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Posted

Having an issue with stuttering once transformation starts. The characters body kinda freaks out and the arms go to the side for a split second, also when paragliding, the paraglider will unequip and I'll fall out of the air.

Posted

Me again! Playing on LE, facing two issues.
I'll start with facial discoloration that doesn't seem to get fixed, even after having ticked off the facial discoloration setting. Every character reload done by BAC brings it back and the only thing that makes it disappear, temporarily, is resetting the skin tone in race menu.
The other issue is a CTD on load after hunters catch my character. Here's the papyrus log.

Papyrus.0.log

Posted

Not sure if this has been brought up before or not, sorry if it has been.

 

I just came accross a mod conflict of a sort with Skyrim SE, BAC and Advanced nudity detection (i suspect).  The change in timescale seems to cause issue and gives me a warning not to use the high timescale, then when you suposed to return to the alley skyrim just freezes, doesnt say its not responding in task manager or generate crash logs for it

Posted
9 hours ago, LatencyRemix said:

Not sure if this has been brought up before or not, sorry if it has been.

 

I just came accross a mod conflict of a sort with Skyrim SE, BAC and Advanced nudity detection (i suspect).  The change in timescale seems to cause issue and gives me a warning not to use the high timescale, then when you suposed to return to the alley skyrim just freezes, doesnt say its not responding in task manager or generate crash logs for it

Depending on your mods there are some that create huge numbers of script instances during such moments when the time scale is increased. I had a similar issue and found out that one mod used RegisterForUpdateGameTime(0.001) which spawned an OnUpdate instance slightly slower than every in-game minute (86 in-game seconds) With several game hours being skipped by the scene I got a CTD in LE saying max number of concurrent script intances (32767) exceeded. I'd wager that your advanced nudity detection does something similar. I cannot help you there, you'd need to contact that mod's author for correction. using RegisterFor[Single]Update( ) instead of RegisterFor[Single]UpdateGameTime( ) usually solves the issue.

 

13 hours ago, Alisss said:

I'll start with facial discoloration that doesn't seem to get fixed, even after having ticked off the facial discoloration setting

"Blackfacing" happens when changing headparts which bac does with the nose, the mouth, the eyes, and the face itself. MCM menu item ""Allow Face tint correction" should solve this issue by reapplying the tint stored in the facegen data. At least with my installation it did (LE) and does (SE) so. In SE it takes a few seconds and somtimes needs a location change because it needs a QueueNiNodeUpdate() which simply gets skipped on high script load. Maybe that's the case with your LE problem, too? Also, there may some 3rd party tint correction or blackfacing correction mod around.

 

13 hours ago, Alisss said:

The other issue is a CTD on load after hunters catch my character. Here's the papyrus log.

The last entry from BAC is "[08/18/2025 - 01:08:57AM] cap 4" which happens reight before the milking maching on the cart tries to grab the pc. This makes me wonder if you have the correct ZaZ version installed. Without the hunters, go to lake Ilinalta slightly west of Anise's cabin. There should be a cart with three bedrolls there. On that cart is a milking machine. Try activating that directly.

 

On 8/16/2025 at 5:16 PM, bamaboy891 said:

Having an issue with stuttering once transformation starts. The characters body kinda freaks out and the arms go to the side for a split second, also when paragliding, the paraglider will unequip and I'll fall out of the air.

BAC does not ship any animations but other mods that do might get confused by the high heels node transformation due to the hooves or the elongated spine due to CowBack. As for the paraglider: If that uses an armor slot which is also used by BAC and you didn't disable hardcore mode, BAC will unequip the paraglider and re-equip its item(s).

Posted
2 hours ago, botticelli said:

Depending on your mods there are some that create huge numbers of script instances during such moments when the time scale is increased. I had a similar issue and found out that one mod used RegisterForUpdateGameTime(0.001) which spawned an OnUpdate instance slightly slower than every in-game minute (86 in-game seconds) With several game hours being skipped by the scene I got a CTD in LE saying max number of concurrent script intances (32767) exceeded. I'd wager that your advanced nudity detection does something similar. I cannot help you there, you'd need to contact that mod's author for correction. using RegisterFor[Single]Update( ) instead of RegisterFor[Single]UpdateGameTime( ) usually solves the issue.

Thanks for the info on it,  It was only an problem with the newer version of the mod, and was able to get past it by openming console and waiting a few mintues for scripts to all catach up

Posted (edited)

For some reason I just cannot get the SLIF body morphs to work. Imaginary pregnancy, fat cow, anything like that is not working. SLIF registration messages display correctly, but nothing actually changes. I have made sure to use Tullius and installed the MME BodyMorph MCM and neither is fixing my situation. And SLIF definitely works for other mods, so I'm not sure what it could be here. Everything is built in BodySlide.

 

All my searches haven't turned up anything beyond those two solutions.

