masterofgamespl Posted Friday at 07:35 PM Posted Friday at 07:35 PM (edited) Hey I was thinking. I usually turn off the name change given by Paul, because Cow 32 seems kinda boring after a while. Also it doesn't really makes sense considering what Paul was telling us earlier. First I think adding # before the number looks way better [Cow 32 / Cow #32). Another thing I was thinking is what if instead the name gives by Paul would be linked to the original players name. Something like that [{Player Name} the Cow #32]. So if the original player name was Mandy, the new name would be Mandy the Cow #32. Edited Friday at 08:50 PM by masterofgamespl
botticelli Posted Saturday at 06:14 AM Author Posted Saturday at 06:14 AM (edited) 10 hours ago, masterofgamespl said: Hey I was thinking. I usually turn off the name change given by Paul, because Cow 32 seems kinda boring after a while. Also it doesn't really makes sense considering what Paul was telling us earlier. First I think adding # before the number looks way better [Cow 32 / Cow #32). Another thing I was thinking is what if instead the name gives by Paul would be linked to the original players name. Something like that [{Player Name} the Cow #32]. So if the original player name was Mandy, the new name would be Mandy the Cow #32. a) It could not be set in the tats and on the ear tag (changing that to just "Cow #32" would be possible but some work (and also there's no # sign in the Oblivion font), adding the orginal player name is just not possible). b) it can also not be included in dialogue topic info, i. e. the answer that Paul gives upon your prompt (as you can read on the bottom of this page), so Paul would simply be unable to tell you your new name. The current naming ("Cow 32" without the number sign) is in force since the early versions made by skyrimfet. I had thought that some kind of quirk (as with all the speeling issues in the dialogue) to keep around. The dialogue options get fixed when I run across them while editing something else, though. Edited Saturday at 06:15 AM by botticelli
masterofgamespl Posted Saturday at 07:08 AM Posted Saturday at 07:08 AM 41 minutes ago, botticelli said: a) It could not be set in the tats and on the ear tag (changing that to just "Cow #32" would be possible but some work (and also there's no # sign in the Oblivion font), adding the orginal player name is just not possible). b) it can also not be included in dialogue topic info, i. e. the answer that Paul gives upon your prompt (as you can read on the bottom of this page), so Paul would simply be unable to tell you your new name. The current naming ("Cow 32" without the number sign) is in force since the early versions made by skyrimfet. I had thought that some kind of quirk (as with all the speeling issues in the dialogue) to keep around. The dialogue options get fixed when I run across them while editing something else, though. Oh no no no, I didn't think about changing the entire model, that's obv way too much unnecessary work. I also wasn't thinking about changing dialogue with Paul. What I mean is whenever I play the mod I usually manually change my name to {original name} the cow #32. And the reason for that is when I meet other npcs from the base game, sometimes you introduce yourself (For example when you meet Elenwen in the Thalmor Embassy). I just think it sounds more realistic than calling ourselves just Cow, but I understand if there would be issues I don't see.
Ricordi Posted Saturday at 08:03 PM Posted Saturday at 08:03 PM Are there any of you who already have a properly set up environment (with all the necessary dependencies) for compiling BAC scripts? I wanted to add a function that would block equipping an item into slot 32 when the TallCow mutation is active. I tried adding the corresponding functions via disassembled Papyrus code (.pas) into bac_actor, bac_actor_base, and bac_cow_alias with the help of Claude and DeepSeek, but apparently I'm missing something. I know one could say "go learn Papyrus," but that's not an option for me right now. If someone has the time and willingness, please can you make the script for me, or at least tell me the list or .zip of necessary dependencies for successfully compiling BAC scripts so that the compiler doesn't throw errors. I'm using Sublime Text with the SublimePapyrus package.
angrykiwi Posted Saturday at 11:05 PM Posted Saturday at 11:05 PM (edited) @botticelli By how much does a milkstone circlet attachment increases MME milk production? Since for me it has completely stopped outside of getting it through lactacid Update: I have just noted that my hourly milk production has been reset to 0, wonder if I have hit some interger limit after acquiring it By the way, is there a way to increase a volume of a bell? Right now it is too quiet even with maxed footstep sounds Edit: nvm, figured out, just had to adjust a Static Attenuation in sseedit, which had bells volume set to very low. Now I got both bell and sloshing under control Now, i need to figure out how to fix heavy clipping for SE tails, since with large weights only its end is visible. Edited yesterday at 02:51 AM by angrykiwi
safado Posted yesterday at 01:12 AM Posted yesterday at 01:12 AM 5 hours ago, Ricordi said: I tried adding the corresponding functions via disassembled Papyrus code (.pas) into bac_actor, bac_actor_base, and bac_cow_alias with the help of Claude and DeepSeek, but apparently I'm missing something. Why disassembled? The source files are already provided, also the extension is psc not pas.
danni dantas Posted yesterday at 02:42 AM Posted yesterday at 02:42 AM why i cant access the downloade page?
