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Posted
On 7/8/2025 at 10:01 PM, Tegelmastaren said:

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?

1. Changing that in cow settings should equip a different tongue item. Do player.inv in the console *before* the change and note down the tongue's ID, then change it via MCM and do the same afterwards. Is the ID identical? Then the tongue has not been changed. Else the change may be too little for you to notice. Each setting corresponds to 0.5 mouth height in racemenu. I normally set the height to 7, 8, or 9 with the huger cow heads.

2. Normally not, that is BAC does not remove hair that comes as a headpart. I do not know that mod you mention. If it equips hair as an armor instead of changing the headpart, it *may* conflict with BAC since its wig/hair may use the same slot as a BAC item (e.g. horns or ears).

Posted (edited)

Does anyone know what to do additionally after calling NiOverride.UpdateModelWeight() to have the bodymorph changes take immediate effect in SE? They used to do so in LE, but in SE they only appear after location changes.

 

***EDIT*** found it. In SE/AE you need to extra call Actor.QueueNiNodeUpdate() which in LE was done by NiOverride.

Edited by botticelli
Posted (edited)
1 hour ago, botticelli said:

Does anyone know what to do additionally after calling NiOverride.UpdateModelWeight() to have the bodymorph changes take immediate effect in SE? They used to do so in LE, but in SE they only appear after location changes.

 

***EDIT*** found it. In SE/AE you need to extra call Actor.QueueNiNodeUpdate() which in LE was done by NiOverride.

 

That may explain sudden mounted horse flying in SkyrimLE. That is a side effect of calling QueueNiNodeUpdate while mounted, and NIO was calling it.  I'm guessing. 🤔

I think YPS mod also calls it after hair update. 

 

Edited by safado
Posted
13 hours ago, botticelli said:

1. Changing that in cow settings should equip a different tongue item. Do player.inv in the console *before* the change and note down the tongue's ID, then change it via MCM and do the same afterwards. Is the ID identical? Then the tongue has not been changed. Else the change may be too little for you to notice. Each setting corresponds to 0.5 mouth height in racemenu. I normally set the height to 7, 8, or 9 with the huger cow heads.

2. Normally not, that is BAC does not remove hair that comes as a headpart. I do not know that mod you mention. If it equips hair as an armor instead of changing the headpart, it *may* conflict with BAC since its wig/hair may use the same slot as a BAC item (e.g. horns or ears).

Thanks alot for that answer.

Posted

okay i am kinda stuck now on what to do i repaid my debt to paul and now i can make those scrolls with molag bals blessing but i have no idea where or who to use it on since pretty much any npc humanoid or creature resists it. i also analyzed the whole total domination book for any possible hints but i found it a little too vague 

Posted
6 hours ago, brololo said:

okay i am kinda stuck now on what to do i repaid my debt to paul and now i can make those scrolls with molag bals blessing but i have no idea where or who to use it on since pretty much any npc humanoid or creature resists it. i also analyzed the whole total domination book for any possible hints but i found it a little too vague 

Those are to be used on NPC cows which needs you to create some in the first place. E. g. take a female follower, make her a milk maid either by MME's dialogue option or with a milking machine, then e. g. hand her a Blended Lactacid if that's your curse start setting. Let her transform a while and then use that scroll on her. For every 3 of those dedicated cows you get a response.

Posted
On 7/10/2025 at 9:13 PM, botticelli said:

1. Changing that in cow settings should equip a different tongue item. Do player.inv in the console *before* the change and note down the tongue's ID, then change it via MCM and do the same afterwards. Is the ID identical? Then the tongue has not been changed. Else the change may be too little for you to notice. Each setting corresponds to 0.5 mouth height in racemenu. I normally set the height to 7, 8, or 9 with the huger cow heads.

2. Normally not, that is BAC does not remove hair that comes as a headpart. I do not know that mod you mention. If it equips hair as an armor instead of changing the headpart, it *may* conflict with BAC since its wig/hair may use the same slot as a BAC item (e.g. horns or ears).

sorry again, but how do i find the tonuge id?, when typing player.inv i only see a few inventoty items....

