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Posted (edited)
9 hours ago, SilentOption said:

@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

20251002171349_1.jpg

I used the cao app to get meshes to work as that is what the red pyramid surrounding your character means.

https://www.nexusmods.com/skyrimspecialedition/mods/23316

 

As for using the program? 

its probably a bit confusing but you can do this without extracting the BSA file. Hope this helps.

 

Making a small edit: just click on the watch on youtube button if it shows a config error.

Edited by Kitsune1991
Posted (edited)
15 hours ago, Kitsune1991 said:

I used the cao app to get meshes to work as that is what the red pyramid surrounding your character means.

https://www.nexusmods.com/skyrimspecialedition/mods/23316

 

As for using the program? 

its probably a bit confusing but you can do this without extracting the BSA file. Hope this helps.

 

Making a small edit: just click on the watch on youtube button if it shows a config error.

It work thank you

Edited by SilentOption
Posted
On 10/2/2025 at 11:18 PM, SilentOption said:

Is there a way to fix this

Non-existing meshes are shown with the red/white exclamation mark. You need bac LE 2.1.2 main archive and the 2.1.1. LE+SE tats archive (plus any of the optional json files). Not installing the tats usually amounts in blue face/body effect. Check your BodySlide installation for the correct target pathimage.png.62fe6666030e1ee933eb2edb881c13ce.png

Posted
On 10/4/2025 at 12:46 AM, Kitsune1991 said:

You're welcome.

Strange since I packed the old LE meshes with the LE archive, there shouldn't be any CAO work necessary.

 

On 10/3/2025 at 5:20 PM, ThunderLightning19 said:

i've got this message pop up and it does not disappear.

once again: Those messages in the middle (aka "thought messages") use the game's own tutorial feature to display. In order for it to work correctly, I have to specify a time amount for the display *and* then wait for that time plus somthing and then clean up the message again. When ever such a message is displayed and you go into console or any menu other than dialogue for some time greater than my intended display time, that countdown stops but not the removal wait. The scripts calls for the removal and fails and then the message stays on forever or at least until the next such message is displayed using the same message context (in your case the next mutation message). There is no workaround and no fix other than to load a save prior to that message.

Posted
18 hours ago, 1318505983 said:

Do you plan to continue to expand this mod? Instead of just fixing bugs, etc.

I do - given time which is mostly the problem. Right now, since I moved to AE, I'm in a kind of stabilization phase trying to figure out why things work differently and then find a solution which will not compromise any future LE deployment.

Posted

Was messing around with some things as i thought of an idea for potential continuation of the degrading feature or even a mutation (Top Heavy?)

Basically using the beast sneak animation i messed with DAR to make it so the character would start using it once they achieved the cow hands/ hooves (the original idea was to use the Full hand hooves but it was difficult to sort through the naming conventions to select the ids of only the hand hooves compared to using the Keyword for all the cow hand types which i ended up doing)
In doing so i thought it would be interesting if there was a way to kind of force the character into all fours for a certain period of time or requiring the character to attempt to stand up multiple times, perhaps even requesting npcs to aid the player in standing up which would make the character talk to npcs initiating the moo speach feature.

Not sure how possible this sort of thing would be, my attempt at using DAR would ofc not be very viable as that would just make cross version compatibility annoying with SE/AE not having DAR but OAR instead which uses a different format.

I also noticed that the Curvy Cow mutation doesn't seem to do anything unless the character has the fat cow mutation first. On skinny cow it doesn't seem to do anything at all, not sure if this is a potential issue in the custom json or not. Is this intentional? possible bug? or have i messed something up somewhere xD

Posted
2 hours ago, thorax339 said:

I also noticed that the Curvy Cow mutation doesn't seem to do anything

CurvyCow affects belly and/or ass as by the factors you set in BAC MCM under "Butt scale" or "Belly scale". Since the overall weight is multiplied in, a skinny cow will show very little change when getting this. Else, ChangeWeight2 (belly) and ChangeAss (ass) sections of the json are executed.

 

As for the walk animation: I have no experience in creating animations and the beastess sneak doesn't work in SE. Also I've found mods that force some motive form on me particularliy annoying since that would happen at the worst possible moment causing my cow to die about 70% of the time (walk on all fours in conjunction with not being able to use weapons and/or cast spells since you need your hands to walk). Also, I do not want to create a shadow dependency on OAR/DAR.

