botticelli Posted September 9, 2025 Author Posted September 9, 2025 (edited) 16 hours ago, someone42002 said: Legendary edition I used CosioHD back then 15 hours ago, Riot445 said: Does 3ba work with this mod? yes (SE/AE). Edited September 9, 2025 by botticelli
botticelli Posted September 9, 2025 Author Posted September 9, 2025 For those of you growing annoyed by your hungry cow eating up all the fish from the Creation Club fishing mod, here's an updated exclusion list with all the raw fish items from ccBGSSSE001-Fish.esm. This needs be unpacked in data\SKSE\Plugins\StorageUtilData\BAC\. hungry_excluded_food.7z
bamaboy891 Posted September 11, 2025 Posted September 11, 2025 Having an issue with the after storm quest. I get in to the milker in dragonsreach and no animations play. The breast potion gets applied, I have 60 milk(I was at 10 before the potion was applied). My character moos like shes being milked, but the count doesn't go down. I enabled the ZAZ patches in milk mod economy.
botticelli Posted September 11, 2025 Author Posted September 11, 2025 6 hours ago, bamaboy891 said: Having an issue with the after storm quest. I get in to the milker in dragonsreach and no animations play. The breast potion gets applied, I have 60 milk(I was at 10 before the potion was applied). My character moos like shes being milked, but the count doesn't go down. I enabled the ZAZ patches in milk mod economy. Check with sqv bac_afterstorm in the console. Which stage are you at? Entering the milking machine should set stage 65, if you're not there, then the furniture script didn't work which sometimes is an issue with ZaZ furniture. Try setting that stage manually while strapped in the machine. That stage will register MME's MilkingStage event and count the units down. If that also doesn't work, go to stage 66 via setstage.
Mustang1998 Posted September 14, 2025 Posted September 14, 2025 On 9/4/2025 at 8:20 PM, Ricordi said: For the skin body i use 3BA w/ UBE anus + BnP. Visuals and lights are Community Shaders AIO by jiaye (can download on discord server of CS) + Light Placer and True light. Here is my modlist at the moment. modlist.txt 21.41 kB · 20 downloads Hey, do you know any way to share all those mods? There are many mods to look for, if you don't mind passing it on to me, I would appreciate it.
HamartiaHound Posted September 15, 2025 Posted September 15, 2025 On 9/3/2025 at 2:34 PM, botticelli said: There are two alternate story paths leading to enslavement but no, they are not meant to be experienced both in a single playthrough. Hi! Can you maybe hint at those two alternative paths? Cause I think I'm only aware of the regular one where Marc sets you up and then later Paul comes "to the rescue".
botticelli Posted September 15, 2025 Author Posted September 15, 2025 8 hours ago, HamartiaHound said: Hi! Can you maybe hint at those two alternative paths? Cause I think I'm only aware of the regular one where Marc sets you up and then later Paul comes "to the rescue". I thought the hint to be visible through the two dialogue options you have when the hunters get you ("Fine I'll come willingly" or "You'll have to kill me first"). If you kill them at least once, you'll see a new objective popping up hinting at more. Personally, I find quests that state something like "(Option A)" or so within the dialogue mildly annoying, but IDK, what's the general opinion here?
HamartiaHound Posted September 15, 2025 Posted September 15, 2025 1 hour ago, botticelli said: I thought the hint to be visible through the two dialogue options you have when the hunters get you ("Fine I'll come willingly" or "You'll have to kill me first"). If you kill them at least once, you'll see a new objective popping up hinting at more. Personally, I find quests that state something like "(Option A)" or so within the dialogue mildly annoying, but IDK, what's the general opinion here? Thanks! And yeah, quests that state things way too obviously aren't that fun in comparison in my opinion (Even if it means searching around for a while).