safado Posted yesterday at 03:05 AM Posted yesterday at 03:05 AM (edited) 31 minutes ago, danni dantas said: why i cant access the downloade page? U been naughty 🙈 The server location may be late night and likely is running in maintenance mode, like backups and such. A few minutes ago, before writing this, the server was slow for 8 minutes before 11pm(UTC-4). Maybe could be the internet provider doing maintenance. Before complaining check a site like uptime Spoiler https://www.loverslab.com/files/file/21517-being-a-cow-alternate-version/?do=download Edited yesterday at 03:15 AM by safado
angrykiwi Posted yesterday at 03:15 AM Posted yesterday at 03:15 AM (edited) A bit more on a new tail model- it seems that right now there are 2 issues with it: - missing bodyslide files, which make mesh collision inaccurate, and with high weights it gets completely hidden inside a body - collision mesh has a hole through a middle, which causes tail to fall through without colliding with anything. Though I have checked other tail mods that are based on the same one, and it seems that getting tail to morph with bodyslide is enough. Bodyslide should be simple, though i would need to figure out how to solve clipping with heavy weights (curvy + fat). I can also try to import collision mesh from other projects, but I have never worked with this, so a result will be unlikely. Edited yesterday at 04:01 AM by angrykiwi
Ricordi Posted yesterday at 05:08 AM Posted yesterday at 05:08 AM 3 hours ago, safado said: Why disassembled? The source files are already provided, also the extension is psc not pas. If you are able to compile Bac scripts from .psc into .pex, please send me the folder with Source scripts.
botticelli Posted 23 hours ago Author Posted 23 hours ago (edited) 5 hours ago, angrykiwi said: - missing bodyslide files, which make mesh collision inaccurate, and with high weights it gets completely hidden inside a body The original mod didn't provide those. If you create any, I'll put them in. 9 hours ago, angrykiwi said: By how much does a milkstone circlet attachment increases MME milk production? Since for me it has completely stopped outside of getting it through lactacid The "Fortify Lactation" enchantment adds 0.033333 (1/30) to StorageUtil value "MME.MilkMaid.MilkGen" every 6 game minutes. The "Milk Generation" value in MME does not run around since it's a float, instead the issue is mostly with the value "MME.MilkMaid.MilkCount" which is integer and with enormous cows it tends to run around. I've taken to debovinify my cow every now and then when I get close to that limit, then reset the MilkMaid afterwards and then get her infected once again. 12 hours ago, Ricordi said: Are there any of you who already have a properly set up environment (with all the necessary dependencies) for compiling BAC scripts? Source files are included, you might need to unpack them from the bsa. Regard this post. The papyrus compiler will drop lots of errors. The task here is to identify the primary issue which most often is just some missing source (.psc) file. Then the search begins through the bsa, the nexus, etc. Since I'm obviously able to compile my scripts, I have all the necessary sources here. I could pack up my sources folder and put it up here, but that would be dangerous for your installation because a) I might have some older version of some depencies installed here and unpacking that total source folder would overwrite potentially existing newer sources and b) authors of topic info files (regularly named tif__<some id>.psc) often omit their mod's name in it. BAC names its topic info files tif_BAC_<some id>.psc. Since <some id> is issued locally by the CK for each mod anew, there's a tendency than unpacking any unrelated topic info files into your source folder will overwrite existing ones that *do not belong* to the same mod. Afaik the only sources other than the already needed dependecies BAC needs are some iNeed scripts and some Frostfall scripts. I use neither mod, but have the necessary sources (it doesn't end e. g. with FrostUtil.psc since once you've got that it demands other Frostfall scripts to be installed as well and those want 3rd party mod scripts also). If during your compilation you get an error on a line like e. g. "FrostUtil.GetPlayerExposure()" feel free to ask/pm me. *** EDIT *** If your only reason to do this is to make BAC refrain to equip anything in slot 32, you could just change the slot (I'd recommend slot 60, but depending on your installed mods that might also be taken already). Slot 32 in BAC only refers to a single item, one of the punishment (bac_punish02, ID xx048a2d) items. I'd wager there'd be a lot more DD items out there that use slot 32, but that's your problem. You could just open BAC in CK, then... go to Items->Armor, set filter to bac_punish and change the slot of bac_punish02 go to Items->ArmorAddon, keep the filter and change slot of bac_punish02AA (see hidden section below) in the same edit window, you'd also need to find the path to the nif file (e. g. via the select button), this one is "HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif", extract that from the bsa to the specified path relative to the data/meshes folder (it should end up as data\meshes\HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif") and use OutfitStudio or NifScope to change the slot in there also for all objects in the nif (see hidden section below). in BAC MCM on the slots page set slot 32 to the slot you've selected, then BAC will equip that item in the changed slot. With that, no script editing would be necessary. Spoiler Edited 22 hours ago by botticelli
Ricordi Posted 18 hours ago Posted 18 hours ago 5 hours ago, botticelli said: *** EDIT *** If your only reason to do this is to make BAC refrain to equip anything in slot 32, you could just change the slot (I'd recommend slot 60, but depending on your installed mods that might also be taken already). Slot 32 in BAC only refers to a single item, one of the punishment (bac_punish02, ID xx048a2d) items. I'd wager there'd be a lot more DD items out there that use slot 32, but that's your problem. You could just open BAC in CK, then... go to Items->Armor, set filter to bac_punish and change the slot of bac_punish02 go to Items->ArmorAddon, keep the filter and change slot of bac_punish02AA (see hidden section below) in the same edit window, you'd also need to find the path to the nif file (e. g. via the select button), this one is "HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif", extract that from the bsa to the specified path relative to the data/meshes folder (it should end up as data\meshes\HereticalResources\HR Armor\BreastBondage\BBHarnessBustier01_1.nif") and use OutfitStudio or NifScope to change the slot in there also for all objects in the nif (see hidden section below). in BAC MCM on the slots page set slot 32 to the slot you've selected, then BAC will equip that item in the changed slot. With that, no script editing would be necessary. Reveal hidden contents Thanks for the clarification. But I'm interested in a script that would block Slot 32 when the TallCow mutation is active. I don't know about the others, but for me, that would be very immersive.
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