Posted
18 hours ago, botticelli said:

是的——考虑到时间,这才是主要问题所在。目前,自从我转到AE以来,我正处于一种稳定阶段,试图弄清楚为什么事情会有所不同,然后找到一个不会影响未来LE部署的解决方案。

Okay, I look forward to your future updates.

Posted
9 hours ago, botticelli said:

CurvyCow affects belly and/or ass as by the factors you set in BAC MCM under "Butt scale" or "Belly scale". Since the overall weight is multiplied in, a skinny cow will show very little change when getting this. Else, ChangeWeight2 (belly) and ChangeAss (ass) sections of the json are executed.

 

I see. i guess the JSON doesn't really mention that its exclusively multiplied by weight and therefore any value you have being multiplied by 0 (skinniest cow) would just do nothing. I had an idea that this is how it worked, it would be nice if you could choose to have it add a base amount on top of being controlled by weight as well, sort of how the "ChangeWeight"section lets you control how much your weight is included in the calculations.

In terms of full customization of sliders I would say having each mutation as its own category would probably be the better choice. Personally I add Breast scale to the "ChangeAss" as ive noticed it only seems to be used by CurvyCow and I find the added shape to work well for it.

 

9 hours ago, botticelli said:

As for the walk animation: I have no experience in creating animations and the beastess sneak doesn't work in SE. Also I've found mods that force some motive form on me particularliy annoying since that would happen at the worst possible moment causing my cow to die about 70% of the time (walk on all fours in conjunction with not being able to use weapons and/or cast spells since you need your hands to walk). Also, I do not want to create a shadow dependency on OAR/DAR.


Ah thats a shame about the animation not working in SE and as we agree DAR/OAR is definitely not the way to go for such a thing for the sake of compatibility and extra dependancies. If such a thing was implemented I would say combat would prevent it triggering / adrenaline would allow the character to stand for the duration. Personally i already see the Degrading options as a "are you sure you want this on? it can heavily impact your gameplay" kind of option. Given its also easily toggleable during gameplay, despite being a bit immersion breaking, the player could toggle it off if they really require no interruptions. Had a similar thing with the Hardcore not allowing weapons before that became a separate toggle (i believe this was before you took over the mod), couldn't use a bow when it was required for a quest so i had to disable the hardcore option temporarily.

Just from the small messing around with finding keywords and sorting which items are which, It would be nice if the items could have more differentiating names or keywords to split the types of "armor" a bit more. Figured id mention it at least before I start messing with adding new keywords or renaming some things for personal ease.

Posted

Actually, there was a mod (being a doggy I think?) that forced you on all fours, but it did so by overriding your standing animations. This meant that you could still use your unarmed attacks instead of being completely helpless.
Of course, it was an old mod and the animations for combat were pretty bad, but the option is still there.
Personally, I'm not a big fan of the idea because it doesn't really play nicely with udders or tail. The former doesn't obey gravity, so, it looks awkward while the latter is either too limp or in wrong position depending on whether you're on SE or LE respectively. I just use OAR to force more appropriate custom animations depending on weight and have sneaking at high weight assume a much wider stance than at 0, works much better.

Posted
On 10/5/2025 at 7:35 AM, botticelli said:

Strange since I packed the old LE meshes with the LE archive, there shnouldn't be any CAO work necessary.

I'm no modder however like user SilentOption showed in his screenshots. Unless I used CAO then that would happen. Another thing I'd like to mention is that unless I've run the back-port script in xedit the mcm menu for the mod would never show for me even after checking that skyui is indeed up to date. The only thing that showed the mod in-game was the add item menu mod.

Posted
6 hours ago, Kitsune1991 said:

I'm no modder however like user SilentOption showed in his screenshots. Unless I used CAO then that would happen. Another thing I'd like to mention is that unless I've run the back-port script in xedit the mcm menu for the mod would never show for me even after checking that skyui is indeed up to date. The only thing that showed the mod in-game was the add item menu mod.

