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Posted

Hello everyone, I'm wondering if it's better to install this mod from scratch, meaning download everything for it, or is there a specific build after which I'll only need to finish downloading this mod?

Posted (edited)
4 hours ago, Odirn said:
How to fix ctd, I'm using Skyrim SE version 1.5.79 and Backported Extended ESL Support, and still ctd

 

I guess you do not have ZAZ 8+ SE or you have the wrong version like ZAZ 7. The plus is important do not use ZAZ 8. 

There's other requirement but having wrong ZAz gets a CTD from any mod that needs it. 

 

The requirement Devious Asset is wrongly described It should say needs DD 5.2 SE; and I recommend patching it with DD-NG.  By patching it with DD-NG you do not need to pay attention to which version of SkyrimSE\Ae you have, they ar all covered by DD-NG libraries. You need to rebuild all Bodyslide assets and it by default CBBE-3BAv2.  You need to pay attention to the requirement of the requirements. 

 

ZAZ is not developed for SE directly, meaning the bodyslides are for classic CBBE or UUNP. Still the assets are adapted to SkyrimSE\Ae so it runs without CTD. 

Spoiler

The packs of ZAP 8+ can be found here:

 

ZAZ 8.0+ CBBE HDT 2023 : https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg
ZAZ 8.0+ UUNP HDT 2023 https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A

 

 

 

Edited by safado
Posted (edited)

Saw in previous posts talk about the Blackthorn town mod and that you understandably wouldn't move mandys house due to a potential chain of mods being in the way.

 

Given that personally i tend to skip over the part of travelling to mandys house and usually just complete via console commands (not seen an error doing this if advancing 1 stage at a time) If i were to delete the world cell edits using sseedit would that cause other issues with the quests?

 

In the previous posts i read mandys home is spread across 4 cells. Any chance you could confirm if these entries are safe to delete? i see 4 are related to the house and 2 are related to the river bank.

image.png.ef06a5ab12efbc2a055ee188663d09c4.png

 

did a quick test by deleting them before posting, also deleted 2 fog entries that were in the area just leaving brandons diary lying on the floor. did a quick run through of the quest via console commands and didn't see any issues. I know this was all made before you took over the mod so im not expecting a perfectly accurate answer.

 

secondly. is there somewhere where the difference between the standard and unknowns tails is listed? couldn't seem to find it and they seem to look the same to me. Just wondering as im trying to modify the tails so that they have the solid colour tuff at the end of hte tail like in LE instead of continuing the texture from the main tail and was wanting to see which version would be the best as a base (already have a proof of concept working on unknowns version, only thing i dont know how to do is how in LE that tuff changed it colour based on the players hair colour)

Edited by thorax339
Posted (edited)
21 hours ago, thorax339 said:

Any chance you could confirm if these entries are safe to delete?

Brandon's diary is located in Mandy's home. If you delete the edits, you delete the diary thus the corresponding reference alias of the the Who I Am quest will revert to NONE and the stage upgrading the quest *may* not work. Starting the quest in a new playthrough *will* not work since the alias is NONE. So, I cannot confirm anything here. To be on a somewhat safer side, you could open the mod in CK, move the book object reference to some other location in any cell not in those 4 cells, save, then delete the edits of those 4 cells in xEdit and then check in CK again, whether the book alias of the quest (bac_whoiam) is still intact.

Edited by botticelli
Posted (edited)

I noticed the book itself is actually in a different section. so in my test the book is just lying on the floor still. the location triggers are definitely gone tho incase those were needed to progress the steps (the ones that activated the thought text popups). I guess ill mostly find out in my current play through if it works or not, thanks anyways.

Edited by thorax339
Posted
On 1/18/2026 at 2:10 AM, safado said:

 

I guess you do not have ZAZ 8+ SE or you have the wrong version like ZAZ 7. The plus is important do not use ZAZ 8. 

There's other requirement but having wrong ZAz gets a CTD from any mod that needs it. 

 

The requirement Devious Asset is wrongly described It should say needs DD 5.2 SE; and I recommend patching it with DD-NG.  By patching it with DD-NG you do not need to pay attention to which version of SkyrimSE\Ae you have, they ar all covered by DD-NG libraries. You need to rebuild all Bodyslide assets and it by default CBBE-3BAv2.  You need to pay attention to the requirement of the requirements. 

 

ZAZ is not developed for SE directly, meaning the bodyslides are for classic CBBE or UUNP. Still the assets are adapted to SkyrimSE\Ae so it runs without CTD. 

  Reveal hidden contents

The packs of ZAP 8+ can be found here:

 

ZAZ 8.0+ CBBE HDT 2023 : https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg
ZAZ 8.0+ UUNP HDT 2023 https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A

 

 

 

I’m asking again. I’m experiencing another CTD when reaching hooves stage 3. How can I fix this?

