botticelli Posted May 28, 2025 Author Posted May 28, 2025 18 hours ago, Pete1001 said: 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. Mainly it's due to history. I inherited this mod and it already had those nifs for 3 colors. For myself, I want to change this *but* not with LE CK and my AE rig is not available just now. 18 hours ago, Pete1001 said: 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... That's done in bac_actor.psc, functions SetCowSpine/RemoveCowSpine. I haven't found out yet how to move items attached to head nodes, though, else a single nif each for the nosering and tongue would have sufficed. Since there's only one node "NPC Head [Head]", I made several items to roughly conform to the FaceGen slider settings since those cannot be influenced by a script either (only Bodymorphs). 18 hours ago, Pete1001 said: 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? That's skyrimfet's original idea of having several identical sets equipped into deifferent slots for the non-hardcore version so that if one of those gets unequipped by another mod, the items are still visible due to the other slot. the nodering/bell combo gets equipped in slot 44 and/or 45. Only if none of those work, slot 47 is used instead.
Pete1001 Posted May 28, 2025 Posted May 28, 2025 7 hours ago, botticelli said: Mainly it's due to history. I inherited this mod and it already had those nifs for 3 colors. For myself, I want to change this *but* not with LE CK and my AE rig is not available just now. Oh good, so if I ever get to that point and end up doing it I won't be stepping on any future toes. 7 hours ago, botticelli said: That's done in bac_actor.psc, functions SetCowSpine/RemoveCowSpine. I haven't found out yet how to move items attached to head nodes, though, else a single nif each for the nosering and tongue would have sufficed. Since there's only one node "NPC Head [Head]", I made several items to roughly conform to the FaceGen slider settings since those cannot be influenced by a script either (only Bodymorphs). Thanks, I took a peek at that script and I think I can figure things out from there. 10 hours ago, aosoaqda said: 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. Looking at some mod archives it looks like they have the contents of Data at their root, so moving the files/folders one level up to the archive's root should do it. As for getting it in game I usually use AddItemMenu but console commands (player.additem) also work.
defcon9999999 Posted May 29, 2025 Posted May 29, 2025 I want to say thanks for all the help i had to getting this mod working again for me on special edition and i figure ill show my character that i will be playing as at i start a new game and show what my character look like Pre bimbo/cow and what she will look like afterwards goal is to become after beating the game The beginning, having a bimbo body even before the Bimbos of Skyrim mod The goal Cow form test world [/spoiler] 1
botticelli Posted May 29, 2025 Author Posted May 29, 2025 9 hours ago, defcon9999999 said: The beginning, having a bimbo body even before the Bimbos of Skyrim mod starting without one (i. e. with weight 0 and so on) makes the changes even more prominent 🙂
jackinthebox2 Posted May 29, 2025 Posted May 29, 2025 (edited) Is there no way to cure the curse without submitting to Paul? Edited May 29, 2025 by jackinthebox2
lassen5 Posted May 29, 2025 Posted May 29, 2025 halo can any one make a milker to the udder pleas thanks
botticelli Posted May 29, 2025 Author Posted May 29, 2025 6 hours ago, jackinthebox2 said: Is there no way to cure the curse without submitting to Paul? currently not.
jackinthebox2 Posted May 30, 2025 Posted May 30, 2025 I had a look and made a quick method to cure it with a potion by removing milkmaid status. IDK if it'll break things but it's working for my purposes.
botticelli Posted May 30, 2025 Author Posted May 30, 2025 (edited) 4 hours ago, jackinthebox2 said: I had a look and made a quick method to cure it with a potion by removing milkmaid status. IDK if it'll break things but it's working for my purposes. that potion should do Event OnEffectStart(Actor akTarget, Actor akCaster) (Quest.GetQuest("bac_main") as bac_actor).UnregisterActor(akTarget) EndEvent Simply removing the faction rank may leave some things dangling. You might want to make sure that MME is not currently milking you while unregistering ( Spell beingmilkedpassive = Game.GetFormFromFile(0x0369a8, "MilkModNEW.esp") as spell if akTarget.hasSpell(beingmilkedpassive) akTarget.removeSpell(beingmilkedpassive) Utility.Wait(3.0) endif ) else the curse may re-kindle on the spot. Afterwards use the UnBlock Self-Bovinification spell to not get re-cursed. Edited May 30, 2025 by botticelli
jackinthebox2 Posted May 30, 2025 Posted May 30, 2025 Yeah, I tried tweaking the quest initially, or making my own script. But I'm missing PSC + PEX files from MME script dependencies that I cannot identify, The modders note on their file page refers to a github that's dead. So I couldn't compile anything. So instead I found the spelleffect in MME that unregisters a milkmaid via the debug menu and attached it to a potion. This works but removes the milkmaid status from the character completely as well. If you take lactacid again you're a milkmaid and no longer cursed. You can be cursed again if you meet whatever prerequisites were set for being cursed. The only issue is it doesn't tidy up current quests but that's very minor.
