Tetafriend Posted September 26, 2025 Posted September 26, 2025 10 hours ago, botticelli said: 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). Thanks a lot for the answers - it helped. The BEES file was missing. Skyrim 1.5.97.08
thorax339 Posted September 26, 2025 Posted September 26, 2025 (edited) On 9/25/2025 at 7:05 PM, botticelli said: Can you post the fix here? Which version is that? SKSE? Managed to fix this myself (using the method SIlentOption mentioned) as i started to get into doing some backport stuff. Literaly it was just opening the bac.esp in TES5Edit and changing the version number from 1.71 to 1.70 as shown in the image below. I also noticed the 2.1.2 LE file was showing the giant red ! in game so i just ran a converter on the bsa and all worked. Using the new json for custom morphs works aswell for LE. just to test it i also took the SE version, ran it with the backport script that you linked to in a previous post (same script ive used on other things), Ran the bsa through a conversion tool (also listed on that same page), edited the header from 1.71 to 1.70 and it all works. Image below shows the esp after the edit. Edited September 26, 2025 by thorax339 1
botticelli Posted September 26, 2025 Author Posted September 26, 2025 14 hours ago, roblake37833 said: I do have that mod is there a setting or something in milk addict that messes with it? yes there is. MilkAddict adds wear&tear to clothing upon milk production (and some other events like e.g. combat). Since BAC causes A LOT of that, MilkAddict - with its default settings - will destroy your clothes almost every time you produce some milk.
botticelli Posted September 26, 2025 Author Posted September 26, 2025 (edited) 46 minutes ago, thorax339 said: Using the new json for custom morphs works aswell for LE. just to test it i also took the SE version, ran it with the backport script that you linked to in a previous post (same script ive used on other things), Ran the bsa through a conversion tool (also listed on that same page), edited the header from 1.71 to 1.70 and it all works. Image below shows the esp after the edit. changed that script to correct the header version as well. I re-uploaded the corrected 2.1.2 and deleted the 2.1.1 (both LE). Convert ESP from SSE to SLE.7z Edited September 26, 2025 by botticelli
Tetafriend Posted September 26, 2025 Posted September 26, 2025 Please help. I'm trying to activate a mod in the menu. I check the "Mod Active" box, but when I exit the menu, the box gets unchecked. All the mod settings are grayed out and inactive, except for "Mod Activation." Consequently, I can't activate the mod—the checkbox resets every time. I instaled : zaz animation pac 8+ bac 2.1.2 se bac 2.1.1. le se tats bac 2.1.2 body morf json bac 2.0.8 sounds BEES Skyrin 1.5.97.08
Catastrophic Posted September 26, 2025 Posted September 26, 2025 3 hours ago, botticelli said: yes there is. MilkAddict adds wear&tear to clothing upon milk production (and some other events like e.g. combat). Since BAC causes A LOT of that, MilkAddict - with its default settings - will destroy your clothes almost every time you produce some milk. Milk Addicts "when to break clothing" setting also does not appear to work correctly and the sliders have a absurdly low maximum value. It's really funny when my boobs get like half a cup size bigger than slightly below average size and my entire magical robes instantly explode into debris.
botticelli Posted September 26, 2025 Author Posted September 26, 2025 7 hours ago, Tetafriend said: except for "Mod Activation." Consequently, I can't activate the mod—the checkbox resets every time. If the checkbox is not active, MME is not installed. That's the only hard requirement without which BAC will not enable.
Tetafriend Posted September 27, 2025 Posted September 27, 2025 11 hours ago, botticelli said: If the checkbox is not active, MME is not installed. That's the only hard requirement without which BAC will not enable. Thank you again. I updated the Milk Mod and it worked. I must have had the wrong version of Milk Mod installed.
Pingers Posted September 27, 2025 Posted September 27, 2025 On 9/23/2025 at 4:41 AM, 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. What's the install process in relation to the BAC New profile in MO2? Textures are not loading correctly, Body Morphs are not applying and udders are not appearing vs the stock BAC New profile.
Ricordi Posted September 27, 2025 Posted September 27, 2025 1 hour ago, Pingers said: What's the install process in relation to the BAC New profile in MO2? Textures are not loading correctly, Body Morphs are not applying and udders are not appearing vs the stock BAC New profile. Delete all BAC UBE stuff. Download and install all BAC UBE files from GoogleDrive (they should be placed after all default bac stuff). Run Bodyslide. Follow instructions in the Impotant Notes section of my post.
Pingers Posted September 27, 2025 Posted September 27, 2025 47 minutes ago, Ricordi said: Delete all BAC UBE stuff. Download and install all BAC UBE files from GoogleDrive (they should be placed after all default bac stuff). Run Bodyslide. Follow instructions in the Impotant Notes section of my post. Still getting the same issue after running Body Slide. The last 4 mods at the bottom are from the google drive. Batch Built all outfits using the bac prefix ONLY. Punched in the codes for Nord as that's the character I'm testing on. Idk if you're supposed to enter all the codes for all the races but I didn't see a way to input multiple codes. I've still got the original profile saved so I can start from scratch if you don't have an idea on what's causing the issue and we can work from there.