The first backport I made with the original script from the nexus page. That doesn't set the header version back to 1.70. It stays at 1.71 causing the mod not to function. The changed script version I uploaded earlier corrects that, too and I've re-uploaded the LE version with that script applied. However if you downloaded your archive before my re-upload, you'd have to run that script again.

Posted
On 10/8/2025 at 5:43 AM, botticelli said:

As for the walk animation: I have no experience in creating animations and the beastess sneak doesn't work in SE.

A good mod to look at for this is Toys, one of the set's Sanquines Toy Box i belive, it has the horse tail plug, and works off a % chance to actiave walking on fours when worn.  It also has a running on fours animation i think from warewolf, looks similar to me.  There is also zaz 7 i think has pony harness with a walking on fours enchant.  i also just saw that there was as new NG GIantess mod, and this also has a toggle for a walk on fours when sneaking, but this one kinda falls thru steps so is bit scary at times XD.  Hope this helps.

Posted

so, i get to the part where im about to be auctioned off, i spawn in an open jail cell. nothing happens. there is a npc next to me but he does nothing. enabling player controls still wont let me move. i've tried every trick i know of to advance the quest, but i got nothing. reloading an earlier save didnt help. any help/ideas?

Posted
10 hours ago, jaywho said:

so, i get to the part where im about to be auctioned off, i spawn in an open jail cell. nothing happens. there is a npc next to me but he does nothing. enabling player controls still wont let me move. i've tried every trick i know of to advance the quest, but i got nothing. reloading an earlier save didnt help. any help/ideas?

for some reason that guard who is supposed to escort you to the milk pump sometimes gets moved to somwhere off his supposed spot which causes the scene to get stuck. Type sqv bac_capturedcow2 in the console there should be a property called bac_capturedcow2mainscene3, note its id, then type StopScene <id>, then setstage bac_capturedcow2 80. This will skip the auction scene and should proceed the quest normally at Whiterun stables.

Posted
On 10/19/2025 at 3:46 AM, botticelli said:

for some reason that guard who is supposed to escort you to the milk pump sometimes gets moved to somwhere off his supposed spot which causes the scene to get stuck. Type sqv bac_capturedcow2 in the console there should be a property called bac_capturedcow2mainscene3, note its id, then type StopScene <id>, then setstage bac_capturedcow2 80. This will skip the auction scene and should proceed the quest normally at Whiterun stables.

this worked out nicely. unsure if i borked something up tho. got back to the stables and paul was nowhere to be found so i randomly talked to the mech, who seemed to have pauls dialogue? it said something about showing the power it had over the collar i was [still] wearing? told me to remove my gear [i was wearing none, cows dont wear armor!]. the quest ended and after many days waiting, paul is still gone. dunno if this is all intended

Posted (edited)
11 hours ago, jaywho said:

this worked out nicely. unsure if i borked something up tho. got back to the stables and paul was nowhere to be found so i randomly talked to the mech, who seemed to have pauls dialogue? it said something about showing the power it had over the collar i was [still] wearing? told me to remove my gear [i was wearing none, cows dont wear armor!]. the quest ended and after many days waiting, paul is still gone. dunno if this is all intended

that setstage bac_capturedcow2 80 should also move Paul to the stables. Anyway, his ID is xx00e4ec with xx being BAC's mod id, so you can get him by typing prid xx00e4ec, then moveto player. If he starts heading towards Riften again, make sure he's still selected in the console, then type evaluatepackage.

Edited by botticelli
Posted
On 8/25/2025 at 2:45 PM, 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 · 129 downloads BAC_3BA_alt_meshes.zip 2.08 MB · 128 downloads BAC HPH SMP heads - tweaked.7z 284.08 kB · 128 downloads

bac_tats_breastveins.7z 1.68 MB · 111 downloads

Hey! Apologies for asking as you have posted it before. Is there any possibility to get that mods folder you have?

Posted
On 25/08/2025 at 15:45, Ricordi said:

Muito obrigado pela atualização! Acabei de atualizar meu arquivo de morph personalizado para a nova versão. Também dei um polimento nos úberes: inverti alguns controles deslizantes, fiz algumas esculturas leves e corrigi a pintura de peso para física (conectada ao nó da barriga). Além disso, ajustei algumas tatuagens para a mutação das veias do peito — adicionei uma sobreposição com aréolas maiores do TitKit para os mamilos, além de uma textura mais escura do ânus e da vagina (difusa retirada do BnP).

