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Posted

while playing today, I was around 33% had horns and ears and my body turned purple only head was ok. any ideas how to correct this,

Thanks.

Posted (edited)
7 minutes ago, Valarie1 said:

while playing today, I was around 33% had horns and ears and my body turned purple only head was ok. any ideas how to correct this,

Thanks.

 

Did you read instructions on the description page?

How do you put a whale in a sardine can?

hint: by reading instruc........

 

from instructions:

Spoiler

The tats are not appearing/partially appearing/body is blue

  • Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located
  • Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts
  • The fur/mutation tats are not appearing/stop appearing
    • You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file:
      • section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1
      • section [Overlays/Body] iNumOverlays to 30 instead of 6
      • section [Overlays/Hands] iNumOverlays to 20 instead of 3
      • section [Overlays/Feet] iNumOverlays to 20 instead of 3
      • section [Overlays/Face] iNumOverlays to 20 instead of 3

 

 

good luck

 

Edited by safado
Posted
28 minutes ago, Valarie1 said:

while playing today, I was around 33% had horns and ears and my body turned purple only head was ok. any ideas how to correct this,

Thanks.

Also: on SE/AE with only head turning purple, turn off "Allow face tint correction" on BAC MCM settings page.

Posted

Those of you who downloaded the tails: Some feedback would be greatly appreciated. If the tails work and are ok, I'd put them up on the file page to replace those SE tails there.

Posted
10 hours ago, botticelli said:

Those of you who downloaded the tails: Some feedback would be greatly appreciated. If the tails work and are ok, I'd put them up on the file page to replace those SE tails there.

I did a very quick test ( https://sendvid.com/wxeon3fm# ) so I can confirm it works at least. The second stage tails seem to have a texture missing on the tail tuft though (its purple), and a peek into the .nif has me a little concerned about the many, many triangles on that tail mesh being used for colllisions.

BTW, you'd mentioned earlier you would like to change the texture variant .nifs into shared ones but not while stuck using the LE CK, which kind of implied you were planning to do that in the creation kit by hand. I've partially done that on my end with a Synthesis patch, so I've attached it along with the result (still very much WIP, I'm currently only patching the slot 55 versions of the ears/horns) and the blender file with all the .nif bits conveniently in one file, in case it's useful to you. It outputs to an override .esp, but there's probably a way to get it to output directly into bac.esp? Or I hear merging plugins is a thing? Idk. It's there if you want any of it, anyway.

bac_synthesis_output.zip BAC_SpecificToShared_Patcher.zip bac_all_ears_blender.zip

Posted (edited)
33 minutes ago, Pete1001 said:

The second stage tails seem to have a texture missing on the tail tuft though (its purple), and a peek into the .nif has me a little concerned about the many, many triangles on that tail mesh being used for colllisions.

As I said, I took the tails as is from the fantasy tails mod and only changed the textures of the shaft which points at the tats texture plus vanilla highlandcow, the tuft is still done by the original nif and should copy the hair color. The shaft in your vid looks a little too white for a brown cow, though.

IDK if I can use your files, I do not use blender but Mudbox. It *should* be able to import a blender file but I never used that option.

Edited by botticelli
Posted (edited)
14 minutes ago, botticelli said:

-snip-


It was a quick test. I just loaded a save far enough to have the curse and swapped through the colors in the MCM to check all the tails. Possible one of them just got stuck, I was more looking at if the SMP's working to be honest.

As for the blender file, it's just there in case it was helpful, (and because I needed to re-weight the ears to new bones to get SMP working anyway), you could use your own .nifs from say, the white ears/horn variants instead. The point was the patch redirecting all colors/tag variants of the ears/horns towards the 16 (*2, once I get around to the slot 42 versions) .nifs in \meshes\bac\shared. Could save you some data-entry time, is all.

Edited by Pete1001
Posted (edited)

1. how to obtain strong box key, to retrive milk pump schematic?

 

2. tell me what quests must be done until finished?

Edited by EstJava
Posted
4 hours ago, EstJava said:

1. how to obtain strong box key, to retrive milk pump schematic?

The Jarl has the key, you'll probably have to pickpocket it from him.