 

Other minor side-problem that is not exclusive to BAC but does happen is that the tail (at least the first one) is not fixed at the base of the spine, it is fixed to the ground. When I get into a carriage, the tail remains at one point at the ground where you get into the carriage, not staying with or on the character. This happens to me for any devices in that slot like plugs. I've searched in other threads and not gotten a solution to that. 

Edited by HMM265GS
Posted
6 hours ago, HMM265GS said:

For some reason I just cannot get the SLIF body morphs to work. Imaginary pregnancy, fat cow, anything like that is not working. SLIF registration messages display correctly, but nothing actually changes. I have made sure to use Tullius and installed the MME BodyMorph MCM and neither is fixing my situation. And SLIF definitely works for other mods, so I'm not sure what it could be here. Everything is built in BodySlide.

 

All my searches haven't turned up anything beyond those two solutions.

 

Other minor side-problem that is not exclusive to BAC but does happen is that the tail (at least the first one) is not fixed at the base of the spine, it is fixed to the ground. When I get into a carriage, the tail remains at one point at the ground where you get into the carriage, not staying with or on the character. This happens to me for any devices in that slot like plugs. I've searched in other threads and not gotten a solution to that. 

Hi, for some long time had same first problem. But on this forum already texts the solution, you should find a bac cow morphs json (you can download this file from mod files) and change the register of word "M" in "Morphs" to small "m", and do it for all "Morphs". Then all mutations works fine. If my explanations is bad, find solutions of it by Search in this thread in monitor's right corner. 

Posted
On 8/18/2025 at 3:08 PM, botticelli said:

The last entry from BAC is "[08/18/2025 - 01:08:57AM] cap 4" which happens reight before the milking maching on the cart tries to grab the pc. This makes me wonder if you have the correct ZaZ version installed. Without the hunters, go to lake Ilinalta slightly west of Anise's cabin. There should be a cart with three bedrolls there. On that cart is a milking machine. Try activating that directly.

This was probably simply a performance issue, which I get a ton of. My device does not enjoy running games and skyrim modding can be especially tiring to it, alongside something about MME or BAC being especially bad for performance (I played with a super heavy load order with just yps and bos and no CTDs happened in stark contrast to when I was running MME+BAC a week prior to that). I fixed it by running the game on the lowest settings, lowest render distances and lowest resolution possible.

 

 

On 8/18/2025 at 3:08 PM, botticelli said:

"Blackfacing" happens when changing headparts which bac does with the nose, the mouth, the eyes, and the face itself. MCM menu item ""Allow Face tint correction" should solve this issue by reapplying the tint stored in the facegen data. At least with my installation it did (LE) and does (SE) so. In SE it takes a few seconds and somtimes needs a location change because it needs a QueueNiNodeUpdate() which simply gets skipped on high script load. Maybe that's the case with your LE problem, too? Also, there may some 3rd party tint correction or blackfacing correction mod around.

I might need to try a 3rd party mod because the issue persists. Could it be related to my character being a vampire, perchance?


Two new issues also arose since then.
1.Fiddling around with BoS or BaC causes BaC to no longer equip the body part items (hooves, horns) and to straight up remove them, causing a CTD on any cell load after this happens. Not sure what causes this, but it's not too big of an issue, just something to think about - doesn't need fixing.

2. Belly morphs don't get applied to my character whatsoever by BaC. Neither Curvy Cow nor Imaginary Pregnancy apply any morph values. Any known causes for this?

Posted
16 hours ago, theevillfox said:

change the register of word "M" in "Morphs" to small "m", and do it for all "Morphs"

 

I tried this and the morphs still aren't working. My setup is I just upgraded to the newest version (so only the two file downloads needed). I just added the bodymorph file (bac_2.0.3_BodyMorph_JSON) in vortex. Those are the only BAC files I am running. I opened the installed file location for the bodymorph json, and changed "Morphs" to "morphs" everywhere but no dice. Imaginary pregnancy still failed.

Posted
9 hours ago, Alisss said:

I might need to try a 3rd party mod because the issue persists. Could it be related to my character being a vampire, perchance?

Being a vampire causes BaC *not* to apply any headparts since they wouldn't show up anyway (the vampire race base object's head parts are not accessible, any mod trying to will end up with the invisible non-vampire version instead).

 

BoS applies outfits to npc bimbos, but not the pc. It won't equip anything since all BaC armors have Zad keywords which prompt BoS to not try anything there. I'd wager the problem to be YPS rather than BoS. The moment you apply nail polish to hands and/or feet, yps starts to reequip the nails whenever possible and BaC reequips the hooves whenever someone unequips them, so you get a race condition. With a stressed system like yours, this is likely to cause a CTD. Disable BAC's hardcore mode and you'll probably end up with the equipped nails.

