safado Posted April 9 Posted April 9 (edited) 20 hours ago, space_d said: Any update on this? 13 hours ago, Ricordi said: Here: I think UBE BAC stuff is already in pack 4, too. @Ricordi I think it may need revision for the new tail, maybe other stuff in new bodyslide. New tail textures are reused and mix with game cow textures. That means it needs to be recreated using those as a guide to account for new mesh UV topology, that why currently it has seams and stretched. Edited April 9 by safado
Augwow Posted April 12 Posted April 12 For anyone wanting to use beastess sneak in SE. I took the sneak anims from the SE port of the original mod and replaced the ones in the file posted here and it seems to work Beastess_Beast_Sneak_noEsp SE.7z 1
botticelli Posted April 12 Author Posted April 12 9 hours ago, Augwow said: For anyone wanting to use beastess sneak in SE. I took the sneak anims from the SE port of the original mod and replaced the ones in the file posted here and it seems to work Beastess_Beast_Sneak_noEsp SE.7z I uploaded an OAR version of this on the file page. That will enable those animations only for cows of stage 6 and higher by default, so you may want to edit the config.json in the lowermost folder ("sneak"). 1
Augwow Posted April 12 Posted April 12 5 hours ago, botticelli said: I uploaded an OAR version of this on the file page. That will enable those animations only for cows of stage 6 and higher by default, so you may want to edit the config.json in the lowermost folder ("sneak"). swapping the files was pretty much the extent of my ability so thats a nice upgrade thanks
sandai05 Posted April 12 Posted April 12 (edited) I am having an issue with cow head 1 after updating from 2.1.2. When the npc transforms and applies cow head 1 the head it starts glitching out. Edited April 12 by sandai05
botticelli Posted April 12 Author Posted April 12 (edited) 31 minutes ago, sandai05 said: I am having an issue with cow head 1 after updating from 2.1.2. When the npc transforms and applies cow head 1 the head it starts glitching out. If you're using HighPoly Head, the standard heads won't work for you. There's a post somewhere in this thread for HighPoly Head conversion. Else, post your game version. Edited April 12 by botticelli
lavatube Posted April 12 Posted April 12 20 hours ago, Odirn said: Help, only one breast got bigger. LOL I'm guessing that's the uneven breasts mutation?
botticelli Posted April 13 Author Posted April 13 16 hours ago, lavatube said: I'm guessing that's the uneven breasts mutation? yes, but probably the 2nd stage. I guess I'll need to adjust the scale factor for UnevenBreasts2 (2.5 at the moment). I only use UnevenBreasts1 myself which looks perfectly ok...
twinklecupcakes Posted April 13 Posted April 13 (edited) hello, ive spent some time trying to figure out the issue on my own but im stuck, so all of the morphs work correctly but the only thing i cant get to work is the face morphs, im using the Nefaram pack which does have the High poly head, ive tried downloading the converted head mod here and installing it with Mo2, but im bit sure if im building the files incorrectly or if Im neglecting another step somewhere. Also just to clarify my head isnt broken like the above example in game either, the morphs just arent applying onto my head Edited April 13 by twinklecupcakes
lavatube Posted April 13 Posted April 13 I have a game where the Paul timer has stopped counting down and he never calls me. Forcing the timer to zero doesn't work either. I tried some of the restart debug options, but they didn't fix it. I suspect the problem was caused due to a stuck courier who never got to deliver a letter. The problem occurred after I visited Solstheim and started the Kolbjorn Barrow quest. For that quest you're supposed to wait a few days to hear back via the courier. I got bored of Solstheim and went back to the mainland. Many weeks later, I realized I hadn't heard from the courier in ages, so I used a mod to teleport myself to the courier. For some bizarre reason, the courier was in jail in some copy of the Solitude jail?! I dunno how that happened, maybe he was following me when I was imprisoned using the Prison Alternative and Pama Sovngarde Aftermath mods. However, it seems to be a known bug where the courier can get stuck during the Kolbjorn Barrow quest if you leave Solstheim. Regardless, when I teleported the courier to the real world, he ended up giving me a dozen or more belated deliveries, one of which was for a Paul quest. Anyhow, I'm not sure there's really a resolution to this, but watch out for that quest.
