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Posted
55 minutes ago, Pingers said:


CTD after the Bethesda logo but before the menu on New, CTD after New Game on Bos 

Well, that's expected. You shouldn't see the logo at all when you launch the game. I remember that in addition to MO2 mods, you also had to manually install SKSE and SSE Engine Fixes. Maybe that helps.

I also suggest to delete ShaderCache folder in “MO2/overwrite“

Posted
1 hour ago, Pingers said:


CTD after the Bethesda logo but before the menu on New, CTD after New Game on Bos 

wrong master. Check your masters, especially ZaZ (needs to be excatly 8.0+ with the plus being part of the version numer), PO3 and Q2C (both pack dlls that need to match your SKSE plugin version).

Posted
1 hour ago, Ricordi said:

 

Well, that's expected. You shouldn't see the logo at all when you launch the game. I remember that in addition to MO2 mods, you also had to manually install SKSE and SSE Engine Fixes. Maybe that helps.

I also suggest to delete ShaderCache folder in “MO2/overwrite“

Forgot SSE Engine Fixes, Seems to run now on the New Preset.

Posted
On 8/26/2025 at 2:45 AM, Ricordi said:

Big thanks for the update! Just finished updating my custom morph file for the new version. Also gave the udders a little polish: inverted a couple of sliders, did some light sculpting, and fixed up the weightpaint for physics (hooked to the belly node). On top of that, I tweaked some tats for the Breast veins mutation — added an overlay with bigger areolas from TitKit for the nipples, plus a darker anus and vagina texture (diffuse pulled from BnP).

 

For these custom morphs I’d recommend using the 3BA body with UBE anus for the “full experience.” Personally I’m not a fan of the long spine mutation, so you won't see it on the screenshots. If you’re playing a character starting out at weight “100,” I suggest disabling the “Allow to change leg nodes” option — otherwise the thighs blow up with fat already at stage two. Turning that off also helps avoid super chonky thighs in the later stages.

I also tweaked the HPH heads shared by @Dudemer in this post to make them 'slightly more grotesque' (requirements: HPH BAC heads and High poly Head SMP).

 

And here are some examples of how the body changes as the transformation progresses.

 


2percent-.png.916bd0e90a220ac115ab1ea3d9af61c5.png40percent-.png.32347553bc7f07f0628c89821ad47c67.png80percent-.png.9fc848042969d5d110faafae1005d47e.png

 

  Reveal hidden contents

image.png.c06cdf852ebf327ec156d645256001d8.png

 

bac_2.1.2_SE_3ba_(ube_anus)_BodyMorph_JSON.7z 3.86 kB · 99 downloads BAC_3BA_alt_meshes.zip 2.08 MB · 102 downloads BAC HPH SMP heads - tweaked.7z 284.08 kB · 97 downloads

bac_tats_breastveins.7z 1.68 MB · 87 downloads

Do you also have the bodyslide presets?

Posted

I'm done with this mod version 2.1.2. Since you are not fixing the LE version, refocusing the attention, and as an LE user, I have to do all that scripting on the Edit file, which doesn't even work because it leads to a crash to the desktop. I followed the script, even the step-by-step instructions, the game continued to crash like I stated before, keeping 2.1.1 since that is the only stable one for me, sick of the lack of support by this mod and the new Slaverun 4.0

Posted (edited)
8 hours ago, SilentOption said:

I'm done with this mod version 2.1.2. Since you are not fixing the LE version, refocusing the attention, and as an LE user, I have to do all that scripting on the Edit file, which doesn't even work because it leads to a crash to the desktop. I followed the script, even the step-by-step instructions, the game continued to crash like I stated before, keeping 2.1.1 since that is the only stable one for me, sick of the lack of support by this mod and the new Slaverun 4.0

Sorry to hear that. It's not that I didn't try installing LE on my new system. It just crashes every time I load an interior cell with some nVidia dll error, so I'm not able to get to some valid testing there.

Edited by botticelli
Posted
8 hours ago, SilentOption said:

I'm done with this mod version 2.1.2. Since you are not fixing the LE version, refocusing the attention, and as an LE user, I have to do all that scripting on the Edit file, which doesn't even work because it leads to a crash to the desktop. I followed the script, even the step-by-step instructions, the game continued to crash like I stated before, keeping 2.1.1 since that is the only stable one for me, sick of the lack of support by this mod and the new Slaverun 4.0

Or switch to SE like the majority of players/modders...