 

Any morphs (not just body morphs) not to be applied can have multiple reasons:

  1. if you use the json file: spelling of the sections within the json file is case-sensitive. Papyrus scripts however use the first version of any given string which is therefore defined by the first mod in the load order defining that string. This can cause different spellings of the same word after changing the load order. Since BAC uses those keys to get the data from the json file, it might not find anything.
  2. if you don't use the file or if BAC actually found something, the next step is NiOverride or SLIF (for those morphs that start with slif_). Any morphs and/or nodes defined there must exist within the skeleton (nodes) or body replacer (morphs), else they won't work. E. g. there used to be a morph called BreastGravity in LE. In SE, this is now called BreastGravity2, so the old one wouldn't work. Also some sliders are reverse in one Skyrim version (e. g. LE) and *not* reverse in the other. In BAC MCM "Cow Settings" page on the bottom are console dump options to have BAC dump all applied morphs to the console. You might want to use that to see, if anything got applied and cross-check that against the sliders available by your body replacer. It might be a good idea to enlarge the console line buffer before you do that by adding/changing
    [Menu]
    iConsoleHistoryCharBufferSize=32767

    within skyrim.ini.

Posted (edited)
11 minutes ago, HMM265GS said:

 

I tried this and the morphs still aren't working. My setup is I just upgraded to the newest version (so only the two file downloads needed). I just added the bodymorph file (bac_2.0.3_BodyMorph_JSON) in vortex. Those are the only BAC files I am running. I opened the installed file location for the bodymorph json, and changed "Morphs" to "morphs" everywhere but no dice. Imaginary pregnancy still failed.

see the post above. I'm trying to find a spelling-independent solution for this, but it's been a nuisance ever since.

Edited by botticelli
Posted
On 8/21/2025 at 1:43 PM, HMM265GS said:

Other minor side-problem that is not exclusive to BAC but does happen is that the tail (at least the first one) is not fixed at the base of the spine, it is fixed to the ground. When I get into a carriage, the tail remains at one point at the ground where you get into the carriage, not staying with or on the character. This happens to me for any devices in that slot like plugs. I've searched in other threads and not gotten a solution to that. 

again depends on the skeleton or any mod adding to/changing that. The tail bone/node seems to get stuck on the bottom so something must tell it to do that. The tail/plug/etc. is *not* fixed to the spine (i. e. "NPC Spine [Spn0]"), it's fixed to "NPC", i. e. the root bone as you can see by opening the .nif e. g. in NifScope.

Posted
1 hour ago, botticelli said:

 

Papyrus scripts however use the first version of any given string which is therefore defined by the first mod in the load order defining that string. This can cause different spellings of the same word after changing the load order. Since BAC uses those keys to get the data from the json file, it might not find anything.|

 

Is there any way to detect which versions it uses beyond the console dump? I just did a dump before and after the imaginary pregnancy is supposed to be applied. Unless I'm mistaken, the ones that actually matter most are the ones starting with "BAC" since all the "XPMSE" and "RSMBodyGen" appear to deal with weapon management. I noticed that there were no new morphs listed after it should have applied. Though I'm also noticing that BAC doesn't appear in the "All Mods" list when I navigate to SLIF, if that matters at this point. I'm at like stage 10, so only changes have been horns, ears, fur, and hands up to this point.

Posted
On 8/9/2025 at 2:54 PM, botticelli said:

 

The default morphs (and those shipped in the JSON file) are for LE CBBE bodies. A properly working 3BA morph JSON file is in the making but will have a different JSON format (to minimize the spelling issues) which will require the next version of BAC.

   Hi Botticelli, that's very nice to hear, hope everything works out and you get to do what you want, good luck to You! The 3ba body has long since replaced the standard cbbe, and I would very much like to see mutations on 3ba. I have thing, that want to share. Maybe You already know about that, but just in case. 
   Many people on 3ba have the problem, when "Uneven breast" mutation doesn't working. For me, this is an important part of the immersion, and I spent a long time searching for a solution on this forum and others. I checked skee64 and even tried different morphing methods nioverride. I worked with base_json, where I fixed the slif issues by changing the case of the word “morphs.” But the “uneven breast” mutation didn't work. And then I stumbled upon a post explaining how this mutation works—I didn't fully understand it, but inverting “NPC breast L” or ‘R’ for one breast increases it from “fat cow,” from MME, especially with the file you posted a couple of months ago, the file works great. Except for “uneven breast.” And then I went to look for whether there are any “npc breast” morphs in 3ba at all. And on the 3ba forums, I found that these morphs were either deleted, given to physics, or unlinked from the player. Sorry, I'm a complete zero in programming and modding. Then I decided to try to put “npc breast” into the slif json file, where I wrote them, after which these sliders appeared in the slif menu, but, of course, they did not increase or decrease the breasts in any way, although other sliders such as “big breast” worked. And in the bac dump, I saw lines with “npc breast,” which changed with the increase or decrease in breast size, but only in the console; in reality, nothing happened. I can provide a screenshot. Apparently, there are no such sliders in 3ba, and is there a way to make the “Uneven breast” mutation work? Please note that the solution may be very simple for someone who knows what they are doing.
   Once again, I apologize for my incompetence in these matters. I tried to make this cool mutation work.  Maybe you can figure it out, maybe you already know about it and will solve this problem in the new json for 3ba, or maybe you have already solved it. Maybe it's a problem with my computer after all. I've played bac with 3ba many times, and “uneven breast” has never worked, but everything works fine for others. Please read this. Good luck!