Posted
1 hour ago, Tegelmastaren said:

sorry again, but how do i find the tonuge id?, when typing player.inv i only see a few inventoty items....

you could just turn the tongue off in the mcm like i didn't want the full cow head on my character to still have this more partially human look instead of animal walking on it's back legs so i turned off the cow head mutation and the cow tongue also the udders because i prefer tho large female udders 

Posted (edited)
1 hour ago, Tegelmastaren said:

sorry again, but how do i find the tonuge id?, when typing player.inv i only see a few inventoty items....

You can use the PageUp key to scroll up in your inventory.

Spoiler

20250712135034_1.jpg.32bbbe480efd1a091456cbe7d4b4d8a8.jpg

 

Edited by botticelli
Posted (edited)

I installed a new one. I had a fresh install on my PC and installed Skyrim LE anyway. I tried your new mod; however, I am running into some issues as I access my Creation Kit. The 'Bac' folder is missing from the data folder. The only Bac folder available was the mesh folder, and it doesn't even have the femalehead mesh on it, just the other files. Even when I extracted the zip file, the bac main folder is missing. it only has Caliente Tools, creature d, interface, SEQ , SKSE, bac.bsa  bac.esp, and the PDF file Is there something new in the new mod? And does it work on custom races using the creation kit, or was there a mistake on your part

Edited by SilentOption
Posted
2 hours ago, SilentOption said:

I installed a new one. I had a fresh install on my PC and installed Skyrim LE anyway. I tried your new mod; however, I am running into some issues as I access my Creation Kit. The 'Bac' folder is missing from the data folder. The only Bac folder available was the mesh folder, and it doesn't even have the femalehead mesh on it, just the other files. Even when I extracted the zip file, the bac main folder is missing. it only has Caliente Tools, creature d, interface, SEQ , SKSE, bac.bsa  bac.esp, and the PDF file Is there something new in the new mod? And does it work on custom races using the creation kit, or was there a mistake on your part

 

It is already stated on the change log of the new version description.  If you need any of the files, use a BSA extractor tool. You need to guide the tool to recreate the directory structure or do it manually, generally it is created automatically on the extracted folder target.  After modifying the files, you can place them in the mod deployment folder (mod manager) as loose files, no need to inject back to BSA.  Default game engine load rules will prioritize any conflicting loose file over BSA, meaning if the file is in the right place it will be loaded, instead of the version in the BSA. 

Spoiler

What's New in Version 2.1.1

Released April 25

There are no loose file archives any more. I've packed the BSAs using CAO this time and thus was able to add all files needed to those so there shouldn't be the need for that extra archive any more. The same does *not* go for the tats archive since that does rarely change and packing it in the same file would exceed LL's file size limit of 250MB. For those of you on SE/AE below 1.6.640: I added a BAC_LE_femaleheads.7z archive with the LE heads should you experience the CTD on CowHead mutation.

 

This version comes with a new tats archive since there is a new cow color. Make sure to download ans install the tats file as well!

 

This version requires a clean save or fresh start if upgrading from any version prior to 2.1.0! Make sure to clean out any residual loose BAC scripts from prior versions as stated under item #3 of the FAQ above.

 

 

Posted
2 hours ago, safado said:

 

It is already stated on the change log of the new version description.  If you need any of the files, use a BSA extractor tool. You need to guide the tool to recreate the directory structure or do it manually, generally it is created automatically on the extracted folder target.  After modifying the files, you can place them in the mod deployment folder (mod manager) as loose files, no need to inject back to BSA.  Default game engine load rules will prioritize any conflicting loose file over BSA, meaning if the file is in the right place it will be loaded, instead of the version in the BSA. 

  Hide contents

What's New in Version 2.1.1

Released April 25

There are no loose file archives any more. I've packed the BSAs using CAO this time and thus was able to add all files needed to those so there shouldn't be the need for that extra archive any more. The same does *not* go for the tats archive since that does rarely change and packing it in the same file would exceed LL's file size limit of 250MB. For those of you on SE/AE below 1.6.640: I added a BAC_LE_femaleheads.7z archive with the LE heads should you experience the CTD on CowHead mutation.