botticelli Posted April 14 Author Posted April 14 15 hours ago, lavatube said: For some bizarre reason, the courier was in jail in some copy of the Solitude jail? That's the storage cell for the courier when not in operation. The courier is operated by a quest called WICourier. At any time during the game you can check with sqv WICourier in the console whether that quest runs or not. Mods like BAC or the vanilla game add letters to the courier via a function within that quest which starts it automatically if not already running. Now there's an event in the OnLocationChange queue which is supposed to fire when the pc enters a settlement (be it minor or major) and that quest is running. With the event, a stage is triggered to move the courier to the pc. That stage also attaches a package to courier to force greet you. All the events in that queue up to a certain subfolder depth are supposed to have a "continue" flag set for the processing to continue with the next event even if one event has fired. I once had an issue with a mod that inserted itself in that queue at the very top without that flag set and thus disabled *all* location change events: no couriers, no thane quests, etc. The "known bug" you mention actually mostly evaluates to such a mod. *Finding* the culprit can be tedious, though. Depending on where (via a priority value) such a mod would insert itself into the queue, some of those quests might still work while others do not. In the meantime, use the console command sqv WICourier and check the aliases of that quest if it's running. One of them points to the courier actor id you can then use with prid <id> and then moveto player to fetch him to you. He will not force greet because his package is not attached, but if you talk to him, you'll get all the letters that have been piling up.
SilentOption Posted April 14 Posted April 14 (edited) @botticelliMy creation kit is not launching meaning I can't customize my Temptress character for the Being A Cow Quest. Are their other alternatives to the Creation Kit. FYI Both Special Edition and the LE version of Creation do not work and place in another folder. I tried multiple fixes including a fresh installation of my Windows and reinstall of Skyrim LE and SE, yet the Creation is a no-go for me. Also how would I customize it I google search the alternates Tes5Edit can be a substitute I don't know where to start to tweak it Edited April 14 by SilentOption
botticelli Posted April 14 Author Posted April 14 11 minutes ago, SilentOption said: Are their other alternatives to the Creation Kit. Not to its full extent. xEdit (LE = TES5Edit, SE/AE = SSEEdit) may work for this, but I've never used it that way. CK needs to be located in the game folder. Also, it needs the papyrus compiler to be located there and that needs Microsoft Visual C++ Redistributables of some version to be installed but other than that, I'm at a loss.
SilentOption Posted April 14 Posted April 14 That the problem it default to another location and it doesn't give me the option to move to the Skyrim Game Folder
botticelli Posted April 15 Author Posted April 15 17 hours ago, SilentOption said: That the problem it default to another location and it doesn't give me the option to move to the Skyrim Game Folder via Steam? That'd be strange. I had no problems installing it via Steam to a different location (after moving the Steam base folder to another drive).
Ricordi Posted April 15 Posted April 15 (edited) Has anyone tried porting Cotr heads for BAC? I already have the meshes. I also tried “patching” them as described in the guide, but BAC in the game itself refuses to recognize the heads as mutations. They show up in Racemenu, but not in the mutations section. I use: • Cotr • Cotr High Poly • Cotr Overhaul 1. 2. Just in case, I’ll attach an archive with the heads and the edited COR_Allrace.esp _CoTR_heads.zip Edited April 16 by Ricordi
botticelli Posted April 16 Author Posted April 16 (edited) 13 hours ago, Ricordi said: They show up in Racemenu, but not in the mutations section. CowHead mutations become available at stage 7. Before that, they will not show up in any case. Also, the menu build does not check for implementations. Even vampires can get CowHead mutations which will not show up on the actor since they do not work. For the mutation record they still count as applied. With custom races the only extra check is whether that race is registered for head morphs (still: vampires will have no visual effects!) Spoiler if GetCowPhase(TheCow) > 6 && BACStore.bac_HeadMorphRaces.HasForm(TheCow.GetRace() as Form) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead1, BAC_MUT_CowHead1) if !HasCowHead1(TheCow) ||\ (!HasCowHead2(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead2, BAC_MUT_CowHead2)) ||\ (!HasCowHead3(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead3, BAC_MUT_CowHead3)) ||\ (!HasCowHead4(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead4, BAC_MUT_CowHead4)) ||\ (!HasCowHead5(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead5, BAC_MUT_CowHead5)) ||\ (!HasCowHead6(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead6, BAC_MUT_CowHead6)) ||\ (!HasCowHead7(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead7, BAC_MUT_CowHead7)) ||\ (!HasCowHead8(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead8, BAC_MUT_CowHead8)) categories = PapyrusUtil.PushInt(categories, BAC_MCAT_Head) endif endif Edited April 16 by botticelli 1