Kitsune1991 Posted September 28, 2025 Posted September 28, 2025 On 9/26/2025 at 8:25 AM, botticelli said: changed that script to correct the header version as well. I re-uploaded the corrected 2.1.2 and deleted the 2.1.1 (both LE). Convert ESP from SSE to SLE.7z 1.15 kB · 5 downloads After running the script to try to make the mod work on LE, Should I be concerned by what Xedit is telling me? XEdit Log.txt
Ricordi Posted September 28, 2025 Posted September 28, 2025 (edited) 9 hours ago, Pingers said: Still getting the same issue after running Body Slide. The last 4 mods at the bottom are from the google drive. Batch Built all outfits using the bac prefix ONLY. Punched in the codes for Nord as that's the character I'm testing on. Idk if you're supposed to enter all the codes for all the races but I didn't see a way to input multiple codes. I've still got the original profile saved so I can start from scratch if you don't have an idea on what's causing the issue and we can work from there. That’s because you’ve chosen the default Nord race, which uses cbbe body. Choose UBE Nord race in RaceMenu. btw you can disable Mu DynamicNormalMap in MO2 if you’re going to play with Ube body since it has its own tangent space normal map. Spoiler Edited September 28, 2025 by Ricordi added screenshots for example
botticelli Posted September 28, 2025 Author Posted September 28, 2025 (edited) 13 hours ago, Kitsune1991 said: After running the script to try to make the mod work on LE, Should I be concerned by what Xedit is telling me? XEdit Log.txt 72.95 kB · 0 downloads Seems there's nothing to be concerned of. The RACE errors come from BAC's cow race for Mandy since cows in vanilla skyrim aren't supposed to be talking. You can safely ignore those. Edited September 28, 2025 by botticelli
someperson1423 Posted September 29, 2025 Posted September 29, 2025 I have perhaps a dumb question so I apologize. I'm using Obody in my mod list and as a consequence weight values do not update dynamically so the weight gain quest and gradual growth isn't working. That is a sacrifice I'm OK with to have body variety on all the NPCs in the game, but I wanted to see if there was a way I could band-aid it. I can get my weight to update manually by changing the slider in racemenu and then manually re-applying the Obody preset. The issue I'm running into is I have no idea what my weight *should* be. Is there a way I can look through console commands to view what the value BAC is tracking for my weight is so I know what to set it to? The weight gain quest for Paul is obviously tracking something because if I inhale a bunch of food it updates that my weight is OK, I just don't know what that value is or what to look for. Also, semi-related, I did complete the weight gain quest once and afterwards I kept getting the "Your weight is falling, you need to eat more" messages. Not sure if this is because of my mod list setup or what but I figured I'd ask about that too.
safado Posted September 30, 2025 Posted September 30, 2025 (edited) 3 hours ago, someperson1423 said: Also, semi-related, I did complete the weight gain quest once and afterwards I kept getting the "Your weight is falling, you need to eat more" messages. Not sure if this is because of my mod list setup or what but I figured I'd ask about that too. Check Bodymorph file for hints about the use of morphs with various aspects of the mod including the weights. Use Notepadd++ or Visual Studio Code. Copy of actor_base.json from bac_2.1.2_SE_3ba_BodyMorph_JSON (requires knowledge of basic math, Skyrim modern bodies morphs, and havok-animation character's skeleton-node names) good luck 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 ] ] ], "MutationUnevenLeftBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "L Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast03", false, [ 0.8 ], [ 0.0 ], true ] ], "MutationUnevenRightBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "R Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast03", false, [ 0.8 ], [ 0.0 ], true ] ] } Edited September 30, 2025 by safado
someperson1423 Posted September 30, 2025 Posted September 30, 2025 17 minutes ago, safado said: Check Bodymorph file for hints about the use of morphs with various aspects of the mod including the weights. Use Notepadd++ or Visual Studio Code. Copy of actor_base.json from bac_2.1.2_SE_3ba_BodyMorph_JSON (requires knowledge of basic math, Skyrim modern bodies morphs, and havok-animation character's skeleton-node names) good luck 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 ] ] ], "MutationUnevenLeftBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "L Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast03", false, [ 0.8 ], [ 0.0 ], true ] ], "MutationUnevenRightBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "R Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast03", false, [ 0.8 ], [ 0.0 ], true ] ] } I have done this already to tweak some of the values and get the SLIF outputs I want but weight specifically seems to function differently since I'm not seeing any changes to weight from the mod while all other morphs are working fine. I'll give it another pass though and see if I see anything odd.
botticelli Posted September 30, 2025 Author Posted September 30, 2025 12 hours ago, someperson1423 said: I can get my weight to update manually by changing the slider in racemenu and then manually re-applying the Obody preset BAC uses SetWeight() to change the weight which is pretty much the same as RaceMenu does. So if OBody has a manual means to re-apply the preset, does it also have such as a mod event? BAC could fire that after changing the weight thus eliminiating your problem. As for the quest: It checks whether you've gained at least 15 weight. It also checks whether your weight changed since the last check. You can turn in the quest when the message "Your Weight is ok" appears *and* you don't wait too long for your weight to drop below the 15 increase again. To underscore the urgency, these weight change nag messages are displayed.