Spoiler

Untitled111.jpg.9b159b6a0ffb96460bd33cc1efbb2c9a.jpg

 

Posted
8 hours ago, botticelli said:

BoS applies outfits to npc bimbos, but not the pc. It won't equip anything since all BaC armors have Zad keywords which prompt BoS to not try anything there. I'd wager the problem to be YPS rather than BoS. The moment you apply nail polish to hands and/or feet, yps starts to reequip the nails whenever possible and BaC reequips the hooves whenever someone unequips them, so you get a race condition. With a stressed system like yours, this is likely to cause a CTD. Disable BAC's hardcore mode and you'll probably end up with the equipped nails.

Roger roger on the other parts, but this is still interesting, because I'm not using YPS, just BoS, meaning the only thing that gets applied is the slavetats nail paint which doesn't interfere with any items. Interesting issue, to be sure.

Posted
1 hour ago, Alisss said:

Roger roger on the other parts, but this is still interesting, because I'm not using YPS, just BoS, meaning the only thing that gets applied is the slavetats nail paint which doesn't interfere with any items. Interesting issue, to be sure.

I get a CTD every now and then when I forget to remove the npc outfit (via EFF) and do a location transition with my follower. Then, the outfit kicks in and tries to equip BoS high heels and at the same time BAC hooves.

 

6 hours ago, theevillfox said:

and “uneven breast” has never worked, but everything works fine for others

It won't work via morphs since those always apply to both breasts. BAC uses NiOverride.AddNodeTransformScale() for the larger breast node ("NPC L Breast" or "NPC R Breast") which worked well in LE. Idk if those nodes are named differently with 3ba. Maybe you can find that out and post the correct names here?

 

7 hours ago, HMM265GS said:

Is there any way to detect which versions it uses beyond the console dump?

That would mean dumping those strings to the console. I cannot do that any more since I changed the whole format of the json file for the next BAC version already to hopefully eleminate that problem.

Posted (edited)

new version 2.1.2 is up. You SE/AE folks could have told me way earlier that the overlay stacking order is reversed in SE (Ovl[0] is topmost) as opposed to LE (Ovl[<ma>] is topmost).

 

*** EDIT *** Btw. The overlay slot assignment will not be updated automatically if you install this on an existing save. NiOverride tends to CTD when needing to assign multiple overlays in parallel to multiple actors. Use "Reset Overlay Slots" under Cow Settings for one cow at a time if you want this to happen.

Edited by botticelli
Posted

Bug report not related to latest release:

-  Unsure if I have a setting wrong but udders seems to get smaller the more milk the character has.

-  When becoming fat cow and farts sounds should start, seems like its stuck until I save and reload save.

 

Again these are old bugs that I keep forgetting to mention (until now)

1.6.1170 SE/AE

 

Also:

I love the Fantasy Creatures HDT SMP tails!

And the mod runs way smoother awesome job!

Posted
15 hours ago, botticelli said:

Maybe you can find that out and post the correct names here

If I understand correctly from 3ba page on nexus, we have: 

Spoiler

          L Breast01

          L Breast02

          L Breast03

          R Breast01

          R Breast02

          R Breast03

 

Spoiler

IMG_20250823_193040_020.thumb.jpg.8efeeda945edb65d5ab7879faa359452.jpg

If I understand correctly, of course :)

Posted

I'm not sure if I'm just being a dummy, but after updating to the new SE version and installing the new bodymorph JSON, I keep getting spammed by a message in game telling me that the file is corrupted:

"BAC json file is corrupted: data/SKSE/Plugins/StorageUtilData/BAC/actor_base.json"

I don't think I've changed anything with the previous 2.0.3 JSON, so I thought I was safe to just replace it.

Posted
9 hours ago, StripedWhite said:

I'm not sure if I'm just being a dummy, but after updating to the new SE version and installing the new bodymorph JSON, I keep getting spammed by a message in game telling me that the file is corrupted:

"BAC json file is corrupted: data/SKSE/Plugins/StorageUtilData/BAC/actor_base.json"

I don't think I've changed anything with the previous 2.0.3 JSON, so I thought I was safe to just replace it.