Posted (edited)

Releasing a completed patch for the UBE body image.png.e2ab1820a465f92d88bab7c65c78ad7c.png . For the 'ultimate' experience.

 

image.thumb.png.ebb140cdf6b0d35a1fafe8613e1fc539.png

 

Download

What’s been done:

  • Properly patched all meshes in Armor/ArmorAddon: horns, ears, hooves, udders, tails, nose rings, etc. (based on a very rough patch originally shared in the UBE Discord channel);

  • Tweaked all Bodyslide meshes and recreated semihooves with UBE ones (3BA morphs replaced with UBE ones).

  • Tweaked tails (they now use a different texture path for compatibility). Based on tails made by @Unknown22923 ;

  • Adapted head meshes: used @Dudemers' Bodyslide as reference (details below);

  • Textures baked using the tool provided by @AhuwgaZ: now textures display correctly across the whole body with smooth (as much as I could achieve) transitions between meshes. Body textures were also AI upscaled to 4K;

  • Optional file with morphs adapted for the UBE body.


Important notes before using the patch (to avoid issues)

 

Spoiler
  1. For head stages to work, I added FormLists into the original UBE body ESP. To activate them in-game, go to BAC MCM → Custom Race, and in the Mod Name List field select ube_allrace.esp. The corresponding Custom Race Form IDs and Custom Race Head Part FormList IDs are provided in the table below.

image.png.0c917eacf4cbc2c392f3b35dead97cc9.png

 

Race Race Form ID HeadPart Form ID
UBE_Breton 04005734 04002FA5
UBE_DarkElf 0405A198 0400A6AE
UBE_HighElf 0405A1A2 0400A6AF
UBE_Imperial 0405A179 0400A6B0
UBE_Nord 0405A184 0400A6B1
UBE_Orc 0405A1B0 0400A6B2
UBE_Redguard 0405A18E 0400A6B3
UBE_WoodElf 0405A1AC 0400A6B4

 

 

     2. The UBE body uses slot 53, which caused udders to display incorrectly. I reassigned them to slot 52. To make this “fix” work in-game, go to

         BAC MCM → Dynamic Armor Slots and change the udders entry from slot 53 to slot 52.

 

image.png.9db81374da79fec60c714ac31a8e9bb6.png

 

Edited by Ricordi
Posted
3 hours ago, roblake37833 said:

Is there a way I can repair my destroyed clothing?

no, you can disable the destruction in MCM before it happens, afterwards it's just gone.

Posted
On 9/20/2025 at 8:31 AM, botticelli said:

Sorry to hear that. It's not that I didn't try installing LE on my new system. It just crashes every time I load an interior cell with some nVidia dll error, so I'm not able to get to some valid testing there.

What is the exact error??? Where is the crash??? 

If you crash on nv3dumd or nvldumd can be a problem in the installation of the drivers. Also can be a fail in C++ runtime libraries.

But if you get a black screen or a total freeze before get "the display adapter get an error and has been restarted" normally is a overclock problem.

Posted
6 hours ago, alex77r4 said:

What is the exact error??? Where is the crash??? 

If you crash on nv3dumd or nvldumd can be a problem in the installation of the drivers. Also can be a fail in C++ runtime libraries.

But if you get a black screen or a total freeze before get "the display adapter get an error and has been restarted" normally is a overclock problem.

I could reproduce it just by typing coc RiftenMistveilKeep (or going there when in Riften). I didn't get a useful message, though, just some error in 0x<something>. Since I used it to cenvert the 2.1.2 bac.esp backwards, I'm no longer able to launch even a new game, but that's due to the version mismatch. Didn't try it since beginning of June.

Posted
13 hours ago, botticelli said:

no, you can disable the destruction in MCM before it happens, afterwards it's just gone.

I did that but for whatever reason its still happening thats why I wanted to know

By any chance would you know how to fix this?

Posted (edited)

@botticelli, I found a fix for it. Changing the version for BAC LE 2.1.2 from 1.71 to 1.70 works and eliminates the CTD issue. I received a fix from a user helping LE users to get their MCM working with the new Slave 4.0 version. This fix resolves the MCM menu issue for that mod, and the 1.70 script also addresses the CTD problem for the BAC 1.2.1 LE version.

