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Posted

The meshes are missing if you want male udders. For example, the code references uddersnewbigm_0.nif and such, but there's only uddersnewbig_0.nif.

I did a edit to make BodySlide files to generate the male files. There's still other issues to fix for the male cows. There may still be male meshes missing for other things and I know the textures for the male cow bodies don't look right on hips.  

 

The .7z file includes the generate files. It would also have worked to just copy/rename the udder files to include "m". 

 

Being a cow Male Patch.7z

Posted

I have finally fixed the Creation Kit issues. I had to copy most of the files from my main Skyrim folder to the Creation Kit folder. The program now launches successfully, so I can start modding again

Posted (edited)
On 4/24/2026 at 1:12 AM, SilentOption said:

I have finally fixed the Creation Kit issues. I had to copy most of the files from my main Skyrim folder to the Creation Kit folder. The program now launches successfully, so I can start modding again

One nexus item to lock safely away for later is this: https://www.nexusmods.com/skyrimspecialedition/articles/6536

You can use the steam command line to get the packages into any folder you specify.

Edited by botticelli
Posted

Hey! I've used this mod in both its versions (not on this character and not on this install of Skyrim) but I've run into an issue mentioned a few times in this support section that I had never had myself. Started this current character and my only new mod was BaC. When I reach mutation stage 6, the "Soul Merge" or whatever power is added and I CTD in the next few seconds. I've tried replacing the head meshes with the LE versions, replacing the sound files, using one head mesh file linked in 2024, and even disabling head mesh transformation in the MCM. I've tried disabling all morphs, and I've triple checked to have the latest 3BA BodySlide files for the mod built with morphs enabled. Been trying for a few hours and at the end of my rope here, always a fun mod to use. Linked my crashlogger and  Papyruslog .crash-2026-04-26-22-40-54.log

Papyrus.0.log

Posted
9 hours ago, Timbago said:

Linked my crashlogger and  Papyruslog

Did you perchance add this to an already running game? The papyrus0.log suggets as much

Spoiler
[04/26/2026 - 10:39:59PM] Error:  (3301E41C): cannot start scene because its parent quest was not running.
stack:
	[ (3301E41C)].Scene.Start() - "<native>" Line ?
	[bac_unowned (3301DE47)].bac_unowned.reloadQuest() - "bac_unowned.psc" Line 280
	[alias PlayerRef on quest bac_main (33001D90)].bac_alias.OnPlayerLoadGame() - "bac_alias.psc" Line 36

This does not happen, if that mod is active with a clean save or new character.

The crash log tells us the reason:

[ 1][P] 0x7FF9BA35C2D4 po3_PapyrusExtender.dll+012C2D4    test rax, rax |  void RE::TES::ForEachReferenceInRange(RE::TESObjectREFR 

From stage 6 on the PO3 extender is excessively used by BAC. This is a SKSE plugin dll that needs to have the correct version matching that of your SKSE installation, i. e. SE 1.5.97 SKSE version PO3 extender will not work with AE 1.6.11x SKSE versions.

Posted
5 hours ago, botticelli said:

Did you perchance add this to an already running game? The papyrus0.log suggets as much

  Reveal hidden contents
[04/26/2026 - 10:39:59PM] Error:  (3301E41C): cannot start scene because its parent quest was not running.
stack:
	[ (3301E41C)].Scene.Start() - "<native>" Line ?
	[bac_unowned (3301DE47)].bac_unowned.reloadQuest() - "bac_unowned.psc" Line 280
	[alias PlayerRef on quest bac_main (33001D90)].bac_alias.OnPlayerLoadGame() - "bac_alias.psc" Line 36

This does not happen, if that mod is active with a clean save or new character.

The crash log tells us the reason:

[ 1][P] 0x7FF9BA35C2D4 po3_PapyrusExtender.dll+012C2D4    test rax, rax |  void RE::TES::ForEachReferenceInRange(RE::TESObjectREFR 

From stage 6 on the PO3 extender is excessively used by BAC. This is a SKSE plugin dll that needs to have the correct version matching that of your SKSE installation, i. e. SE 1.5.97 SKSE version PO3 extender will not work with AE 1.6.11x SKSE versions.

 

 

Can't believe that worked. Frustratingly simple. I have the transformation speed at slow. Totally forgot that I had started this character from a save made after doing my core MCM settings.

Posted

anyone know how  the " a craftsman's masterpiece" quest is started?, i cant figure out how to start it, and its not in the debug section.

i'm all the way through the main BAC questline and 100% hucowed, and have done the vanilla molag bal artefact quest.

also i think Paul's mood is about 2 if that's at all relevant.

thanks.

Posted

Hello everyone,

First of all, this is a very good mod!

I am experiencing a specific issue when loading a save where my character is currently transforming into a cow (even at level 1 of the transformation). The game suffers from massive FPS drops—falling to 1-2 FPS for about a second—roughly every 7-8 seconds.

Interestingly, if I start the transformation during a session and progress to a full transformation, the game runs perfectly with no lag. However, if I reload that save (either from relaunching the game, from the main menu or while in-game), the stuttering starts every 8 seconds. I have already tried disabling "loading on cell" (and also papyrus logging just in case) but it didn't help.

I am running the Anniversary Edition (using the Anvil modlist from Wabbajack), and all requirements are updated to their latest versions. The papyrus does not seems to give an error.

Does anyone have any ideas on how to fix this? Thanks!

Posted
16 hours ago, ednab said:

Does anyone have any ideas on how to fix this?

This mostly happens with low graphics memory allotment since most of the textures used are 2k-4k and excessive rendering can cause these drops. This does not necessarily mean that your hardware is stressed out. It could also mean that the memory settings in your Skyrim.ini file are too low. I have no idea how to set those correctly - I let Vortex do that for me and so far it has worked out nicely.

 

22 hours ago, Celestia 666 said:

anyone know how  the " a craftsman's masterpiece" quest is started?

(1) The Quest "Being a Cow" needs to be at stage 30 meaning that the enslavement to Paul has started (either via Marc in Riften or Proventus Avenicci) and (2) The quest "House of Horrors" (DA10) needs to be completed (at stage 200). Also, any of Paul's weekly nag quests will delay the start and needs to be finished first. Then, there's a 10% chance per game hour that quest gets started. BAC uses PO3's randomizer for those 10% so make sure, you've got the correct PO3 version matching your SKSE extender.

