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Posted
3 hours ago, squiffyrogue said:

I've noticed, that after taking Blended Lactacid, PC becames a Cow with 1st stage, right? 
So I'm playing with slow transformation, so there is nothing visually says that my PC is transforming. So the question is, why NPCs are commenting on my PC being a cow, if she's actually isn't? Kinda breaks immersion. Is there a way to tune down comment probability? Maybe in files, cuz didn't find it in MCM

 

 Yeah I've noticed this as well. It's very weird you get such nasty comments so early into the transformation. I realize the shift to being quest-based makes it impossible to have a slider to adjust probability, but I still think it should wait until the transformation is much further along before they even start.

Posted
3 hours ago, tookachinchilla said:

I also CTD, when loading a save file. I have the loose files installed.

 

Load order:

  Reveal hidden contents

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     Unofficial Skyrim Legendary Edition Patch.esp
  6  6     ApachiiHairFemales.esm
  7  7     FunctionalHomes.esm
  8  8     SexLab.esm
  9  9     SexLabAroused.esm
 10  a     Schlongs of Skyrim - Core.esm
 11  b     GenderBender.esm
 12  c     ZaZAnimationPack.esm
 13  d     dcc-soulgem-oven-000.esm
 14  e     Devious Devices - Assets.esm
 15  f     Devious Devices - Integration.esm
 16 10     Devious Devices - Expansion.esm
 17 11     Devious Devices - Contraptions.esm
 18 12     SkyUI.esp
 19 13     RaceMenu.esp
 20 14     RaceMenuMorphsCBBE.esp
 21 15     RaceMenuPlugin.esp
 22 16     XPMSE.esp
 23 17     LindsHumanEyes.esp
 24 18     FunctionalHomes.esp
 25 19     Bijin Wives.esp
 26 1a     Bijin Warmaidens.esp
 27 1b     Bijin NPCs.esp
 28 1c     Auto Unequip Ammo.esp
 29 1d     DSHg - DragonPriest Masks.esp
 30 1e     DSHg - Hats.esp
 31 1f     DSHg - Helmets.esp
 32 20     DSHg - Hoods.esp
 33 21     DSHg - UpdateDB.esp
 34 22     DSHg - UpdateDG.esp
 35 23     FunctionalHomes - Dawnguard.esp
 36 24     FunctionalHomes - Dragonborn.esp
 37 25     FNIS.esp
 38 26     AMatterOfTime.esp
 39 27     Item Recycling.esp
 40 28     bagoftrash_tw.esp
 41 29     Fast Respawn 72 Hours 1.2.esp
 42 2a     Schlongs of Skyrim.esp
 43 2b     SOS - VectorPlexus Regular Addon.esp
 44 2c     SOS - ERF - HighPoly Addon.esp
 45 2d     SOS - ERF - HighPoly Equipable.esp
 46 2e     SexLab_Solutions.esp
 47 2f     SLAnimLoader.esp
 48 30     EstrusChaurus.esp
 49 31     bac.esp
 50 32     EggFactory.esp
 51 33     Pearl Juice.esp
 52 34     TimingIsEverything.esp
 53 35     UIExtensions.esp
 54 36     SexLab Inflation Framework.esp
 55 37     EstrusTrappedEggs.esp
 56 38     ABBA.esp
 57 39     Corruption.esp
 58 3a     SexLab Eager NPCs.esp
 59 3b     SteelBikini.esp
 60 3c     AnubAnimObj.esp
 61 3d     SLALAnimObjBillyy.esp
 62 3e     InstantMining.esp
 63 3f     Increased Bounty & Guild Rewards.esp
 64 40     MilkModNEW.esp
 65 41     MilkModNEW HF.esp
 66 42     Devious Devices For Him.esp
 67 43     Alternate Start - Live Another Life.esp

 

it affect all save file or just last save ? i still don't know what mod cause this

Posted
1 hour ago, evilbom said:

it affect all save file or just last save ? i still don't know what mod cause this

I tried it on an earlier save (before I had installed anything SexLab related) and still CTD'ed. I'll give it another go at a later time.