Edited by SilentOption
Posted (edited)

Hi. I don't have this mod in my MCM menu, and after a few milkings, nothing happens; the horns don't appear. All the requirements are met. Skyrim SE.
Please tell me how to solve this problem?

Edited by Tetafriend
Posted
11 hours ago, roblake37833 said:

I did that but for whatever reason its still happening thats why I wanted to know

By any chance would you know how to fix this?

I checked BAC and it honours that setting, do you maybe have some other mod like e. g. MilkAddict?

 

10 hours ago, SilentOption said:

Changing the version for BAC LE 2.1.2 from 1.71 to 1.70 works and eliminates the CTD issue.

Can you post the fix here? Which version is that? SKSE?

Posted
21 minutes ago, Tetafriend said:

Hi. I don't have this mod in my MCM menu, and after a few milkings, nothing happens; the horns don't appear. All the requirements are met. Skyrim SE.
Please tell me how to solve this problem?

No menu = wrong master. Check especially ZaZ. It needs to be exactly version 8.0+ with the plus sign being part of the version number. All other ZaZ version cause BaC to fail.

Posted (edited)

Well tonight I randomly decided to learn how to make slavetats. Did up a super basic replacement for the Paul brands. I always felt "Paul's Cow" was pretty on-the-nose and I wanted something a little smaller. Since Paul's path is the "good" path I wanted it to be more in the spirit of doing the bare minimum to pass as owned (or, from Paul's view, be less intrusive to more easily convince the PC to commit to it). I tried to style it more like how I always imagined brands looked with a simple couple letters in a circle (PF for Paul's Farms or something). Played around with locations and ended up with one on the front hip (on accident initially, but I ended up really liking it), one on the upper right of the back (kinda bad warpage, might fix), and the classic location of just on the butt cheek.

 

I know this stuff is pretty dumb basic, but I figured I might as well share in case anyone wanted it. I spent like 6 minutes actually making the logo in MS paint and a lot more time learning paint.net and trying to get things positioned right so I'm probably going to make another pass at making a better logo. If I make something that looks halfway decent I'll post it here, but I'm no graphic designer so no promises.

 

Spoiler

ScreenShot_Combined.thumb.jpg.2c176793807d365ff3cfd596a330b2ff.jpg

 

For anyone who hasn't done it before, just extract, rename whichever one you want to just "paul.dds" and replace the one that is in the bac's SlaveTats folder with it.

BAC_BasicAltBrands_9_25_25.7z

Edited by someperson1423
Posted
2 hours ago, botticelli said:

No menu = wrong master. Check especially ZaZ. It needs to be exactly version 8.0+ with the plus sign being part of the version number. All other ZaZ version cause BaC to fail.

I reinstalled animations 8.0+ and still can't see the mod menu. Maybe the problem is with other mods (I have a build of about 200 mods).

I instaled

bac 2.1.2 SE

bac 2.1.1 LE + SE tats 

bac 2.1.2 SE 3ba BodyMorph JSON

bac files after milk mod and animations 

zaz animacions above (almost at the top in nexus mod manager)

 

It's a shame, I wanted to try the cow.

Posted
3 hours ago, botticelli said:

Can you post the fix here? Which version is that? SKSE?

Going to take a wild stab that it the esp' file header being changed from 1.71 to 1.70. SE users on 1.5.97 or 1.6.640 or w/e isnt the current version can use This. The Creation Engine updated esp/ESL/esm to use the new header in 1.6.1130 and upwards to double the available record entries, but this inadvertantly affected backwards compatibility. Manually changing the plugins file header back to the old one should work fine provided you are not taking advantage of the extra slots provided.

 

Considering you already have this on the requirements section of this mod, this has been covered previously but who reads requirements, right?

Posted
On 9/22/2025 at 3:41 PM, Ricordi said:

Releasing a completed patch for the UBE body image.png.e2ab1820a465f92d88bab7c65c78ad7c.png . For the 'ultimate' experience.