Posted
4 hours ago, botticelli said:

This mostly happens with low graphics memory allotment since most of the textures used are 2k-4k and excessive rendering can cause these drops. This does not necessarily mean that your hardware is stressed out. It could also mean that the memory settings in your Skyrim.ini file are too low. I have no idea how to set those correctly - I let Vortex do that for me and so far it has worked out nicely.

I've tried to modify a bit my skyrim and skyrimcustom ini files without a success even by using BethINI tool (which seems to be the tool used by vortex)

However, I’ve identified a possible cause of the issue. It seems to be related to my character's SMP hair & BAC update.

When my character has no SMP hair, there are no issues. With low-complexity SMP hair, I notice a slight FPS drop. However, with complex hair (like Dint's), I get a massive lag spike (dropping to 1–2 FPS) every 8 seconds. This seems to coincide with a BAC update; every time the FPS drops, the console displays: 'BAC: BAC::onUpdate - Start/Stop update'.

I have updated FSMP using the AVX2 optimization, which helped a little, but the problem persists. Strangely, even if I remove or hide the hair after the transformation, the lag continues—even after performing an SMP reset.

Posted (edited)
3 hours ago, ednab said:

I've tried to modify a bit my skyrim and skyrimcustom ini files without a success even by using BethINI tool (which seems to be the tool used by vortex)

 

 

That is a common FSMP issue, they are working on it. 

 

Did you try new FSMP 3.0.4 on performance settings with the newer SMP Fixes 0.0.3? (try without the patch firstm remove obsolete patches too). Try different SMP hairs, maybe is a specific setting with the hair choice smp xml parameters.  

 

You need to remove SMP-NPC Crash fix and HDT-SMP Slot32 fix because those patches are now obsolete with the new version and will conflict.  SMP Fixes also replaced those anyway.  If using the Old Predator SMP-Head, it has the obsolete patch included, replace the mod with new version that does not have obsolete patch files. 

 

New SMP fixes (the patch)

Spoiler

Features For FSMP-3.0.0

  • Facial Morph Update Fix - Makes SMP use current facial morphs rather than the neutral face. Fixes issues with SMP lip mods like Predator's.
  • Body Morph Update Fix - When body morphs are changed through mods or RaceMenu, SMP will properly utilize the new shapes.

 

Features For FSMP-2.5.1 (FSMP 3.0.0 Beta fixes all of these already)

  • Complex Outfit Fix - Fixes complex SMP outfits from mods like Devious Devices. May also help with other SMP anomalies.
  • Facial Morph Update Fix - Makes SMP use current facial morphs rather than the neutral face. Fixes issues with SMP lip mods like Predator's.
  • Body Morph Update Fix - When body morphs are changed through mods or RaceMenu, SMP will properly utilize the new shapes.
  • Slot 32 Fix - This is just the name it's known by. SMP has an issue where it breaks bones on the body when combined with CBPC. Which is why people have associated it with "Slot 32" and CBPC. Tl;Dr: This fix prevents CBPC physics from breaking with SMP I guess lol
  • NPC SMP Crash Fix - Fixes a bug in vanilla that can rarely cause a crash with NPC's with SMP items (Like SMP hair). (Likely doesn't work on VR. Still need to find VR's offset)

 

 

 

FSMP - Faster HDT-SMP 3.x change log.    3.0.5 is pre-realease and only available in github under dev tag

Spoiler

 

Version 3.0.0


Performance Improvements

  • Loading hair/outfit physics in RaceMenu is now 2–4× fasterSystemCreator was heavily optimized: bone lookups are now O(1) via hash maps, triangle-building no longer spams heap allocations, collision shapes are built in parallel, and F16C hardware instructions are used to convert bone weights on supported CPUs (AVX2+).
  • Smoother physics simulation — Multiple internal optimizations to how simulation "islands" (groups of interacting objects) are managed reduce overhead each frame.
  • Better CPU cache usage in transform processing — The per-bone parallelism was replaced with per-system parallelism, which is faster due to reduced cache misses and thread overhead.
  • Optimized collision dispatcher — The low-level collision broadphase and dispatch code was cleaned up and significantly optimized.
  • Optimized mesh collision — Skinned mesh (soft body) collision now avoids unnecessary heap allocations and redundant work each frame.
  • Compiler and SIMD improvements — Several hot paths now use SSE4 and AVX2 intrinsics for faster math (quaternion/transform operations).
  • Major thanks to Asdt123123 for this astounding work!

🐛 Bug Fixes

  • Fixed the "slot 32" physics bug (patch now obsolete)— A long-standing bug where certain outfits' physics would completely break has been resolved.
  • Fixed first-person ↔ third-person reset — Switching between first and third person no longer causes a physics explosion on the player character.
  • Facial morphs no longer break — Fixed a Skyrim bug where hard-part items (like SMP hair) could cause face morphs (expressions, RaceMenu morphs) to stop working. Affects characters with physics-enabled hair or head accessories.
  • Fixed head corruption leading to CTD — Corrected an issue where face geometry (FaceGen) processing could corrupt data over time and eventually crash the game.
  • Dynamic HDT (DHDT) no longer corrupts game saves — Saving while a DHDT override was active could make the save impossible to load. This is now fixed with a safer save/load system.
  • Improved DHDT transfer stability — Switching physics presets via DHDT no longer causes visual explosions or constraint glitches. World transforms are now properly computed before transferring velocities between rigs. Thread safety is ensured.
  • Bone name matching is now case-insensitive — Short or mixed-case bone names no longer cause SMP glitches or physics failures.
  • Fixed race condition in transform writes — Transform data is now safely written on the main thread, preventing rare physics corruption.
  • Fixed a memory leak in skeleton nodes — Previously, skeleton nodes were not always properly cleaned up, which could cause memory growth over long sessions.
  • Raised the collision contact limit — The old artificial limit was causing FPS drops when two physics shapes got stuck inside each other. The limit has been doubled, giving Bullet Physics more information to resolve overlaps without a framerate tank.
  • Physics shapes are now built from the neutral havok pose — Prevents shapes from being built in incorrect positions at load time.
  • VR: Fixed crashes from bone limit and bad bone references — Two separate crash-to-desktop bugs affecting VR users have been fixed.
  • Fixed minor memory leaks — Several small memory management issues in collision and mesh code have been resolved.
  • Fixed preset loading — loading a preset now correctly reflects success or failure, and the "currently loaded" label is properly tracked even across save/load cycles.
  • Fixed potential logic inconsistency in config parsing.
  • Fixed a bug where existing saves could display incorrect or missing page labels in the MCM.
  • Ignore constraints declared by modders between two non-physics-enabled bones.
  • MCM: ensure that the 'Max Active Skeletons' slider can be adjusted even when 'Auto Adjust the max number of NPCs' is disabled.
  • Major thanks to Asdt123123, BackPorter, Alandtse and /bin/cat for this astounding work!

