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Posted (edited)
12 hours ago, PawnMan said:

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. 

Item names don't help. It's item IDs and mod events that need to be the same and they aren't. You're literally asking me to replace the main reactor of my mod with something totally different.

Edited by botticelli
Posted

So this has firmly gotten my interest in playing modded skyrim again, but I am ngl I have gotten lost trying to download and install everything and it's requirements. Any of y'all happen to have a modlist I could use to have everything just be simple? Cause I am certain I have gotten plenty of stuff wrong with finding requirements for requirements and so on. 

Posted
10 hours ago, botticelli said:

Item names don't help. It's item IDs and mod events that need to be the same and they aren't. You're literally asking me to replace the main reactor of my mod with something totally different.

Gotcha, MME is just always a buggy unsupported mess for me when it comes to running with todays skyrim SE version and AE mods.

 

Still love your mod and thanks for the work. Thanks for entertaining my question. 

Posted
On 10/21/2025 at 6:26 AM, botticelli said:

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.

sorry for late reply. i ended up reloading a save from before and paul spawned at the stables as you said. any everything has been working smoothly so far. one queston though, should i still have the "cow 32" etc etc tats still on me? because they are. xD. i have slavetats installed and checked there and it doesn't show any tats applied [which i'm assuming is normal]. is it intended to still have the tats from marc and his buddies?

Posted
On 10/29/2025 at 12:36 AM, jaywho said:

sorry for late reply. i ended up reloading a save from before and paul spawned at the stables as you said. any everything has been working smoothly so far. one queston though, should i still have the "cow 32" etc etc tats still on me? because they are. xD. i have slavetats installed and checked there and it doesn't show any tats applied [which i'm assuming is normal]. is it intended to still have the tats from marc and his buddies?

a) SlaveTats *does* show them (as EXTERNAL), just on the *last* page of the section, not on the first

b) You're supposed to be wearing them as long as you are enslaved to Paul. There is an immersive means to get rid of them again.

Posted (edited)

does FNIS have to be used for this mod to work or can nemesis or Pandora be used instead? I've tried the mod with only the requirements and their requirements and the animations were not working.

I cannot see anything on the post or in the responses I've looked at so i have no idea.

 

Edited by someone42002
Posted
6 hours ago, someone42002 said:

does FNIS have to be used for this mod to work or can nemesis or Pandora be used instead? I've tried the mod with only the requirements and their requirements and the animations were not working.

I cannot see anything on the post or in the responses I've looked at so i have no idea.

 

BAC itself does not bring behaviours, so that question would need to go to ZaZ/MME respectively. The latter (MME) currently does not work with Pandora, but there are efforts in the way to make that happen.

Posted
On 10/31/2025 at 4:55 AM, someone42002 said:

does FNIS have to be used for this mod to work or can nemesis or Pandora be used instead? I've tried the mod with only the requirements and their requirements and the animations were not working.

I cannot see anything on the post or in the responses I've looked at so i have no idea.

 

I can confirm that you can use Nemesis. No idea about Pandora since it doesn't work for me at all, can't even paunch the program without my PC shitting itself for 10 minutes and then not opening it anyway.



As a side note, I've been messing with SMP tail's settings to stop it from hanging loosely, like how its HDT version does it. I've had some sucucess so far, just need to adjust weight and inertia stuff. Will probably share the files when it's done (I've also modified the mesh to make it look right).

Posted (edited)
On 9/22/2025 at 9:41 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)

 

  Hide 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 . The corresponding Custom Race Form IDs and Custom Race Head Part FormList IDs are provided in the table below. ube_allrace.esp

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

 

 

Hello, thanks for the UBE patch. But I got CTD after setting custom race and drinking milk. The crash report points directly to issues related to skee.


image.png.093ee5a8b028498872e80675b5f106eb.png

 

Update: Using it together with YPS causes crashes. I'm not sure if anyone else is using BAC, UBE, and YPS at the same time like I am.

Edited by Finals6
Posted

Hey, I installed the mod and all it's requirements, but I cannot see any MCM menu. The blacksmith is at his location, but the transformation does not start either. I use Skyrim AE newest version and FNIS for the animations. Milk Mod Economy does work. 

The older versions worked fine, I just updated to the newest version and it doesn't show.

Posted
6 hours ago, genlee112 said:

Hey, I installed the mod and all it's requirements, but I cannot see any MCM menu. The blacksmith is at his location, but the transformation does not start either. I use Skyrim AE newest version and FNIS for the animations. Milk Mod Economy does work. 

The older versions worked fine, I just updated to the newest version and it doesn't show.

Make sure, you have the correct ZaZ version (8.0+ with the plus sign being part of the versio number and *not* meaning "8.0 or above").

Posted

Thank you for your reply. I use ZaZ Animation Pack + CBBE HDT V8.0+ SE2023. The ZaZ Animation pack does overwrite Milk Mod at the moment, but I tried to palce it before and after it in the load order.

 

The MCM is still not showing, are there any other possibilities why the MCM does not load? (I use some other mods but none overwrite being a cow or it's requirements.)

 

 

Posted
11 hours ago, genlee112 said:

Thank you for your reply. I use ZaZ Animation Pack + CBBE HDT V8.0+ SE2023. The ZaZ Animation pack does overwrite Milk Mod at the moment, but I tried to palce it before and after it in the load order.

 

The MCM is still not showing, are there any other possibilities why the MCM does not load? (I use some other mods but none overwrite being a cow or it's requirements.)

 

 

normally only if you have the wrong mod version (LE vs. SE). Please specify "MCM does not load": Do you see a Being A Cow item with an empty menu or does the item itself fail to appear? Empty menu = MilkModNEW.esp was not found. Item not appearing = wrong mod version / MO2 overwrites / etc.

