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Posted
17 hours ago, botticelli said:

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

Thanks, I had a mod from ages ago when I needed to limit the number of animations which removed all the default sexlab ones, which I definitely don't even need anymore. I had completely forgotten about it until now. Removing it and resetting animation registry, then registering from SLAL and other mods fixed my issue :) 

Posted
On 1/7/2026 at 12:56 PM, LatencyRemix said:

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?

Not intentionally. *But* "Curse start on lactacid amount" does not work in conjunction with the others, especially not "regular" (i. e. milking) start since that would always check first. This due to the fact that BAC doesn't get any trigger from MME when the lactacid amount changes, so it's checked every time any of the other checks would take place and if they are also enabled and viable, they trigger first. One of the tagged start methods should eventually trigger, though. Keep in mind that there are other blocking criteria (such as Khajiit or Argonian or other NPC on non-playable race)

Posted (edited)
13 hours ago, stll01batt said:

curse not starting

curse is set to start at any milking

already at milk maid lvl 4 and curse has not started

Go to BAC MCM "About" Page, set log verbosity to "Normal" and enable console logging. There should be messages appearing in the console à la "BACMain::OnMilkingStage" <character name> and then "BAC::Scanner" "Register actor " <character name> and so on. Post those here. Keep in mind that BAC will not register Khajiit and Argonian characters. Also, if you have a custom race character, additional steps need to be taken before BAC will recognize those.

Edited by botticelli
Posted (edited)

Decided to try making a more accurate cow head mesh, turned out well enough though it requires using either race menu or MUST (more convenient and can actually affect NPCs with a bit of extra work) to properly apply in-game due to eyes and brows being affected as well (there's otherwise not enough space for the broader nose). Will drop it here later for others to use if needed.

 

image.png.37f7d2efb6f378e6f29aafa7ae0417f0.png


Really wish the main fur overlay textures weren't so annoying to work with, would be much easier to make a full face overlay as either a part of the regular texture or cow nose mutation. I have an idea on how to try fixing them (create a flat plane to view in Outfit Studio, give it full body overlay as a texture, mess with alpha settings and then put a green background behind it, then take a screenshot of the result and use it to clean up the full res textures), but it might not work out.

EDIT: it worked well enough. I'll post the fixed textures once I get it all done. Moreover, the head mesh above is perfect for the cow nose mutation's overlay, which is a neat surprise.

Edited by Obryanov
Posted
On 1/9/2026 at 1:19 AM, botticelli said:

Curse start on lactacid amount

I hae the start conditions set to that only cursed lactacids (Manualy taken not automatic) and sex tag are the only two ways for BAC to start.  The tag's work 100% off the time for me when using only one tag. IE Aggressive as the only tag, but then adding a second "Aggressive, <Second tag name>" then the first tag stops even when the anims have either tag.  Could it be a Sexlab P+ thing instead? 

Posted (edited)
9 hours ago, LatencyRemix said:

I hae the start conditions set to that only cursed lactacids (Manualy taken not automatic) and sex tag are the only two ways for BAC to start.  The tag's work 100% off the time for me when using only one tag. IE Aggressive as the only tag, but then adding a second "Aggressive, <Second tag name>" then the first tag stops even when the anims have either tag.  Could it be a Sexlab P+ thing instead? 

BAC sets RequireAll flag, so your animation needs to have all of the tags (sslBaseObject.psc, function TagSearch). I'll make that flag configurable from MCM. Also the character needs to be the victim of the scene.

Edited by botticelli
Posted

Having a problem and hoping somebody here might have a solution to offer. Every time I eat any food item, it drains a chunk of my health, magicka, and stamina. I am pretty certain it is related to BAC because after a few hours of testing, this only starts to happen after BAC starts, specifically after the first transformation occurs. Any insight is appreciated.

Posted (edited)

Okay, here are the results of the little test:

image.png.13b7fe48e3f8f9ce732b55aae5ba0d33.png

Ignoring that I didn't position this correctly, this is far easier to edit than the textures currently in the mod. The actual texture is opaque and the black outlines plaguing it are gone. You can make the edges less sharp by tweaking alpha threshold values in Outfit Studio.

Original for comparison:

 

image.png.18bd492a4da1df9cd94f897b58681adf.png


Here's a small problem: my monitor isn't big enough to display the texture in a higher resolution, so, I had to stretch an image that was smaller than 1024x1024 by about 20% (which is why its position is also slightly off). So, if I were to fix all textures myself, I'd need to take 4-8 shots of each body texture and that's kind of a hassle.

Would be nice if someone else could do it, it's stupidly simple to pull off, I just don't have the equipment to do it faster.