Ricordi Posted April 16 Posted April 16 9 hours ago, botticelli said: CowHead mutations become available at stage 7. Before that, they will not show up in any case. Also, the menu build does not check for implementations. Even vampires can get CowHead mutations which will not show up on the actor since they do not work. For the mutation record they still count as applied. With custom races the only extra check is whether that race is registered for head morphs (still: vampires will have no visual effects!) Reveal hidden contents if GetCowPhase(TheCow) > 6 && BACStore.bac_HeadMorphRaces.HasForm(TheCow.GetRace() as Form) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead1, BAC_MUT_CowHead1) if !HasCowHead1(TheCow) ||\ (!HasCowHead2(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead2, BAC_MUT_CowHead2)) ||\ (!HasCowHead3(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead3, BAC_MUT_CowHead3)) ||\ (!HasCowHead4(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead4, BAC_MUT_CowHead4)) ||\ (!HasCowHead5(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead5, BAC_MUT_CowHead5)) ||\ (!HasCowHead6(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead6, BAC_MUT_CowHead6)) ||\ (!HasCowHead7(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead7, BAC_MUT_CowHead7)) ||\ (!HasCowHead8(TheCow) && GetEligible(TheCow, BACConfig.enabled_npcs_CowHead8, BAC_MUT_CowHead8)) categories = PapyrusUtil.PushInt(categories, BAC_MCAT_Head) endif endif Do head mutations for COTR work on your end (if you've tried them, of course)? I've basically tried every known fix and workaround, but nothing seems to work. Yes, on the screenshot I have definitely passed stage 7, but the heads still didn't appear. It might look from the screenshots like I entered the wrong Form IDs, but that's not the case. I'm completely out of ideas at this point — I've run out of things I might have missed. Especially since the UBE race is recognized perfectly, and it has its own custom path to the head files.
RoxDox Posted April 17 Posted April 17 Was wondering if any patch exists to utilize milking from SGO4 as a trigger instead of MME. I'd like to move to SGO4 but it seems to not really be compatible with MME.
botticelli Posted April 17 Author Posted April 17 1 hour ago, RoxDox said: Was wondering if any patch exists to utilize milking from SGO4 as a trigger instead of MME. I'd like to move to SGO4 but it seems to not really be compatible with MME. once again: BAC depends on the mod events from MME, no other milk mod will work at this time.
botticelli Posted April 17 Author Posted April 17 14 hours ago, Ricordi said: Do head mutations for COTR work on your end (if you've tried them, of course)? I didn't try them. BAC uses Actor.GetLeveledActorBase().SetNthHeadPart() to set the face. This does not work with vampires either, so if COTR has a similar mechanic as the vanilla vampire, it will not work. You see, the game engine "overlays" a regular character with the vampire race. Any queries and changes via script still end up in the regular actor base with the regular race so the mod has no means to influence that.
SilentOption Posted April 19 Posted April 19 On 4/15/2026 at 8:09 AM, botticelli said: via Steam? That'd be strange. I had no problems installing it via Steam to a different location (after moving the Steam base folder to another drive). My Skyrim is on my main C drive, and as I mentioned, the Creation Kit is set to a different Steam folder by default.
safado Posted April 19 Posted April 19 (edited) 2 hours ago, SilentOption said: My Skyrim is on my main C drive, and as I mentioned, the Creation Kit is set to a different Steam folder by default. Steam usage issue. The steam default storage got changed a while ago and during installation the first window for storage selection was ignored by clicking install button. You have to manually select the Skyrim storage when asked or STEAM will use the current default storage. Hover over CK and Right click\Manage\uninstall and try again but select the proper storage before clicking install, next time. It is likely that it will end on a different folder like "Skyrim Special Edition 1946180". In that case copy the content of the folder into your Skyrim Special Edition folder. Also, you may need to run the SkyrimSELauncher.exe as and administrator, click options, click ok. That will recreate the registry entries. You still need to reconfig and fix the bugs before using it. Open some tutorial somewhere. Edited April 19 by safado
SilentOption Posted April 19 Posted April 19 (edited) 11 hours ago, safado said: Steam usage issue. The steam default storage got changed a while ago and during installation the first window for storage selection was ignored by clicking install button. You have to manually select the Skyrim storage when asked or STEAM will use the current default storage. Hover over CK and Right click\Manage\uninstall and try again but select the proper storage before clicking install, next time. It is likely that it will end on a different folder like "Skyrim Special Edition 1946180". In that case copy the content of the folder into your Skyrim Special Edition folder. Also, you may need to run the SkyrimSELauncher.exe as and administrator, click options, click ok. That will recreate the registry entries. You still need to reconfig and fix the bugs before using it. Open some tutorial somewhere. I tried that already. It still places in another folder beside Steam. I tried every single thing, and even in that new folder, it does not launch. I even tried running as an administrator. Edited April 19 by SilentOption
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now