 

4 hours ago, EstJava said:

2. tell me what quests must be done until finished?

Define "finished". Until done with Paul or until done with bovine appearance? The latter can be acquired after clearing half your debt to Paul and then talking to Acolyte Jenssen. He'll provide a misc quest to obtain a recipe for a scroll. Craft that 3 times and use it on 3 different NPCs you've made into cows before. An emissary of Molag Bal will appear and grant you a boon. One of those ist to get rid of being a cow. The first (getting rid of Paul) requires a) getting rid of cow and b) clearing *all* of the debt to Paul. Then you can talk to him to release you. "A Craftsman's Masterpiece" - which you already started - contains a small side quest. At some point you'll be sent to Markarth *again* to obtain some canisters. That side quest is purely optional and starts with reapproaching Molag Bal's altar. That should be all of them.

Posted (edited)
7 hours ago, botticelli said:

Define "finished". Until done with Paul or until done with bovine appearance?

What I mean by "finished" is the Main Quest or Side Quest (Skyrim) other than:
MQ Unbound
MQ Before the Storm
MQ Bleak Falls Barrow
MQ Dragon Rising

 

Meaning "NPCs you've made into cows" is vanilla NPCs or NPCs mod like custom follower/companion?

 

why 1st milkmaid(Alinor Mod) names empty, but 2nd milkmaid(Minel and Ranel Mod) not empty?

Spoiler

Screenshots0.png.b71c52190118a5d4bebe27a76e992bd5.png

 

FIXED After Changing Fur Color:

Spoiler

Screenshots2.png.32aaf13dc371a14133e7691ef405448f.png

 

Edited by EstJava
Posted
6 hours ago, EstJava said:

What I mean by "finished" is the Main Quest or Side Quest (Skyrim) other than:
MQ Unbound
MQ Before the Storm
MQ Bleak Falls Barrow
MQ Dragon Rising

(DA) House of Horrors for the Craftsman's Masterpiece and the ones you mentioned, nothing else.

Posted
On 11/25/2024 at 5:22 AM, botticelli said:

Did you raise your overlay slots as described in item #4 of the FAQ on the file page? If not, do it now and then go to BAC MCM, Cow Settings page, scroll down until "Reset Overlay Slots" and choose "All". If you did: SlaveTats Menu has more than one page for overlays in each section. Did you look at all the pages (top of page reads "Select page:"...)?

 

Disable tint correction (Settings Page, section "Effects", "Allow Face tint correction" -> turn off).

I just did exactly this, with the correct ini for SE, even saved and reopened the files to make sure the edits took, and while the tint correction works, it still thinks I don’t have open slots. Any idea what’s going on? 

Posted (edited)
7 hours ago, SixArmedSweater said:

I just did exactly this, with the correct ini for SE, even saved and reopened the files to make sure the edits took, and while the tint correction works, it still thinks I don’t have open slots. Any idea what’s going on? 

can you post your data\SKSE\plugins\skee64.ini? Open slots are solely defined by that ini file. Here's mine which works. 

skee64.7z

Edited by botticelli
Posted (edited)
2 hours ago, SixArmedSweater said:

because the body isn't changing proportions properly, the hooves are invisible, and the tail is getting vertically stretched near the base

for the tail: did you install the tail from this post? The tail enclosed by default is the LE tail which requires HDT-PE physics and does not work with HDT-SMP.

hooves invisible: Did you run bodyslide batch as in the hidden section below "Installation" on the file page? Else all body armors will be invisible.

For the proportions: The actor_base.json file was made for CBBE (LE) CosioHD and its bodymorphs do not work properly within SE/AE. There is a file for 3BA somewhere in this Thread. I'm just now migrationg to SE/AE and come time, I'll be able to provide one myself. Also, you might want to have a lookout for the "tullius version" definitions of SLIF if you have that installed.

 

Your skee64.ini looks almost identical to mine assuming it's also identical with your regular one (without "copy"). No idea as to why it's not being applied. If you enter RaceMenu and look at the Overlay pages you should see a number of overlays corresponding to your setting in skee64.ini. Make sure to change to correct one, some mods tend to drop a fake one into some other folder than data\SKSE\plugins.