Edited by Obryanov
Posted

Maybe it's been requested before, but could we get an option to have the immersive messages played as notifications? The current option in the MCM only displays debug notifications. It'd be nice to see the immersive ones up there, because often when the PC is in a scene or speaking to an NPC etc., the message is missed. But you can usually still see notifications in these circumstances.

Posted (edited)
1 hour ago, MysticDaedra said:

Maybe it's been requested before, but could we get an option to have the immersive messages played as notifications? The current option in the MCM only displays debug notifications. It'd be nice to see the immersive ones up there, because often when the PC is in a scene or speaking to an NPC etc., the message is missed. But you can usually still see notifications in these circumstances.

I have to think about it since there are several scripts that display such messages. My original intention was to get them *out* of the debug message scroll since for me, they are gone up there before I have the chance to read them due to the load of mods all using those. I ususally check the console if I think I missed some.

 

12 hours ago, Duilassir said:

Having a problem and hoping somebody here might have a solution to offer. Every time I eat any food item, it drains a chunk of my health, magicka, and stamina. I am pretty certain it is related to BAC because after a few hours of testing, this only starts to happen after BAC starts, specifically after the first transformation occurs. Any insight is appreciated.

BAC does not reduce any of stamina/magicka/health. Never has. However, BAC sends a mod event "BAC_ME_PlayerConsumes" each time you eat something. This was intended as internal communication with the "Hungry" mutation that you can get later, so that this mutation will honor any voluntary consumption. a) Some other mod could also catch that event and add extra effects or b) simply some other mods also implements event OnObjectEquipped. There are some mods that punish you if you eat too much and the like. The first transformation adds and equips horns which are - technically speaking - a circlet. If you do not start BAC but equip a circlet instead, does this also cause the harmful consumption? Alternatively, if you manually equip those horns (do "help horns" in the console, pick any item id from BAC and type "player.equipitem <id>") without starting BAC, does it also happen?

Edited by botticelli
Posted (edited)
2 hours ago, botticelli said:

I have to think about it since there are several scripts that display such messages. My original intention was to get them *out* of the debug message scroll since for me, they are gone up there before I have the chance to read them due to the load of mods all using those. I ususally check the console if I think I missed some.

 

BAC does not reduce any of stamina/magicka/health. Never has. However, BAC sends a mod event "BAC_ME_PlayerConsumes" each time you eat something. This was intended as internal communication with the "Hungry" mutation that you can get later, so that this mutation will honor any voluntary consumption. a) Some other mod could also catch that event and add extra effects or b) simply some other mods also implements event OnObjectEquipped. There are some mods that punish you if you eat too much and the like. The first transformation adds and equips horns which are - technically speaking - a circlet. If you do not start BAC but equip a circlet instead, does this also cause the harmful consumption? Alternatively, if you manually equip those horns (do "help horns" in the console, pick any item id from BAC and type "player.equipitem <id>") without starting BAC, does it also happen?

no, equipping a circlet or manually equipping horns does not seem to trigger the effect. Is there any way I could find out what mods could be catching the "BAC_ME_PlayerConsumes" event? 

Edited by Duilassir
Posted
21 hours ago, Duilassir said:

no, equipping a circlet or manually equipping horns does not seem to trigger the effect. Is there any way I could find out what mods could be catching the "BAC_ME_PlayerConsumes" event? 

if you have all the script sources, I'd recommend using Notepad++'s multiple files search. Just look for the event name (with the quotes) and alternatively for event "OnObjectEquipped" (without the quotes). The latter will only be suspicious if it looks for potions (any comestibles are "potions" in Bethesda terms).

Spoiler

image.png.96359b45ce914694338838968c7c58e9.png

image.png.eda4ad050fd28290f4a351a1919672ef.png

image.png.b5c5832fbaabd647d81ff91224469629.png

 

Posted
3 hours ago, botticelli said:

if you have all the script sources, I'd recommend using Notepad++'s multiple files search. Just look for the event name (with the quotes) and alternatively for event "OnObjectEquipped" (without the quotes). The latter will only be suspicious if it looks for potions (any comestibles are "potions" in Bethesda terms).

  Hide contents

image.png.96359b45ce914694338838968c7c58e9.png

image.png.eda4ad050fd28290f4a351a1919672ef.png

image.png.b5c5832fbaabd647d81ff91224469629.png

 

So "BAC_ME_PlayerConsumes" only appears in BAC's scripts, and OnObjectEquipped only appears alongside "potion" in BAC and Frostfall, which I have tried disabling to no effect. I have also tried disabling all mods except for those that BAC requires but the problem still persists.

Posted (edited)

The BAC menu is not showing up in my game. Do i need to install the original or what?

 I'm playing on SE and i downloaded everything from the alternate version

 

Edited by revansknight23
Posted
6 hours ago, revansknight23 said:

The BAC menu is not showing up in my game. Do i need to install the original or what?