dragongodmod117 Posted May 30, 2025 Posted May 30, 2025 I might've found a bug or perhaps just an oversight. In the quest After Storm, getting the certificate from the jarl of Whiterun, the quest gets stuck if the Stormcloaks have already taken over. The new jarl doesn't have any dialogue options about the certificate, and if I jump to the next stage, I'm told to go see the previous advisor, Proventus, but he's all the way in Solitude.
botticelli Posted May 30, 2025 Author Posted May 30, 2025 1 hour ago, dragongodmod117 said: I might've found a bug or perhaps just an oversight. In the quest After Storm, getting the certificate from the jarl of Whiterun, the quest gets stuck if the Stormcloaks have already taken over. The new jarl doesn't have any dialogue options about the certificate, and if I jump to the next stage, I'm told to go see the previous advisor, Proventus, but he's all the way in Solitude. Correct. I'd need to account for Brill stepping in as steward and Vignar have that Jarl's dialogue...
Ricordi Posted June 1, 2025 Posted June 1, 2025 Hi. Is there any way to finish the quest to find the recipe for the cure by using the console command? Because the quest is active, but when I open the chest, there is no recipe in it.
nabtap321 Posted June 1, 2025 Posted June 1, 2025 How do I get captured by hunters? Do I just have to wait for them to find me randomly?
Dudemer Posted June 1, 2025 Posted June 1, 2025 I have seen the posts of Obryanov making custom heads for bac and thought I would give it a Shot as Idea of making a more compatible Heads for Presets is interesting challenge. here is my first try. 4
botticelli Posted June 2, 2025 Author Posted June 2, 2025 22 hours ago, Sawapine said: Hi. Is there any way to finish the quest to find the recipe for the cure by using the console command? Because the quest is active, but when I open the chest, there is no recipe in it. The quest's name is bac_BlessingOfMolagBal. Try sqv bac_BlessingOfMolagBal in the console first. There should be an alias named Recipe. If that alias's ID is *not* NONE, try prid <ID> then moveto player, preferably in some location with a clean floor. If it *is* NONE, advancing the quest won't help. 22 hours ago, nabtap321 said: How do I get captured by hunters? Do I just have to wait for them to find me randomly? yes. If it takes too long, pick an object in some distance, e. g. a tree, in the console and note its ID. Then type prid xx01de6c [xx = BAC's mod ID], then moveto <object-ID>, repeat for xx01de6b and xx01de6a. Moveing them directly to you will not have them acquire their target. They'll just stand around. 21 hours ago, Dudemer said: here is my first try Keep in mind to use femalehead.nif as a vertex base. Else all expressions and animations won't work later. 1
vader634 Posted June 2, 2025 Posted June 2, 2025 I might have asked this question before but are there any plans for hunters specifically after getting captured will there be options of i chose not to escape?
Dudemer Posted June 4, 2025 Posted June 4, 2025 (edited) On 4/23/2025 at 8:59 AM, CuriousBigred said: The tri files need to point to the high poly ones as well which requires editing the esp or making a new one overwriting those records. Being a Cow High Poly.7z 293.84 kB · 57 downloads On 2/18/2023 at 4:39 PM, 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. I got my BAC HighPoly SMP Head replacer working. BAC_SMP_HighPolyHead_.zip This is for https://www.loverslab.com/files/file/37160-high-poly-head-smp/, But to be safe I used the esp from CuriousBigred version you'll have to do the same if you want to use my version. Edited June 4, 2025 by Dudemer 8
Nyyves Posted June 5, 2025 Posted June 5, 2025 Is there a way to get rid of the sneak buff applied by the ears/horns?
