botticelli Posted May 23, 2025 Author Posted May 23, 2025 (edited) 38 minutes ago, Rechon said: 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 after getting stripped into the milker one of the hunters (with ID xx01de6a xx = BAC's mod ID) should force greet the player. Depending on extra clutter of other mods (e. g. some new plants by a flora mod) he'll be unable to reach a position to do so and thus walk away. Also, some mods tampering with the nav mesh (e. g. Deviously Cursed Loot in early versions) caused this to happen. Try console: prid xx01de6a, then activate player. Edited May 23, 2025 by botticelli 1
Reachoney Posted May 23, 2025 Posted May 23, 2025 I tried this and had 2 "..." dialogue's, 1 for the accessories and 1 for the tattoo's, I got the notice on the 2nd one that I need a miracle, but still stuck.
Obryanov Posted May 23, 2025 Posted May 23, 2025 (edited) Btw, wasn't there like a fixed set of feet meshes (the ones using human feet as a base) for SE somewhere not in the main downloads? For reference, the meshes in SE files have fewer verticles at the top, causing noticeable gaps if used with basically any of the SE bodies including CBBE. Edited May 23, 2025 by Obryanov 1
lizhechen0 Posted May 23, 2025 Posted May 23, 2025 On 2025/5/19 at PM9点10分, Arastal said: 幸运的是,我有自己的,我制作并编辑了它,虽然它不是我的,但缺少一些,所以我添加了其余的 Could you please teach me how to do it? I have no clue. (Sorry, my English is not good and I can only rely on translation software.)
SilentOption Posted May 23, 2025 Posted May 23, 2025 On 5/22/2025 at 5:36 PM, Obryanov said: 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. 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. That size is a bit too fat and thick for my taste. I prefer the default that @botticelli is using
Obryanov Posted May 24, 2025 Posted May 24, 2025 (edited) 2 hours ago, SilentOption said: That size is a bit too fat and thick for my taste. I prefer the default that @botticelli is using This is just what I'm using for testing at the moment on my end. It is not a proposal of any kind, just sharing notes for anyone who wants to resolve mouth problem on their end (the temporary solution in question is not a viable option for the official release for reasons stated earlier). On that note, there should probably be an official release for fixed SE heads (and high poly heads too). My method linked somewhere is not entirely accurate outside of final stage IIRC (though it can be used for a more accurate conversion, you'd just need to convert each stage manually). I'd tackle that myself if I weren't feeling lazy. Edited May 24, 2025 by Obryanov
SilentOption Posted May 24, 2025 Posted May 24, 2025 56 minutes ago, Obryanov said: This is just what I'm using for testing at the moment on my end. It is not a proposal of any kind, just sharing notes for anyone who wants to resolve mouth problem on their end (the temporary solution in question is not a viable option for the official release for reasons stated earlier). On that note, there should probably be an official release for fixed SE heads (and high poly heads too). My method linked somewhere is not entirely accurate outside of final stage IIRC (though it can be used for a more accurate conversion, you'd just need to convert each stage manually). I'd tackle that myself if I weren't feeling lazy. Okay
defcon9999999 Posted May 24, 2025 Posted May 24, 2025 Coming back to moding after being gone a a while and downloading this mod again. Playing this on special edition this time and got all the requirements downloaded for it, just want to make sure i downloading the correct mods from download the file, bac_alternate_SE_BodySlide, bac_2.1.1_LE+SE_tats, bac_2.1.1_SE, bac_2.1.0_SE, BAC SE tail HDT-SMP, bac_2.0.8_LE+SE_Sounds_wav want to make sure i got all of them or if i have something i dont need from the download section, made a mistake and miss something when i first was trying to get the milk mod economy work at first but got it working now so just want to check here before i try using this mod
