link on the file page to the post in the ZaZ forum. scroll down until you find 8.0+ version and download the appropriate one.

Posted (edited)
12 hours ago, botticelli said:

Master (esm) type mismatch probably, Most likely ZaZ with wrong version. Alternatively PO3/Q2C with wrong DLL version. Those two must match your SKSE loader version, ZaZ must be exactly version 8.0+. The plus sign is part of the version number. It does not mean "8.0 or above". Follow the link on the file page to the post in the ZaZ forum. scroll down until you find 8.0+ version and download the appropriate one.

Ill have a look again tomorrow, but i had all those and working game with v2.1.0 last night, all i changed was removing some animations, updating a few mods but the rest is the same.  I stupidly delted my working 2.1.0 so  cant even test it with that now :(

 

*Edit*

 

Thanks Botticelli that help me fix it. I couldnt figure out what the rules should be so i removed the other zaz (7 and 8.0) and then it worked right away. 

Edited by LatencyRemix
Posted (edited)
22 hours ago, Obryanov said:

Not sure if they changed it later, but at least in your case, it should be the pencil button on the slider instead.

i can't make slider work LOL

can you record short video and show me how it work ?

Edited by evilbom
Posted
9 hours ago, evilbom said:

i can't make slider work LOL

can you record short video and show me how it work ?

I'm afraid not, someone else will have to do it.

Posted

i try to make cow high poly head in page 220

turn out my followers cow use the same head mesh like PC  and her hair change too

 

Spoiler

20250514215709_1.jpg.5e6bd959636ac79998ec192168674def.jpg20250514215654_1.jpg.6bc322adf2805322a7f35c6ad4ff0d27.jpg

 

Posted (edited)

I found something that might be worth looking into. https://www.loverslab.com/topic/135959-must-multi-stage-transformation-framework/page/3/
The mod can supposedly handle headpart swapping including mouth. I'll try a few things with it and see if it works out.
It won't work on NPCs probably without a lot of work on user's end, but it should still be capable of handling the player if the mod works.
EDIT: I don't think I'm doing anything wrong, but mouth swapping doesn't seem to work. If I remember earlier responses, it's because there is no "mouth" headpart. But then how does RaceMenu let you change mouth parts?
 

On 5/15/2025 at 7:25 AM, rmtsign said:

Checked back in, thank you for adding the slot change feature!

That's because NPCs don't get along with a lot of modifications. If the NPC was using a facegen preset to handle all the work, any headpart or weight changes will revert it to the base head mesh.

Edited by Obryanov
Posted
9 hours ago, Obryanov said:

But then how does RaceMenu let you change mouth parts?

Racemenu FaceGen morphs directly utilize the head's .tri file via internal (dll) coding.

Posted
4 hours ago, botticelli said:

Racemenu FaceGen morphs directly utilize the head's .tri file via internal (dll) coding.

I'm not referring to basic morphs defined by chargen and such, but swapping them entirely. Like, if I were to add a new mouth headpart and make it available for RaceMenu, I can just swap from regular mouth mesh to whatever I made. I'd use that, but as far as I'm aware, there is no equivalent for NPCs (and it's disruptive).

Posted (edited)
On 5/3/2025 at 8:53 PM, BiggyBoiBoba said:

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. 

you have to edit the morph script for the mod im about to do that since my stupid ass deleted my old one tho i doubt it was usable anyways since ti was pretty old now

i hope someday the mod dev allows us to add custom morphs so anyone can use any body 


EDIT: well i could barely find shit because theres like a billion more scripts (800+) which is insane but anyways it seems there are 3ba compatible morphs question is why it only shows up as nioveridde instead of bodymorph on slif

edit never mind again 

slif_breast is the one used for breasts and from my knowledge 3ba doesnt have a morph like that

 

 

edit yeah it force registers butt node on default modus which one 3ba fucks up the butt it makes it jagged on the bottom but from what i can tell on the scripts it should add to the morph modus dont know how to get it (unless it did without mod option in slif

 

im gonna wait till i have more mutations before i say if its working or not but i see no reason why it shouldnt

Edited by Arastal
Posted
2 hours ago, mishick90 said:

Can you please tell me what to do with the molag bal blessing scroll. Thank you in advance!

Cast the spell on an npc cow (make sure you have her targeted correctly - ususally when it show [E] Talk to ...). For every 3 cows you dedicate to Molag Bal, you'll get something.

Posted
1 hour ago, Arastal said:

slif_breast is the one used for breasts and from my knowledge 3ba doesnt have a morph like that

Morphs starting with slif_ are pseudo-Morphs defined by SLIF in their morph list file (data/SKSE/Plugins/StorageUtilData/SexLab Inflation Framework/bodymorphs). There are 3 files usually in there with the 3ba version absent. There's something called the "Tullius version" roaming around but afaik, it's only working halfway. You might want to have a look at this topic.

Posted
48 minutes ago, botticelli said:

Morphs starting with slif_ are pseudo-Morphs defined by SLIF in their morph list file (data/SKSE/Plugins/StorageUtilData/SexLab Inflation Framework/bodymorphs). There are 3 files usually in there with the 3ba version absent. There's something called the "Tullius version" roaming around but afaik, it's only working halfway. You might want to have a look at this topic.

luckily i have my own i made and edited it has all well it wasnt mine but it was missing a few so i added the rest

Posted (edited)

I had an ingenious idea: instead of trying to replace mouth headpart (which seems to be borderline impossible), I simply attached it to the head as an extra part (like how hair is often handled) while rendering the real mouth invisible. It functions exactly like the real thing where it's relevant (e.g. face morphs, not sure about importing sculpts entirely). However, here's the problem with this approach: BAC doesn't correctly replace the new head in its entirety, it only replaces the head mess while leaving its extra parts untouched (it normally has no reason to).

That's where MUST mod comes into play as it properly replaces the head with all of its extra parts. The only problems with this approach is that I need to go into MCM to do this (I'd simply modify BAC sripts to call MUST instead, but none of the script compilers don't work for me) and it seems to have a bit of trouble with reverting changes correctly (you get two mouths). I'm not sure if it's something I did wrong (I think I know what's wrong) or it's just what it is, but this is still very handy. I'll test NPCs next.

cow.png.7a61ace4062c0a23ed606e46feb5b649.png

Of course, this is NOT a process that can be set up by the actual mod creator here since there's a bunch of bullshit involved that you can't automate for every user, like cow head for custom races. I'm mainly leaving this note for the more experienced users who are willing to spend like an hour setting things up.

Edited by Obryanov
Posted

so the hunters if i fight them use black goo and equip devices dunno if thats from this mod but thought i would bring it up anyways the problem is when i get sent to the milker after loosing nothing happens

 

is there a way to continue the event or anything?

Posted
16 minutes ago, Arastal said:

so the hunters if i fight them use black goo and equip devices dunno if thats from this mod but thought i would bring it up anyways the problem is when i get sent to the milker after loosing nothing happens

 

is there a way to continue the event or anything?

The Black goo is from Unfair Devices (or Skyrim). However regarding the milker event with the hunters, I just encountered the same issue, I got put into the cart and the hunters just walk away. Sometimes its just one of them walking away and the rest just chills while the PC just gets infinitely milked lol

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