ednab Posted May 9 Posted May 9 On 5/7/2026 at 11:00 AM, ednab said: 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. With Papyrus Assembler I modified the BAC Update interval from 6s to 60 s (see bac_update.pex). Even if the FPS drop issue persists, it happens now just once per minutes which is acceptable for playing. By modifying the file I did not see any problem at least for PC transformation (from 0 to 100%), I do not tried for NPC transf. bac_update.pex 1
botticelli Posted May 10 Author Posted May 10 23 hours ago, ednab said: With Papyrus Assembler I modified the BAC Update interval from 6s to 60 s (see bac_update.pex). Even if the FPS drop issue persists, it happens now just once per minutes which is acceptable for playing. By modifying the file I did not see any problem at least for PC transformation (from 0 to 100%), I do not tried for NPC transf. bac_update.pex 54 kB · 1 download I'll put that interval up as an MCM option, so you won't have to recompile it every time I post a new version . 1
jackinthebox2 Posted May 11 Posted May 11 (edited) On 5/9/2026 at 11:24 PM, ednab said: With Papyrus Assembler I modified the BAC Update interval from 6s to 60 s (see bac_update.pex). Even if the FPS drop issue persists, it happens now just once per minutes which is acceptable for playing. By modifying the file I did not see any problem at least for PC transformation (from 0 to 100%), I do not tried for NPC transf. bac_update.pex 54 kB · 1 download I was having this exact issue as well. The impact on performance is really bad for me. Disabling the update on transition is also essential for me. IDK what makes it so performance heavy. Once every minute is still rough but it's a marked improvement. Edited May 11 by jackinthebox2
botticelli Posted May 12 Author Posted May 12 18 hours ago, jackinthebox2 said: I was having this exact issue as well. The impact on performance is really bad for me. Disabling the update on transition is also essential for me. IDK what makes it so performance heavy. Once every minute is still rough but it's a marked improvement. Mods that utilize OnLocationChange events with the pc in their respective main quest alias would be prime candidates (see bac_alias.psc/bac_main.psc Event/Function OnLocationChange). That can be called on every cell border if that denotes a new location. Some areas -especially when modded- introduce a new location in every new cell.
botticelli Posted May 14 Author Posted May 14 something totally different: I encountered a CTD with the attached crash log in the summerset isles mod quet "The Remnants" when entering the Buried cave. It points to this nifdaedricshrine01u.7z. I don't know how to find an error in there, since both NifScope and OutfitStudio declare it sane. Any ideas? crash-2026-05-14-12-02-46.log
safado Posted May 14 Posted May 14 (edited) 9 hours ago, botticelli said: something totally different: I encountered a CTD with the attached crash log in the summerset isles mod quet "The Remnants" when entering the Buried cave. It points to this nifdaedricshrine01u.7z. I don't know how to find an error in there, since both NifScope and OutfitStudio declare it sane. Any ideas? crash-2026-05-14-12-02-46.log 56.57 kB · 1 download Do not know if this helps. SNIFF got this; (Report: Check for errors) Spoiler daedricshrine01u.nif 0 BSFadeNode\Children\Children #2 is a repeated link Spoiler MOPP collision tris to geometry tris ratio is 107% (5102/4759), poorly optimized collision 1 BSXFlags: No Emitting shader but bit 9 (External Emit) is set Spoiler 9 BSShaderTextureSet: Has texture assigned in slot 2, but is not used Spoiler 8 BSLightingShaderProperty: Glow_Map shader flag is set but shader type is not Glow Shader Spoiler The shader to texture reference should not cause CTD, but flags may. I experimented long ago with refraction effects that are enabled in flags and CTD my game a lot. Changing shader to glow, also cause missing data errors. Removing flags, should be a workaround. Removed glow textures, glow flags, and extra children reference. Do not know if it works. daedricshrine01u.Altered.7z daedricshrine01u.nif MOPP collision tris to geometry tris ratio is 107% (5102/4759), poorly optimized collision Done. Updated 0 files out of 1, elapsed time 00:00:00.3605903. Edited May 14 by safado 1
botticelli Posted May 15 Author Posted May 15 10 hours ago, safado said: Do not know if this helps. It did, you're amazing! That sniff tool is great stuff, thanks! 1
Snus wizard Posted May 18 Posted May 18 Hi, i have a problem with (NPC) cows, when they change cell doesnt matter if it is from whiterun to skyrim, skyrim to whiterun or from whiterun to random house , they keep tats and mutations that alter body but elements like udders/horns disappear. Option "update all cows" despite loading so long(my papyrus probably is too busy) fixed it but after 1 minute when npc decided to leave from house cell to whiterun lost horns and udders. Has anyone already written about this here?
