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Posted
3 hours ago, Roobii said:

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).

I've had both for a long time and they work together ok. Looks to be an install thing on your build...

Posted
1 hour ago, ebbluminous said:

I've had both for a long time and they work together ok. Looks to be an install thing on your build...

Fair enough, Guess I'll have to have do some organising 

Posted
12 hours ago, Roobii said:

Fair enough, Guess I'll have to have do some organising 

Works here as well. With YPS you'll have some issues wih udders and tongues not being recognised as piercings in their slots, so if you use yps piercing monitor, those tend to get unequipped by yps and the re-equipped by bac and so on. The same goes for hands [hooves] and bimbo fingernails.

Posted (edited)

Hey, so I've run into a problem with a custom race. I followed the instructions on building the Cow head for the race but now loot is giving me an error message

Spoiler

image.jpeg.287b218067decc54a5a876ecf28e79bf.jpeg

I've tried on other custom races and had no problems until now. Does it have something to do with the fact the head is a separate plugin from the race mod? If so how would I go about fixing it?

 

Edit: Ok I fixed the error by going into CK and Compacting the Formids,

Edited by datpowerranger
Posted

Ok I've come across a new problem with the Half-Khajiit custom race. Once again I think it has to do with the High poly head being in a different ESP, but when I go in game I can select the Half-Khajiit race just fine, but when I try to put in the ID for the heads, it doesn't register it. What workaround can I use to fix this?

Posted (edited)
2 hours ago, datpowerranger said:

Ok I've come across a new problem with the Half-Khajiit custom race. Once again I think it has to do with the High poly head being in a different ESP, but when I go in game I can select the Half-Khajiit race just fine, but when I try to put in the ID for the heads, it doesn't register it. What workaround can I use to fix this?

You need to select the mod with the head meshes. Remember, this ID has to be a FormList, not the mesh itself, read the pdf again, BAC needs a FormList with all 8+1 (standard) heads in it:

FormList ID xxNNNNNN

[0] = default/standard femalehead for your custom race

[1..8] = stages 1 through 8 of the cow heads

 

In BAC MCM, you (1) select the mod and (2) enter the last 6 digits (NNNNNN) of the ID. Omit the mod ID digits (xx), they will cause this ID not to be found. Same goes for both race IDs. That's not ok in the pdf, it worked for me with the Ningheim race because incidentally the mod was also #04 in the load order.

Edited by botticelli
Posted

Not 100% sure what is going on in my newest save... Only quest that has been started is Hammerheart and Paul just reached the Whiterun stables, but now all he does is follow me around everywhere. He wasn't made into a follower and I've tried disable and enable and resetai on him.

Posted
22 hours ago, dragongodmod117 said:

Not 100% sure what is going on in my newest save... Only quest that has been started is Hammerheart and Paul just reached the Whiterun stables, but now all he does is follow me around everywhere. He wasn't made into a follower and I've tried disable and enable and resetai on him.

Are you on SE/AE? I had that happen with Lucan Valerius with about the same amount of quests started. Turns out that SE is tagging some (random? not all, definitely) NPCs with Actor.KeepOffsetFromActor(player) to the pc while the conversation runs and if you bail out a topic before it ends, that npc isn't removed from that again. Paul has no real conversation if you are not far enough (stage 6, I think), but if you bail out of that snippet he has, that issue might occur. IDK if there's a mod that let's you call a script function from the console, I added an MCM option to my utility mod which I cannot distribute. If you are familiar with and able to compile some MCM script, do the following:

  • open that script and add a text option to clear the auto following.
  • OnSelect of that option, do
    	Actor pointAt = Game.GetCurrentCrosshairRef() As Actor
    	if pointAt
    		pointAt.ClearKeepOffsetFromActor()
    	endif
  • Then you can use that MCM option with the actor in question activated

Of course you can also have that with a spell or bind a key to it.

Posted
3 hours ago, botticelli said:

Are you on SE/AE? I had that happen with Lucan Valerius with about the same amount of quests started. Turns out that SE is tagging some (random? not all, definitely) NPCs with Actor.KeepOffsetFromActor(player) to the pc while the conversation runs and if you bail out a topic before it ends, that npc isn't removed from that again. Paul has no real conversation if you are not far enough (stage 6, I think), but if you bail out of that snippet he has, that issue might occur. IDK if there's a mod that let's you call a script function from the console, I added an MCM option to my utility mod which I cannot distribute. If you are familiar with and able to compile some MCM script, do the following:

  • open that script and add a text option to clear the auto following.
  • OnSelect of that option, do
    	Actor pointAt = Game.GetCurrentCrosshairRef() As Actor
    	if pointAt
    		pointAt.ClearKeepOffsetFromActor()
    	endif
  • Then you can use that MCM option with the actor in question activated

Of course you can also have that with a spell or bind a key to it.