 

 

Version 3.0.1


Performance Improvements

  • Significantly improving performance: enhanced physics simulation performance with optimized collision detection and motion prediction for skinned meshes (optimize broadphase, and batch parallel better).

🐛 Bug Fixes

  • CTD fix: improved stability when loading actor skeleton and geometry data by preventing crashes from invalid memory references in character models (correctly handle broken head meshes to avoid crashes/corruption). The root cause appears to be bad LE ports which the engine internally handles properly, but we don't.
  • CTD fix: guard against invalid nodes to avoid CTDs (OpenAnimationReplacer creates dummy characters in the main menu which will lead to FSMP reading invalid data and crashing.)
  • Validator fix: correctly made wind-factor a positive float rather than a [0, 1] value to reflect the real fsmp code. Removed the obsolete wind-effect tag.

 

Version 3.0.2


Performance Improvements

  • CTD fix + perf: face geometry crashes, invisible NPCs, some performance stutters - Replaced NPC face geometry loading mechanism with improved model-database workflow. Enhanced bone-name resolution validation with stricter memory bounds checking and printable string verification. Improved error logging for failed geometry loading and unresolved bone references (replaces the previous NiStream system with an implementation that mirrors Bethesdas. We now use their BSModelDB, which handles all the broken nifs and what not for us, and has a built-in cache layer and what not. This also implements Bottle's corrupted bone name check as a final fallback - although that should likely never be hit.) Major thanks to Asdt123123 for this fix!
  • fix + perf: keep nearby NPCs active when auto-adjust shrinks the skeleton budget (close NPCs are now never deactivated by the budget cap, so cap oscillation can no longer strip physics from NPCs standing next to the player. Behavior is unchanged when auto-adjust is off, and unchanged for NPCs outside minCullingDistance. In the (rare) pathological case where more than maxActiveSkeletons NPCs are all inside minCullingDistance, the cap becomes a soft floor rather than a hard ceiling — preferable to a stiff NPC in the player's face. Side benefit: previously, in crowd scenes where the cap saturates, m_minCullingDistance was effectively inert: the top-N skeletons by sort score were almost always in-frustum and unoccluded, so the frustum/LOS overrides it guards rarely fire. This change gives the setting meaningful reach in the regime where it matters most). Major thanks to Kanin-Hop for this fix!

🐛 Bug Fixes

  • CTD fix: improved face geometry loading mechanisms and bone reference handling for enhanced stability and reliability. Optimized VR face geometry processing and bone name resolution (the code was only searching for the original name. If a bone had already been renamed then boom!). Existed on 2.5.1. Major thanks to Asdt123123 for this fix!
  • fix: avoid continuous enabling/disabling of NPC physics (the previous auto-scaling logic used fixed step sizes (+2/-2) regardless of context: scale-down was too aggressive at low skeleton counts — dropping by 2 at 5 active skeletons is a 40% reduction from a single slow frame, causing unnecessary pop-in and oscillation. Scale-up used a fixed 90% budget threshold with a fixed +2 step, ignoring how many skeletons would actually fit in the remaining headroom. The minimum floor of 1 meant physics could be reduced to a near-useless state. Nota: we now never drop below 3 max enabled NPCs). Major thanks to Kanin-Hop for this fix!
  • fix: the MCM includes checks for dependencies now, so it should be obvious if JContainers or papyrus util is missing; this will prevent the MCM from corrupting config files. Major thanks to Kanin-Hop for this fix!

MCM

  • beauty: add background image in MCM Sincere thanks to Kanin-Hop for this evolution!

 

Version 3.0.3


🐛 Bug Fixes

  • fix: fixed face geometry handling in VR mode by properly managing cached node data through cloning instead of direct mutation. Enhanced bone resolution accuracy during VR interactions. Improved diagnostic logging for face geometry operations. (This fixes the black face bug reported by an user when the face geometry is force-reloaded by the game. I assume it's caused by the fact we're mutating the npcFaceGeomNode in the skeleton merge section of processGeometry.)
  • fix: instead of overwriting the vfunc, we just use the old detour hook like in 2.5.1. Avoids breaking mods that also hook that function, while still allowing the detour chain to run (this fixes the compatibility issue with Mu Joint Fix introduced in 3.0.0).
  • fix: install hooks at init (Same behavior as FSMP 2.5.1: reduces incompatibilities with other mods)
  • Major thanks to Asdt123123 for these fixes!
  • CTD fix: fixes a CTD when the player uses the FSMP data dumping function, and there is some Node which isn't a NiNode. By DaydreamingDay

Version 3.0.4


MCM

  • feat, user-friendliness: Replace blocking Debug.MessageBox in tagDefaultValue with a non-blocking Debug.Notification (On startup with only configs.xml present (no preset XMLs, or presets from an older FSMP version missing newer tags), the MCM fired a blocking popup per missing tag — e.g. "This tag isn't set in the loading file: logLevel"). Sincere thanks to Kanin-Hop for this evolution!

 

 

Version 3.0.5


Performance Improvements

  • perf: replaced 'ppl' threading system by Intel 'tbb'. PR#303 Major thanks to Kanin-Hop and Asdt123123 for this improvement!
  • perf: Improved physics profiling in the logs when at log level 5. PR#308 Major thanks to Asdt123123 for this improvement!

🐛 Bug Fixes

  • fix: fixes smp reset PR#306 Major thanks to Asdt123123 for this improvement!
    • sometimes SMP clothing got permanently stuck, and doing "smp reset" did not fix it;
    • issues when dynamically scaled nodes were reset (animation scales a bone after we captured the original, smp reset then resets it back to 1.0);
    • the actor T pose on smp reset - now only physics items will be reset;
    • lots of pointless overhead)

MCM

  • feat, user-friendliness: removed obsolete tag groupEnableMLCP and related message from MCM and config

Validator

  • feat, user-friendliness: improved validator with new assertions (error messages when a xml file isn't valid)

 

 

Tullius channel hairs bundle 

Spoiler

 

I do not know if this is latest, but is recent. Is a collection from many other hairs mods. I do not think Korean follow copyright rules. Use for troubleshoot or because you like the styles.