 

This version comes with a new tats archive since there is a new cow color. Make sure to download ans install the tats file as well!

 

This version requires a clean save or fresh start if upgrading from any version prior to 2.1.0! Make sure to clean out any residual loose BAC scripts from prior versions as stated under item #3 of the FAQ above.

 

 

Thanks I overlooked that

 

Posted

I have no idea how long this has been in the mod, but i just saw the 'allow nonhuman cows' option. (i'm terribly non observant so it could have been an option for the last 5 versions for all i know lol) anyways it worked pretty well. i did one kitty cat cow and one lizard cow and didn't get any CTD from the mutations. I did have tails turned off so i don't know if cow tails would have crashed it if i had them enabled. They didn't get targeted for the cow head mutations but i'm assuming thats intentional.

Posted (edited)

Guys, anyone know why the map doesn't show? The map is on page 160. I'm having the same problems with it.

Edited by Unknown34
Posted

I just know where the house is so I haven't used the map in forever so I never really noticed. But I can confirm that it doesn't have an image in 2.1.1 for SE.

Posted

We need the chosen one who will put together an adequate patch for the UBE body using the available resources. Rise, brothers!

 

Spoiler

image.png.0cd19c7b80c95d51b98c24a5ea42b4f5.pngScreenshot2025-07-17233731.png.86f1486f2b9faa03e44ca731a58c0fe6.pngScreenshot2025-07-17234008.png.08edea12013a6e09895988fc326830c7.pngScreenshot2025-07-17234025.png.c1f95ce7165e316f55b6254192dab2e1.png

 

Unfinished patch fetched from UBE discord and UBE feet i edited for the first three stages of 'semihooves' (other meshes seem to be universal for any body mod). 

All that's left is to organize and connect it all together (and create cow heads).

BAC UBE Patch.zip BAC UBE hooves.zip

Posted (edited)
17 hours ago, Unknown34 said:

Guys, anyone know why the map doesn't show? The map is on page 160. I'm having the same problems with it.

map.png is missing in the package Unzip this into data\textures\bac

 

map.7z

Edited by botticelli
Posted
13 hours ago, Sawapine said:

Unfinished patch fetched from UBE discord and UBE feet i edited for the first three stages of 'semihooves'

...why does it contain nifs for femalehandsargonian?

Posted
2 minutes ago, botticelli said:

...why does it contain nifs for femalehandsargonian?


idk. Just grabbed the existing patch from UBE Discord server. I didn’t make any changes.

Posted

help please. The game crashes immediately after configuring the mod. After the inscription "Being a cow - update actors - END" immediately crashes. I've already tried everything. I reinstalled the game, reinstalled the mod, moved it to another disk, removed it and checked the "Read-only" box in the files.crash-2025-07-18-20-12-20.logIf I need anything else from the files, I'll throw in what I have. I'm sorry, I'm writing through a translator.

Posted
2 minutes ago, Johnnykill said:

help please. The game crashes immediately after configuring the mod. After the inscription "Being a cow - update actors - END" immediately crashes. I've already tried everything. I reinstalled the game, reinstalled the mod, moved it to another disk, removed it and checked the "Read-only" box in the files. crash-2025-07-18-20-12-20.log 247.27 kB · 0 downloads If I need anything else from the files, I'll throw in what I have. I'm sorry, I'm writing through a translator.

crash-2025-07-18-20-25-40.logI tried to run it again, set up the mod. exited the menu, crashed after a couple of seconds

Posted (edited)
On 7/18/2025 at 4:28 PM, Johnnykill said:

crash-2025-07-18-20-25-40.log 242.25 kB · 0 downloads I tried to run it again, set up the mod. exited the menu, crashed after a couple of seconds

 

It is obvious that it is MenuMaid 2 crashing.    Are you using latest version?

edit: I "Purge save" my SkyUI and re-init it with MenuMaid2, it did not crash with BAC or any of my mods. 

 

It could mean that ZAZ is version 7 instead of ZAZ 8+. Do not know if it will crash during setup, but it will be an issue. 