zonder4213 Posted September 15, 2025 Posted September 15, 2025 To me it always seemed obvious that the hunters were a branching path situation. I did the fight them off options once, but I just like the tatoos you get if you go with them. XD
Ricordi Posted September 15, 2025 Posted September 15, 2025 On 9/14/2025 at 8:34 PM, Mustang1998 said: Hey, do you know any way to share all those mods? There are many mods to look for, if you don't mind passing it on to me, I would appreciate it. I don’t know if this instance will work for you without additional setup. I basically packed everything from the MO2 folder into an archive except for the “downloads” folder. Since the archive wouldn’t fit entirely on gofile’s servers, I split it into two parts. Without the second part, this whole endeavor might turn out to be useless, as reinstalling mods without the “downloads” folder—where their ‘originals’ are stored—is not possible, not to mention other issues I can’t immediately name. There are two profiles: “Bac + Bos” and “Bac New” — I use the latter since it seems more stable. Personally, I’m not a fan of downloading ready-made mod packs, because if you ever want to change something in them, you usually don’t know where to start. The structure of my setup is very schizo: some mods are disabled because I don’t need them, others are enabled for testing (for example, several UBE body mods which i suggest to disable in your run) etc,. A bruh. I can only say it’s better not to enable the disabled mods — and even better to create your own build from scratch, where you control everything yourself. Btw, the game version is SE/AE 1.6.1170. https://gofile.io/d/wreDNm – Main file. https://gofile.io/d/Zg0ifq – 'downloads' folder. 215 gigs when unpacked. Have fun.
Catastrophic Posted September 16, 2025 Posted September 16, 2025 (edited) I can't seem to get the new tail to work, it's just stuck in the floor under my character with no physics. I realize it's from another mod, but that other mod does not seem to get much support, so was hoping to see if anyone here had any ideas on how to fix it. I have Faster HDT-SMP and CBPC and both work to make other things jiggle as intended, so they appear to be working, and 3BBB for body and running the latest version of Skyrim AE. Edited September 16, 2025 by Catastrophic
botticelli Posted September 16, 2025 Author Posted September 16, 2025 8 hours ago, Catastrophic said: I can't seem to get the new tail to work, it's just stuck in the floor under my character with no physics. I realize it's from another mod, but that other mod does not seem to get much support, so was hoping to see if anyone here had any ideas on how to fix it. I have Faster HDT-SMP and CBPC and both work to make other things jiggle as intended, so they appear to be working, and 3BBB for body and running the latest version of Skyrim AE. Well, I use this HDT-SMP engine and have no problems...
Jokekiller Posted September 17, 2025 Posted September 17, 2025 Hi! Does the last version work with 1.5.97 SE?
botticelli Posted September 17, 2025 Author Posted September 17, 2025 16 minutes ago, Jokekiller said: Hi! Does the last version work with 1.5.97 SE? You'll need the BEES mod (see file page) but else it should.
Skully676 Posted September 17, 2025 Posted September 17, 2025 Im on SE/AE, Im having an issue I have set where the mod says 0 Body slots are available and it needs 13. Ive edited the niovveride.ini and set my settings to this ; Determines whether face overlays are enabled ; disabling this disables the hook bEnableFaceOverlays=1 ; Default[1] ; Determines whether to immediately apply shader changes ; when overlays are installed on an ArmorAddon bImmediateArmor=1 ; Default[1] ; Determines whether to immediately attach and apply shader changes ; when overlays are installed to the face bImmediateFace=1 ; Default[0] [Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]" ; Determines how many body overlays there should be iNumOverlays=30 ; Default[6] iSpellOverlays=1 ; Default[1] [Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]" ; Determines how many hand overlays there should be iNumOverlays=20 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]" ; Determines how many feet overlays there should be iNumOverlays=20 ; Default[3] iSpellOverlays=1 ; Default[1] [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=20 ; Default[3] iSpellOverlays=1 ; Default[1] Am I doing something wrong or am i editing the wrong file I would love to play this mod so please help
LatencyRemix Posted September 18, 2025 Posted September 18, 2025 8 hours ago, Skully676 said: Am I doing something wrong or am i editing the wrong If you are using Mod Organiser 2 or Vortex will make a difference. If you use Vortex, If you edit the file from the Vortex install location VS Skyrim/Data etc you will need to re-reploy Vortex. Or edit the file directely from your skyrim game folder.
