botticelli Posted June 15 Author Posted June 15 (edited) 20 hours ago, angrykiwi said: Hi! While playing with this mod. I have noted that something "resets" my characters head each 6-7 seconds (hair physics refresh, overlays reload, and head mesh blinks for a frame), it also causes stutter, and resets falling physics mid-jump. And it stopped only after I have disabled BAC. With console output I have noted that it is due to BAC periodic updates, is it possible to adjust how often they fire, or to make them less "interrupting"? This is the second post pointing this out. I'm trying some changes to reduce updates in SE/AE that originally were necessary in LE and therefore processed. If you are able to compile bac scripts, go to bac_main.psc, function onLocationChange(). There's a big while loop in there and around line 331 there's this call: BACActor.reequipItems(BACActor.cows[i], false, BACStore.EmptyInt) Try replacing "false" with "true" and recompile. That changes the equip process on location change to a quick run skipping the body parts and the sizing. If unsure, try disabling "Update cows on location change" in "Other" section on the Settings page in BAC MCM. Edited June 15 by botticelli 1
angrykiwi Posted June 15 Posted June 15 9 hours ago, botticelli said: This is the second post pointing this out. I'm trying some changes to reduce updates in SE/AE that originally were necessary in LE and therefore processed. If you are able to compile bac scripts, go to bac_main.psc, function onLocationChange(). There's a big while loop in there and around line 331 there's this call: BACActor.reequipItems(BACActor.cows[i], false, BACStore.EmptyInt) Try replacing "false" with "true" and recompile. That changes the equip process on location change to a quick run skipping the body parts and the sizing. If unsure, try disabling "Update cows on location change" in "Other" section on the Settings page in BAC MCM. Thanks! Though sadly, I will not be able to test this since I am quite new to Creation Kit, and it gave me a lot of errors while compiling to pex.
botticelli Posted June 16 Author Posted June 16 13 hours ago, angrykiwi said: Thanks! Though sadly, I will not be able to test this since I am quite new to Creation Kit, and it gave me a lot of errors while compiling to pex. For script compilation, I don't use the CK (unless the script in question is a fragment script). It's far easier to do with Sublime. Still, try out the MCM settings - it may already help.
angrykiwi Posted June 16 Posted June 16 6 hours ago, botticelli said: For script compilation, I don't use the CK (unless the script in question is a fragment script). It's far easier to do with Sublime. Still, try out the MCM settings - it may already help. Got it, will try to compile it later on. As for settings- sadly it didn't work since I have just started playing and there are no NPC cows (or i didn't meet any yet), and the majority of stuttering is caused by a player model refresh. Â
botticelli Posted June 17 Author Posted June 17 16 hours ago, angrykiwi said: Got it, will try to compile it later on. As for settings- sadly it didn't work since I have just started playing and there are no NPC cows (or i didn't meet any yet), and the majority of stuttering is caused by a player model refresh.  with sublime, use e. g. this package and don't forget to modify the package settings to set the paths once installed (Ctrl+B is for build = compile) like this: Spoiler { "word_wrap": true, "linter_on_save": true, "linter_on_modified": true, "linter_delay": 500, "linter_panel_error_messages": false, "linter_error_line_threshold": 2, "intelligent_code_completion": false, "intelligent_code_completion_function_event_parameters": true, "tooltip_function_parameters": true, "tooltip_function_docstring": true, "tooltip_background_color": "#393939", "tooltip_body_text_color": "#747369", "tooltip_font_size": "12", "tooltip_bold_text_color": "#ffffff", "tooltip_heading_text_color": "#bfbfbf", "tooltip_heading_font_size": "14", "tooltip_max_width": 600, "tooltip_max_height": 300, "center_highlighted_line": true, "highlight_build_errors": true, "hide_successful_build_results": true, "batch_compilation_warning": true, "open_script_split_paths": true, "modules": { "skyrim": { "title": "The Elder Scrolls V: Skyrim", "compiler":"C:\\Steam\\steamapps\\common\\Skyrim