I'm on LE, will this still work?

Posted (edited)
23 minutes ago, dragongodmod117 said:

I'm on LE, will this still work?

That function is there so it's worth a try. You could also try "help playerfollowercount 3" in the console to see if some other mod added Paul as kind of regular follower. if PlayerFollowerCount is > 0, then he is to be considered a regular follower, if instead PlayerFollowerCountEx is > 0, then he is a quest follower (not by BAC!) like e. g. Farkas is when going or sending him to Dustman's Cairn.

Edited by botticelli
Posted (edited)

I've been thinking about what would make this mod even better and thought about eye color swap. Like when your character becomes a vampire, but with eyes mutation and cow eyes respectively (they have a different iris and overall appearance of the eye).  Maybe, it would it be possible to add such a feature? I don't really know much about modding, but maybe someone have a tutorial on how to make it work without breaking immersion with racemenu?  

 

Another thing I've been thinking is a radial ownership quest after Paul releases you, or maybe even if you progressed enough in the story. It's always bugged me, that even if the PC is at 100% and didn't skip the story, no one is trying to claim her and make her their property... So, I'm thinking, like, maybe some thugs on the road trying to catch you? Or sometimes farmers respond when you "mooing" at them give you a dialogue about how they want to invite you to their farm and if you fail to speak with them like a person they take you somewhere. Maybe sometimes you go to sleep and when you get up - you're suddenly at the barn or at some "kind soul" back room in the house, and they won't let you go until you give them some milk. I think it would be on brand with themes of this mod, and if you could adjust the probability of such an event people who don't like it could just disable it, and those who feel like there's an end after release - still could feel like they are treated like a cow, for the most part

Edited by Jokekiller
Posted
3 hours ago, Jokekiller said:

I've been thinking about what would make this mod even better and thought about eye color swap. Like when your character becomes a vampire, but with eyes mutation and cow eyes respectively (they have a different iris and overall appearance of the eye).  Maybe, it would it be possible to add such a feature? I don't really know much about modding, but maybe someone have a tutorial on how to make it work without breaking immersion with racemenu?

would be worth a try. Do not compare anything with vampire, though. Vampire races are complete model swaps that shadow the real - i. e. non-vampire - model. Since there is an actual HeadPart type for the eyes, I could give it a try.

 

As for the other thing: there are several ideas in the pipeline I am not able to put in motion right now as I'm in the process of moving to SE/AE and my new rig bugs out at me every 2-3 weeks (every time I update the frigging GeForce drivers, since they seem to need a different BIOS setting each time for the i5070). Right now all, I'm getting is a black screen and I won't change anything on the old rig anymore.

Posted
4 hours ago, Jokekiller said:

I've been thinking about what would make this mod even better and thought about eye color swap. Like when your character becomes a vampire, but with eyes mutation and cow eyes respectively (they have a different iris and overall appearance of the eye). 

I had the same idea. So I found a good mod that gives this possibility. But you have to change the eyes manually🙂

https://www.nexusmods.com/skyrimspecialedition/mods/131210

Posted
On 6/28/2025 at 11:50 AM, botticelli said:

Are you on SE/AE? I had that happen with Lucan Valerius with about the same amount of quests started. Turns out that SE is tagging some (random? not all, definitely) NPCs with Actor.KeepOffsetFromActor(player) to the pc while the conversation runs and if you bail out a topic before it ends, that npc isn't removed from that again. Paul has no real conversation if you are not far enough (stage 6, I think), but if you bail out of that snippet he has, that issue might occur. IDK if there's a mod that let's you call a script function from the console, I added an MCM option to my utility mod which I cannot distribute. If you are familiar with and able to compile some MCM script, do the following:

  • open that script and add a text option to clear the auto following.
  • OnSelect of that option, do
    	Actor pointAt = Game.GetCurrentCrosshairRef() As Actor
    	if pointAt
    		pointAt.ClearKeepOffsetFromActor()
    	endif
  • Then you can use that MCM option with the actor in question activated

Of course you can also have that with a spell or bind a key to it.

