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Posted

I was curious what "needs" mods yall run or that work well with BaC.
like
Vanilla Survival?
Frostfall?
iNeed?
RND?
SunHelm?
Last Seed?
PAF?
etc etc

Posted
21 hours ago, thorax339 said:

e.g.
scaling from short / tall cow being "reverted" due to the even actor heights option in sexlab but then BAC reapplies the shorten/heighten during the animation.

I don't have the "even actors height" settings active since it causes mile high skyrim for me (meaning I end up at 0,0,0 which is about a mile above Bleakwind Basin). It still does that every now and then in AE. Small/Tall Cow are base height changes as opposed to scale changes meaning BAC changes the ActorBase with SetHeight() whereas Sexlab uses Actor.SetScale() to even those different height out. Since BAC does not use SetScale(), some other mod must be interfering here.

The hoof equip outside of hardcore happens when the boots get unequipped for the animation. Depending on the chosen animation this can happen *before* the actor counts as active in Sexlab. Then BAC has no means to determine that a sexlab animation did indeed strip the boots and thus equips the hooves.

21 hours ago, thorax339 said:

something somewhat minor. an option to choose between tail size limit instead of just yes or no tail would be nice. i find the small tail seems to be a bit smoother if fps starts to drop compared to the larger one.

since moving to AE, I hadn't had any fps problems with the tails anymore. Also, the actual tail meshes are completely different. But I'll put that on the list.

Posted
2 hours ago, mishick90 said:

Can you tell me how to put the semi hooves on my feet manually?

There are *a lot* of hoof items in BAC (every flavor, every color). Try help "hooves (" in the console (with the quotes and the open parenthesis). hooves (1) are the cinderella feet, hooves (2) are the stage 9 feet, hooves(2b) the stage 12 feet and any hooves (3) are the real hooves from stage 16 with or without varying armor. Pick an ID and then type

player.additem <ID> 1

and

player.equipitem <ID>

Posted

After speaking with the messenger, how did this transformation from a cow to a human occur? Do you always need milking? Sometimes, after milking, there is no pop-up prompt to restore humanity.

Posted
52 minutes ago, peishibo said:

After speaking with the messenger, how did this transformation from a cow to a human occur? Do you always need milking? Sometimes, after milking, there is no pop-up prompt to restore humanity.

Yes, you need to milk it off which works essentially like the original curse, only the direction is reversed. When you finally milk off stage 1, that popup should appear.

Posted

Hello, can anyone help me with the mod installation procedure? I've been trying to install a mod on the game for a while now, but it's not working, it keeps giving me an error and crashing. How should I install it and in what order? If there's a link to updated instructions, could you share it? Is the latest version of Skyrim AE not compatible?

Posted

Make sure you have all the required stuff from the first page. And if you're running AE make sure you get the AE version of the requirements. Everything you need has a link on the first page (and even a link indicating the SE/AE version if applicable). Also make sure you have any requirements those mods need as well. It can be a bit daunting at first. I recommend using a mod manager. I use Nexus Mod Manager, its not necessarily the best but I'm lazy and it works good enough for me. XD

I use BaC on the latest AE edition so I can confirm if everything is installed correctly it will work.

Posted
22 hours ago, Dracones432 said:

Hello, can anyone help me with the mod installation procedure? I've been trying to install a mod on the game for a while now, but it's not working, it keeps giving me an error and crashing. How should I install it and in what order? If there's a link to updated instructions, could you share it? Is the latest version of Skyrim AE not compatible?

I run BAC on the latest AE as well. Make sure you get exactly the right version of ZaZ. That is *not* the version in the download area of the linked mod! Got to the 1st post in the support thread and scroll down until you find version 8.0+ (eight zero plus) with the plus sign being part of the version numbering and *not* meaning "8.0 or above". Also make sure, you get the AE versions of PO3's script extender and Q2C's inventory functions. Those mods pack dlls and *will* cause immediate CTD if you install the wrong version.