botticelli Posted May 24, 2025 Author Posted May 24, 2025 (edited) 4 hours ago, defcon9999999 said: bac_alternate_SE_BodySlide, bac_2.1.1_LE+SE_tats, bac_2.1.1_SE, bac_2.1.0_SE, BAC SE tail HDT-SMP, bac_2.0.8_LE+SE_Sounds_wav should work without the extra sounds since I now pack the bsa with CAO which doesn't convert the wav files into smw's in the bsa like CK does. If you want to have some extra features, try installing this after MME in the load order: MME_Adjustments_SE.7zMME_Adjustments_LE.7z. I added logarithmic breast scaling so that cow boobs won't explode indefinitely and you can disable the camera shaking on boobgasms which tends to happen fairly often. The LE version overwrites MilkModNEW.esp just for one Message object. In the SE version, you get a UIExtensions menu instead. Edited May 24, 2025 by botticelli 1
defcon9999999 Posted May 24, 2025 Posted May 24, 2025 (edited) On 5/23/2025 at 10:37 PM, defcon9999999 said: Coming back to moding after being gone a a while and downloading this mod again. Playing this on special edition this time and got all the requirements downloaded for it, just want to make sure i downloading the correct mods from download the file, bac_alternate_SE_BodySlide, bac_2.1.1_LE+SE_tats, bac_2.1.1_SE, bac_2.1.0_SE, BAC SE tail HDT-SMP, bac_2.0.8_LE+SE_Sounds_wav want to make sure i got all of them or if i have something i dont need from the download section, made a mistake and miss something when i first was trying to get the milk mod economy work at first but got it working now so just want to check here before i try using this mod Well i try using the mods in game and I cant seam to get to work and I starting a new game each time and i batch build my body in bodyslide to test it out, the other thing is bac_2.1.0_SE doesn't seem to work at all, when ever i try using it by it self or with bac_2.1.1_SE , every time i try using bac_2.1.0_SE it just crashes the game when i start it. so I don't know what I'm doing wrong so ill show what mods i got downloaded and maybe somebody can see if i am missing something or if a mod i have. 10 pictures of my mod list and 2 of FNIS Edited May 25, 2025 by defcon9999999
botticelli Posted May 24, 2025 Author Posted May 24, 2025 (edited) 6 minutes ago, defcon9999999 said: bac_2.1.0_SE is the old version, bac_2.1.1_SE is the new wer version. One of those only, please, else it will definitely not work, I#d recommend the 2.1.1 version. Plus, if you have loose files from older BAC installs lying around, those need to go as stated on the file page (nothing in data\meshes\bac\ except BodySlide generated files and optionally LE head meshes for SE, clean out scripts as stated unter item #3 on the file page) Edited May 24, 2025 by botticelli 1
defcon9999999 Posted May 24, 2025 Posted May 24, 2025 1 hour ago, botticelli said: is the old version, bac_2.1.1_SE is the new wer version. One of those only, please, else it will definitely not work, I#d recommend the 2.1.1 version. Plus, if you have loose files from older BAC installs lying around, those need to go as stated on the file page (nothing in data\meshes\bac\ except BodySlide generated files and optionally LE head meshes for SE, clean out scripts as stated unter item #3 on the file page) Yeah i kind of guest that, but even still just having bac_2.1.0_SE install and enable it dosent seam to work for me at the moment