I double-checked the uploaded 3ba json file and it seems ok. I do not get that message and that archive just contains the json file I use here. Please make sure, that the file ended up correctly as data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It should look like this:

Spoiler
/*
 * Main Sections are:
 *  - ChangeWeight  		 - any character base weight change in BAC
 *  - ChangeWeight2 		 - extra belly scaling for e. g. imaginary pregnancy belly
 *  - ChangeBreasts 		 - any boob scaling (via voluptuousness potion or cow staging)
 *  - ChangeHead    		 - any head scaling (via CowHead, CowFace or CowNeck mutation)
 *  - ChangeHead2   		 - extra head scaling via CowHead / TallCow
 *  - ChangeFeet    		 - any feet scaling (e. g. via podomegaly potion)
 *  - ChangeAss     		 - any ass scaling (via several mutations)
 *  - ChangePelvis  		 - any Pelvis scaling
 *  - MutationFlatBreasts    - FlatBreasts mutation
 *  - MutationSaggingBreasts - SaggingBreasts mutations
 *  - MutationSteatopygia    - Steatopygia mutation
 *  - MutationBigNipples     - BigNipples mutation
 *
 * All main sections have lists of morphs as lists:
 *  - [morphOrNodeName, reverse, factors, summands{, isNode}]    - for each morph in MorphList contains a separate list with four (optionally five) parts:
 *    - morph name OR node name
 *    - reverse [bool]        - slider direction: regular = false, inverted = true
 *    - factors [floatList]   - factors to the factor values given in the comment on the respective Morphs subsection
 *    - summands [floatList]  - factors to the summand values given in the comment on the respective Morphs subsection
 *    - isNode (optional, default = false) if true, specifies that morph name is not a morph but a node (like e.g. "NPC Head [Head]") instead
 *         this causes BAC to use NiOverride.AddNodeTransformScale() rather than NiOverride.SetBodyMorph(), also 1.0 is added to the overall value,
 *         it has no effect with SLIF keys, since SLIF uses nodes anyway
 *    factors will be multiplied with each other, summands will be added to each other (see examples below)
 *
 * Morphs can be either standard NiOverride morphs or SLIF keys (starting with "slif_"). The latter will produce an error if SLIF is not installed.
 *
 * Any morph value is calculated by multiplying the factor values with the respective factors of this file, then adding the summand values multiplied
 * by their respective factor from this file, and then applying any reversal sign.
 * Example #1
 *			[ "Breasts", true, [ 1.0, 1.0, 1.0 ], [ ] ],
 * Given a character weight of 80, a FatCow2 factor of 1.1, and a cow phase of 24, this would calculate as
 * weight scale factor = 1+(weight scale*0.2/100) = 1.16
 * phase factor = 20 * 0.05 = 1.0 [24 clamped to 20]
 * 1.0 * 1.16 * 1.0 * 1.10 * 1.0 * 1.00 * -1.0 = -1.276 <-- This is the morph value passed to NiOverride
 * ----------   ----------   ----------   ----
 * 1st factor   2nd factor   3rd factor   sign [from reverse]
 *
 * Example #2
 *			[ "NippleLength", false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
 * given a character weight of 80, a nipple base add setting from MCM of 0.5 and a nipple length setting from MCM of 1.1, this would calculate as
 * weight factor = 80.0/100.0 = 0.8
 * length factor = 1.1 + ((0.5 + 1.1) * 0.8) = 2.38
 * 0.5 * 1.00 + (0.0 * 0.8) + (1.0 * 0.5) + (1.0 * 2.38) *  1.0 = 3.38 <-- This is the morph value passed to NiOverride
 * ----------   -----------   -----------   ------------   ----
 * 1st factor   1st summand   2nd summand   3rd summand    sign [from reverse]
 *
 * The original contents of the LE file represents the settings originally hardcoded in BAC
 */
{
	"ChangeWeight" :
	[ // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)]
		[ "Breasts",               false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsSmall",          true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsTogether",       true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "DoubleMelon",           false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestDepth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestWidth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "SternumDepth",          true,  [ 1.0, 1.0, 1.0 ], [ ] ]
	],
	"ChangeWeight2" :