 

Btw. I set

[FaceGen]

fSliderMultiplier=80.0

 

to use with the eyes, teeth and oral parts to be able to move them way forward (the teeth and oral parts at least), so my cow has visible comprehensive teeth even with CowHead8 and Expressive FaceGen Morphs ([Mouth] Teeth - Width = 8.0, Teeth - Height = -12.35, Teeth - Depth = 45.5, Oral - Width = 2.0, Oral - Height = -15.75, Oral - Depth = 40.0, [Expressions] Aah = 2.0, [Eyes] Eyes - Size = 2.0, Eyes Height = -1.0, Eyes - Height2 = -2.25, Eyes - Spread = 4.0, Eyes Depth 1.0, Eyes - Depth2 = 4.0, Iris - Spread = 2.0).

Edited by botticelli
Posted (edited)

Installed the new tail, started a new save, and will give an update once I reach that mutation level. Sadly the slots issue persists. 

 

I might not be running the right armors and body type in bodyslide. I've been batch building all the mod armors using the CBBE Vanilla preset.

 

The slot error messages referred to me as “Prisoner” instead of my character’s name, in case that’s meaningful. 
 

Edit: Found the 3BA patch! 

 

Edited by SixArmedSweater
Found the patch.
Posted
5 hours ago, SixArmedSweater said:

The slot error messages referred to me as “Prisoner” instead of my character’s name, in case that’s meaningful. 

Depending on when you register with MME/BAC, the name taken for the message (actor.GetDisplayName()) still returns "Prisoner", that shouldn't be a problem. The slot problem is a racemenu/nioverride issue. If you don't get e.g. 30 body slots, they also won't appear in Race menu ("Body Overlays" page), so sadly I cannot help you with that.

Posted (edited)

error when trying to advance curse levels ''error on level up/down reeuip for player name is still running''

 

have not gotten cow levels for a few hours

Edited by gokukid202
Posted

Ever thought about expanding this mod to other "Jobs"?
Like a S.L.U.T.S. integration for example that transforms your character into a Horse instead of a Cow.

Posted
On 6/17/2025 at 9:38 PM, SixArmedSweater said:

Installed the new tail, started a new save, and will give an update once I reach that mutation level. Sadly the slots issue persists. 

 

I might not be running the right armors and body type in bodyslide. I've been batch building all the mod armors using the CBBE Vanilla preset.

 

The slot error messages referred to me as “Prisoner” instead of my character’s name, in case that’s meaningful. 
 

Edit: Found the 3BA patch! 

 

That's pretty old, not sure if it is still useful anymore. I just use SLIF whenever I run BAC these days.

Posted
10 hours ago, EstJava said:

CTD, after initiate PC become Milkmaid

Papyrus.0.log 19.63 kB · 2 downloads

can you post a crash log? the papyrus log doesn't tell much. The scene error by bac_unowned is already known *not* to be the issue.

 

On 6/19/2025 at 10:54 PM, gokukid202 said:

error when trying to advance curse levels ''error on level up/down reeuip for player name is still running''

 

have not gotten cow levels for a few hours

check if pc is in faction xx09fc9d (xx = BAC's mod ID). console: player.getinfaction xx09fc9d. If so, remove her from that faction player.removefromfaction xx09fc9d. This is done automatically upon game load.

Posted
18 hours ago, EstJava said:

i dont have crash log, now i reinstall all mods

If that CTD happens ater MME registered your character, BAC is only remotely invoved (it sets an alias in quest bac_main to point to your pc as a potential cow). The action with BAC starts when your curse start setting has been reached. What I'm trying to say is that possibly the error originates from some other mod and to find that out we'd need a crash log.

Posted

Just wondering if this is incompatible with Immersive Hair Growth and Styling? 

Been running with BaC and Bimbos of Skyrim for a while and installed IHG to get more bimbo related stuff, but it seems BaC doesn't register (no mcm, no Hammerheart quest start) whilst IHG is enabled. 

Not a major issue of course, just curious if it's an incompatibility or a me installing incorrectly thing, because neither mod lists each other as incompatible (unless they do and I'm just blind).

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