 I'm playing on SE and i downloaded everything from the alternate version

 

Depending on the SE game version (like, e.g., 1.5.97), you might also need the BEES mod (see file page)

Posted (edited)
21 hours ago, Duilassir said:

So "BAC_ME_PlayerConsumes" only appears in BAC's scripts, and OnObjectEquipped only appears alongside "potion" in BAC and Frostfall, which I have tried disabling to no effect. I have also tried disabling all mods except for those that BAC requires but the problem still persists.

keep in mind that script sources may reside in data\scripts\source as well as data\source\scripts *and* also some are still packed inside their .bsa files.

Edited by botticelli
Posted
3 hours ago, botticelli said:

keep in mind that script sources may reside in data\scripts\source as well as data\source\scripts *and* also some are still packed inside their .bsa files.

So I am incredibly dumb and also apparently cannot read, it was the Cow Live Service mod causing it to happen. Sorry for wasting your time with this, I really appreciate you trying to help me troubleshoot.

Posted (edited)
16 hours ago, botticelli said:

Depending on the SE game version (like, e.g., 1.5.97), you might also need the BEES mod (see file page)

I am having the same issue. Does Bac not work on the most current version of SE? I did try using the BEES mod, and it did not help make BAC available in the menu. I'm not even a hundred percent certain that the mod is running when I launch the game

Edited by nac244
Posted (edited)

Just wanted to post this here incase anyone was interested in it.

 

Recently moved to AE and stumbled upon the SLTriggers Redux mod where after some playing around i decided to have a go at making a proof of concept for a new method of starting the bac curse.

 

Using the SLTriggers Redux mod ive made some scripts that will slowly tempt the player into taking Lactacid and eventually taking Blended Lactacid which if set in bac would cause the curse to start. I generally found that the starting of bac via auto looting blended lactacid only once and not again to be a bit too quick.

 

General gist of the scripts: See Lactacid in container > Become curious > curiosity grows over time. Drink Lactacid > become more curious > drink Blended Lactacid > bac starts > continue to auto loot and consume Blended and regular Lactacid.

 

The scripts arn't the speediest as it was made again as more of a proof of concept.

 

If botticelli likes the idea im more than happy for them to use it in the main mod as it would probably end up better than what ive cobbled together xD

Feel free to give ideas / suggestions on the file page.

 

Note: Due to an update to Sltriggers Redux i have updated the scripts to not need the .esl file anymore and have replaced the direct download file here. If you downloaded the previous version please read the updated description on the file page before updating.


Direct download for those who don't wish to join the SLTriggers Redux club.

 

 

 

bac_curious1.2.rar

Edited by thorax339
New version of scripts.
Posted
7 hours ago, nac244 said:

I am having the same issue. Does Bac not work on the most current version of SE? I did try using the BEES mod, and it did not help make BAC available in the menu. I'm not even a hundred percent certain that the mod is running when I launch the game

BEES is only needed with *old* versions of SE/AE. New(est) versions do not need it. BAC not appearing in a new AE version ususalley has one or more of the following reasons:

  • ZaZ mod has wrong version (needs to be *exactly* 8.0+ with the plus sign being part of the version number and *not* meaning "8.0 or above")
  • PO3's extender has the wrong version (needs to match your SKSE extender, make sure you got the AE variant)
  • Q2C's extender has the wrong version (same as PO3)
Posted
2 hours ago, thorax339 said:

If botticelli likes the idea im more than happy for them to use it in the main mod as it would probably end up better than what ive cobbled together xD

Feel free to give ideas / suggestions on the file page.

If you'd allow me to download those scripts, I could probably comment on them.

Spoiler

image.png.721c4abe157395a30944d4b15cc09c40.png

 

Posted (edited)
23 minutes ago, botticelli said:

If you'd allow me to download those scripts, I could probably comment on them.

  Hide contents

image.png.721c4abe157395a30944d4b15cc09c40.png

 

 

Thats odd. other people have downloaded it and i dont recall having done anything to block anyone from downloading. first time uploading stuff and i cant seem to find anywhere to even check that. 

 

I added the .rar for the curious scripts directly on my previous post. maybe it will let you download that atleast?

Edited by thorax339
Posted
28 minutes ago, thorax339 said:

 

Thats odd. other people have downloaded it and i dont recall having done anything to block anyone from downloading. first time uploading stuff and i cant seem to find anywhere to even check that. 

 

I added the .rar for the curious scripts directly on my previous post. maybe it will let you download that atleast?

you have to join the group. No biggy honestly, but some people may not like having to join a group in order to get those files.

Posted
51 minutes ago, CuriousBigred said:

you have to join the group. No biggy honestly, but some people may not like having to join a group in order to get those files.

 

ah i see. wasn't aware of that. thanks. ill just leave the file in my previous post then. Can atleast read the description of the page

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