botticelli Posted May 19 Author Posted May 19 5 hours ago, Snus wizard said: Hi, i have a problem with (NPC) cows, when they change cell doesnt matter if it is from whiterun to skyrim, skyrim to whiterun or from whiterun to random house , they keep tats and mutations that alter body but elements like udders/horns disappear. Option "update all cows" despite loading so long(my papyrus probably is too busy) fixed it but after 1 minute when npc decided to leave from house cell to whiterun lost horns and udders. Has anyone already written about this here? NPCs that have (vanilla) outfits try to equip that outfit on each cell change. With BAC, only hardcore mode blocks that. Without hardcore mode, you'll have these effects. You do not need to update all cows every time. On the Cow Settings page of your follower is a checkbox "update this cow", just tick that and only one cow gets updated. If you have her active (the [E] ... is showing) when opening MCM, she'll be preselected. Another option would be a follower mod that strips outfits. The BAC option to strip outfits on registration does not work correctly as of now (ActorBase.SetOutfit(NONE) will not change anything regardless of the documentation, instead an existing empty outfit must be given to SetOutfit()), I'll have that corrected with the next version.
Swen861 Posted May 20 Posted May 20 On 5/7/2026 at 7:07 PM, Johnnyone said: I have KSSMP. I will try to find a solution, if there is non, well I try my best to ignore it idk^^ Were you able to find a solution to your problem? I also have this problem with the "blinking" character and with the camera. I have also KSSMP hair mods, but when disabled, the blinking remains.
icelandia Posted May 21 Posted May 21 Please add 3jiou's Animations to the list of hard requirements. I spent an evening hunting an esoteric sexlab p+ issue where the thread just kept timing and it was precisely because it wasn't finding an animation with the exact tags that this mod was looking for. Given, it's not your fault that Sexlab p+ wasn't more clear with the issue, but it seems that only and specifically 3jiou fixes this. ... now I just need to figure out why it's t-posing...
botticelli Posted May 21 Author Posted May 21 (edited) 12 hours ago, icelandia said: Please add 3jiou's Animations to the list of hard requirements. I spent an evening hunting an esoteric sexlab p+ issue where the thread just kept timing and it was precisely because it wasn't finding an animation with the exact tags that this mod was looking for. Given, it's not your fault that Sexlab p+ wasn't more clear with the issue, but it seems that only and specifically 3jiou fixes this. ... now I just need to figure out why it's t-posing... That's not quite true. BAC searches for animations with tag "Breastfeeding" and there aren't (m)any of those besides of 3jiou's out there. BAC will work with any breastfeeding animation. It doesn't need to be 3jiou's. Edited May 21 by botticelli
botticelli Posted May 21 Author Posted May 21 (edited) I made some changes to the yps 6.9.2 ticker scripts to be more compatible with BAC. Essentially these changes are: accept the tongue as clit piercing and the udders as navel piecing (...and the BoS earrings as earrings) permit nylons equip with equipped hooves get rid of race condition with hand hooves and long nails in SE/AE: use SE slot order for makeup (lowest slot first instead of LE: highest slot first) reduce message spam with perm/buzzed nape/mohawk growth do QueueNiNodeUpdate() only, if not on a mount +++EDIT+++ changed bondage feet check to skip the message box after 1st display Obviously, this needs to be loaded after yps. Scripts should be compatible with both versions (LE and SE/AE), in LE, you may have to move the sources from data/source/scripts to data/scripts/source if you want to change them. yps-6.9.2-bac-compatibility.7z Edited May 22 by botticelli File changed 2
Johnnyone Posted May 21 Posted May 21 On 5/20/2026 at 8:50 PM, Swen861 said: Were you able to find a solution to your problem? I also have this problem with the "blinking" character and with the camera. I have also KSSMP hair mods, but when disabled, the blinking remains. Nope. I try my best to ignore it. I was atleast able to fix the "BAC: Weight" morphs, even tho it was disabled in the MCM. I went to the 3ba bodyslide file from this mod and changed the multiplicators to 0. Does someone else may know how I disable cow speech? Its getting really really annyoing to the point I have to "esc" out of a dialog multiple times in a row everytime I talk to someone. I only found the Cow Speech Skill option, which I don't understand.