Posted

No one has asked it seems, but is there any possibility of switching from MME to Mammaries and Lactation by NymphoElf? 

  It'd be great to be able to use BAC with a lighter mod, and MAL looks like a good alternative. Or will, eventually.

Posted
2 hours ago, MysticDaedra said:

No one has asked it seems, but is there any possibility of switching from MME to Mammaries and Lactation by NymphoElf? 

  It'd be great to be able to use BAC with a lighter mod, and MAL looks like a good alternative. Or will, eventually.

 

The picture LL decided to grab is awful :scream: but oh well, it's still in beta

Posted
5 hours ago, MysticDaedra said:

No one has asked it seems, but is there any possibility of switching from MME to Mammaries and Lactation by NymphoElf? 

  It'd be great to be able to use BAC with a lighter mod, and MAL looks like a good alternative. Or will, eventually.

+1 to MAL integration!

Posted
On 11/10/2025 at 3:46 AM, MysticDaedra said:

No one has asked it seems, but is there any possibility of switching from MME to Mammaries and Lactation by NymphoElf? 

  It'd be great to be able to use BAC with a lighter mod, and MAL looks like a good alternative. Or will, eventually.

"There are no such things as "Milk Maids" or "Milk Slaves" in MAL, and there are no "Milk Maid Levels"."

BAC needs those (not the levels, but the slaves/maids functions). BAC also needs an extensive lot of mod events which are not documented on the file page.

Nevertheless, I'll have a look at it.

Posted
19 hours ago, zonder4213 said:

maybe an optional patch. gotta be honest not particularly interested in the camping mod requirement or having to place my own pumps for mammaries and lactation.

 

I'm looking at alternatives for the campfire requirement. MAL is just in a testing phase.

 

As far as no world placed pumps, I decided to do this in order to reduce location conflicts. Placing the pumps is easy and their crafting requirements are quite cheap. I will probably also add them to traders as well 

Posted
Am 11.10.2025 um 03:46 Uhr schrieb MysticDaedra:

Scheinbar hat noch niemand gefragt, aber besteht die Möglichkeit, von MME auf Mammaries and Lactation von NymphoElf umzusteigen? 

Es wäre toll, BAC mit einem leichteren Mod verwenden zu können, und MAL scheint eine gute Alternative zu sein. Oder wird es zumindest irgendwann sein.

 

So, the photo is from my post about a bug in the portable milking harness... but it's not the original harness from the Zaz mod (which MAL uses) – it's from the revised version by the author "Predator".

The reason for this bug is still unclear.

Posted
Vor 8 Minuten schrieb NymphoElf:

 

Ich suche nach Alternativen zur Lagerfeuerpflicht. MAL befindet sich noch in der Testphase.

 

Da ich keine Pumpen in der Spielwelt platziert habe, habe ich mich dazu entschieden, Standortkonflikte zu reduzieren. Das Platzieren der Pumpen ist einfach und die Herstellungskosten sind recht gering. Ich werde sie wahrscheinlich auch den Händlern anbieten. 

 

Or you can take them directly from the ZAZ mod – where they originate – and place them at the desired location using Zap-Helper.

I've done this in MME as well and placed at least one stationary breast pump in my player home.

Posted

How is the dwarf mechanical device next to Paul used? Then, after becoming Paul's cow, he spoke with the butler to squeeze 50 bottles of milk in exchange for a contract. This task doesn't seem to involve any actual action; the process of talking to the butler after a day is over.

Posted (edited)

How does the cure work when it comes to milking it off? I finally got to the point of uncursing and it seems to be a bit stuck. A couple of mutations drop off from milkings but after my ass becomes un-stretchy then milking doesn't seem to trigger a BAC update on my character or any more uncursing progress. Is it based on amount milked or just the milking scene? It seemed like I would get an update and mutation cured after each milking regardless of amount so I wanted to check if it really was stuck or if sometimes you just gotta pump a lot of milk to progress.

 

Also, I'm still at 100% transformed on the milkmaid list page. I assumed I would have to get through a couple of the excess mutations I got after hitting 100 before the percentage would start to drop but I figured I'd mention it in case it was relevant.

Edited by someperson1423
Posted
50 minutes ago, someperson1423 said:

How does the cure work when it comes to milking it off? I finally got to the point of uncursing and it seems to be a bit stuck. A couple of mutations drop off from milkings but after my ass becomes un-stretchy then milking doesn't seem to trigger a BAC update on my character or any more uncursing progress. Is it based on amount milked or just the milking scene? It seemed like I would get an update and mutation cured after each milking regardless of amount so I wanted to check if it really was stuck or if sometimes you just gotta pump a lot of milk to progress.

 

Also, I'm still at 100% transformed on the milkmaid list page. I assumed I would have to get through a couple of the excess mutations I got after hitting 100 before the percentage would start to drop but I figured I'd mention it in case it was relevant.

The cure works in reverse direction of the curse. Let's assume you had 30 mutations by way of the curse and added some by orgasms afterwards. As long as some of those are still present, MME will show you with 100%. That number will first drop when removing the curse-added mutations. Depending on the platform (LE vs. AE) you might also be subject to game engine issues. I had those on LE when de-cursing, so you should save after every successfull stage. When it just stops decursing, check, whether you are stuck in faction xx09fc9d (xx = BAC's mod ID) and if so, remove yourself from that faction. That persists on SE/AE but on a much smaller scale. The handler thread should go through with the stage removal and then remove you from that faction again, but depending on intermediate autosaves and the like, it might just get stuck and leave you in there.

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