Posted

I was playing around with the LE morphs json and wanted to try and reverse the effects of cow back, essentially making a shortstack cow. I tried looking via the console dumps what nodes were being used but just couldn't seem to figure out how to put the spine nodes into the json if thats even possible. The console dump has the CME Spine1 [Spn1] as the node (which i also found in slif but slif doesn't allow manual editing below 0 for that node) but i tried a few versions of the whole name, partial parts and what not but couldn't figure it out.

 

Is there an easier way of knowing exactly how nodes are meant to be written in the json?

also in the json theres an optional modifier listed as "isNode" which i tried to play around with but couldn't understand where you would put it as the examples given dont show it.

Posted (edited)
3 hours ago, thorax339 said:

I was playing around with the LE morphs json and wanted to try and reverse the effects of cow back, essentially making a shortstack cow. I tried looking via the console dumps what nodes were being used but just couldn't seem to figure out how to put the spine nodes into the json if thats even possible. The console dump has the CME Spine1 [Spn1] as the node (which i also found in slif but slif doesn't allow manual editing below 0 for that node) but i tried a few versions of the whole name, partial parts and what not but couldn't figure it out.

 

Is there an easier way of knowing exactly how nodes are meant to be written in the json?

also in the json theres an optional modifier listed as "isNode" which i tried to play around with but couldn't understand where you would put it as the examples given dont show it.

Those are not supported yet because up to 3 changes are necessary: (1) NiOverride.AddNodeTransformPosition( ) for the spine and the neck, (2) NiOverride.AddNodeTransformScale() for the head with the reverse neck position as a scale if the neck is involved, and (3) NiOverride.AddNodeTransformPosition( ) for the arms in 1st person if the player is involved. See function SetCowSpine in bac_actor_base.psc for details (might be inside the bsa).

Edited by botticelli
Posted

Couple more things i noticed in my current playthrough.

 

First: during both parts of the hunters quests where you get locked into the millkers (first time on the cart, second before the auction) at some point my characters scale was set above 1. noticed this because i was no longer as short as i was before with short cow on. only a minor issue because just setting scale back to 1 fixed the issue the first time until the second forced milk machine scene where i was suddenly big again after appearing next to paul at the whiterun stables. Again setting scale back to 1 resolved the issue.

 

secondly: no idea if this is specifically because of bac but i only notice it happening with the bac hooves. didn't trigger with any other devious heels.
During sexlab animations randomly during the middle of it a kind of second heel height clearing seems to happen (i hear an armour equip audio sound when it does)

seems to happen more frequently with hardcore mode ticked on. Ive tried looking through various logs but cant seem to find whats causing it.
After unchecking hardcore mode and performing a full bac cow refresh it hasn't happened "yet" in the short term testing ive done.

 

also just a random side note as it was brought up last time i mentioned scaling, its most likely a coincidence but the 2 times ive had the scale based tp to 0,0 in this run have been when choosing the kiss option on pauls dialogues. first before going to see marc the first time and then going to see him a second time. my personal experience with the scale tp to 0,0 has been its usually consistantly the next scene after "something" happens and then its fine no matter how many times the scale happens unless that "something" happens again, whatever it may be.

Posted
21 hours ago, thorax339 said:

First: during both parts of the hunters quests where you get locked into the millkers (first time on the cart, second before the auction) at some point my characters scale was set above 1. noticed this because i was no longer as short as i was before with short cow on. only a minor issue because just setting scale back to 1 fixed the issue the first time until the second forced milk machine scene where i was suddenly big again after appearing next to paul at the whiterun stables. Again setting scale back to 1 resolved the issue.