safado Posted May 24, 2025 Posted May 24, 2025 (edited) 1 hour ago, defcon9999999 said: You need to replace ZAZ 7.0SE with ZAZ-SE 8+(plus) for BHUNP. (I think you are using BHUNP. ) ZAZ 7 is not only ancient, but also not compatible (incomplete) with BAC. ZAZ 8+ is a requirement of many mods in Loverslab including BAC. From requirement section. Spoiler ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. BHUNP is a Factoryclose\BakaFactory body mod framework. You need his site's resources to support it. more here BHUNP DD 5.2 bodyslide Go to ZAZ Animation Packs for SE 2023 page. It is not in download; Scroll down description page to the "The packs of ZAP 8+ can be found here:" section. Download the version that is a closer match for BHUNP, that is UUNP. BHUNP is an extended version of UUNP, the differences cause clipping if new BHUNP morph or butt\breast\body (bbb) physics are used. That why you need BHUNP bodyslide replacement. Build UUNP assets with morph. Recommend to also download\install the ZAZpatch.esp in download section. ZAZ has a mess-up rabbits and foxes dead-body-ragdoll state because of a "wild" edit, the patch fixes that. Then go to Factoryclose's blog download BHUNP ZAZ bodyslide and overwrite ZAZ, Re-build ZAZ assets from BHUNP ZAZ Bodyslide with morph. Do not know if that covered all assets, I use 3BA (CBBE-SE). For the lazy: Spoiler The packs of ZAP 8+ can be found here: ZAZ 8.0+ CBBE HDT 2023 : https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg ZAZ 8.0+ UUNP HDT 2023 : https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A Requirement: - BHUNP Ver 3 SE Body - - Zaz Animation Pack 8.0+ SE - Bodyslide Download SE Very optional This. Edited May 24, 2025 by safado 1
defcon9999999 Posted May 24, 2025 Posted May 24, 2025 (edited) 12 minutes ago, safado said: You need to replace ZAZ 7.0SE with ZAZ-SE 8+(plus) for BHUNP. (I think you are using BHUNP. ) ZAZ 7 is not only ancient, but also not compatible (incomplete) with BAC. ZAZ 8+ is a requirement of many mods in Loverslab including BAC. From requirement section. Reveal hidden contents ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. BHUNP is a Factoryclose\BakaFactory body mod framework. You need his site's resources to support it. more here BHUNP DD 5.2 bodyslide Go to ZAZ Animation Packs for SE 2023 page. It is not in download; Scroll down description page to the "The packs of ZAP 8+ can be found here:" section. Download the version that is a closer match for BHUNP, that is UUNP. BHUNP is an extended version of UUNP, the differences cause clipping if new BHUNP morph or butt\breast\body (bbb) physics are used. That why you need BHUNP bodyslide replacement. Build UUNP assets with morph. Recommend to also download\install the ZAZpatch.esp in download section. ZAZ has a mess-up rabbits and foxes dead-body-ragdoll state because of a "wild" edit, the patch fixes that. Then go to Factoryclose's blog download BHUNP ZAZ bodyslide and overwrite ZAZ, Re-build ZAZ assets from BHUNP ZAZ Bodyslide with morph. Do not know if that covered all assets, I use 3BA (CBBE-SE). For the lazy: Reveal hidden contents The packs of ZAP 8+ can be found here: ZAZ 8.0+ CBBE HDT 2023 : https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg ZAZ 8.0+ UUNP HDT 2023 : https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A Requirement: - BHUNP Ver 3 SE Body - - Zaz Animation Pack 8.0+ SE - Bodyslide Download SE Very optional This. Thanks for the advice and i will try this later when i can get back on my computer again for it. I'll tell you how it goes then LUL Edited May 24, 2025 by defcon9999999
defcon9999999 Posted May 25, 2025 Posted May 25, 2025 (edited) On 5/24/2025 at 3:19 PM, safado said: You need to replace ZAZ 7.0SE with ZAZ-SE 8+(plus) for BHUNP. (I think you are using BHUNP. ) ZAZ 7 is not only ancient, but also not compatible (incomplete) with BAC. ZAZ 8+ is a requirement of many mods in Loverslab including BAC. From requirement section. Reveal hidden contents ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. BHUNP is a Factoryclose\BakaFactory body mod framework. You need his site's resources to support it. more here BHUNP DD 5.2 bodyslide Go to ZAZ Animation Packs for SE 2023 page. It is not in download; Scroll down description page to the "The packs of ZAP 8+ can be found here:" section. Download the version that is a closer match for BHUNP, that is UUNP. BHUNP is an extended version of UUNP, the differences cause clipping if new BHUNP morph or butt\breast\body (bbb) physics are used. That why you need