Tullius SMP Hair 3 1004 (Default Head)   Meshes

 

Tullius Hair 3 XML Pack 1004    SMP XML parameters

 

Tullius Hair 3 textures Pack 1004   Duhhh

 

 

 

 

Edited by safado
Posted
21 hours ago, safado said:

Did you try new FSMP 3.0.4 on performance settings with the newer SMP Fixes 0.0.3? (try without the patch firstm remove obsolete patches too). Try different SMP hairs, maybe is a specific setting with the hair choice smp xml parameters.  

Thanks for the help, but unfortunately, the issue persists 🥲...

I have tested the latest version of FSMP, both with and without SMP fixes 0.0.3, and I also tried removing SMP-NPC Crash Fix, but nothing changed. The problem occurs with all types of SMP hair: I get a massive FPS drop with complex hair (like dint) and a nearly imperceptible one with low-complexity hair (like Tullius).
 

With any kind of SMP hair, every 8 seconds, when BAC updates, I notice a small movement in the hair. Interestingly, if I use vanilla (non-SMP) hair, the problem disappears, even if I am wearing a complex SMP wig. I also noticed that reducing the transparency of my character’s makeup in RaceMenu slightly lessens the FPS drop.
 

I’ve tested this on a heavy setup with all Anvil graphical mods, as well as on a minimal setup with only the bare requirements for BAC (with their latest version). Both configurations show the same issue. I don't recall having this problem back on Special Edition; it seems to have started since I moved to Anniversary Edition (AE) (which I need for specific mods).
 

One question: do you know why BAC updates so frequently (every 7–8 seconds)? Is there a way to decrease this frequency in a config file, via the console, or even by modifying the esp file ? or with a toggle button to launch an update ? A fps drop every 60 seconds will be less problematic than 8 seconds for me 😅.
Just another remarks: when I disable the BAC mod in the MCM, it still running the update every 8 seconds.

Posted

Hi. Does anyone know if its posible to replace cbbe morphs from bodymorph json file with whatever those morphs placed ibn racemenu under "body scales" are called? If so where can i find names of those morphs so i can reference them in the json file. (im trying to use following morphs: waist, plevis, leg to body proportion, head). 

Posted (edited)
3 hours ago, jimjimjimjimjimjimjim said:

Hi. Does anyone know if its posible to replace cbbe morphs from bodymorph json file with whatever those morphs placed ibn racemenu under "body scales" are called? If so where can i find names of those morphs so i can reference them in the json file. (im trying to use following morphs: waist, plevis, leg to body proportion, head). 

 

You will see the real name of the morph by opening the bodyslide used to build the body in outfit studio.

 

Open BodySlide tool, select naked body in Outfit/Body, click the right most button next to selection and the X (small picture of a torso with an arrow).  Thats the shortcut  to open the Bodyslide file in Outfit Studio. 

 

The morph names will be listed at the bottom right window. You can scroll and use the sliders\textbox to sample the morph changes to body in the main window.   Make notes of names with morph you like combined, I do not think NIO\SKEE is case-sensitive but follow to the letter.  

 

Right most section is Outfit Studio and the morph list is the right-bottom window with sliders.   (old picture)

Spoiler

201-0-1478034289.png

 

Follow bac_2.1.2_SE_3ba_BodyMorph_JSON sample found in Download, edit with preferences. 