	[ // factors: [0 = imaginary pregnancy belly factor], summands: [0 = slif extra]
		[ "Belly",                 false, [ 1.0 ], [ 1.0 ] ],
		[ "BigBelly",              false, [ 0.1 ], [ 1.0 ] ]
	],
	"ChangeBreasts" :
	[ // factors: [0 = boob size]
		[ "Breasts",               false, [ 1.0 ], [ ] ],
		[ "BreastsNewSH",          false, [ 1.0 ], [ ] ],
		[ "7B Lower",              false, [ 0.5 ], [ ] ],
		[ "BreastWidth",           false, [ 0.1 ], [ ] ],
		[ "Udders",                false, [ 1.0 ], [ ] ]
	],
	"ChangeHead" :
	[ // factors: [0 = cow head # * 0.0125]
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         false, [ 1.0 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 1.0 ], [ ] ]
	],
	"ChangeHead2" :
	[ // factors: [0 = 1.0 + (cow head # * 0.00125)]
		[ "NPC Head [Head]",       false, [ 1.0 ], [ ], true ]
	],
	"ChangeFeet" :
	[ // factors: [0 = body scale]
		[ "SlimThighs",            true,  [ 0.3 ], [ ] ],
		[ "Thighs",                false, [ 0.3 ], [ ] ],
		[ "CalfSize",              false, [ 1.0 ], [ ] ],
		[ "ChubbyLegs",            false, [ 0.1 ], [ ] ],
		[ "LegsThin",              true,  [ 0.1 ], [ ] ],
		[ "Butt",                  false, [ 0.5 ], [ ] ],
		[ "BigButt",               false, [ 0.5 ], [ ] ],
		[ "ChubbyButt",            false, [ 0.5 ], [ ] ],
		[ "AppleCheeks",           false, [ 0.5 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 0.5 ], [ ] ],
		[ "HipBone",               false, [ 0.5 ], [ ] ]
	],
	"ChangeAss" :
	[ // factors: [0 = butt scale], summands: [0 = extra from MCM]
		[ "Butt",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "SlimThighs",            true,  [ 0.5 ], [ 0.0 ] ],
		[ "Thighs",                false, [ 0.5 ], [ 0.0 ] ],
		[ "Hips",                  false, [ 0.5 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 0.5 ], [ 0.0 ] ]
	],
	"ChangePelvis" :
	[ // factors: [0 = pelvis scale], summands: [0 = 1.0 (extra for SLIF)]
		[ "Hips",                  false, [ 1.0 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 1.0 ], [ 0.0 ] ],
		[ "LegSpread_v2",          false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiapuffyness",        false, [ 2.0 ], [ 0.0 ] ],
		[ "LabiaMorePuffyness_v2", false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiaprotrude",         false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaprotrude2",        false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaspread",           false, [ 1.0 ], [ 0.0 ] ],
		[ "Groin",                 false, [ 2.0 ], [ 0.0 ] ],
		[ "Clit",                  false, [ 2.0 ], [ 0.0 ] ],
		[ "ThighOutsideThicc_v2",  false, [ 1.0 ], [ 0.0 ] ]
	],
	"MutationCowBack" :
	[ // factors: [0 = clavicle scale]
		[ "ChubbyWaist",           false, [ 1.0 ], [ ] ],
		[ "WideWaistLine",         false, [ 1.0 ], [ ] ],
		[ "HipBone",               false, [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         true,  [ 0.5 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 0.5 ], [ ] ]
	],
	"MutationFlatBreasts" :
	[ // factors: [0 = 1.0, set to % of breast depth]
		[ "BreastFlatness",        false, [ 0.5 ], [ ] ]
	],
	"MutationSaggingBreasts" :
	[ // factors: [0 = [0.5 with SaggingBreasts1 or 1.3 with SaggingBreasts2] ]
		[ "BreastGravity2",        false, [ 3.0 ], [ ] ]
	],
	"MutationSteatopygia" :
	[ // factors: [0 = 1.0]
		[ "ButtShape2",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "Back",                  true,  [ 1.0 ], [ ] ],
	],
	"MutationBigNipples" :
	[ // factors: [0 = 1.0], summands: [0 = weight factor, 1 = NippleSizeBaseAddition, 2 = NippleLength factor]
		[ "NippleSize",            true,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleTip",             true,  [ 2.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleLength",          false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
		[ "NipplePerkiness",       false, [ 1.0 ], [ 0.1, 0.2, 0.2 ] ],
		[ "NipplePerkManga",       false, [ 0.2 ], [ 0.2, 0.2, 0.2 ] ],
		[ "NippleCrease_v2",       false, [ 0.8 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleThicc_v2",        false, [ 1.0 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleTube_v2",         false, [ 0.5 ], [ 1.0, 1.0, 1.0 ] ],
		[ "AreolaSize",            false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "AreolaPull_v2",         false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
	]
}