Special Edition\\Papyrus Compiler\\PapyrusCompiler.exe", "flags":"TESV_Papyrus_Flags.flg", "output": "C:\\Steam\\steamapps\\common\\Skyrim Special Edition\\Data\\Scripts", "import": ["C:\\Steam\\steamapps\\common\\Skyrim Special Edition\\Data\\Source\\Scripts"], //"import": ["C:\\Steam\\steamapps\\common\\Skyrim Special Edition\\Data\\Scripts\\Source", // "C:\\Steam\\steamapps\\common\\Skyrim Special Edition\\Data\\Source", // "C:\\Steam\\steamapps\\common\\Skyrim Special Edition\\Data\\Source\\Scripts" ], "arguments": [] }, "fallout4": { "title": "Fallout 4", "compiler": "C:\\Steam\\steamapps\\common\\Fallout 4\\Papyrus Compiler\\PapyrusCompiler.exe", "flags": "Institute_Papyrus_Flags.flg", "output": "C:\\Steam\\steamapps\\common\\Fallout 4\\Data\\Scripts", "import": ["C:\\Steam\\steamapps\\common\\Fallout 4\\Data\\Scripts\\Source"], "arguments": [] } } } I moved all the script sources into one single folder. If you want to keep it as-is, use the commented "import" array instead. Â
chooo Posted June 19 Posted June 19 (edited) Obvious fix for a CTD when "Soul Gift added" notice pops up? I assume it's whatever transformation triggers at the same time.  Skyrim AE Steam Sexlab AE 166b SLO Aroused NG DD AE DD NG Bac 2.1.3 SE Bac 2.1.1 Tats 3BBB Body ZAZ 8.0+ SE Rev 3 ZAZ Accesories 2bA Rev 2(also tried 3BA BS file linked in this thread)   Edited June 20 by chooo
botticelli Posted June 20 Author Posted June 20 7 hours ago, chooo said: Obvious fix for a CTD when "Soul Gift added" notice pops up? I assume it's whatever transformation triggers at the same time. wrong PO3 version (those differ between SE 1.5.97 and AE 1.6.x) With stage 6 (and the Soul Gift message), BAC starts using PO3 functions. 1
ednab Posted June 20 Posted June 20 On 6/15/2026 at 11:26 PM, angrykiwi said: Thanks! Though sadly, I will not be able to test this since I am quite new to Creation Kit, and it gave me a lot of errors while compiling to pex.  Hi angrykiwi, I had a similar problem and recompile the bac_update.pex with 60 seconds intervals. You can see the file in my previous post. You need to put it into Data/Scripts On 5/9/2026 at 1:24 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 · 12 downloads   Â
chooo Posted June 20 Posted June 20 (edited) 12 hours ago, botticelli said: wrong PO3 version (those differ between SE 1.5.97 and AE 1.6.x) With stage 6 (and the Soul Gift message), BAC starts using PO3 functions. Â I tried about 7 version of Papyrus, all listed as working with my game version, the last one worked finally ver 5.6.2Â Â - Thanks! Edited June 20 by chooo
angrykiwi Posted June 20 Posted June 20 (edited) 8 hours ago, ednab said:  Hi angrykiwi, I had a similar problem and recompile the bac_update.pex with 60 seconds intervals. You can see the file in my previous post. You need to put it into Data/Scripts    Ooh, thanks! By the way, what does this script actually do? just refreshes overlays, morphs, and equips? If it is the case, then maybe it could be refreshed manually, or/and after sleep? Edited June 20 by angrykiwi
jntrgf Posted June 21 Posted June 21 Got a strange issue, seems the Hammerheart quest is throwing an error. Anyone know if it's a mod issue or did I screw up the install? crash-2026-06-20-23-02-11.log
botticelli Posted June 21 Author Posted June 21 2 hours ago, jntrgf said: Got a strange issue, seems the Hammerheart quest is throwing an error. Anyone know if it's a mod issue or did I screw up the install? crash-2026-06-20-23-02-11.log 30.37 kB · 1 download The Hammerheart quest initializes Paul's furniture, i. e. the ZaZ objects. A CTD when lauching that quest usually indicates a wrong ZaZ version. Remember, we need "8.0+" as a version, *not* "8.0 or above". It's a download in the first (sticky) post in their support thread, *not* from their download page!
jntrgf Posted June 21 Posted June 21 13 hours ago, botticelli said: The Hammerheart quest initializes Paul's furniture, i. e. the ZaZ objects. A CTD when lauching that quest usually indicates a wrong ZaZ version. Remember, we need "8.0+" as a version, *not* "8.0 or above". It's a download in the first (sticky) post in their support thread, *not* from their download page! Appreciate it, can't really read the logs myself.
angrykiwi Posted June 22 Posted June 22 What does Soul Gift do? I have tried it a few times, but didn't notice anything.