Ricordi Posted June 5, 2025 Posted June 5, 2025 22 hours ago, Dudemer said: I got my BAC HighPoly SMP Head replacer working. BAC_SMP_HighPolyHead_.zip 1.49 MB · 18 downloads This is for https://www.loverslab.com/files/file/37160-high-poly-head-smp/, But to be safe I used the esp from CuriousBigred version you'll have to do the same if you want to use my version. Hello. Could you please share the Bodyslide version with active sliders, so we can modify the head the way we want — for example, setting the ear slider to zero and the face slider to 200% etc.? 🤓 2
Dudemer Posted June 5, 2025 Posted June 5, 2025 2 minutes ago, Sawapine said: Hello. Could you please share the Bodyslide version with active sliders, so we can modify the head the way we want — for example, setting the ear slider to zero and the face slider to 200% etc.? 🤓 Okay. BAC_HighPolyHead_BodyslideFiles.zip But Before you use it here is how I made it work. 1. First. make a New folder under meshes (meshes\WhateverTheFuckNameYouWant). 2. Second find the File For Highpoly Head mesh/nif file under meshes\KL\FemaleHead.nif. 3. Third open my Bodyslide file (_AHID)__bac_Cow_Head_Ref in Outfitstudio, Rename the FemaleHead Object in the view window by Right Clicking it to HeadRef and then set it as reference by Right Clicking it again. then Import the FemaleHead.nif From meshes\KL\, From there go to the slider Drop down menu click Conform Selected While the FemaleHead Object is Highlighted. delete the Headref object then Change the sliders values to your preference then Set the base shape on the slider drop down menu. Then Export the FemaleHead Object through the file drop down menu as a OBJ file to meshes\WhateverTheFuckNameYouWant. Then close Outfitstudio. 4. fourth Open OutfitStudio again but through its EXE file by going to Skyrim Special Edition\Data\CalienteTools\BodySlide OutfitStudio x64. when it opens import the Highpoly Head mesh/nif file under meshes\KL\FemaleHead.nif then make a new slider on the slider drop down menu Click on the Pen Icon of the slider you made in the slider Window and then go to the slider drop down menu again and import the OBJ file from meshes\WhateverTheFuckNameYouWant as Slider data. From there you just need to Incrementally increase the slider (I used 10% Increments) then set base shape then export it to replace to head nifs from meshes\bac\heads. 3
aosoaqda Posted June 5, 2025 Posted June 5, 2025 On 5/28/2025 at 9:42 PM, Pete1001 said: Oh good, so if I ever get to that point and end up doing it I won't be stepping on any future toes. Thanks, I took a peek at that script and I think I can figure things out from there. Looking at some mod archives it looks like they have the contents of Data at their root, so moving the files/folders one level up to the archive's root should do it. As for getting it in game I usually use AddItemMenu but console commands (player.additem) also work. I've tried just about everything but my mcm isn't registering it, should it show up in body slide?
botticelli Posted June 6, 2025 Author Posted June 6, 2025 (edited) On 6/5/2025 at 4:34 AM, Nyyves said: Is there a way to get rid of the sneak buff applied by the ears/horns? Not yet. I need to get my new rig back (hopefully next week) to be able to move on. In the meantime I do not want to change too many things that would need adjustment again when get the machine back. *But* I had a look into this mod and tried some new tails for the SE/AE version only. They need HDT-SMP support: BAC SE Tail.7z Let them overwrite BAC files (should be 10 in all). ***EDIT***: You can change that in CK if you know how to do it. Just open bac.esp as active file, go to Items->ArmorAddons and set a filter "bac_". Then search for horns/ears/merged/marged [sic] and drop the enchantment from those. Edited June 6, 2025 by botticelli
botticelli Posted June 6, 2025 Author Posted June 6, 2025 (edited) 18 hours ago, aosoaqda said: I've tried just about everything but my mcm isn't registering it, should it show up in body slide? If you want things to show up in BodySlide, you'd need to make a SliderSet file and a ShapeData folder containing the blueprint nifs. Look in your Data folder. There should be a folder CalienteTools\BodySlide. In there are subfolders ShapeData and SliderSets. You can get a pretty good idea for creating one if you open an existing OutfitStudio Project (.osp) file from the SliderSets folder. Edited June 6, 2025 by botticelli
botticelli Posted June 6, 2025 Author Posted June 6, 2025 Might be a little small and hidden two posts above: I used two tails from FANTASY CREATURE HDT SMP TAILS to make new SE/AE cow tails with physics. Let them overwrite the old BAC tail files. BAC SE Tail.7z 3
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