botticelli Posted August 30 Author Posted August 30 12 hours ago, EstJava said: launch CK from shortcut created by Steam? No I don't. It's a regular shortcut pointing to CreationKit.exe - but it still triggers the update.
dragongodmod117 Posted August 30 Posted August 30 I know I use this mod for the CK. It helps just general stability, but I also think there's an option to stop updates? Unless I did that in general right after installing it. 1
EstJava Posted August 30 Posted August 30 (edited) i use CKPE version 0.6-b434, and not trigger update CK by steam Note: my version CKPE is old not newer Edited August 30 by EstJava
Augwow Posted August 31 Posted August 31 On 8/30/2026 at 1:34 PM, botticelli said: No I don't. It's a regular shortcut pointing to CreationKit.exe - but it still triggers the update. have you already tried setting the appmanifest_489830.acf file to read only? I heard thats supposed to block updates but I havent tested it myself
HugoBoss2346 Posted September 1 Posted September 1 On 9/22/2025 at 9:41 PM, Ricordi said: Releasing a completed patch for the UBE body . For the 'ultimate' experience. Download What’s been done: Properly patched all meshes in Armor/ArmorAddon: horns, ears, hooves, udders, tails, nose rings, etc. (based on a very rough patch originally shared in the UBE Discord channel); Tweaked all Bodyslide meshes and recreated semihooves with UBE ones (3BA morphs replaced with UBE ones). Tweaked tails (they now use a different texture path for compatibility). Based on tails made by @Unknown22923 ; Adapted head meshes: used @Dudemers' Bodyslide as reference (details below); Textures baked using the tool provided by @AhuwgaZ: now textures display correctly across the whole body with smooth (as much as I could achieve) transitions between meshes. Body textures were also AI upscaled to 4K; Optional file with morphs adapted for the UBE body. Important notes before using the patch (to avoid issues) Reveal hidden contents For head stages to work, I added FormLists into the original UBE body ESP. To activate them in-game, go to BAC MCM → Custom Race, and in the Mod Name List field select ube_allrace.esp. The corresponding Custom Race Form IDs and Custom Race Head Part FormList IDs are provided in the table below. Race Race Form ID HeadPart Form ID UBE_Breton 04005734 04002FA5 UBE_DarkElf 0405A198 0400A6AE UBE_HighElf 0405A1A2 0400A6AF UBE_Imperial 0405A179 0400A6B0 UBE_Nord 0405A184 0400A6B1 UBE_Orc 0405A1B0 0400A6B2 UBE_Redguard 0405A18E 0400A6B3 UBE_WoodElf 0405A1AC 0400A6B4 2. The UBE body uses slot 53, which caused udders to display incorrectly. I reassigned them to slot 52. To make this “fix” work in-game, go to BAC MCM → Dynamic Armor Slots and change the udders entry from slot 53 to slot 52. any chance you or someone else could make some of these into racemenu overlays? would love to use some of the textures with the draenei legs and hooves from the UBE server.
botticelli Posted September 2 Author Posted September 2 On 9/1/2026 at 1:16 AM, Augwow said: have you already tried setting the appmanifest_489830.acf file to read only? I heard thats supposed to block updates but I havent tested it myself No, I didn't know that. Will try it out tomorrow.