 

Para essas transformações personalizadas, eu recomendaria usar o corpo 3BA com ânus UBE para a "experiência completa". Pessoalmente, não sou fã da mutação da espinha longa, então você não a verá nas capturas de tela. Se você estiver jogando com um personagem começando com o peso "100", sugiro desabilitar a opção "Permitir alterar os nós das pernas" — caso contrário, as coxas incham de gordura já no estágio dois. Desativar essa opção também ajuda a evitar coxas muito grossas nos estágios posteriores.

Também ajustei as cabeças HPH compartilhadas por@Dudemer neste post  para torná-los 'um pouco mais grotescos' (requisitos: cabeçotes HPH BAC e cabeçote High poly SMP ).

 

E aqui estão alguns exemplos de como o corpo muda à medida que a transformação avança.

 


2 por cento-.png.916bd0e90a220ac115ab1ea3d9af61c5.png40 por cento-.png.32347553bc7f07f0628c89821ad47c67.png80 por cento-.png.9fc848042969d5d110faafae1005d47e.png

 

  Revelar conteúdos ocultos

image.png.c06cdf852ebf327ec156d645256001d8.png

 

bac_2.1.2_SE_3ba_(úbe_ânus)_BodyMorph_JSON.7z 3,86 kB · 131 downloads BAC_3BA_alt_meshes.zip 2,08 MB · 130 downloads Cabeças BAC HPH SMP - ajustadas.7z 284,08 kB · 132 downloads

bac_tats_breastveins.7z 1,68 MB · 113 downloads

image.png.8ae0e07b1ce0e6d70a605c8c3f1f06cf.png

I installed all the dependencies you mentioned but it's still like this, when I move the camera away the face looks normal,
how to fix
 
 
 
 
 
 
Posted
On 9/3/2025 at 2:34 PM, botticelli said:

Other than history, no. That's in there since the beginning of time and has never yet been questioned.

If you don't mind that much, may I ask you to question it? It's only mildly annoying, but it would be better if it wasn't the case.

 

On 9/3/2025 at 2:34 PM, botticelli said:

You could try it with exchanging the files in data\textures\actures\character\SlaveTats\BAC with e. g. Data\textures\actors\character\SlaveTats\blank.dds:

  • Veins1/2 = breast_mut1/2.dds
  • DirtyCow = dirty_*.dds
  • UntamedMilk/Horny = liq*.dds
  • stretch marks = Stretch*.dds

It did take me some time to do that, but I've managed to experiment around a bit.

 

In screenshot1 we can see the breast_mut2 being applied via Slavetats. It can be observed that major part of the texture is "hidden under the skin".

image.thumb.png.0bfa93332969abcec7ace557ef298918.png

 

In screenshot2 we can see the "CBBE_Breast_Veins_More" texture from the mod https://www.nexusmods.com/skyrimspecialedition/mods/52988 (Study via Gimp shows that it is basically the same texture, both are attached) being applied via Racemenu to the exact same slot. While the "hidden under the skin" artifacts are still observed, the general picture is significantly different. image.thumb.png.d6d848343b68fcc1f064b6148498d28a.png

 

I do not possess the knowledge necessary to make conclusions and thus am only presenting empirical data. The same can be observed on other non-fur mutation textures, but this is the only case where I can make a direct comparison to the same texture from another mod. If any info is missing, I will be happy to provide it.

Textures.zip

Posted
On 10/21/2025 at 4:47 PM, BiggyBoiBoba21 said:

Hey! Apologies for asking as you have posted it before. Is there any possibility to get that mods folder you have?

 

Here.  ≈140 GBs when unpacked. Enjoy.

 

On 10/21/2025 at 11:39 PM, TigerWhite198 said:
I installed all the dependencies you mentioned but it's still like this, when I move the camera away the face looks normal

 

https://vectorplexis.com/files/file/283-high-poly-head/

Posted

Anyway you can have this mod depend on other milk mods like Soulgem oven or Curse of life in the future instead of mme? SGO has a lot of the same item names. 

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