tigerrrrulez Posted June 22 Posted June 22 what am i supposed to eat or do when asked to get fatter? ate all kinds of foods and nothing seems to change
Obryanov Posted June 22 Posted June 22 (edited) Has anybody tried hooking up head mutations to MFEE instead (SE only)? There are two mods that do this by now (BimboLips here and Winterweight addon on Nexus) for two different mods. It supposedly works for eyes and mouth too and it definitely doesn't break NPC head meshes, which solves basically all the problems current method has. It also doesn't require adding various races' FormIDs, massively cutting down on the player's involvement in setting things up (all you need is to have separate .tri files that are compatible with .nif meshes, you don't need to replace the main head .tri file). I'd give it a shot myself if I had any luck with compiling scripts (been trying for years and I have no idea why it always fails). Edited June 22 by Obryanov 1
botticelli Posted June 22 Author Posted June 22 11 hours ago, angrykiwi said: What does Soul Gift do? I have tried it a few times, but didn't notice anything. It casts a Soul Trap on your sex partner(s) on orgasm letting you "gift" that soul to Molag Bal.  7 hours ago, tigerrrrulez said: what am i supposed to eat or do when asked to get fatter? ate all kinds of foods and nothing seems to change regular food should do like harvesting the cabbage/potatos around Whiterun stables and eating them. The weight check happens every 6 seconds, so it might some time. Depending on your weight when you get that quest, it might mean eating up to 50 cabbages, though 🙂 1
botticelli Posted June 22 Author Posted June 22 (edited) 7 hours ago, Obryanov said: (been trying for years and I have no idea why it always fails). In my experience it's mostly other script sources missing. (1) There's a Scripts.zip in your data folder which needs to be extracted to get the vanilla script sources (2) Your SKSE installation modifies quite a lot of them and also packs the sources, those need no extracted after the vanilla ones and overwrite those (3) Lots of mods only pack their scripts in their bsa with (hopefully) the sources also included. For compilation, those also need to be extracted (3a) Some do *not* pack their sources. In that case I wait until some script I need needs those and use Champollion from the nexus to decompile the pexes of them (4) Some mods whose sources are needed (a) are no longer around or (b) are not installed because you do not want them. In the latter case, just download them and only unpack the sources; in the first case, you'll have to ask around, I'm afraid  Unpacking all of those, make sure they end up in data/source/scripts and *no longer* in data/scripts/source. The latter is frequently used by ported LE mods but CK won't find it unless you modify the CK ini files. I don't use CK to compile whenever possible (not possible when modifying fragments like quest stages or dialogue topics or perks or scene scripts). Instead I use Sublime with the SublimePapyrus package installed which gives me keyword highlighting, compile on keypress, comparison, etc. Spoiler Sublime Papyrus looks like this, pressing Ctrl+B starts build and gives you the result in an extra docked window like this  Edited June 22 by botticelli
Obryanov Posted June 22 Posted June 22 (edited) 47 minutes ago, botticelli said: In my experience it's mostly other script sources missing. (1) There's a Scripts.zip in your data folder which needs to be extracted to get the vanilla script sources (2) Your SKSE installation modifies quite a lot of them and also packs the sources, those need no extracted after the vanilla ones and overwrite those (3) Lots of mods only pack their scripts in their bsa with (hopefully) the sources also included. For compilation, those also need to be extracted (3a) Some do *not* pack their sources. In that case I wait until some script I need needs those and use Champollion from the nexus to decompile the pexes of them (4) Some mods whose sources are needed (a) are no longer around or (b) are not installed because you do not want them. In the latter case, just download them and only unpack the sources; in the first case, you'll have to ask around, I'm afraid  Unpacking all of those, make sure they end up in data/source/scripts and *no longer* in data/scripts/source. The latter is frequently used by ported LE mods but CK won't find it unless you modify the CK ini files. I don't use CK to compile whenever possible (not possible when modifying fragments like quest stages or dialogue topics or perks or scene scripts). Instead I use Sublime with the SublimePapyrus package installed which gives me keyword highlighting, compile on keypress, comparison, etc.  Hide contents Sublime Papyrus looks like this, pressing Ctrl+B starts build and gives you the result in an extra docked window like this  I'll give Sublime a shot though my experience with recent tools like this (and a bunch of SE mods) makes me worry about these not supporting Windows 8 and below. That was a major problem with trying to find tools for compiling scripts (several of them ask for NET Framework version I can't install). If I manage to cook something up, I'll post it here though I'm unlikely to be able to figure out how to make changes persist between saves (MFEE does not natively preserve morphs like that, mods mentioned earlier have to manually preserve them) EDIT: on closer inspection, this seems REALLY simple. As long as I can get the tool to work at all, this might be a cakewalk. Edited June 22 by Obryanov