Recommend patching Devious Devices 5.2 with DD NG v0.4.1. 

 

Are you using BEES? Why? That will mess up SkyrimAE 1.6.1130 or newer.  Your game is v1.6.1170.  

 

Spoiler

 

- **Critical First-Line Error Detected:** `MenuMaid2.dll`
   - Skim other sections of this report (above and below) for any more-specific information about `MenuMaid2.dll`. (Scroll down to the bottom of the page to ensure you've reviewed everything.)
   - Make sure the mod that contains `MenuMaid2.dll` is enabled (Vortex especially sometimes disables them). If already enabled, consider redownloading and carefully reinstalling the mod, as this may be a quickest fix.
   - **What This Means:**
      - The file `MenuMaid2.dll` is directly involved in the crash sequence
      - While this file is related to the crash, it may not be the root cause
      - This type of error often indicates missing dependencies, version mismatches, or incompatible files
   - **SKSE Plugin Baseline Requirements:**
      - Ensure you have the correct [Skyrim Script Extender (SKSE64)]:(<https://www.nexusmods.com/skyrimspecialedition/mods/30379>) version for your game version, and are launching through SKSE
      - Ensure you have the correct [Address Library for SKSE Plugins]:(<https://www.nexusmods.com/skyrimspecialedition/mods/32444>) version matching your game version
      - Ensure you have installed [Microsoft Visual C++ Redistributable package (x64)]:(<https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170>) - this is frequently missed but critical
   - **Recommended Troubleshooting Steps:**
      - As a quick optional test, consider disabling the mod and any mods that depend on it. NOTE: this may require creating a new character for a successful test.
      - Confirm the mod is compatible with your Skyrim version
      - Refer to the plugin's mod page, FAQ, or Bug Report section to see if the crash is a known issue
      - Check if a mod update is available
      - Verify all listed required dependencies are installed and enabled
      - Check version requirements of other mods that interact with it
      - Carefully review the installation instructions for the mod that contains `MenuMaid2.dll`, and try a clean reinstall of the plugin with default settings - improper installation or modified settings can cause crashes
      - Check if the problem involves interaction between a DLL and other mods - examine the first 4-5 error lines of the crash log to identify potential mod conflicts. Also review any `.dll` files in the 🔎 **Files/Elements** of this report (below)
      - Ask the Skyrim Modding Community about known compatibility issues
      - Some first-line errors can be resolved by verifying game files through Steam
   - **Additional Considerations:**
      - For SKSE plugins (`.dll` files), mod organizers won't show conflicts or requirements - you must rely on the mod author's documentation
      - Note that many (most?) SKSE plugins will show an error popup (white box from Address Library) before the game starts if they're for the wrong version
      - First-line errors are usually reproducible and not random
      - The error might be caused by an interaction between mods rather than a single file
- **Version Compatibility Notice:** The following DLLs are not fully compatible with your Skyrim version 1.6.1170 and many may cause crashes, although please note that, for a few mods, version detection isn't always accurate:
   - `ConsoleUtilSSE.dll` v1.0.1: Recommend update to **ConsoleUtilSSE NG** v1.5.1 or later. [Download here]:(<https://www.nexusmods.com/skyrimspecialedition/mods/76649>)
      - NOTE: this mod completely replaces the old ConsoleUtil mod. Be sure to disable the old one.  
⚠️NOTE: If you are using [ConsoleUtil Extended]:(<https://www.nexusmods.com/skyrimspecialedition/mods/133569>) version 1.0.1, it **is compatible**, but shows up in crash logs exactly like an old versions of Console Util SSE


