Ricordi Posted September 19, 2025 Posted September 19, 2025 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“
botticelli Posted September 19, 2025 Author Posted September 19, 2025 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).
Pingers Posted September 19, 2025 Posted September 19, 2025 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.
Pingers Posted September 19, 2025 Posted September 19, 2025 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. Reveal hidden contents 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?
Ricordi Posted September 19, 2025 Posted September 19, 2025 1 hour ago, Pingers said: Do you also have the bodyslide presets? Yeah, its called ZeroPoint. Included in my MO2. Search in Bodyslide.
SilentOption Posted September 19, 2025 Posted September 19, 2025 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
botticelli Posted September 20, 2025 Author Posted September 20, 2025 (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 September 20, 2025 by botticelli
ebbluminous Posted September 20, 2025 Posted September 20, 2025 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... 1
Ricordi Posted September 22, 2025 Posted September 22, 2025 (edited) Releasing a completed patch for the UBE body . For the 'ultimate' experience. 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 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. 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. Edited September 22, 2025 by Ricordi 11
roblake37833 Posted September 24, 2025 Posted September 24, 2025 Is there a way I can repair my destroyed clothing?
botticelli Posted September 24, 2025 Author Posted September 24, 2025 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.
alex77r4 Posted September 24, 2025 Posted September 24, 2025 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.
botticelli Posted September 24, 2025 Author Posted September 24, 2025 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.
roblake37833 Posted September 24, 2025 Posted September 24, 2025 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?
SilentOption Posted September 25, 2025 Posted September 25, 2025 (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 September 25, 2025 by SilentOption
Tetafriend Posted September 25, 2025 Posted September 25, 2025 (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 September 25, 2025 by Tetafriend
botticelli Posted September 25, 2025 Author Posted September 25, 2025 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?
botticelli Posted September 25, 2025 Author Posted September 25, 2025 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.
someperson1423 Posted September 25, 2025 Posted September 25, 2025 (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 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 September 25, 2025 by someperson1423 1
Tetafriend Posted September 25, 2025 Posted September 25, 2025 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.
Rikdo Posted September 25, 2025 Posted September 25, 2025 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?
Skifts Posted September 25, 2025 Posted September 25, 2025 On 9/22/2025 at 3:41 PM, Ricordi said: Releasing a completed patch for the UBE body . For the 'ultimate' experience. 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 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. 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. 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.
botticelli Posted September 25, 2025 Author Posted September 25, 2025 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).
Ricordi Posted September 25, 2025 Posted September 25, 2025 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 1
roblake37833 Posted September 25, 2025 Posted September 25, 2025 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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