tigerrrrulez Posted June 22 Posted June 22 (edited) 8 hours ago, botticelli said: It casts a Soul Trap on your sex partner(s) on orgasm letting you "gift" that soul to Molag Bal.  regular food should do like harvesting the cabbage/potatos around Whiterun stables and eating them. The weight check happens every 6 seconds, so it might some time. Depending on your weight when you get that quest, it might mean eating up to 50 cabbages, though 🙂 i ate like over 100 cabbages and nothing happend always said that i was loosing weight, something must be fucked with my settings and such Edited June 22 by tigerrrrulez
botticelli Posted June 23 Author Posted June 23 14 hours ago, tigerrrrulez said: i ate like over 100 cabbages and nothing happend always said that i was loosing weight, something must be fucked with my settings and such There are 2 settings in BAC MCM that need to be active for the food point scoring, "Allow to change body weight" and "Allow dynamic body weight". Make sure those are tagged, else food points are not counted.
tigerrrrulez Posted June 23 Posted June 23 36 minutes ago, botticelli said: There are 2 settings in BAC MCM that need to be active for the food point scoring, "Allow to change body weight" and "Allow dynamic body weight". Make sure those are tagged, else food points are not counted. both of those are active so idk i somehow broke it or something
botticelli Posted June 24 Author Posted June 24 (edited) 23 hours ago, tigerrrrulez said: both of those are active so idk i somehow broke it or something Each item of food (technically a potion) you consume gives you 1 basic food point. That is converted every 6 seconds into an activityModifier depending on metabolism by mulplying it with [slow = 0.35, regular = 0.17, fast = 0.1]. The result is then added to the weight mod which is the number you see in MCM on the Cow View page and the goal is to get that number up to 40.0. Any running, etc. will decrease it again. If you engage in sportive activity, you'll collect "ActivityPoints" which will result in a negative offset for the above calculation (see function processActor in bac_main.psc for the details). In short: Check your BAC weight modifier in MCM ("Weight bonus" on Cow View page). Has that already reached 40.0? The quest checks that value every 5 game minutes. Does the number change when you eat some cabbages? Btw. This quest only makes sense with fat cows. It is not automatically started with a slim cow. If you forced the start for a slim cow via MCM debug menu, you'll not be able to complete it since slim cows lose weight faster than they can possibly gain it. Edited June 24 by botticelli
tigerrrrulez Posted June 24 Posted June 24 3 hours ago, botticelli said: Each item of food (technically a potion) you consume gives you 1 basic food point. That is converted every 6 seconds into an activityModifier depending on metabolism by mulplying it with [slow = 0.35, regular = 0.17, fast = 0.1]. The result is then added to the weight mod which is the number you see in MCM on the Cow View page and the goal is to get that number up to 40.0. Any running, etc. will decrease it again. If you engage in sportive activity, you'll collect "ActivityPoints" which will result in a negative offset for the above calculation (see function processActor in bac_main.psc for the details). In short: Check your BAC weight modifier in MCM ("Weight bonus" on Cow View page). Has that already reached 40.0? The quest checks that value every 5 game minutes. Does the number change when you eat some cabbages? Btw. This quest only makes sense with fat cows. It is not automatically started with a slim cow. If you forced the start for a slim cow via MCM debug menu, you'll not be able to complete it since slim cows lose weight faster than they can possibly gain it. yeah they weight is there and it goes up by a little when i ate a cabbage, i have neither fat or slim cow mutations
botticelli Posted June 25 Author Posted June 25 21 hours ago, tigerrrrulez said: yeah they weight is there and it goes up by a little when i ate a cabbage, i have neither fat or slim cow mutations The target margin is +15 units from whatever the value was when you got the quest or 40.0 whichever is reached first. So to further check this, type help cabbage 4 alch in the console. There should bring up the cabbage id, then do player.additem <cabbage id> 100 and then player.equipitem <cabbage id> one hundred times (just type it once, then use arrow up key and enter 99 times). When done check the value in MCM.
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