That scaling is done by the ZaZ milkers, agai: BAC does not use SetScale, only SetHeight (changing the base height, not the scale)

 

21 hours ago, thorax339 said:

secondly: no idea if this is specifically because of bac but i only notice it happening with the bac hooves. didn't trigger with any other devious heels.
During sexlab animations randomly during the middle of it a kind of second heel height clearing seems to happen (i hear an armour equip audio sound when it does)

seems to happen more frequently with hardcore mode ticked on. Ive tried looking through various logs but cant seem to find whats causing it.
After unchecking hardcore mode and performing a full bac cow refresh it hasn't happened "yet" in the short term testing ive done.

All BAC items have the sexlab_no_strip keyword. Nevertheless a) if a mutation happens just before the scene starts, it may play out while the scene runs and b) there are some 3rd party animations that give a damn to the sexlab_no_strip and/or high heels offset and change one or both regardless.

 

21 hours ago, thorax339 said:

also just a random side note as it was brought up last time i mentioned scaling, its most likely a coincidence but the 2 times ive had the scale based tp to 0,0 in this run have been when choosing the kiss option on pauls dialogues. first before going to see marc the first time and then going to see him a second time. my personal experience with the scale tp to 0,0 has been its usually consistantly the next scene after "something" happens and then its fine no matter how many times the scale happens unless that "something" happens again, whatever it may be.

mile high happens totally random, your experience here is probably just coincidence. I've had it happen multiple times without any BAC involvement as well. My guess is that it happens when the *other* sex partner is scaled at some wrong moment during animation startup. For testing, I've included SetScale for the pc only on animation start in my sandbox mod and had no issues with that so far.

Posted

I know @botticelli is unavailable until Jan 4th, but has anyone else had an issue where you ask Paul to put an accessory on you, but he doesn't end up putting anything on? He says something along the lines of "make sure you have your friend follow you again" but I don't have any followers.

Posted (edited)

Can someone pls share the older version (2.1.1 Le specifically)? 2.1.2 seem to be working in order *except* some models are missing, like mech and blended lactacid. they still function properly (b-lact at least) but have become big red diamond shapes.... I beg of u. I think it has something to do with it being 2.1.2 (since it was se port basically) or lack of loose files, never had any issues like that before only when the meshes files were completely missing
Edit: spoke too soon, all the models\meshes seem to be missing, bodyparts included...  

Edited by SexGodODIN
Posted

Guys, help with this problem, with the first transformation, the hooves turn purple, and with the next transformations they disappear altogether, as well as the hands, I have already reinstalled the mod several times.

image_2025-12-26_20-41-59.png

Posted (edited)
17 minutes ago, Mr.dolls said:

Guys, help with this problem, with the first transformation, the hooves turn purple, and with the next transformations they disappear altogether, as well as the hands, I have already reinstalled the mod several times.

image_2025-12-26_20-41-59.png

 

Did you build the assets in Bodyslide?

 

The first spoiler is the bodyslide instructions; issues with no feet or hand\hooves. The second is about frequent question from noobs new users, the orange is me highlighting your possible problem with the purple\lavender\blueish textures. 

 

From instruction on first page:

Do not forget to run BodySlide to (batch) generate all the dynamic meshes.

Spoiler

In BodySlide select your favourite body setting and press "Batch Build"
BodySlide_1.png.140fb960c6fab52eec8e37f3e7016964.png

The right-click in the empty space and select "Select None"
BodySlide_2.png.bcd199d52c26d8c6d1d3fc823b9c42ea.png

Then tick all the slider sets starting with "bac " and press Build
BodySlide_3.png.936f84a0fc4e3264b4ee97dc81e52a87.png

 

In bodyslide you can also filter using the outfit text box, try typing bac; and pull down the outfit\body section. 