zonder4213 Posted May 21 Posted May 21 (edited) @Johnnyone There should be an option in the mcm menu somewhere called no degrading. if you check that box you won't be a mooey moo. it will also stop grazing on yummy plants. I don't remember which section but I'd check Settings first. @Breastexpansionfan19 The mcm menu has a section called Mutation Targets. You can fine tune what mutations you want for the player character, which ones you only want for npc's and which ones you want to see on both and which ones you don't want to happen at all. Edited May 21 by zonder4213 1
botticelli Posted May 22 Author Posted May 22 5 hours ago, Breastexpansionfan19 said: Is there a way to chose which mutations you get? see above plus there is an option "Mutation selection by menu" in the Immersion section of the Settings page. Enabling that will show you a menu where you can manually select the upcoming mutation. Beware: This will pop up for each npc cow as well. 1
icelandia Posted May 22 Posted May 22 12 hours ago, botticelli said: That's not quite true. BAC searches for animations with tag "Breastfeeding" and there aren't (m)any of those besides of 3jiou's out there. BAC will work with any breastfeeding animation. It doesn't need to be 3jiou's. Y e s, while this is correct, you don't strictly list any of the animation packs as hard requirements. The mod will break at some stages (IE: Paul will never be able to properly start giving you quests after he releases you since he's scripted to start an animation that never triggers, and Sexlab P doesn't send a failure and move on state) if those animations are not available. I'm just saying, "At least one of these animation packs [links] OR anything containing an animation tagged as X" would be appreciated as a hard requirement in the main list. To confirm, I also have the turbo uneven breast 2 bug. I didn't find any setting in the mod to control the scale for it though.
botticelli Posted May 22 Author Posted May 22 2 hours ago, icelandia said: To confirm, I also have the turbo uneven breast 2 bug. I didn't find any setting in the mod to control the scale for it though. I've just implemented that after the issue came up, you'll need to wait for the next version. Until then disable the 2nd stage of the uneven breasts. 2 hours ago, icelandia said: I'm just saying, "At least one of these animation packs [links] OR anything containing an animation tagged as X" would be appreciated as a hard requirement in the main list. Ok, that I can do. Btw. for the Ritual Cow quest, at least 1 animation involving Giants plus enabled creature sex is also required. 2
icelandia Posted May 22 Posted May 22 Thanks for all your hard work. I'm just a lurker here, but I come back to Skyrim every couple of years and I'm always delighted to find BaC updates. It's one of my favorite mods, and pretty unique at that. There's almost nothing that fills that niche of progressive transformation making the full use of bodymorphs and its many, many mutations. It's just wanton gluttony, but I do wish there were even more mutations. And quests. I really like Kyne's Blessings chaurus queen transformation, but it's so comparatively shallow to the degree of customization of this mod, but I'm still hoping somebody tries their hand at giving it an extensive rework and update it like BAC.
lavatube Posted May 22 Posted May 22 On 5/14/2026 at 12:28 AM, botticelli said: something totally different: I encountered a CTD with the attached crash log in the summerset isles mod quet "The Remnants" when entering the Buried cave. It points to this nifdaedricshrine01u.7z. I don't know how to find an error in there, since both NifScope and OutfitStudio declare it sane. Any ideas? crash-2026-05-14-12-02-46.log 56.57 kB · 1 download I'm not sure if this is helpful, but running this in CA Optimizer, it flags two corrupt texture files: restless/body1.dds, wraith/beard.dds. It looks like body1 is a lost cause, so maybe substitute it with body2.dds? The beard file is half-corrupt. The beard file originated from Mihail's wraith, so replace it with that: https://www.nexusmods.com/skyrimspecialedition/mods/81538?tab=files Incidentally, if you un-BSA the mod with CA Optimizer, you can perform a full scan/optimize with NifOptimizer which I don't think look in the BSA's. This may not fix your crashing if the shrine nif is still bad.
botticelli Posted May 23 Author Posted May 23 7 hours ago, lavatube said: This may not fix your crashing if the shrine nif is still bad. Thanks, the fixes from this post fixed that already.
Breastexpansionfan19 Posted May 23 Posted May 23 I can't seem to get the face to morph or show the cow parts. Does anyone have any advice?
zonder4213 Posted May 23 Posted May 23 3 hours ago, Breastexpansionfan19 said: I can't seem to get the face to morph or show the cow parts. Does anyone have any advice? Make sure you have the overlays properly setup: You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 Also make sure you use Bodyslide to build all the morphs.
lavatube Posted May 24 Posted May 24 18 hours ago, botticelli said: Thanks, the fixes from this post fixed that already. Thanks. Here are the fixed textures. It appears they originated in the Mihail's undead collection. Some of his mods are now unlisted, but if you use Vortex you can still download them in the collection. One seems to have been renamed from body to body1, so hopefully that's correct. Summerset Isle Textures Fix.7z
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