BHUNP bodyslide replacement. Build UUNP assets with morph. Recommend to also download\install the ZAZpatch.esp in download section. ZAZ has a mess-up rabbits and foxes dead-body-ragdoll state because of a "wild" edit, the patch fixes that. Then go to Factoryclose's blog download BHUNP ZAZ bodyslide and overwrite ZAZ, Re-build ZAZ assets from BHUNP ZAZ Bodyslide with morph. Do not know if that covered all assets, I use 3BA (CBBE-SE). For the lazy: Hide contents The packs of ZAP 8+ can be found here: ZAZ 8.0+ CBBE HDT 2023 : https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg ZAZ 8.0+ UUNP HDT 2023 : https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A Requirement: - BHUNP Ver 3 SE Body - - Zaz Animation Pack 8.0+ SE - Bodyslide Download SE Very optional This. Well i did what you said and replace ZAZ 7.0SE with ZAZ-SE 8+(plus) and download the other things you said to get and optional one you mention. I getting a little bit of progress but still not working for me correctly, I see the one guy from the mod in front of white run stables now but no matter what milk level i get to on a new game I never see Being a Cow in the mod configuration menu and i have no clue why and thus never turn into a cow [/spoiler] Edited May 25, 2025 by defcon9999999
safado Posted May 25, 2025 Posted May 25, 2025 21 minutes ago, defcon9999999 said: Well i did what you said and replace ZAZ 7.0SE with ZAZ-SE 8+(plus) and download the other things you said to get and optional one you mention. I getting a little bit of progress but still not working for me correctly, I see the one guy from the mod in front of white run stables now but no matter what milk level i get to on a new game I never see Being a Cow in the mod configuration menu and i have no clue why and thus never turn into a cow You need to post the papyrus log file, and someone with knowledge could find the script failure that is not allowing the mod to load it MCM. Recommend adding Jaxonz MCM Kicker SE and Papyrus Tweaks NG. This is more for QOL and not a fix. One force a refresh and the other help with performance. In the future posts, insert the snapshots inside a spoiler widget. Is a sub window inside the post created by the eye icon. That will maintain the page shorter and is good posting etiquette.
defcon9999999 Posted May 25, 2025 Posted May 25, 2025 (edited) 44 minutes ago, safado said: You need to post the papyrus log file, and someone with knowledge could find the script failure that is not allowing the mod to load it MCM. Recommend adding Jaxonz MCM Kicker SE and Papyrus Tweaks NG. This is more for QOL and not a fix. One force a refresh and the other help with performance. In the future posts, insert the snapshots inside a spoiler widget. Is a sub window inside the post created by the eye icon. That will maintain the page shorter and is good posting etiquette. You know what i was doing what you said and started making a papyrus log file, when i then felt like adding your recommended mods and load and behold i finally get the Being a cow in my Mod configuration menu, so i think i good now but thank again for the help and here a picture in the widget tab of it finally being there lul, also had to look how to do that widget up LUL Edited May 25, 2025 by defcon9999999
botticelli Posted May 25, 2025 Author Posted May 25, 2025 1 hour ago, defcon9999999 said: You know what i was doing what you said and started making a papyrus log file, when i then felt like adding your recommended mods and load and behold i finally get the Being a cow in my Mod configuration menu, so i think i good now but thank again for the help and here a picture in the widget tab of it finally being there lul, also had to look how to do that widget up LUL Reveal hidden contents also make sure to get PO3's script extender and Q2C's inventory functions matching to your SKSE plugin version. Else you'll experience CTDs later (starting with cow stage 6). Those two mods ship a dll which needs to plug into SKSE.