dragongodmod117 Posted September 2 Posted September 2 On 8/31/2026 at 7:16 PM, Augwow said: have you already tried setting the appmanifest_489830.acf file to read only? I heard thats supposed to block updates but I havent tested it myself I have done this in the past. Works like a charm. And works for the CK. (manifest 1946180)
safado Posted September 2 Posted September 2 (edited) On 8/30/2026 at 2:34 PM, botticelli said: No I don't. It's a regular shortcut pointing to CreationKit.exe - but it still triggers the update. Try rolling back the files by obtaining the old files and manually copying them over the new ones. --------------------------- SteamDB Meta info for SkyrimSE CreationKit Spoiler APP-ID: 1946180 Depots: 1946182 = CreationKit.exe 1946183 = The remaining files. Build: 16333628 Date: 21 November 2024 Manifest-ID: Depot 1946182: 7716046898922594451 Depot 1946183: 9161772268289920525 Date: 21 November 2024 ---------------------- Retrieve files from Steam Servers by opening the Steam Console. (Only Steam-owned software in your library can be retrieved by your Steam account) The process does not download to the game folder; instead, it goes to an alternate folder named Content inside the primary SteamApp folder. Spoiler Make sure the appmanifest_1946180.acf is not set to read-only. If you never did it then is not set, good. Make sure Steam is running and log in to the account. Press Window-key + R or open (Window Run) Type/copy-pasta: steam://open/console Press Ok. Steam window should come into focus, and the hidden console opens. Type/Copy-Pasta: download_depot 1946180 1946182 7716046898922594451 Wait for the Complete message; It will have the path of the folder holding the files. There is no indication that anything is happening after entering the command. You can open Task Manager and look at the Network column in the Processes tab. Steam should have values in that column during download. Do not try another command without the complete message, that will cancel the download and start a new one. download_depot 1946180 1946183 9161772268289920525 Wait for the Complete message; It will have the path of the folder holding the files. There is no indication that anything is happening after entering the command. You can open Task Manager and look at the Network column in the Processes tab. Steam should have values in that column during download. Files should appear in a subfolder inside the Steam main installation folder (the app, not the games) "C:\"SteamAPP"\steamapps\content" The files should be in the folder: app_1946180 depot_1946182 should have the primary executable files depot_1946183 should have everything else. Do not know what else, besides copying the files over the current ones, is needed to complete the roll-back. Try backing up your current files and copying them over with the obtained files in the depot folders. If it works, then lock the appmanifest_1946180.acf manifest by setting it to read-only. Hope this helps. Funny how Bethesda and maybe others fuck-it up, but Steam engineers set up the system to assist in recovering from shit like this. Spoiler Syntax: download_depot APP-ID DEPOT-ID MANIFEST-ID It looks like this in the console window when I did it. Spoiler ExecCommandLine: "C:\Steam\steam.exe -- steam://open/console" ] download_depot 1946180 1946182 7716046898922594451 Downloading depot 1946182 (1 files, 9 MB) ... Depot download complete : "C:\Steam\steamapps\content\app_1946180\depot_1946182" (manifest 7716046898922594451) ] download_depot 1946180 1946183 9161772268289920525 Downloading depot 1946183 (62 files, 58 MB) ... Depot download complete : "C:\Steam\steamapps\content\app_1946180\depot_1946183" (manifest 9161772268289920525) Edited September 2 by safado
botticelli Posted September 3 Author Posted September 3 (edited) 10 hours ago, dragongodmod117 said: And works for the CK. (manifest 1946180) Hadn't had that on the list since the Reddit post didn't mention it. CK still runs despite me not download_depot-ing any other packages than those mentioned on Reddit... I need to check things through but it it works, I'd probably be able to build a version come weekend. Edited September 3 by botticelli