 

Spoiler

FAQ

  • The tats are not appearing/partially appearing/body is blue
    • Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located
    • Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts
       
  • The quest furniture is not appearing
    • Make sure you have the correct version of ZaZ installed (see above)
       
  • The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack"
    • You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts
    • if you're using Mod Organizer 2, check this post.
  • The fur/mutation tats are not appearing/stop appearing
    • You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file:
      • section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1
      • section [Overlays/Body] iNumOverlays to 30 instead of 6
      • section [Overlays/Hands] iNumOverlays to 20 instead of 3
      • section [Overlays/Feet] iNumOverlays to 20 instead of 3
      • section [Overlays/Face] iNumOverlays to 20 instead of 3
  • This mod does not run/causes CTD with Skyrim version 1.6.x (AE)
    • AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g.  PO3).

 

The "tats" are actually overlays, and all mods use NIOverride to insert them in the characters. NIO is part of Racemenu and got renamed skee64 during rebuild for SkyrimSE\AE.  You need to open the configuration file and change defaults to the recommended values shown in the spoiler above.  The changes will tell NIO to reserve storage slots for overlays. No slots  mean purple patches from the game engine because it can't find the textures. 

 

 

Edited by safado
Posted
1 hour ago, safado said:

 

Did you build the assets in Bodyslide?

 

The first spoiler is the bodyslide instructions; issues with no feet or hand\hooves. The second is about frequent question from noobs new users, the orange is me highlighting your possible problem with the purple\lavender\blueish textures. 

 

From instruction on first page:

Do not forget to run BodySlide to (batch) generate all the dynamic meshes.

  Hide contents

In BodySlide select your favourite body setting and press "Batch Build"
BodySlide_1.png.140fb960c6fab52eec8e37f3e7016964.png

The right-click in the empty space and select "Select None"
BodySlide_2.png.bcd199d52c26d8c6d1d3fc823b9c42ea.png

Then tick all the slider sets starting with "bac " and press Build
BodySlide_3.png.936f84a0fc4e3264b4ee97dc81e52a87.png

 

In bodyslide you can also filter using the outfit text box, try typing bac; and pull down the outfit\body section. 

 

  Hide contents

FAQ

  • The tats are not appearing/partially appearing/body is blue
    • Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located
    • Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts
       
  • The quest furniture is not appearing
    • Make sure you have the correct version of ZaZ installed (see above)
       
  • The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack"
    • You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts
    • if you're using Mod Organizer 2, check this post.
  • The fur/mutation tats are not appearing/stop appearing
    • You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file:
      • section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1
      • section [Overlays/Body] iNumOverlays to 30 instead of 6
      • section [Overlays/Hands] iNumOverlays to 20 instead of 3
      • section [Overlays/Feet] iNumOverlays to 20 instead of 3
      • section [Overlays/Face] iNumOverlays to 20 instead of 3
  • This mod does not run/causes CTD with Skyrim version 1.6.x (AE)
    • AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g.  PO3).

 

The "tats" are actually overlays, and all mods use NIOverride to insert them in the characters. NIO is part of Racemenu and got renamed skee64 during rebuild for SkyrimSE\AE.  You need to open the configuration file and change defaults to the recommended values shown in the spoiler above.  The changes will tell NIO to reserve storage slots for overlays. No slots  mean purple patches from the game engine because it can't find the textures. 

 

 

cowhooves02 I do not have this item in the bodyslide, it is also missing from the download archives, please share the slide and shape folders.

Posted
7 hours ago, Mr.dolls said:

cowhooves02 I do not have this item in the bodyslide, it is also missing from the download archives, please share the slide and shape folders.

 

That and the other bodyslides are in bac_2.1.2_SE.7z(SkyrimSE/AE) or bac_2.1.2_LE.7z.  Use a mod manager for proper installation.

 

 

Posted (edited)

So, since my last playthrough a while ago, i ended up picking up and trying out Bimbos of Skyrim and its recommended companion mod, YPS immersive fashion. Ever since, for some reason, I'm not getting any body changes to my new file -- i have the large pregnant belly but there's no change, not without going into racemenu and setting the pregnancy morph slider myself, I have enlarged breasts from higher MME milkmaid level but those are static also. Do BAC and BoS not play nice together? Is there something i need to disable to make them cooperate? 