aosoaqda Posted May 27, 2025 Posted May 27, 2025 Hello! First let me say absolutely fantastic job on this mod so far. I have literally never left a comment on any mods related to Skyrim be it here or nexus or whatever, so really great work. I have three questions I would really like to know to answers too though. 1. first and most important, Is it possible to add physics to udders in the same was as breasts? It would be a literal dream come true if this could be made to work, and if not what are the limitation preventing you from adding physics to udders? 2. I have a thing for udders and unfortunately most of the time my character is in a device the udders will unequip, especially in the Prams deadly furniture mod, is there anyway to fix this? 3. Unfortunately the udder does not fit seamlessly on my character and there are gaps/ legs clip through the udder when moving, how can I fix this? I eagerly await your response, and once again great work so far! 1
Pete1001 Posted May 27, 2025 Posted May 27, 2025 2 hours ago, aosoaqda said: 1. first and most important, Is it possible to add physics to udders in the same was as breasts? It would be a literal dream come true if this could be made to work, and if not what are the limitation preventing you from adding physics to udders? As it happens I've been messing around with SMP'ifying some of BAC's .nifs lately, so I feel only moderately unqualified to answer this question. The good news is it is possible, I even did it as a proof-of-concept. The bad news is that out of all the .nifs in BAC worth SMP'ing, the udders are by far the most complex case. That proof-of-concept ended up behaving more like a tenuously attached, vaguely udder shaped water balloon. I'm leaving it for last, after the noserings, the ears, and the bells. (I didn't keep that one, but see this floppy ears gif for proof that I'm not entirely talking out of my ass 😄) https://imgbox.com/fkJQycav But because I know that 90% of randos showing up in forum threads talking about how they plan to do something are never heard from again, I figured I'd write down a to-do list as my current understanding of what needs to be done, in case someone comes across this in the future and wants to give it a spin. Spoiler Assumption: target is SE/AE (but should work for LE - according to the FSMP docs gravity-factor only works in SE, which implies that everything else also works in LE) Tools: Blender (I think Outfit Studio can also do some of this, but this whole idea is in part an excuse for me to learn some Blender) PyNifly blender plugin Outfit Studio/BodySlide Nifskope Notepad++/VsCode/other text editor Import the pre-bodyslide .nif from "Data/CalienteTools/BodySlide/ShapeData/bac udders [S/B/VB]" into Blender with PyNifly Fix the mesh as needed (symmetrize, tris-to-quads, merge duplicates, straighten out the preexisting downward bend, etc.) Add bones to armature (one at root of udder, a few more to let the udder flex, branches for each teat) Automatic assign weight (make sure to only set the new bones to deform), then weight paint ????? Add colliders to udder and virtual body collider for legs Add NiStringExtraData node (either in blender or NifSkope) named "HDT Skinned Mesh Physics Object" with the path to the SMP .xml config file defined later Export back to .nif ????? Do whatever magic is needed in Outfit Studio to make BodySlide not pulverize the mesh, and ideally also make the sliders work Run BodySlide (or copy base .nif and rename to _0 and _1 temporarily, skipping (8)) Create SMP config file at the path specified in (5), define bones, colliders and constraints between them Run game, equip udder "smp reset" reloads config at runtime, tweak params until it doesn't behave terribly That might all sound like a lot, but each individual step is actually not that complicated (assuming you have examples to work off of). Some question marks still in there, obviously - I've never even touched Outfit Studio, and I'm very much a beginner at modding Skyrim in general and this stuff in particular. On a related note, I've got a few questions for @botticelli myself - its things I plan to look into and try, but could potentially save myself a lot of time by going straight to the source: Spoiler Is there any reason you've got duplicate .nifs for each fur color instead of using alternate TextureSets? Assuming I counted right, there's potential to reduce the .nif count by 434 and the filesize (pre-whatever compression factor .bsa archives have) by 133 MB's at the cost of maybe a dozen to five dozen TextureSet entries in the .esp by sharing the .nifs