 

Posted (edited)
18 hours ago, theevillfox said:

If I understand correctly from 3ba page on nexus, we have: 

From my understanding, NiOverride.AddNodeTransformScale() should work on the skeleton (XPMSE), not on the body replacer and since the skeleton didn't change, it *should* work. But just for the fun of it, I'll add those nodes (L/R Breast02/03, the 01 seems to be the base) and try it out.

 

*** EDIT *** Thanks to this I learned that NiOverride does use the NiNodes from the nif as opposed to the bones of the skeleton. I used this opportunity to also move the change options for the uneven breasts to the json file. This will be included in the next version but for those of you who want to try it out, install one of these: BAC_2.1.2_uneven_breasts_LE.7zBAC_2.1.2_uneven_breasts_SE.7z. actor_base.json is included here, so make sure to back it up before installing!

Edited by botticelli
Posted
8 hours ago, botticelli said:

I double-checked the uploaded 3ba json file and it seems ok. I do not get that message and that archive just contains the json file I use here. Please make sure, that the file ended up correctly as data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It should look like this:

  Reveal hidden contents
/*
 * Main Sections are:
 *  - ChangeWeight  		 - any character base weight change in BAC
 *  - ChangeWeight2 		 - extra belly scaling for e. g. imaginary pregnancy belly
 *  - ChangeBreasts 		 - any boob scaling (via voluptuousness potion or cow staging)
 *  - ChangeHead    		 - any head scaling (via CowHead, CowFace or CowNeck mutation)
 *  - ChangeHead2   		 - extra head scaling via CowHead / TallCow
 *  - ChangeFeet    		 - any feet scaling (e. g. via podomegaly potion)
 *  - ChangeAss     		 - any ass scaling (via several mutations)
 *  - ChangePelvis  		 - any Pelvis scaling
 *  - MutationFlatBreasts    - FlatBreasts mutation
 *  - MutationSaggingBreasts - SaggingBreasts mutations
 *  - MutationSteatopygia    - Steatopygia mutation
 *  - MutationBigNipples     - BigNipples mutation
 *
 * All main sections have lists of morphs as lists:
 *  - [morphOrNodeName, reverse, factors, summands{, isNode}]    - for each morph in MorphList contains a separate list with four (optionally five) parts:
 *    - morph name OR node name
 *    - reverse [bool]        - slider direction: regular = false, inverted = true
 *    - factors [floatList]   - factors to the factor values given in the comment on the respective Morphs subsection
 *    - summands [floatList]  - factors to the summand values given in the comment on the respective Morphs subsection
 *    - isNode (optional, default = false) if true, specifies that morph name is not a morph but a node (like e.g. "NPC Head [Head]") instead
 *         this causes BAC to use NiOverride.AddNodeTransformScale() rather than NiOverride.SetBodyMorph(), also 1.0 is added to the overall value,
 *         it has no effect with SLIF keys, since SLIF uses nodes anyway
 *    factors will be multiplied with each other, summands will be added to each other (see examples below)
 *
 * Morphs can be either standard NiOverride morphs or SLIF keys (starting with "slif_"). The latter will produce an error if SLIF is not installed.
 *
 * Any morph value is calculated by multiplying the factor values with the respective factors of this file, then adding the summand values multiplied
 * by their respective factor from this file, and then applying any reversal sign.
 * Example #1
 *			[ "Breasts", true, [ 1.0, 1.0, 1.0 ], [ ] ],
 * Given a character weight of 80, a FatCow2 factor of 1.1, and a cow phase of 24, this would calculate as
 * weight scale factor = 1+(weight scale*0.2/100) = 1.16
 * phase factor = 20 * 0.05 = 1.0 [24 clamped to 20]
 * 1.0 * 1.16 * 1.0 * 1.10 * 1.0 * 1.00 * -1.0 = -1.276 <-- This is the morph value passed to NiOverride
 * ----------   ----------   ----------   ----
 * 1st factor   2nd factor   3rd factor   sign [from reverse]
 *
 * Example #2
 *			[ "NippleLength", false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
 * given a character weight of 80, a nipple base add setting from MCM of 0.5 and a nipple length setting from MCM of 1.1, this would calculate as
 * weight factor = 80.0/100.0 = 0.8
 * length factor = 1.1 + ((0.5 + 1.1) * 0.8) = 2.38
 * 0.5 * 1.00 + (0.0 * 0.8) + (1.0 * 0.5) + (1.0 * 2.38) *  1.0 = 3.38 <-- This is the morph value passed to NiOverride
 * ----------   -----------   -----------   ------------   ----
 * 1st factor   1st summand   2nd summand   3rd summand    sign [from reverse]
 *
 * The original contents of the LE file represents the settings originally hardcoded in BAC
 */
{
	"ChangeWeight" :
	[ // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)]
		[ "Breasts",               false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsSmall",          true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsTogether",       true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "DoubleMelon",           false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestDepth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestWidth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "SternumDepth",          true,  [ 1.0, 1.0, 1.0 ], [ ] ]
	],
	"ChangeWeight2" :
	[ // factors: [0 = imaginary pregnancy belly factor], summands: [0 = slif extra]
		[ "Belly",                 false, [ 1.0 ], [ 1.0 ] ],