LatencyRemix Posted September 18, 2025 Posted September 18, 2025 @botticelli Hey i was wondering if you wouldn't mind helping me to get a better understanding of the json bodymorph options. Under the first catagory of slider's "Weight Changes" [ 1.0, 1.0, 1.0 ] THere's some sliders id like to have used for Cow Level, and ones that would only then become active after FatCow2 mutation. So would that line need to be [ 0.0, 1.0, 2.0 ] ? Also is there an option to be able to set a hard cap for a max value for these?
SilentOption Posted September 18, 2025 Posted September 18, 2025 I don't like it, my two favorite loverslab modz slaverun 4.0 and bac lacking future support for Skyrim LE. So frustrating since those bugs and issues are set aside
botticelli Posted September 18, 2025 Author Posted September 18, 2025 18 hours ago, Skully676 said: Am I doing something wrong or am i editing the wrong file The latter. nioverride.ini is the LE file. With SE/AE you need to edit skee64.ini instead (both in data\SKSE\Plugins).
botticelli Posted September 18, 2025 Author Posted September 18, 2025 10 hours ago, LatencyRemix said: @botticelli Hey i was wondering if you wouldn't mind helping me to get a better understanding of the json bodymorph options. Under the first catagory of slider's "Weight Changes" [ 1.0, 1.0, 1.0 ] THere's some sliders id like to have used for Cow Level, and ones that would only then become active after FatCow2 mutation. So would that line need to be [ 0.0, 1.0, 2.0 ] ? Also is there an option to be able to set a hard cap for a max value for these? as in the commentary: // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)] the first factor multiplies with a value (aka "weight scale factor") derived from weight (0 to 100) and the FatCow1 factor (fixed at 0.2) using the formula 1 + ((fat1*weight)/100), the second with FatCow2 factor (as of now fixed at 1.1), the third with cow phase (i. e. level) #1 through #20 [capped there] capping is not (yet) supported, but I could probably add that relatively easily. I only made caps for the breasts and the feet so far.
zonder4213 Posted September 18, 2025 Posted September 18, 2025 How big of a pain in the butt would it be to separate the large/huge hoof mutations away from fat/skinny cow mutations? I don't really like the fat/skinny mutations so being able to get the big ole honkin hooves without them would be pretty neato.
botticelli Posted September 19, 2025 Author Posted September 19, 2025 13 hours ago, zonder4213 said: How big of a pain in the butt would it be to separate the large/huge hoof mutations away from fat/skinny cow mutations? I don't really like the fat/skinny mutations so being able to get the big ole honkin hooves without them would be pretty neato. I suppose, that would be possible with some restructuring, but you'd need a new save with that since otherwise the mod would cause a CTD when trying to remove those mutations on de-bovinifaction that were originally applied before the version change. 1
zonder4213 Posted September 19, 2025 Posted September 19, 2025 That'd be pretty groovy. Tho I don't expect it to be a real high priority lol. Also oh nyo not an excuse to start my bahjillionth and one new play through XD.
Pingers Posted September 19, 2025 Posted September 19, 2025 On 9/16/2025 at 6:14 AM, Ricordi said: I don’t know if this instance will work for you without additional setup. I basically packed everything from the MO2 folder into an archive except for the “downloads” folder. Since the archive wouldn’t fit entirely on gofile’s servers, I split it into two parts. Without the second part, this whole endeavor might turn out to be useless, as reinstalling mods without the “downloads” folder—where their ‘originals’ are stored—is not possible, not to mention other issues I can’t immediately name. There are two profiles: “Bac + Bos” and “Bac New” — I use the latter since it seems more stable. Personally, I’m not a fan of downloading ready-made mod packs, because if you ever want to change something in them, you usually don’t know where to start. The structure of my setup is very schizo: some mods are disabled because I don’t need them, others are enabled for testing (for example, several UBE body mods which i suggest to disable in your run) etc,. A bruh. I can only say it’s better not to enable the disabled mods — and even better to create your own build from scratch, where you control everything yourself. Btw, the game version is SE/AE 1.6.1170. https://gofile.io/d/wreDNm – Main file. https://gofile.io/d/Zg0ifq – 'downloads' folder. 215 gigs when unpacked. Have fun. CTD after the Bethesda logo but before the menu on New, CTD after New Game on Bos
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