between variants? And after the initial setup it'd make it easier to make changes to them in the future. I expect it's not that simple and there is a reason, though. How does whichever scripting magic you're doing to make the spine growing work? Alternatively, which script file should I look in to figure it out? I'm guessing you're offsetting the bones, and if that's the case does it have to target bones that are part of the base skeleton or can it do any bones? I wonder if it's possible to replace the many duplicates of the nosering and the nosering+bell combos since I'm attaching the nosering to a bone for SMP reasons anyway... What's the idea behind the two (different slotted) versions of ears+horns and three versions of the nosering+bell combos? I'd figured the purpose was to reduce the amount of slots used, but it looks like both versions of the ears+horns combo and the 45 and 44 (or all three, even?) versions of the nosering+bell combo get equipped? Is that a bug, or if it's intentional, why do all variants have all parts of the combo? Is it maybe to make sure the parts stick around even if something else get equipped in one of those slots? Okay this got a bit wall-of-texty, so hopefully putting those in spoiler blocks reduces the length... 2
aosoaqda Posted May 27, 2025 Posted May 27, 2025 6 minutes ago, Pete1001 said: As it happens I've been messing around with SMP'ifying some of BAC's .nifs lately, so I feel only moderately unqualified to answer this question. The good news is it is possible, I even did it as a proof-of-concept. The bad news is that out of all the .nifs in BAC worth SMP'ing, the udders are by far the most complex case. That proof-of-concept ended up behaving more like a tenuously attached, vaguely udder shaped water balloon. I'm leaving it for last, after the noserings, the ears, and the bells. (I didn't keep that one, but see this floppy ears gif for proof that I'm not entirely talking out of my ass 😄) https://imgbox.com/fkJQycav But because I know that 90% of randos showing up in forum threads talking about how they plan to do something are never heard from again, I figured I'd write down a to-do list as my current understanding of what needs to be done, in case someone comes across this in the future and wants to give it a spin. Reveal hidden contents Assumption: target is SE/AE (but should work for LE - according to the FSMP docs gravity-factor only works in SE, which implies that everything else also works in LE) Tools: Blender (I think Outfit Studio can also do some of this, but this whole idea is in part an excuse for me to learn some Blender) PyNifly blender plugin Outfit Studio/BodySlide Nifskope Notepad++/VsCode/other text editor Import the pre-bodyslide .nif from "Data/CalienteTools/BodySlide/ShapeData/bac udders [S/B/VB]" into Blender with PyNifly Fix the mesh as needed (symmetrize, tris-to-quads, merge duplicates, straighten out the preexisting downward bend, etc.) Add bones to armature (one at root of udder, a few more to let the udder flex, branches for each teat) Automatic assign weight (make sure to only set the new bones to deform), then weight paint ????? Add colliders to udder and virtual body collider for legs Add NiStringExtraData node (either in blender or NifSkope) named "HDT Skinned Mesh Physics Object" with the path to the SMP .xml config file defined later Export back to .nif ????? Do whatever magic is needed in Outfit Studio to make BodySlide not pulverize the mesh, and ideally also make the sliders work Run BodySlide (or copy base .nif and rename to _0 and _1 temporarily, skipping (8)) Create SMP config file at the path specified in (5), define bones, colliders and constraints between them Run game, equip udder "smp reset" reloads config at runtime, tweak params until it doesn't behave terribly That might all sound like a lot, but each individual step is actually not that complicated (assuming you have examples to work off of). Some question marks still in there, obviously - I've never even touched Outfit Studio, and I'm very much a beginner at modding Skyrim in general and this stuff in particular. On a related note, I've got a few questions for @botticelli myself - its things I plan to look into and try, but could potentially save myself a lot of time by going straight to the source: Reveal hidden contents Is there any reason you've got duplicate .nifs for each fur color instead of using alternate TextureSets? Assuming I counted right, there's potential to reduce the .nif count by 434 and the filesize (pre-whatever compression factor .bsa archives have) by 133 MB's at