Posted

Would it be possible to make a clothes exceptions list similar to the one for food so that some outfits would still fit a fat enough cow? Obviously a suit of armor isn't gonna fit for long, but either looser clothing or outfit specifically made for someone of that size should still work.

Posted (edited)

Working on adding the large tuft from LE tails to the ends of the SE tails. encountered an interesting thing where for the large tail ive had to move the tuft away from the rest of the tail in Outfit studio for it to line up in game for me.

 

Could someone test this out for me in their game to see if it still lines up? i tried messing with my physics setups and didn't get any problems in my game.

 

Got the hair colour match to work for the large tail but not for the small tail (thinking back on it i dont think it did it in LE either for small tail). Only thing is on SE it doesn't update with YPS hairs as i recall it doing so in LE. Or at least it did it for the hair colour changes in Bimbos of Skyrim when used with BaC

 

How it looks in Outfit studio: i assume its because of the way the Tuft from the LE model had to be stretched and moved to fit the same shape as the SE tails.

image.png.60e8918c534ca50a8a42793b7d87017b.png

 

Requirements: I used Unknowns tails as a base so make sure that is installed

 

file includes 2 replacement meshes for the brown spots tail. 1 for the small and 1 for the large tail. If this works for others ill work on the other fur types, if the position is dependent on my game somehow then im not sure if i will do the others.

bactailtest.rar

Edited by thorax339
typos
Posted
On 7/21/2025 at 8:48 AM, botticelli said:

Since the cow limbs deny equipping armor in hardcode mode, they come with armor ratings attached, that much is intended. Now, the overall total of 198 may result of some unintended stacking of values. E. g. the bell/nosering combo has an armor rating of 32 (light), but it gets equipped in slots 44 and 45 so that rating is applied 2x. The same goes for the horns/ears combo with slots 42 and 55. Hooves also give an armor rating of 32 (light excepting the heavy armored hooves which give heavy armor rating instead) each (hands and/or feet). So with a full compliment you'd end up with 6x 32 = 192 for those. Not sure where the 6 extra come from, udders would give 11 (light), the only other equipment from bac are tongues (0 rating) and the drip (also 0 rating). I'd agree that with the stacking of those combo items, this is a bit huge. It comes over time, I suppose, not being in direct focus and just coping with the various quirks of occupied slots and getting those items equipped at all.

Is it possible to get an option to disable this in the future? I seem to be getting similar armor values even when I have limb TF and hardcore mode disabled.

I suppose it's difficult since it's tied to the items themselves and you'd need a second set to account, but I figured I'd throw my hat into the ring.

Posted
1 hour ago, thorax339 said:

Working on adding the large tuft from LE tails to the ends of the SE tails. encountered an interesting thing where for the large tail ive had to move the tuft away from the rest of the tail in Outfit studio for it to line up in game for me.

 

Could someone test this out for me in their game to see if it still lines up? i tried messing with my physics setups and didn't get any problems in my game.

 

Got the hair colour match to work for the large tail but not for the small tail (thinking back on it i dont think it did it in LE either for small tail). Only thing is on SE it doesn't update with YPS hairs as i recall it doing so in LE. Or at least it did it for the hair colour changes in Bimbos of Skyrim when used with BaC

 

How it looks in Outfit studio: i assume its because of the way the Tuft from the LE model had to be stretched and moved to fit the same shape as the SE tails.

image.png.60e8918c534ca50a8a42793b7d87017b.png

 

Requirements: I used Unknowns tails as a base so make sure that is installed

 

file includes 2 replacement meshes for the brown spots tail. 1 for the small and 1 for the large tail. If this works for others ill work on the other fur types, if the position is dependent on my game somehow then im not sure if i will do the others.

bactailtest.rar 240.59 kB · 1 download

Tested on my setup, both tails look alright on my end with tufts aligning well with the tails. The tuft colour on the large tail changes somewhat, though not entirely, to match hair colour.
Seems like the tail physics have improved a little bit too, but that could just be my imagination

Posted (edited)
7 hours ago, thorax339 said:

Working on adding the large tuft from LE tails to the ends of the SE tails. encountered an interesting thing where for the large tail ive had to move the tuft away from the rest of the tail in Outfit studio for it to line up in game for me.

 

Could someone test this out for me in their game to see if it still lines up? i tried messing with my physics setups and didn't get any problems in my game.