LatencyRemix Posted September 3 Posted September 3 Hey Botticelli, While poking around my skyrim with Claude it pointed out a bag with one part of BAC. The Circlet from Madessi's quest. I dont understand it but it said it was an integer or something and doesnt work as it is. I had it made a patch and if you like i can add it to the post StorageUtil.AdjustFloatValue(Victim, "MME.MilkMaid.MilkGen", 0.0333) 1
lol909090909 Posted September 3 Posted September 3 (edited) i tried to download it and its requirements and it crashes the moment i try to start a new game dont know hat i am doing wrong if someone has any tips please tell me and thank you in advance Edited September 3 by lol909090909 pasted an image twice
safado Posted September 3 Posted September 3 (edited) 7 hours ago, lol909090909 said: i tried to download it and its requirements and it crashes the moment i try to start a new game dont know hat i am doing wrong if someone has any tips please tell me and thank you in advance You are using ZAZ 7 with ZAP extension. Read the instructions again. You should use SkyUI 5.2 not 5.1. You have two versions of racemenu for SkyrimLE on top of each other, and other mods for SkyrimSE. PapyrusUtils for SkyrimLE that breaks Sexlab 1.6x. Your load list is a shit show. BAC isn't crashing your game; it doesn't even get that far. Edited September 3 by safado
lol909090909 Posted September 3 Posted September 3 3 hours ago, safado said: You are using ZAZ 7 with ZAP extension. Read the instructions again. You should use SkyUI 5.2 not 5.1. You have two versions of racemenu for SkyrimLE on top of each other, and other mods for SkyrimSE. PapyrusUtils for SkyrimLE that breaks Sexlab 1.6x. Your load list is a shit show. BAC isn't crashing your game; it doesn't even get that far. didnt say it was what was crashing the i was just very confused cause i was going to each page and downloading all requirements which is definetly my fault will keep in mind and thx
lol909090909 Posted September 4 Posted September 4 3 hours ago, safado said: You are using ZAZ 7 with ZAP extension. Read the instructions again. You should use SkyUI 5.2 not 5.1. You have two versions of racemenu for SkyrimLE on top of each other, and other mods for SkyrimSE. PapyrusUtils for SkyrimLE that breaks Sexlab 1.6x. Your load list is a shit show. BAC isn't crashing your game; it doesn't even get that far. also didnt notice that it said just Skyrim instead of Skyrim special edition my bad again
lol909090909 Posted September 4 Posted September 4 3 hours ago, safado said: You are using ZAZ 7 with ZAP extension. Read the instructions again. You should use SkyUI 5.2 not 5.1. You have two versions of racemenu for SkyrimLE on top of each other, and other mods for SkyrimSE. PapyrusUtils for SkyrimLE that breaks Sexlab 1.6x. Your load list is a shit show. BAC isn't crashing your game; it doesn't even get that far. last question for now the one you meant by saying i am using it with zap extensions?
safado Posted September 4 Posted September 4 3 hours ago, lol909090909 said: last question for now the one you meant by saying i am using it with zap extensions? I mistook your ZAP8plus for ZazExtensionPack 1.08. It was extra animations for SkyrimLE modders. I think it is still the wrong ZAP8plus mod version because it is for SkyrimLE. I think you want the SkyrimSE version. It should be ZAZ 8.0+ CBBE HDT 2023 or ZAZ 8.0+ UUNP HDT 2023, found as links near the bottom of the page, not in the download section. Your Vortex list shows multiple Skyrim LE mods enabled instead of their SkyrimSE versions. Example: RaceMenu 3.44 and 3.45 (3.xx is SkyrimLE), in SkyrimSE/AE is RaceMenu 0-4-20-0 (SkyrimAE 1.6.1170). Many mods require SKSE64 or are dependent on the SkyrimSE/AE version. Make sure what you install targets the SKSE64 version compatible with your SkyrimSE/AE version. The latest SkyrimAE update is 1.7.104, but SkyrimAE 1.6.1170 is/was the most-used 1.6.x version, and most tools\mods target that if they are not yet updated.