 

Also, just to confirm; are the head mutations supposed to actually... change your face? They add a long tongue, but it just protrudes through my lip. Am i supposed to be messing around in racemenu myself to add the pregnant belly look and adjusting my face manually for these...?

Edited by seihou7
Posted (edited)
On 12/25/2025 at 10:31 PM, dragongodmod117 said:

I know @botticelli is unavailable until Jan 4th, but has anyone else had an issue where you ask Paul to put an accessory on you, but he doesn't end up putting anything on? He says something along the lines of "make sure you have your friend follow you again" but I don't have any followers.

That dialogue line pops up when you have (had) a follower set up for Paul, then talked to Paul until the workloop quest starts and then go away. The quest will terminate after 3 inactive minutes but when it restarts, the dialogue flags may still be wrong. Also had this when messing around with mods (like removing some and installing others) during a playthrough. Then, several (dead) instances of the quest script may exist and depending on which one wins, you get that dialogue.

 

On 1/1/2026 at 3:20 AM, seihou7 said:

Do BAC and BoS not play nice together?

BAC/BoS/YPS play nice together *with some consideration*. Depending on the version you're on (LE vs AE), the considerations differ. We talk with each other and try to solve these, but those solutions tend to only get implemented in the SE/AE versions. Issues:

  • armor equipment on hands and feet will block YPS nail application. That can be circumvented in newer YPS version by choosing the appropriate item ("Can't Apply Nail Polish when wearing items" on the "Nails" page in YPS MCM)
  • it will still block nylons and stockings (no solution yet)
  • YPS long nails occasionally cause a race condition with the hand hooves (unequipping each other when trying to equip themselves)
  • BoS accessory items clog slots used by BAC as the clit piercing uses slot 50 occupied by the tongue and the navel piercing uses slot 51 occupied by the udders so whoever comes first, wins. I set the appropriate keywords in the BAC items, so BoS will refrain from equipping those when BAC already did but also depending on sequence, this is not guaranteed. In my installation I changed the BoS navel piercing to use slot 60 but that is considerable work since you'd also have to change some scripts expecting that piercing to be in slot 51.
  • with npcs BoS can change the name and BAC may do so, too, if you enabled the cow adjectives. With the next SE/AE versions of both, we use a new mediator mod I made (SPD) to get that fixed, YPS does not (yet) recognize this.

As for the morphs: The are totally independent of each other, *but* builtin morphs use LE CBBE morph names in both mods!! With BAC, you need the bac_2.1.2_SE_3ba_BodyMorph_JSON.7z download to get CBBE 3BA or to change the JSON to something representing your chosen body replacer. With BoS the are (sadly) hardcoded in cc_bimbomorphhandler.pex/psc. MME uses LE CBBE morphs, too. To get that fixed see this post.

 

The tongue sticking out somewhat is intended. It looks ridiculous in LE, somewhat less so in SE, but I made the tongue grow first and the head kicks in later (if you a) enable CowHead mutations and b) actually get them) This can collide with other mods that change headparts, e. g. Corruption's oral or glutton features. I'd recommed disabling the transformations there.

Edited by botticelli
Posted

I can't get Jenssen to reduce my breast size, it works for hooves/feet, but with breasts, after going through the dialogue nothing happens and he just walks away.

Posted
2 hours ago, Senick2 said:

I can't get Jenssen to reduce my breast size, it works for hooves/feet, but with breasts, after going through the dialogue nothing happens and he just walks away.

You need an activated Breastfeeding animation for Sexlab (builtin 3jiou animations should do).

Posted

Im not sure if this is broke or something else going on.  When using the tag's to trigger BAC to start when only one tag is used it seems to work but when i add a second it doesnt work.  Is it looking for both tag's at once time? Or each tag individual if the animation contains either of the tags?

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