the cost of maybe a dozen to five dozen TextureSet entries in the .esp by sharing the .nifs between variants? And after the initial setup it'd make it easier to make changes to them in the future. I expect it's not that simple and there is a reason, though. How does whichever scripting magic you're doing to make the spine growing work? Alternatively, which script file should I look in to figure it out? I'm guessing you're offsetting the bones, and if that's the case does it have to target bones that are part of the base skeleton or can it do any bones? I wonder if it's possible to replace the many duplicates of the nosering and the nosering+bell combos since I'm attaching the nosering to a bone for SMP reasons anyway... What's the idea behind the two (different slotted) versions of ears+horns and three versions of the nosering+bell combos? I'd figured the purpose was to reduce the amount of slots used, but it looks like both versions of the ears+horns combo and the 45 and 44 (or all three, even?) versions of the nosering+bell combo get equipped? Is that a bug, or if it's intentional, why do all variants have all parts of the combo? Is it maybe to make sure the parts stick around even if something else get equipped in one of those slots? Okay this got a bit wall-of-texty, so hopefully putting those in spoiler blocks reduces the length... Wow that's great news and congrats on what you've got working so far! I suppose the udder is behaving like one entity right? although a giant water balloon is still better than a bolted on udder imo, do you have a GIF of what that looks like? also maybe a timeline? XD I have some minor experience modding, unfortunately not in Skyrim though. I would be more than willing to try to help you with this project though, with perfected physics this mod would be the absolute best IMO.
Pete1001 Posted May 27, 2025 Posted May 27, 2025 (edited) 1 hour ago, aosoaqda said: Wow that's great news and congrats on what you've got working so far! I suppose the udder is behaving like one entity right? although a giant water balloon is still better than a bolted on udder imo, do you have a GIF of what that looks like? also maybe a timeline? XD I have some minor experience modding, unfortunately not in Skyrim though. I would be more than willing to try to help you with this project though, with perfected physics this mod would be the absolute best IMO. Turns out I didn't actually delete it, so you can try it out if you like. Do note that it doesn't actually replace BAC's udders, for testing purposes I copied the Armor and gave it a visible name ("BAC Test Udders VB") so that it's easier to equip. And yeah, it's a very rough prototype, so don't expect much if you do. The .blend file is included, so maybe delete it from the archive before you add it to whatever mod manager you're using? BAC_tinyTest.zip Edited May 27, 2025 by Pete1001 1
aosoaqda Posted May 27, 2025 Posted May 27, 2025 30 minutes ago, Pete1001 said: Turns out I didn't actually delete it, so you can try it out if you like. Do note that it doesn't actually replace BAC's udders, for testing purposes I copied the Armor and gave it a visible name ("BAC Test Udders VB") so that it's easier to equip. And yeah, it's a very rough prototype, so don't expect much if you do. The .blend file is included, so maybe delete it from the archive before you add it to whatever mod manager you're using? BAC_tinyTest.zip 1.54 MB · 1 download I use nexus, should I just drop it in mods? Thanks btw I'm curious to see how it works out!
aosoaqda Posted May 28, 2025 Posted May 28, 2025 (edited) 17 hours ago, Pete1001 said: Turns out I didn't actually delete it, so you can try it out if you like. Do note that it doesn't actually replace BAC's udders, for testing purposes I copied the Armor and gave it a visible name ("BAC Test Udders VB") so that it's easier to equip. And yeah, it's a very rough prototype, so don't expect much if you do. The .blend file is included, so maybe delete it from the archive before you add it to whatever mod manager you're using? BAC_tinyTest.zip 1.54 MB · 10 downloads How do I equip the armor? I deleted the blend file, added it to my nexus mods and built the meshes in bodyside but I can't figure out how to equip the udders from there. edit: scratch that it looks like its not showing up in my body slide either. Do I just add the file to my mod manager? It says the mod is active and the plugin is active as well but its not registering in my body slide or the mod menu in game. Edited May 28, 2025 by aosoaqda
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