botticelli Posted September 4 Author Posted September 4 (edited) 23 hours ago, LatencyRemix said: Hey Botticelli, While poking around my skyrim with Claude it pointed out a bag with one part of BAC. The Circlet from Madessi's quest. I dont understand it but it said it was an integer or something and doesnt work as it is. I had it made a patch and if you like i can add it to the post StorageUtil.AdjustFloatValue(Victim, "MME.MilkMaid.MilkGen", 0.0333) I suppose, Claude found this sort of notation questionable: StorageUtil.AdjustFloatValue(Victim, "MME.MilkMaid.MilkGen", 1/3/10) Instead, it wants the notation you mentioned. I'll change that since I'm not sure myself if Papyrus would interpret those numbers as integer with the result then being 0 or as float (as it should since the function parameter is declared float) with it resulting in 0.03333. *** EDIT *** I also changed stage 60 of bac__quest_Evil_003_BodyBuild and bac__quest_Neutral_002_MilkBottle as well as lines 627 and 630 in bac_main.psc with similar questionable notations (those stages used Utility.WaitGameTime(1/12 as float) and bac_main did BreastBaseModMod = 10/3 (line 627) and BreastBaseModMod = 1/3 (line 630)). If you happen unto such things in fragment scripts (qf_.., sf_.., pf_...), changing those with Claude (or any tool outside of CK really) won't help. Those lines must be changed in CK. What I'm referring to here is code inside auto-comments for fragments, e. g. in QF_bac__quest_Evil_003_BodyB_050418E0.psc. Spoiler ;BEGIN FRAGMENT Fragment_2 Function Fragment_2() ;BEGIN CODE bac__quest_Evil_003_BodyBuildScene.stop() bacc.BSControl.OnSceneEnd() bacc.setWaitingTime() thisQuest.SetObjectiveDisplayed(50,false) bac_random.setValue(0) thisQuest.SetObjectiveDisplayed(0) ;STANDARD WAIT F. Bool bBreak = False int x = 0 float lastKnowWeight = BACActor.GetCowWeightMod(Game.getPlayer()) int initWeight = lastKnowWeight as int while (x < 12*7*24) && !bBreak if thisQuest.getStage()>60 bBreak = True endif Utility.WaitGameTime(0.08333) ; 1/12 if !bBreak if BACActor.GetCowWeightMod(Game.getPlayer()) < lastKnowWeight debug.notification("your weight is falling, You have to eat more!") endif lastKnowWeight = BACActor.GetCowWeightMod(Game.getPlayer()) ;debug.notification("Current fat index " + BACActor.getWeightFromActorEx(Game.getPlayer())) ;debug.notification("Weight "+BACActor.GetCowWeightMod(Game.getPlayer())) if BACActor.GetCowWeightMod(Game.getPlayer()) > 39 || BACActor.GetCowWeightMod(Game.getPlayer()) > initWeight + 15 if bac_random.getValue() as int == 0 thisQuest.SetObjectiveDisplayed(1) thisQuest.SetObjectiveDisplayed(0,false) endif bac_random.setValue(1) else if bac_random.getValue() as int == 1 thisQuest.SetObjectiveDisplayed(0) thisQuest.SetObjectiveDisplayed(1,false) endif bac_random.setValue(0) endif x += 1 endif endWhile if thisQuest.getStage()==60 thisQuest.setStage(300) endif ;END CODE EndFunction ;END FRAGMENT This is due to Bethesda's "feature" of packing the compiled fragment directly into the esp and not using the compiled pex script at runtime. Edited September 4 by botticelli
lol909090909 Posted September 4 Posted September 4 8 hours ago, safado said: I mistook your ZAP8plus for ZazExtensionPack 1.08. It was extra animations for SkyrimLE modders. I think it is still the wrong ZAP8plus mod version because it is for SkyrimLE. I think you want the SkyrimSE version. It should be ZAZ 8.0+ CBBE HDT 2023 or ZAZ 8.0+ UUNP HDT 2023, found as links near the bottom of the page, not in the download section. Your Vortex list shows multiple Skyrim LE mods enabled instead of their SkyrimSE versions. Example: RaceMenu 3.44 and 3.45 (3.xx is SkyrimLE), in SkyrimSE/AE is RaceMenu 0-4-20-0 (SkyrimAE 1.6.1170). Many mods require SKSE64 or are dependent on the SkyrimSE/AE version. Make sure what you install targets the SKSE64 version compatible with your SkyrimSE/AE version. The latest SkyrimAE update is 1.7.104, but SkyrimAE 1.6.1170 is/was the most-used 1.6.x version, and most tools\mods target that if they are not yet updated. i uninstalled those and thx once again i am pretty inexperienced when it comes to modding