SilentOption Posted September 30, 2025 Posted September 30, 2025 11 hours ago, botticelli said: BAC uses SetWeight() to change the weight which is pretty much the same as RaceMenu does. So if OBody has a manual means to re-apply the preset, does it also have such as a mod event? BAC could fire that after changing the weight thus eliminiating your problem. As for the quest: It checks whether you've gained at least 15 weight. It also checks whether your weight changed since the last check. You can turn in the quest when the message "Your Weight is ok" appears *and* you don't wait too long for your weight to drop below the 15 increase again. To underscore the urgency, these weight change nag messages are displayed. Do we still need the Mandyfix bug that you had a while ago, or is it now completely fixed?
EstJava Posted October 1, 2025 Posted October 1, 2025 My SE Version 1.6.1170 Devious Devices dont have for game version 1.6.1170 what DD Game Version used for 1.6.1170?
NativeEngoyer Posted October 1, 2025 Posted October 1, 2025 3 hours ago, EstJava said: what DD Game Version used for 1.6.1170?
botticelli Posted October 1, 2025 Author Posted October 1, 2025 (edited) 12 hours ago, SilentOption said: Do we still need the Mandyfix bug that you had a while ago, or is it now completely fixed? Mandy bugfix? I don't remember that, but any hotfix I post here should normally be fixed in the next version after that post. Edited October 1, 2025 by botticelli
safado Posted October 1, 2025 Posted October 1, 2025 On 9/29/2025 at 9:37 PM, someperson1423 said: I have done this already to tweak some of the values and get the SLIF outputs I want but weight specifically seems to function differently since I'm not seeing any changes to weight from the mod while all other morphs are working fine. I'll give it another pass though and see if I see anything odd. @botticelli stated that "BAC uses SetWeight() to change the weight". That means that it will range between 0 and 1 (100%) of the currently selected Bodyslide preset setup, being set by obody or manually. It may not be very noticeable if the rate of change is small or the difference between the whole body-morphs look in 0 to 100% is also small. Test with a bodyslide preset that has a slim-skinnny body at 0 and very big on everything at 100%. You can create your own presets in bodyslide and obody will make it selectable. You can test in Bodyslide the 0 to 100% difference with the preview feature.
someperson1423 Posted October 2, 2025 Posted October 2, 2025 (edited) On 9/30/2025 at 6:29 AM, botticelli said: BAC uses SetWeight() to change the weight which is pretty much the same as RaceMenu does. So if OBody has a manual means to re-apply the preset, does it also have such as a mod event? BAC could fire that after changing the weight thus eliminiating your problem. Gotcha. I'm not sure how it handles it, that is something I'll have to look into. Doing a little bit more looking, many people seem to be having similar limitations with OBody as there are many comments on the mod's page asking how to get weight to update dynamically for things like Pumping Iron and the author recommends doing basically what I found was necessary : re-applying the preset to get the weight to update. Unfortunately it sounds like it is a current limitation of Obody. On 9/30/2025 at 6:29 AM, botticelli said: As for the quest: It checks whether you've gained at least 15 weight. It also checks whether your weight changed since the last check. You can turn in the quest when the message "Your Weight is ok" appears *and* you don't wait too long for your weight to drop below the 15 increase again. To underscore the urgency, these weight change nag messages are displayed. Ok good to know! I just noticed that one of the MCM menus (I think Cow View) shows your current weight value which is nice. I'm really impressed with the MCM, lots of great features like that and the PC morphs menu in 2.1.2 is much appreciated. I understand the weight change messages, but I was getting them after the quest had finished, forever. After they kept going after doing 2-3 other missions I figured I'd ask about it here. However since upgrading to 2.1.2 (and reverting to an older save) they seem to stop properly after completing the quest now. Not sure if it was the update that did it or perhaps it was just a one-off bugged instance for me. 4 hours ago, safado said: @botticelli stated that "BAC uses SetWeight() to change the weight". That means that it will range between 0 and 1 (100%) of the currently selected Bodyslide preset setup, being set by obody or manually. It may not be very noticeable if the rate of change is small or the difference between the whole body-morphs look in 0 to 100% is also small. Test with a bodyslide preset that has a slim-skinnny body at 0 and very big on everything at 100%. You can create your own presets in bodyslide and obody will make it selectable. You can test in Bodyslide the 0 to 100% difference with the preview feature. Yeah I did all this before posting here, that's how I noticed that the weight changes weren't applying until I manually made OBody update by changing (or in this case, re-applying the same) preset. Thanks for the help though! Edited October 2, 2025 by someperson1423
SilentOption Posted October 2, 2025 Posted October 2, 2025 (edited) @botticelli , I did a clean install in my game, and I ran into this bug. I don't know why the mesh is messed up. I used the bodyslide. Am I missing something. I tried the bac 1.2.1 and it doesn't have this issue. Is there a way to fix this Edited October 2, 2025 by SilentOption
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now