Spoiler
/*
 * Main Sections are:
 *  - ChangeWeight  		 - any character base weight change in BAC
 *  - ChangeWeight2 		 - extra belly scaling for e. g. imaginary pregnancy belly
 *  - ChangeBreasts 		 - any boob scaling (via voluptuousness potion or cow staging)
 *  - ChangeHead    		 - any head scaling (via CowHead, CowFace or CowNeck mutation)
 *  - ChangeHead2   		 - extra head scaling via CowHead / TallCow
 *  - ChangeFeet    		 - any feet scaling (e. g. via podomegaly potion)
 *  - ChangeAss     		 - any ass scaling (via several mutations)
 *  - ChangePelvis  		 - any Pelvis scaling
 *  - MutationFlatBreasts    - FlatBreasts mutation
 *  - MutationSaggingBreasts - SaggingBreasts mutations
 *  - MutationSteatopygia    - Steatopygia mutation
 *  - MutationBigNipples     - BigNipples mutation
 *
 * All main sections have lists of morphs as lists:
 *  - [morphOrNodeName, reverse, factors, summands{, isNode}]    - for each morph in MorphList contains a separate list with four (optionally five) parts:
 *    - morph name OR node name
 *    - reverse [bool]        - slider direction: regular = false, inverted = true
 *    - factors [floatList]   - factors to the factor values given in the comment on the respective Morphs subsection
 *    - summands [floatList]  - factors to the summand values given in the comment on the respective Morphs subsection
 *    - isNode (optional, default = false) if true, specifies that morph name is not a morph but a node (like e.g. "NPC Head [Head]") instead
 *         this causes BAC to use NiOverride.AddNodeTransformScale() rather than NiOverride.SetBodyMorph(), also 1.0 is added to the overall value,
 *         it has no effect with SLIF keys, since SLIF uses nodes anyway
 *    factors will be multiplied with each other, summands will be added to each other (see examples below)
 *
 * Morphs can be either standard NiOverride morphs or SLIF keys (starting with "slif_"). The latter will produce an error if SLIF is not installed.
 *
 * Any morph value is calculated by multiplying the factor values with the respective factors of this file, then adding the summand values multiplied
 * by their respective factor from this file, and then applying any reversal sign.
 * Example #1
 *			[ "Breasts", true, [ 1.0, 1.0, 1.0 ], [ ] ],
 * Given a character weight of 80, a FatCow2 factor of 1.1, and a cow phase of 24, this would calculate as
 * weight scale factor = 1+(weight scale*0.2/100) = 1.16
 * phase factor = 20 * 0.05 = 1.0 [24 clamped to 20]
 * 1.0 * 1.16 * 1.0 * 1.10 * 1.0 * 1.00 * -1.0 = -1.276 <-- This is the morph value passed to NiOverride
 * ----------   ----------   ----------   ----
 * 1st factor   2nd factor   3rd factor   sign [from reverse]
 *
 * Example #2
 *			[ "NippleLength", false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
 * given a character weight of 80, a nipple base add setting from MCM of 0.5 and a nipple length setting from MCM of 1.1, this would calculate as
 * weight factor = 80.0/100.0 = 0.8
 * length factor = 1.1 + ((0.5 + 1.1) * 0.8) = 2.38
 * 0.5 * 1.00 + (0.0 * 0.8) + (1.0 * 0.5) + (1.0 * 2.38) *  1.0 = 3.38 <-- This is the morph value passed to NiOverride
 * ----------   -----------   -----------   ------------   ----
 * 1st factor   1st summand   2nd summand   3rd summand    sign [from reverse]
 *
 * The original contents of the LE file represents the settings originally hardcoded in BAC
 */
{
	"ChangeWeight" :
	[ // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)]
		[ "Breasts",               false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsSmall",          true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsTogether",       true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "DoubleMelon",           false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestDepth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestWidth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "SternumDepth",          true,  [ 1.0, 1.0, 1.0 ], [ ] ]
	],
	"ChangeWeight2" :
	[ // factors: [0 = imaginary pregnancy belly factor], summands: [0 = slif extra]
		[ "Belly",                 false, [ 1.0 ], [ 1.0 ] ],
		[ "BigBelly",              false, [ 0.1 ], [ 1.0 ] ]
	],
	"ChangeBreasts" :
	[ // factors: [0 = boob size]
		[ "Breasts",               false, [ 1.0 ], [ ] ],
		[ "BreastsNewSH",          false, [ 1.0 ], [ ] ],
		[ "7B Lower",              false, [ 0.5 ], [ ] ],
		[ "BreastWidth",           false, [ 0.1 ], [ ] ],
		[ "Udders",                false, [ 1.0 ], [ ] ]
	],
	"ChangeHead" :
	[ // factors: [0 = cow head # * 0.0125]
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         false, [ 1.0 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 1.0 ], [ ] ]
	],
	"ChangeHead2" :
	[ // factors: [0 = 1.0 + (cow head # * 0.00125)]
		[ "NPC Head [Head]",       false, [ 1.0 ], [ ], true ]
	],
	"ChangeFeet" :
	[ // factors: [0 = body scale]
		[ "SlimThighs",            true,  [ 0.3 ], [ ] ],
		[ "Thighs",                false, [ 0.3 ], [ ] ],
		[ "CalfSize",              false, [ 1.0 ], [ ] ],
		[ "ChubbyLegs",            false, [ 0.1 ], [ ] ],
		[ "LegsThin",              true,  [ 0.1 ], [ ] ],
		[ "Butt",                  false, [ 0.5 ], [ ] ],
		[ "BigButt",               false, [ 0.5 ], [ ] ],
		[ "ChubbyButt",            false, [ 0.5 ], [ ] ],
		[ "AppleCheeks",           false, [ 0.5 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 0.5 ], [ ] ],
		[ "HipBone",               false, [ 0.5 ], [ ] ]
	],
	"ChangeAss" :
	[ // factors: [0 = butt scale], summands: [0 = extra from MCM]
		[ "Butt",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "SlimThighs",            true,  [ 0.5 ], [ 0.0 ] ],
		[ "Thighs",                false, [ 0.5 ], [ 0.0 ] ],
		[ "Hips",                  false, [ 0.5 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 0.5 ], [ 0.0 ] ]
	],
	"ChangePelvis" :
	[ // factors: [0 = pelvis scale], summands: [0 = 1.0 (extra for SLIF)]
		[ "Hips",                  false, [ 1.0 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 1.0 ], [ 0.0 ] ],
		[ "LegSpread_v2",          false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiapuffyness",        false, [ 2.0 ], [ 0.0 ] ],
		[ "LabiaMorePuffyness_v2", false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiaprotrude",         false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaprotrude2",        false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaspread",           false, [ 1.0 ], [ 0.0 ] ],
		[ "Groin",                 false, [ 2.0 ], [ 0.0 ] ],
		[ "Clit",                  false, [ 2.0 ], [ 0.0 ] ],
		[ "ThighOutsideThicc_v2",  false, [ 1.0 ], [ 0.0 ] ]
	],
	"MutationCowBack" :
	[ // factors: [0 = clavicle scale]
		[ "ChubbyWaist",           false, [ 1.0 ], [ ] ],
		[ "WideWaistLine",         false, [ 1.0 ], [ ] ],
		[ "HipBone",               false, [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         true,  [ 0.5 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 0.5 ], [ ] ]
	],
	"MutationFlatBreasts" :
	[ // factors: [0 = 1.0, set to % of breast depth]
		[ "BreastFlatness",        false, [ 0.5 ], [ ] ]
	],
	"MutationSaggingBreasts" :
	[ // factors: [0 = [0.5 with SaggingBreasts1 or 1.3 with SaggingBreasts2] ]
		[ "BreastGravity2",        false, [ 3.0 ], [ ] ]
	],
	"MutationSteatopygia" :
	[ // factors: [0 = 1.0]
		[ "ButtShape2",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "Back",                  true,  [ 1.0 ], [ ] ]
	],
	"MutationBigNipples" :
	[ // factors: [0 = 1.0], summands: [0 = weight factor, 1 = NippleSizeBaseAddition, 2 = NippleLength factor]
		[ "NippleSize",            true,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleTip",             true,  [ 2.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleLength",          false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
		[ "NipplePerkiness",       false, [ 1.0 ], [ 0.1, 0.2, 0.2 ] ],
		[ "NipplePerkManga",       false, [ 0.2 ], [ 0.2, 0.2, 0.2 ] ],
		[ "NippleCrease_v2",       false, [ 0.8 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleThicc_v2",        false, [ 1.0 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleTube_v2",         false, [ 0.5 ], [ 1.0, 1.0, 1.0 ] ],
		[ "AreolaSize",            false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "AreolaPull_v2",         false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ]
	],
	"MutationUnevenLeftBreast" :
	[ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0]
		[ "L Breast01",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "L Breast02",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "L Breast03",            false, [ 0.8 ], [ 0.0 ], true ]
	],
	"MutationUnevenRightBreast" :
	[ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0]
		[ "R Breast01",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "R Breast02",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "R Breast03",            false, [ 0.8 ], [ 0.0 ], true ]
	]
}

 

 

 

 

Edited by safado
Posted
9 hours ago, ednab said:

One question: do you know why BAC updates so frequently (every 7–8 seconds)? Is there a way to decrease this frequency in a config file, via the console, or even by modifying the esp file ? or with a toggle button to launch an update ? A fps drop every 60 seconds will be less problematic than 8 seconds for me 😅.
Just another remarks: when I disable the BAC mod in the MCM, it still running the update every 8 seconds.