 

Got the hair colour match to work for the large tail but not for the small tail (thinking back on it i dont think it did it in LE either for small tail). Only thing is on SE it doesn't update with YPS hairs as i recall it doing so in LE. Or at least it did it for the hair colour changes in Bimbos of Skyrim when used with BaC

 

How it looks in Outfit studio: i assume its because of the way the Tuft from the LE model had to be stretched and moved to fit the same shape as the SE tails.

image.png.60e8918c534ca50a8a42793b7d87017b.png

 

Requirements: I used Unknowns tails as a base so make sure that is installed

 

file includes 2 replacement meshes for the brown spots tail. 1 for the small and 1 for the large tail. If this works for others ill work on the other fur types, if the position is dependent on my game somehow then im not sure if i will do the others.

bactailtest.rar 240.59 kB · 1 download

Keep in mind, that I'll be changing the tails over to those found in Fantasy Creature HDT SMP Race Menu Tails II which again have way better physics.

 

13 hours ago, Obryanov said:

Would it be possible to make a clothes exceptions list similar to the one for food so that some outfits would still fit a fat enough cow?

Shouldn't be that much of a problem, I'll put it on the list.

 

13 hours ago, Odirn said:

How can I fix this?

And I'm asking again: Which ZaZ plugin version do you have?

Edited by botticelli
Posted
35 minutes ago, botticelli said:

Keep in mind, that I'll be changing the tails over to those found in Fantasy Creature HDT SMP Race Menu Tails II which again have way better physics.

 

Shouldn't be that much of a problem, I'll put it on the list.

 

And I'm asking again: Which ZaZ plugin version do you have?

8.0+ zaz 

Posted

When it comes to the tails. Personally (minus the jank when fps dips) I find the LE tails felt a lot more natural as they had their own sway and didn't just immediately flop towards the ground. The tails in SE feel more like someones attached a streamer to the backside of the character as it just kind of flops and blows in the wind.

 

Unless theres something ive done wrong in my setup anyway.

If the new tails just end up as mesh replacements without extra code i might even stick with the old style ones if it doesn't break anything. Would have to see how they end up.

Posted (edited)

Just a couple things ive seen while testing my tail edits.

 

(cow levels to get to the tail stage was done using the levelup potion so it may just be a consequence of that)

When swapping fur colour via the cow settings menu in the mcm the tails (both small and large) do not swap and require another player update to swap. also happens with the 2 finger partial hooves gloves.

 

sometimes the options to set the allowed fur colours are not being followed. i generally have my settings to only allow brown spots but i will occasionally end up with different colours when advancing both normally through milking and also with the level up potions. Not a big issue as its noticeable on the first fur stages and easily fixed in the cow settings menu.

 

all done on player character, have not tested on npcs at all.

Edited by thorax339
Posted
On 1/21/2026 at 1:52 AM, CG2424 said:

Is it possible to get an option to disable this in the future? I seem to be getting similar armor values even when I have limb TF and hardcore mode disabled.

I suppose it's difficult since it's tied to the items themselves and you'd need a second set to account, but I figured I'd throw my hat into the ring.

Nevermind. I just did a sweeping change to all the BAC armorss in SSE Edit, made a new ESP to overwrite the old and it did the trick. Won't get armor values on the armored variants of the hooves, but I never used those anyway since you were kinda stacked on armor to begin with just by default.

Posted

Well i finished my edits for the tails and they all work.

 

Edited the large and small tails to include the tufts of hair from the LE models. Ive changed the default texture to be greyscale so it picks up hair colour better than the default brown. Tail colour is still a little darker than the haircolour but ive tried to lighten up the texture so it matches a bit better (it will probably never be perfect given its always a tint on top of something else.).

 

The small tails now use the same tuft model as the large tails but scaled down to resemble the original size, they are just a tad longer. For some reason i couldn't get the original small tail tuft to update colour via hair tint despite having the same settings.

 

I noticed the hair colour updates only happen once per session so if you are using mods like YPS or BImbos of Skyrim youll have to quit to main menu and load back in for the colours to update.

 

Contents:

2 .nifs for each colour of fur, 1 for the large tail and 1 for the small tail. 10 in total.

NO included .xml for the physics.

 

Requirements:

As these use the files by Unknown22923 i would recommend grabbing that at least for the physics file included. I have not tested the tails without it but "should" work.

 

If anyone encounters any issues let me know and ill see what i can do. Dont expect much tho im still new to this stuff.

BaC Tail Edit.rar

Posted

I have a vampire I've enslaved via PAH/DOM. However, I cannot seem to turn her into a cow. Is there a console command or something I can do to force the NPC to be a cow? Lactacid (way over the setting), blended lactacid etc, nothing is working to turn her.

Posted
4 hours ago, MysticDaedra said:

I have a vampire I've enslaved via PAH/DOM. However, I cannot seem to turn her into a cow. Is there a console command or something I can do to force the NPC to be a cow? Lactacid (way over the setting), blended lactacid etc, nothing is working to turn her.

 

58 minutes ago, zonder4213 said:

Vampires can't become cows.