lol909090909 Posted September 4 Posted September 4 (edited) 8 hours ago, safado said: I mistook your ZAP8plus for ZazExtensionPack 1.08. It was extra animations for SkyrimLE modders. I think it is still the wrong ZAP8plus mod version because it is for SkyrimLE. I think you want the SkyrimSE version. It should be ZAZ 8.0+ CBBE HDT 2023 or ZAZ 8.0+ UUNP HDT 2023, found as links near the bottom of the page, not in the download section. Your Vortex list shows multiple Skyrim LE mods enabled instead of their SkyrimSE versions. Example: RaceMenu 3.44 and 3.45 (3.xx is SkyrimLE), in SkyrimSE/AE is RaceMenu 0-4-20-0 (SkyrimAE 1.6.1170). Many mods require SKSE64 or are dependent on the SkyrimSE/AE version. Make sure what you install targets the SKSE64 version compatible with your SkyrimSE/AE version. The latest SkyrimAE update is 1.7.104, but SkyrimAE 1.6.1170 is/was the most-used 1.6.x version, and most tools\mods target that if they are not yet updated. update i got it working and the game works ,now in the intro the carriage is doing flips and its hilarious also this appeared am i missing Edited September 4 by lol909090909
EstJava Posted September 4 Posted September 4 (edited) Something Wrong in your installation or Missing Mod Requirements in Milk Mod Economy Maybe.... Edited September 4 by EstJava
lol909090909 Posted September 4 Posted September 4 11 minutes ago, EstJava said: Something Wrong in your installation or Missing Mod Requirements in Milk Mod Economy Maybe.... probably but uninstalled it and reinstalled it which should i enable just to be safe
Alisss Posted September 4 Posted September 4 1 hour ago, lol909090909 said: update i got it working and the game works ,now in the intro the carriage is doing flips and its hilarious also this appeared am i missing Don't mind me saying this, we'll do the best we can, but this is probably a topic for the MME forum post. Ed doesn't update the mod anymore, but he does pretty well with responding. Now, do you have the alternate start mod? I know the vanilla start makes many mods break entirely. 56 minutes ago, lol909090909 said: Unless you're using one of these mods, you should have nothing ticked. I think Special Edition/Anniversary Edition does pretty well with automatically ticking whichever mod you do have enabled already. Checking your modlist, I can't seem to find the MME assets mod, which is also a mandatory download. You have two different milking cuirasses downloaded for differing bodytypes, neither of which I can see in the screenshots (CBBE/UUNP). I'm also fairly certain these are requirements. In short: Get the alternate start mod (great mod to begin with, but necessary for modding). Get MME Assets. Get a body mod, either CBBE or UUNP, depending on which you plan on using.
botticelli Posted September 4 Author Posted September 4 1 hour ago, lol909090909 said: now in the intro the carriage is doing flips This is due to SOS (Schlongs of Skyrim). If you do not use Alternate Start or similar mods, disable SOS until quest Unbound is done. 1 hour ago, lol909090909 said: and its hilarious also this appeared am i missing MME consists of 2 mods:
lol909090909 Posted September 4 Posted September 4 (edited) 40 minutes ago, botticelli said: This is due to SOS (Schlongs of Skyrim). If you do not use Alternate Start or similar mods, disable SOS until quest Unbound is done. MME consists of 2 mods: about the assets in the download tab it only show LE edition also where do i get uunp bodies and i didnt downloaded sos before Edited September 4 by lol909090909
botticelli Posted September 4 Author Posted September 4 34 minutes ago, lol909090909 said: i didnt downloaded sos before some other Schlong mods also have that "feature", check yours. MME: You've probably downloaded the LE mod, go to the SE file page instead:
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