 

Just to understand...

 

  1. Are you using SMP-Head?
  2. Are you using a body\Armor that has permanent SMP features or something like 3BAv2\BHUNP\UBE with selectable in game CBPC\SMP hot key switch?   If you are using the switch, try setting the SMP invisible mask on slot60, is an invisible armor that has the SMP-xml that takes over from CBPC.  Test by switching it to CBPC and do not equip armor with SMP, to isolate issue on hairs and test again.
  3.  Did you mention that SMP-wigs do not have issue?

 

 

Posted
6 hours ago, safado said:

 

You will see the real name of the morph by opening the bodyslide used to build the body in outfit studio.

 

Open BodySlide tool, select naked body in Outfit/Body, click the right most button next to selection and the X (small picture of a torso with an arrow).  Thats the shortcut  to open the Bodyslide file in Outfit Studio. 

 

The morph names will be listed at the bottom right window. You can scroll and use the sliders\textbox to sample the morph changes to body in the main window.   Make notes of names with morph you like combined, I do not think NIO\SKEE is case-sensitive but follow to the letter.  

 

Right most section is Outfit Studio and the morph list is the right-bottom window with sliders.   (old picture)

  Hide contents

201-0-1478034289.png

 

Follow bac_2.1.2_SE_3ba_BodyMorph_JSON sample found in Download, edit with preferences. 