Not quite. They are not disallowed per se, *but* (a) the race must be playable (I've encountered several copies of the standard vampire races in mods (also follower mods) that lack the playable flag and often have some other changes such as they cannot be cured, etc.), (b) *if* you get her to get get cursed, the face will not show any mutations since the vampire head is a vanilla shadow overlay of the real head and any function that target the head such as facepart changes will only affect the real head and not the vampire one.

There is a BAC keyword (bac_NPCCowAllowed, xx31e703) to allow nonplayable races which you could attach to your npc using SPID.

On 1/21/2026 at 2:28 PM, Odirn said:

8.0+ zaz 

ok. CTD with the hooves could also point to some high heels mod. Do you have the SE RaceMenu high heels fixes installed?

 

On 1/21/2026 at 4:33 PM, thorax339 said:

Personally (minus the jank when fps dips) I find the LE tails felt a lot more natural

funny, just the exact opposite I had heard when introducing the larger tail in LE ("That is no natural cow tail swing"). The newer ones have a much better swing, though there's still no tail that's sticking out like the LE tail does (which *is* unnatural). Try these: BAC SE Tails II.7z.

Posted
1 hour ago, botticelli said:

 

funny, just the exact opposite I had heard when introducing the larger tail in LE ("That is no natural cow tail swing"). The newer ones have a much better swing, though there's still no tail that's sticking out like the LE tail does (which *is* unnatural). Try these: BAC SE Tails II.7z.

 

Hmm. probably not natural cow tail but to me just felt like it fit better sticking out a bit first before bending down. it was also interesting how the tails acted differently in LE. i.e the small one is closer to whats in SE whereas the large one felt more.. not so stiff but like it had actual bones in it, it didn't just flop down via gravity or blow in the wind as much.

 

Regarding the ones you posted:

Overall visuals of those do look nice. I feel like they could be a bit stiffer in their movement as they still kind of act like streamers attached to the backside. did have a few little physics hicups for me where it was randomly bouncing up and also distorting a little at the attachment point when i was drawing / stowing weapons. Little bit of stretching when jumping and the hair was quite shiny.

 

When crouching (or using large tail without hooves as i was just using console equip) when the tail touches the ground it gets a bit janky.

 

that said the way the tails do collide with the body, wrapping around when turning quickly does look nice.

 

Comparing the 2. i like the base tail of the new ones but i did like the larger tufts of the old ones. Hard to say tbh.

 

The tail colours on the new ones also only update once a session it seems just like the current ones. Only a problem if someone goes through enough levels to gain the small tail and then upgrade to large. large tail wouldn't update its colour or if someone is using a mod that changes hair colours more frequently like YPS.

Posted

Ahhh i probably misremembered the face/head morph not working on a vamp character and changed to not being able to become a cow in my silly brain box. >_< 

Posted (edited)

Normally I just lurk around here to see what's going on, but I wanted to say thank you to botticelli for this amazing mod, I played the original version when it came out and I've loved playing this updated version you made as well! Its been by far one of my favorite mods for Skyrim for a while now.

 

As an aside I want to more generally ask if anyone has a recommended mod list for a more feature complete BAC experience. Despite playing it and MME for a long time now I always feel like I'm missing one aspect or another in the modlist, maybe that is simply the nature of the beast but it seems worth asking anyways. First place is definitely creatures as they always seem broken and unintuitive to make work, second being good ways to start and continue through BAC/MME. Milk Addict works but always seems to teeter into just being kind of... annoying? Alternatively sticking with that but learning some better settings is also welcome. Anybody's responses are welcome and appreciated for anything else! ❤️

Edit: Realized that RP ideas or mods that feed into RP ideas are also more than welcome. Like starting out wanting to turn ladies into cows before unwittingly becoming one, or just entirely accidentally turning, and so on.

Edited by SilverSloot
Posted

the most immersive thing is probably being enslaved to a follower given you can be with one all the time with milk maid mod if it still works

Posted
On 2025/8/26 at PM10点29分, botticelli said:

再检查一下你的奴隶纹身。新版本中,槽位是倒序分配的,所以你需要再次查看SlaveTats MCM菜单的最后一页(一页只显示12个槽位,你需要更改菜单顶部查看的页面)。2.1.1版本在SE中也使用了LE插槽排序,导致毛皮覆盖了所有东西。在LE中,0号槽是堆叠中最低的,而在SE中是最顶层的槽位。2.1.2版本后我升级到SE并更改了这个功能(之前没人告诉我)。我记得我也把这点写进了更新日志。

  隐藏内容

20250826162658_1.thumb.jpg.f03d6572106e551c639f3acd01d07a42.jpg

 

Why do you have 30 slots while I can only have up to 13?

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