I went to do this, then realized I don't know exactly which script to edit. Lol

Posted
7 hours ago, dragongodmod117 said:

I went to do this, then realized I don't know exactly which script to edit. Lol

any MCM script would do, I'd recommend a mod which no longer gets updated so that you don't need to worry about keeping versions. If you have notepad++ you can search all script sources (Ctrl+Shift+F) search in data\scripts\scource\ all files *.psc for "extends SKI_ConfigBase". Then you get a list of all available MCM script sources.

Posted

i have this weird issue where my feet when they start becoming hooves are sunken into the ground this is not the case with any high heels or regular bare feet only with the semi hooves maybe also with the real hooves

Posted (edited)
6 hours ago, brololo said:

i have this weird issue where my feet when they start becoming hooves are sunken into the ground this is not the case with any high heels or regular bare feet only with the semi hooves maybe also with the real hooves

LE or SE? If on SE, you might need this mod.

Edited by botticelli
Posted
4 hours ago, botticelli said:

LE or SE? If on SE, you might need this mod.

yeah i also had the fake hdthighheels.esm when it wasn't even needed in my load order problem was fixed after i removed it also i decided to rebuild the parts in bodyslide for the correct preset don't know if that helped anything but it works now 

Posted

i did run into a new problem not sure how to fix it but my semihooves turned back into  regular feet randomly everything else is changing normally 

Posted
6 hours ago, brololo said:

i did run into a new problem not sure how to fix it but my semihooves turned back into  regular feet randomly everything else is changing normally 

When they do, do player.inv in the console and see if some other mod tries to equip something on your feet (with "worn" behind the item). E. g. YPS does that with the fingernails and the hand hooves, so you'd get the same effect with the hands there.

Posted
49 minutes ago, botticelli said:

When they do, do player.inv in the console and see if some other mod tries to equip something on your feet (with "worn" behind the item). E. g. YPS does that with the fingernails and the hand hooves, so you'd get the same effect with the hands there.

thanks good to know 

Posted (edited)

allright i ran into a little problem not sure if i checked the mcm correctly but the punisment scenes where pretty much skipped like i went to talk to paul denied a request he was going to punish me and then the punishment was over before i even got punished, also when in a milking machine it is a bit miss alligned i think it is because of the heel height added by the hooves 

Edited by brololo
Posted
19 hours ago, brololo said:

allright i ran into a little problem not sure if i checked the mcm correctly but the punisment scenes where pretty much skipped like i went to talk to paul denied a request he was going to punish me and then the punishment was over before i even got punished, also when in a milking machine it is a bit miss alligned i think it is because of the heel height added by the hooves 

The milking machine alignment is a ZaZ problem. BAC tries to correct its own added height when the pc gets strapped into some furniture (not only milkers) but the nioverride height is not accounted for.

 

I have not looked into the punischment scenes since I took this mod over. I only test it like having it happen and see it still works. Depending on which DD devices are already locked on when starting such a scene, BAC may not be able to lock the punishment device on you which could cause the scene to be skipped. This *is* something I changed from before with any device BAC locks on you since otherwise the invisble DD lock object would stay on with the visible one removed and that would cause DD to try and lock on its device again often times causing a CTD. BAC displays a message box in such a case ("You are currently wearing <device>, which appears to be a DD quest item. BAC will therefore not remove it."). Without that message box appearing. check tem slots in question (42, 32, 53) if they are somehow blocked. I suspect slot 32 since 42 and 53 are slots that BAC uses itself (42 for the horns and 53 for the udders).

Posted
On 7/5/2025 at 8:45 AM, botticelli said:

The milking machine alignment is a ZaZ problem. BAC tries to correct its own added height when the pc gets strapped into some furniture (not only milkers) but the nioverride height is not accounted for.

 

I have not looked into the punischment scenes since I took this mod over. I only test it like having it happen and see it still works. Depending on which DD devices are already locked on when starting such a scene, BAC may not be able to lock the punishment device on you which could cause the scene to be skipped. This *is* something I changed from before with any device BAC locks on you since otherwise the invisble DD lock object would stay on with the visible one removed and that would cause DD to try and lock on its device again often times causing a CTD. BAC displays a message box in such a case ("You are currently wearing <device>, which appears to be a DD quest item. BAC will therefore not remove it."). Without that message box appearing. check tem slots in question (42, 32, 53) if they are somehow blocked. I suspect slot 32 since 42 and 53 are slots that BAC uses itself (42 for the horns and 53 for the udders).

i fixed the allignment issue had to turn on player fixes in racemenu higheels mcm menu feel kinda stupid know lol

Posted

hi I have to issues. 

 

1. the tounge position does not change, even if i try in MCM/cow settings

2. should hair be removed when mutating? i have the "let your hair down" mod installet via wabbajak pack?

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