  Reveal hidden contents
/*
 * Main Sections are:
 *  - ChangeWeight  		 - any character base weight change in BAC
 *  - ChangeWeight2 		 - extra belly scaling for e. g. imaginary pregnancy belly
 *  - ChangeBreasts 		 - any boob scaling (via voluptuousness potion or cow staging)
 *  - ChangeHead    		 - any head scaling (via CowHead, CowFace or CowNeck mutation)
 *  - ChangeHead2   		 - extra head scaling via CowHead / TallCow
 *  - ChangeFeet    		 - any feet scaling (e. g. via podomegaly potion)
 *  - ChangeAss     		 - any ass scaling (via several mutations)
 *  - ChangePelvis  		 - any Pelvis scaling
 *  - MutationFlatBreasts    - FlatBreasts mutation
 *  - MutationSaggingBreasts - SaggingBreasts mutations
 *  - MutationSteatopygia    - Steatopygia mutation
 *  - MutationBigNipples     - BigNipples mutation
 *
 * All main sections have lists of morphs as lists:
 *  - [morphOrNodeName, reverse, factors, summands{, isNode}]    - for each morph in MorphList contains a separate list with four (optionally five) parts:
 *    - morph name OR node name
 *    - reverse [bool]        - slider direction: regular = false, inverted = true
 *    - factors [floatList]   - factors to the factor values given in the comment on the respective Morphs subsection
 *    - summands [floatList]  - factors to the summand values given in the comment on the respective Morphs subsection
 *    - isNode (optional, default = false) if true, specifies that morph name is not a morph but a node (like e.g. "NPC Head [Head]") instead
 *         this causes BAC to use NiOverride.AddNodeTransformScale() rather than NiOverride.SetBodyMorph(), also 1.0 is added to the overall value,
 *         it has no effect with SLIF keys, since SLIF uses nodes anyway
 *    factors will be multiplied with each other, summands will be added to each other (see examples below)
 *
 * Morphs can be either standard NiOverride morphs or SLIF keys (starting with "slif_"). The latter will produce an error if SLIF is not installed.
 *
 * Any morph value is calculated by multiplying the factor values with the respective factors of this file, then adding the summand values multiplied
 * by their respective factor from this file, and then applying any reversal sign.
 * Example #1
 *			[ "Breasts", true, [ 1.0, 1.0, 1.0 ], [ ] ],
 * Given a character weight of 80, a FatCow2 factor of 1.1, and a cow phase of 24, this would calculate as
 * weight scale factor = 1+(weight scale*0.2/100) = 1.16
 * phase factor = 20 * 0.05 = 1.0 [24 clamped to 20]
 * 1.0 * 1.16 * 1.0 * 1.10 * 1.0 * 1.00 * -1.0 = -1.276 <-- This is the morph value passed to NiOverride
 * ----------   ----------   ----------   ----
 * 1st factor   2nd factor   3rd factor   sign [from reverse]
 *
 * Example #2
 *			[ "NippleLength", false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
 * given a character weight of 80, a nipple base add setting from MCM of 0.5 and a nipple length setting from MCM of 1.1, this would calculate as
 * weight factor = 80.0/100.0 = 0.8
 * length factor = 1.1 + ((0.5 + 1.1) * 0.8) = 2.38
 * 0.5 * 1.00 + (0.0 * 0.8) + (1.0 * 0.5) + (1.0 * 2.38) *  1.0 = 3.38 <-- This is the morph value passed to NiOverride
 * ----------   -----------   -----------   ------------   ----
 * 1st factor   1st summand   2nd summand   3rd summand    sign [from reverse]
 *
 * The original contents of the LE file represents the settings originally hardcoded in BAC
 */
{
	"ChangeWeight" :
	[ // factors: [0 = weight scale factor, 1 = FatCow2 factor, 2 = Cow phase factor (phase clamped[1..20] in %)]
		[ "Breasts",               false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsSmall",          true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "BreastsTogether",       true,  [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "DoubleMelon",           false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestDepth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "ChestWidth",            false, [ 1.0, 1.0, 1.0 ], [ ] ],
		[ "SternumDepth",          true,  [ 1.0, 1.0, 1.0 ], [ ] ]
	],
	"ChangeWeight2" :
	[ // factors: [0 = imaginary pregnancy belly factor], summands: [0 = slif extra]
		[ "Belly",                 false, [ 1.0 ], [ 1.0 ] ],
		[ "BigBelly",              false, [ 0.1 ], [ 1.0 ] ]
	],
	"ChangeBreasts" :
	[ // factors: [0 = boob size]
		[ "Breasts",               false, [ 1.0 ], [ ] ],
		[ "BreastsNewSH",          false, [ 1.0 ], [ ] ],
		[ "7B Lower",              false, [ 0.5 ], [ ] ],
		[ "BreastWidth",           false, [ 0.1 ], [ ] ],
		[ "Udders",                false, [ 1.0 ], [ ] ]
	],
	"ChangeHead" :
	[ // factors: [0 = cow head # * 0.0125]
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         false, [ 1.0 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 1.0 ], [ ] ]
	],
	"ChangeHead2" :
	[ // factors: [0 = 1.0 + (cow head # * 0.00125)]
		[ "NPC Head [Head]",       false, [ 1.0 ], [ ], true ]
	],
	"ChangeFeet" :
	[ // factors: [0 = body scale]
		[ "SlimThighs",            true,  [ 0.3 ], [ ] ],
		[ "Thighs",                false, [ 0.3 ], [ ] ],
		[ "CalfSize",              false, [ 1.0 ], [ ] ],
		[ "ChubbyLegs",            false, [ 0.1 ], [ ] ],
		[ "LegsThin",              true,  [ 0.1 ], [ ] ],
		[ "Butt",                  false, [ 0.5 ], [ ] ],
		[ "BigButt",               false, [ 0.5 ], [ ] ],
		[ "ChubbyButt",            false, [ 0.5 ], [ ] ],
		[ "AppleCheeks",           false, [ 0.5 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 0.5 ], [ ] ],
		[ "HipBone",               false, [ 0.5 ], [ ] ]
	],
	"ChangeAss" :
	[ // factors: [0 = butt scale], summands: [0 = extra from MCM]
		[ "Butt",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "RoundAss",              false, [ 0.5 ], [ ] ],
		[ "ButtSmall",             true,  [ 1.0 ], [ ] ],
		[ "SlimThighs",            true,  [ 0.5 ], [ 0.0 ] ],
		[ "Thighs",                false, [ 0.5 ], [ 0.0 ] ],
		[ "Hips",                  false, [ 0.5 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 0.5 ], [ 0.0 ] ]
	],
	"ChangePelvis" :
	[ // factors: [0 = pelvis scale], summands: [0 = 1.0 (extra for SLIF)]
		[ "Hips",                  false, [ 1.0 ], [ 0.0 ] ],
		[ "HipBone",               false, [ 1.0 ], [ 0.0 ] ],
		[ "LegSpread_v2",          false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiapuffyness",        false, [ 2.0 ], [ 0.0 ] ],
		[ "LabiaMorePuffyness_v2", false, [ 2.0 ], [ 0.0 ] ],
		[ "Labiaprotrude",         false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaprotrude2",        false, [ 1.0 ], [ 0.0 ] ],
		[ "Labiaspread",           false, [ 1.0 ], [ 0.0 ] ],
		[ "Groin",                 false, [ 2.0 ], [ 0.0 ] ],
		[ "Clit",                  false, [ 2.0 ], [ 0.0 ] ],
		[ "ThighOutsideThicc_v2",  false, [ 1.0 ], [ 0.0 ] ]
	],
	"MutationCowBack" :
	[ // factors: [0 = clavicle scale]
		[ "ChubbyWaist",           false, [ 1.0 ], [ ] ],
		[ "WideWaistLine",         false, [ 1.0 ], [ ] ],
		[ "HipBone",               false, [ 1.0 ], [ ] ],
		[ "Hips",                  false, [ 1.0 ], [ ] ],
		[ "BigButt",               false, [ 1.0 ], [ ] ],
		[ "ChubbyButt",            false, [ 1.0 ], [ ] ],
		[ "BigTorso",              false, [ 1.0 ], [ ] ],
		[ "ShoulderWidth",         true,  [ 0.5 ], [ ] ],
		[ "ShoulderSmooth",        false, [ 0.5 ], [ ] ]
	],
	"MutationFlatBreasts" :
	[ // factors: [0 = 1.0, set to % of breast depth]
		[ "BreastFlatness",        false, [ 0.5 ], [ ] ]
	],
	"MutationSaggingBreasts" :
	[ // factors: [0 = [0.5 with SaggingBreasts1 or 1.3 with SaggingBreasts2] ]
		[ "BreastGravity2",        false, [ 3.0 ], [ ] ]
	],
	"MutationSteatopygia" :
	[ // factors: [0 = 1.0]
		[ "ButtShape2",            false, [ 1.0 ], [ ] ],
		[ "AppleCheeks",           false, [ 1.0 ], [ ] ],
		[ "Back",                  true,  [ 1.0 ], [ ] ]
	],
	"MutationBigNipples" :
	[ // factors: [0 = 1.0], summands: [0 = weight factor, 1 = NippleSizeBaseAddition, 2 = NippleLength factor]
		[ "NippleSize",            true,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleTip",             true,  [ 2.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "NippleLength",          false, [ 0.5 ], [ 0.0, 1.0, 1.0 ] ],
		[ "NipplePerkiness",       false, [ 1.0 ], [ 0.1, 0.2, 0.2 ] ],
		[ "NipplePerkManga",       false, [ 0.2 ], [ 0.2, 0.2, 0.2 ] ],
		[ "NippleCrease_v2",       false, [ 0.8 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleThicc_v2",        false, [ 1.0 ], [ 1.0, 1.0, 1.0 ] ],
		[ "NippleTube_v2",         false, [ 0.5 ], [ 1.0, 1.0, 1.0 ] ],
		[ "AreolaSize",            false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ],
		[ "AreolaPull_v2",         false,  [ 1.0 ], [ 1.0, 1.0, 0.0 ] ]
	],
	"MutationUnevenLeftBreast" :
	[ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0]
		[ "L Breast01",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "L Breast02",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "L Breast03",            false, [ 0.8 ], [ 0.0 ], true ]
	],
	"MutationUnevenRightBreast" :
	[ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0]
		[ "R Breast01",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "R Breast02",            false, [ 0.8 ], [ 0.0 ], true ],
		[ "R Breast03",            false, [ 0.8 ], [ 0.0 ], true ]
	]
}

 

 

 

 

Thank You for answer. I did what You said but other than "plevis" morph none of them are there. I figure theyre not connected to sbbe body since in racemenu they're charted under "body scales" and not "cbbe morphs". Any ideas where those other mosphs names could be then? (from body scales in racemenu: Leg to body proportion, waist, head) pic below shows what morpsh i'm talking about.

1234.jpg

Posted (edited)
18 hours ago, ednab said:

One question: do you know why BAC updates so frequently (every 7–8 seconds)? Is there a way to decrease this frequency in a config file, via the console, or even by modifying the esp file ? or with a toggle button to launch an update ? A fps drop every 60 seconds will be less problematic than 8 seconds for me 😅.
Just another remarks: when I disable the BAC mod in the MCM, it still running the update every 8 seconds.