		[ "BigBelly",              false, [ 0.1 ], [ 1.0 ] ]
	],
	"ChangeBreasts" :
	[ // factors: [0 = boob size]
		[ "Breasts",               false, [ 1.0 ], [ ] ],
		[ "BreastsNewSH",          false, [ 1.0 ], [ ] ],
		[ "7B Lower",              false, [ 0.5 ], [ ] ],
		[ "BreastWidth",           false, [ 0.1 ], [ ] ],
		[ "Udders",                false, [ 1.0 ], [ ] ]
	],
	"ChangeHead" :
	[ // factors: [0 = cow head # * 0.0125]
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         false, [ 1.0 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 1.0 ], [ ] ]
	],
	"ChangeHead2" :
	[ // factors: [0 = 1.0 + (cow head # * 0.00125)]
		[ "NPC Head [Head]",       false, [ 1.0 ], [ ], true ]
	],
	"ChangeFeet" :
	[ // factors: [0 = body scale]
		[ "SlimThighs",            true,  [ 0.3 ], [ ] ],
		[ "Thighs",                false, [ 0.3 ], [ ] ],
		[ "CalfSize",              false, [ 1.0 ], [ ] ],
		[ "ChubbyLegs",            false, [ 0.1 ], [ ] ],
		[ "LegsThin",              true,  [ 0.1 ], [ ] ],
		[ "Butt",                  false, [ 0.5 ], [ ] ],
		[ "BigButt",               false, [ 0.5 ], [ ] ],
		[ "ChubbyButt",            false, [ 0.5 ], [ ] ],
		[ "AppleCheeks",           false, [ 0.5 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 0.5 ], [ ] ],
		[ "HipBone",               false, [ 0.5 ], [ ] ]
	],
	"ChangeAss" :
	[ // factors: [0 = butt scale], summands: [0 = extra from MCM]
		[ "Butt",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "SlimThighs",            true,  [ 0.5 ], [ 0.0 ] ],
		[ "Thighs",                false, [ 0.5 ], [ 0.0 ] ],
		[ "Hips",                  false, [ 0.5 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 0.5 ], [ 0.0 ] ]
	],
	"ChangePelvis" :
	[ // factors: [0 = pelvis scale], summands: [0 = 1.0 (extra for SLIF)]
		[ "Hips",                  false, [ 1.0 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 1.0 ], [ 0.0 ] ],
		[ "LegSpread_v2",          false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiapuffyness",        false, [ 2.0 ], [ 0.0 ] ],
		[ "LabiaMorePuffyness_v2", false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiaprotrude",         false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaprotrude2",        false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaspread",           false, [ 1.0 ], [ 0.0 ] ],
		[ "Groin",                 false, [ 2.0 ], [ 0.0 ] ],
		[ "Clit",                  false, [ 2.0 ], [ 0.0 ] ],
		[ "ThighOutsideThicc_v2",  false, [ 1.0 ], [ 0.0 ] ]
	],
	"MutationCowBack" :
	[ // factors: [0 = clavicle scale]
		[ "ChubbyWaist",           false, [ 1.0 ], [ ] ],
		[ "WideWaistLine",         false, [ 1.0 ], [ ] ],
		[ "HipBone",               false, [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         true,  [ 0.5 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 0.5 ], [ ] ]
	],
	"MutationFlatBreasts" :
	[ // factors: [0 = 1.0, set to % of breast depth]
		[ "BreastFlatness",        false, [ 0.5 ], [ ] ]
	],
	"MutationSaggingBreasts" :
	[ // factors: [0 = [0.5 with SaggingBreasts1 or 1.3 with SaggingBreasts2] ]
		[ "BreastGravity2",        false, [ 3.0 ], [ ] ]
	],
	"MutationSteatopygia" :
	[ // factors: [0 = 1.0]
		[ "ButtShape2",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "Back",                  true,  [ 1.0 ], [ ] ],
	],
	"MutationBigNipples" :
	[ // factors: [0 = 1.0], summands: [0 = weight factor, 1 = NippleSizeBaseAddition, 2 = NippleLength factor]
		[ "NippleSize",            true,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleTip",             true,  [ 2.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleLength",          false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
		[ "NipplePerkiness",       false, [ 1.0 ], [ 0.1, 0.2, 0.2 ] ],
		[ "NipplePerkManga",       false, [ 0.2 ], [ 0.2, 0.2, 0.2 ] ],
		[ "NippleCrease_v2",       false, [ 0.8 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleThicc_v2",        false, [ 1.0 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleTube_v2",         false, [ 0.5 ], [ 1.0, 1.0, 1.0 ] ],
		[ "AreolaSize",            false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "AreolaPull_v2",         false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
	]
}

 

Yeah, everything looks like it should, as far as I can tell. I've tried re-downloading the JSON file, as well as the new one in your other post, to no success. There is nothing overwriting any of the BAC files aside from the alternate hunter tats from Crewdoh. The problem also seems to persist on a fresh save, so I have no idea what's up with it.

Posted (edited)
2 hours ago, StripedWhite said:

Yeah, everything looks like it should, as far as I can tell. I've tried re-downloading the JSON file, as well as the new one in your other post, to no success. There is nothing overwriting any of the BAC files aside from the alternate hunter tats from Crewdoh. The problem also seems to persist on a fresh save, so I have no idea what's up with it.

It's just basic json so any json checker (I use Sublime editor, but you could also use some tool on the internet) should be able to find the error. I found two extra commas at sections ends "], ]". Fixed version below. Strangely my JsonUtil.IsGood() reported true even with the commas in there.

actor_base.7z

Edited by botticelli

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