- **Potential Missing Masters/Dependency Detected:** Few or no game plugins were detected in your log. If your modlist is intentionally designed to have few or zero plugins (rare), you can ignore this warning. Otherwise, this indicates a potential problem with your load order that needs investigation. Your load order might be missing required master files or other dependency, which can lead to instability and crashes. NOTE: Review other high-likelihood diagnoses first, as some of them can cause (or appear to cause) this issue. Here are some possible causes and solutions:
   - **Creations Menu Conflicts:** Never use the in-game Creations menu (accessed from the main menu) while using an external mod manager like MO2 or Vortex. The Creations menu acts as its own mod manager and can conflict with your external one, causing missing masters and other issues. Always manage all mods exclusively through your chosen mod manager.
   - **Identifying Missing Masters:** Mod Organizer 2 (MO2) typically displays warning icons (yellow triangle with exclamation mark) for plugins with missing masters. [View Screenshot]:(<https://imgur.com/izlF0GO>). Or alternately, check the **🔎 Files/Elements** section of this report and look at mods higher up the list, which could help isolate which mod might be missing something. Review the mod on Nexus and consider reinstalling any likely causal mods to see if you missed a patch or requirement.
   - **Missing Dependency:** If you've recently removed, disabled, or forgot to install a required mod, others may still depend on it. You might need to either install the missing dependency or remove its master requirement from dependent plugins. See this guide on [Removing a Master Requirement]:(<https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/Remove%20a%20Master.md>).
   - **Version Mismatch:** Ensure all your mods are compatible with your Skyrim version (SE or AE). Always check the mod's description page for version compatibility.
   - 👑 Try using [LOOT]:(<https://loot.github.io/>) as a **diagnostic tool**. ⚠️Caution: LOOT can safely be used as a diagnostic tool or for load order suggestions, but its automatic load order reorganization is often discouraged. It's widely thought to incorrectly sort 5 to 10% of mods, which can be especially problematic with large mod lists.
- **Redundant BEES Installation Detected:** Backported Extended ESL Support (BEES) is installed but unnecessary for your Skyrim version `1.6.1170`. Some have reported that this redundancy can potentially contribute towards crashes.
   - **Recommendation:** Uninstall BEES, as the expanded ESL functionality is already built into your game version.
   - **Background:** BEES adds support for the extended ESL range (4096 records vs 2048) to older Skyrim versions, but this functionality is already included in game version 1.6.1130 and later.
   - **Next Steps:** If crashes continue after removing BEES, please submit a new crash log for further analysis.

~~

Result(s) from Phostwood's Skyrim Crash Log Analyzer (v1.24.4)

🔎 Automate analysis of your Skyrim SE/AE crash logs at: 

https://phostwood.github.io/crash-analyzer/skyrim.html

 

 

Edited by safado
Posted (edited)

Hey I noticed my character had 198 armor without having anything equipped. I figured it might be hidden stats from getting cow limbs or the bell or something?
I used the debug command in the MCM to reset all cow progress and it went back down to 0, so I think my hunch is right...
Seems way higher than intended but correct me if I'm wrong. I dialed my difficulty all the way up to Legendary to try and balance things out but I'm still so tanky xD


If there's any way to adjust this or fix on my end let me know please, thanks!

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

Hey I noticed my character had 198 armor without having anything equipped. I figured it might be hidden stats from getting cow limbs or the bell or something?
I used the debug command in the MCM to reset all cow progress and it went back down to 0, so I think my hunch is right...
Seems way higher than intended but correct me if I'm wrong. I dialed my difficulty all the way up to Legendary to try and balance things out but I'm still so tanky xD


If there's any way to adjust this or fix on my end let me know please, thanks!

Since the cow limbs deny equipping armor in hardcode mode, they come with armor ratings attached, that much is intended. Now, the overall total of 198 may result of some unintended stacking of values. E. g. the bell/nosering combo has an armor rating of 32 (light), but it gets equipped in slots 44 and 45 so that rating is applied 2x. The same goes for the horns/ears combo with slots 42 and 55. Hooves also give an armor rating of 32 (light excepting the heavy armored hooves which give heavy armor rating instead) each (hands and/or feet). So with a full compliment you'd end up with 6x 32 = 192 for those. Not sure where the 6 extra come from, udders would give 11 (light), the only other equipment from bac are tongues (0 rating) and the drip (also 0 rating). I'd agree that with the stacking of those combo items, this is a bit huge. It comes over time, I suppose, not being in direct focus and just coping with the various quirks of occupied slots and getting those items equipped at all.

Edited by botticelli

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