 

image.thumb.png.ebb140cdf6b0d35a1fafe8613e1fc539.png

 

Download

What’s been done:

  • Properly patched all meshes in Armor/ArmorAddon: horns, ears, hooves, udders, tails, nose rings, etc. (based on a very rough patch originally shared in the UBE Discord channel);

  • Tweaked all Bodyslide meshes and recreated semihooves with UBE ones (3BA morphs replaced with UBE ones).

  • Tweaked tails (they now use a different texture path for compatibility). Based on tails made by @Unknown22923 ;

  • Adapted head meshes: used @Dudemers' Bodyslide as reference (details below);

  • Textures baked using the tool provided by @AhuwgaZ: now textures display correctly across the whole body with smooth (as much as I could achieve) transitions between meshes. Body textures were also AI upscaled to 4K;

  • Optional file with morphs adapted for the UBE body.


Important notes before using the patch (to avoid issues)

 

  Reveal hidden contents
  1. For head stages to work, I added FormLists into the original UBE body ESP. To activate them in-game, go to BAC MCM → Custom Race, and in the Mod Name List field select ube_allrace.esp. The corresponding Custom Race Form IDs and Custom Race Head Part FormList IDs are provided in the table below.

image.png.0c917eacf4cbc2c392f3b35dead97cc9.png

 

Race Race Form ID HeadPart Form ID
UBE_Breton 04005734 04002FA5
UBE_DarkElf 0405A198 0400A6AE
UBE_HighElf 0405A1A2 0400A6AF
UBE_Imperial 0405A179 0400A6B0
UBE_Nord 0405A184 0400A6B1
UBE_Orc 0405A1B0 0400A6B2
UBE_Redguard 0405A18E 0400A6B3
UBE_WoodElf 0405A1AC 0400A6B4

 

 

     2. The UBE body uses slot 53, which caused udders to display incorrectly. I reassigned them to slot 52. To make this “fix” work in-game, go to

         BAC MCM → Dynamic Armor Slots and change the udders entry from slot 53 to slot 52.

 

image.png.9db81374da79fec60c714ac31a8e9bb6.png

 

 

I hate ask this but is there any chance you could post a list of the mods you're currently running to have the UBE patch work properly? Was going off your mods list earlier and everything worked well but I've been interested in getting this to work on a separate profile aside from the CBBE stuff. 

Posted
5 hours ago, Tetafriend said:

I reinstalled animations 8.0+ and still can't see the mod menu. Maybe the problem is with other mods (I have a build of about 200 mods).

I instaled

bac 2.1.2 SE

bac 2.1.1 LE + SE tats 

bac 2.1.2 SE 3ba BodyMorph JSON

bac files after milk mod and animations 

zaz animacions above (almost at the top in nexus mod manager)

 

It's a shame, I wanted to try the cow.

Is the menu there but empty or is there no menu? If the latter is the case, which version SE are you on? If it's an older version (e. g. 1.5.97) you also need the BEES mod (see file page).

 

Posted
2 hours ago, Skifts said:

 

I hate ask this but is there any chance you could post a list of the mods you're currently running to have the UBE patch work properly? Was going off your mods list earlier and everything worked well but I've been interested in getting this to work on a separate profile aside from the CBBE stuff. 

 

UBE 2.0

UBE Eye shader fix for Community Shaders
Zhizhen Female Skin - UBE 
Lovely Makeup 2 UBE Conversion 
UBE 2.0 Even More Makeup by Koralina
Pretty Makeup - UBE - Racemenu Overlays 
(Ultimate Body Enhancer) Patch Compendium - UBE 
UBE Lashvious
Becky - UBE Bodyslide Preset 
UBE Nemuchu --Japanese Face-- 


BAC UBE Patch

BAC_UBE_Bodyslide

BAC UBE Textures 
bac_2.1.2_SE_UBE_BodyMorph_JSON 

 

I only used a small number of mods for the UBE body exclusively for testing the BAC patch, as I am still mostly playing with the 3BA body at the moment.
You will most likely want to install some other mods/patches for your UBE build.

https://discord.com/invite/V7fQdK6Uwx

Posted
10 hours ago, botticelli said:

I checked BAC and it honours that setting, do you maybe have some other mod like e. g. MilkAddict?

 

Can you post the fix here? Which version is that? SKSE?

I do have that mod is there a setting or something in milk addict that messes with it?

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