BAC updates on every cell border. You can toggle that off by disabling the "Update cows on location change" option in MCM. This will most likely result in some unintended unequips. At least the reason for the frequent updates (in LE) was that items in some slots got unequipped when changing locations. This happened frequently with npcs and rarely with the pc.

 

2 hours ago, jimjimjimjimjimjimjim said:

Any ideas where those other mosphs names could be then? (from body scales in racemenu: Leg to body proportion, waist, head) pic below shows what morpsh i'm talking about.

Those are not morphs, but bones/node names which originate in the skeleton file. 

Edited by botticelli
Posted

I used Elephant's Script Latency Tester to measure the impact of these spikes. When the issue occurs, latency jumps to 100ms during the BAC update. While 100ms is relatively small, the fact that it happens every 8 seconds is very disruptive. Outside of these updates, my latency sits at a stable 50ms.

14 hours ago, safado said:
  • Are you using SMP-Head?
  • Are you using a body\Armor that has permanent SMP features or something like 3BAv2\BHUNP\UBE with selectable in game CBPC\SMP hot key switch?   If you are using the switch, try setting the SMP invisible mask on slot60, is an invisible armor that has the SMP-xml that takes over from CBPC.  Test by switching it to CBPC and do not equip armor with SMP, to isolate issue on hairs and test again.
  •  Did you mention that SMP-wigs do not have issue?
  1. I am using SMP-Head, but disabling it did not resolve the issue (latency remained at 108ms during updates).

  2. I am using 3BAv2. I tried your suggestion regarding the Slot 60 mask and switching to CBPC, but there was no improvement. I even disabled all SMP features via the FSMP MCM, which effectively stopped all physics, yet the 8-second FPS drop and 108ms latency spikes persisted. This makes me wonder if the SMP engine is actually the cause... 🤔

  3. Interestingly, using vanilla hair with an SMP wig does not trigger the issue (latency stays at 50ms).

I have test different combinations:

  • Vanilla Preset + Vanilla Hair: 50ms

  • Vanilla Preset + Complex SMP Hair: 78ms

  • Vanilla Preset + Low-complexity SMP Hair (Tullius): 60ms

  • Custom Preset (with Makeup) + Vanilla Hair: 60–70ms

  • Custom Preset (with Makeup) + Complex SMP Hair: 108ms

  • Custom Preset (with Makeup) + Low-complexity SMP Hair (Tullius): 80–90ms

I also tried downscaling the hair textures using Cathedral Assets Optimizer to see if texture quality was a factor, but it had literally no impact on script latency.

 

I really do not understand the origin of the issues and completely lost 😅

 

6 hours ago, botticelli said:

BAC updates on every cell border. You can toggle that off by disabling the "Update cows on location change" option in MCM

I have tried to disable "Update cows on location change" but it changes nothing.

Posted
7 hours ago, ednab said:

 

I have tried to disable "Update cows on location change" but it changes nothing.

 

Holy shit, this is very good troubleshoot.

For shit and jiggles, do you use Papyrus Tweaks NG

 

Try it with this ini, it is a modified high-Performance:  I added Extra process time and exception to spells scripts (because of race condition during multi-spell calls).  

PapyrusTweak Performance config with extra Exlusions.zip

 

Mainly Enabled this:

Spoiler

Speed up native calls (Formerly "Run Scripts On Main Thread")
Scripts will only run in tasklets that aren't on the main thread most of the time, hence functions like "Game.GetPlayer" or "Formlist.GetAt" needing to be synced to framerate for thread safety. This experimental tweak speeds up most of those calls by syncing them to a spinlock instead of framerate, greatly improving script performance for most scripts. By default, only the read-only/getter functions are sped up this way (ex: "HasKeyword", "IsLoaded", "GetWornArmor", etc.) as they are much more safe than functions that alter the game in any way (ex: "EquipItem", "RemoveItem", "MoveTo", etc.) as those could have issues if ran multiple times in one frame.

 

 

 

Posted
17 hours ago, ednab said:

I have tried to disable "Update cows on location change" but it changes nothing.

The player alias script update event runs every 6-8 seconds but that does explicitly *not* call the equipment update. The main quest update also uses this interval, but it only removes cows that no langer are registered as milkmaids in MME. There's one call to reequip every location change which should not happen if you disabled that.

Posted

I've have read only 7 pages for now (will do more later if no one can answer, but no real life time atm).

1. I don't know at which stage I am at the moment, no tail, got first stage of hooves I guess (feet reposition, but now actual hooves). Currently untamed. There are a few bodymorph changes for the breasts that I can't figure out how to reduce/deactivate them. When I reset the bodymorphs with the skse command and then "update" my character, these morphs will be applied again. I went through the MCM like 10 times now and I just can't find the sliders/button for that.

image.png.5026b2ee65c56282a66508ef6a18bd46.png

 

2. I think I've read something about it, but didn't have time to go deep into it, but since the transformation started, the character "blinks" every 5-10 seconds or something like that. For like 1 frame the character flickers. While in first person, the camera jumps slightly down (for that 1 frame) in the vertical axis.

I am very grateful for any help and answers and I will do my homework when I will have time again :)

Posted
On 5/6/2026 at 3:41 AM, safado said:

For shit and jiggles, do you use Papyrus Tweaks NG

 

Try it with this ini, it is a modified high-Performance:  I added Extra process time and exception to spells scripts (because of race condition during multi-spell calls).  

Yes I am using Papyrus Tweaks NG, I tried your ini files, but unfortunately the issues persits (same FPS drop)...

I will try to modify the bac_update script interval, just to see if it is realy related to the update (alias or main quest update) or if it is related to something else.

Posted
13 hours ago, Johnnyone said:

and I just can't find the sliders/button for that.

Deactivate option "Allow to change body weight"

 

13 hours ago, Johnnyone said:

For like 1 frame the character flickers. While in first person, the camera jumps slightly down (for that 1 frame) in the vertical axis.

Do you have KSSMP hair or similar installed? BAC does facepart changes that have that effect together with SMP hair mods, if you already acquired any FaceCow or CowHead mutation.

Posted
3 hours ago, botticelli said:

Deactivate option "Allow to change body weight"

 

Do you have KSSMP hair or similar installed? BAC does facepart changes that have that effect together with SMP hair mods, if you already acquired any FaceCow or CowHead mutation.

 

Thanks for your quick respond! I turned off "Allow to change body weight" pretty much before my character started transforming, because of another mod that handles bodyweight.

 

 

I have KSSMP. I will try to find a solution, if there is non, well I try my best to ignore it idk^^

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