Posted (edited)
7 hours ago, squiffyrogue said:

I've noticed, that after taking Blended Lactacid, PC becames a Cow with 1st stage, right? 
So I'm playing with slow transformation, so there is nothing visually says that my PC is transforming. So the question is, why NPCs are commenting on my PC being a cow, if she's actually isn't? Kinda breaks immersion. Is there a way to tune down comment probability? Maybe in files, cuz didn't find it in MCM

If the PC has hit the first step in cow transformation, you get horns no matter what. If the horns aren't showing up, then you may need to refresh the PC via the menu. Slow just means it takes longer for the TF to proc. Granted the plethora of comments with tiny horns is excessive in the beginning, but I'm sure scaling the comments via stage might take more coding than someone wants to do.

Edited by jayce113
Posted
30 minutes ago, jayce113 said:

If the PC has hit the first step in cow transformation, you get horns no matter what. If the horns aren't showing up, then you may need to refresh the PC via the menu. Slow just means it takes longer for the TF to proc. Granted the plethora of comments with tiny horns is excessive in the beginning, but I'm sure scaling the comments via stage might take more coding than someone wants to do.

If using Blended Lactacid, cow trnsformation will start not on stage 1, but on stage 0 (don't know if this blended lactacid thing or slow transformation in settings), so no horns there. But comments are still there like NPCs treat the PC as cow already.
2. There was comments probability slider in MCM pre 1.9F version

Posted

Yeah the comments should only fire when you are at a specific tf point, i believe a few of them do "mainly the mutations" which was the case in older versions. but the new general cow comments seem to just fire once you are detected as a cow, Also anyone find that they rarely happen? i can run around whiterun for 10 mins and i might get 2 comments from on goers, could also be because i have other mods like SLSF that also make npcs comment on you and your activities but idk.

Posted
25 minutes ago, LinksSword said:

Yeah the comments should only fire when you are at a specific tf point, i believe a few of them do "mainly the mutations" which was the case in older versions. but the new general cow comments seem to just fire once you are detected as a cow, Also anyone find that they rarely happen? i can run around whiterun for 10 mins and i might get 2 comments from on goers, could also be because i have other mods like SLSF that also make npcs comment on you and your activities but idk.

Idk, my SLSF probability is at 15%, so BAC comments fire right after each other and  bit annoying. Especially annoying cuz my PC is not looks like a cow at 0 stage lol

Posted (edited)
3 hours ago, squiffyrogue said:

Idk, my SLSF probability is at 15%, so BAC comments fire right after each other and  bit annoying. Especially annoying cuz my PC is not looks like a cow at 0 stage lol

As for the frequency: The comment quest uses excatly the same vanilla mechanics as WICommentNaked allowing for a comment about once every game hour. That the comments shouldn't ensue at stage 0 is noted. The condition I put in only checks membership in faction bac_milkmaid, not level, I'll change that.

 

15 hours ago, awire said:

Actually when i look at the time in the logs, it seems there are no logs in papyrus at all at the time of the crash.


[05/21/2022 - 05:03:34PM] setStageQ Type:Blacksmith, Stage:30

is the only one and the crash happens 2 sec after that log ( i can even see in the game the object beeing spawned and the quest marker above it, and the then instantly crashes )

The furniture appearing is ZaZ furniture. bac_blacksmith enables that and sets the quest marker. Then the script ends. So if the crash happens after that, it must be somehow Zaz related.

Edited by botticelli
Posted

Suggestions, some of which may have already been mentioned here.

 

During interviews (Moo, Moo? Moo!) With an NPC, an NPC can suggest a PC to milk and feed him. For that, he takes his milk from the PC.

 

When the PC exchanges his hands for his hooves. He can't get milking himself. Eat, in addition to grazing. Dress yourself. An orphanage in Rifen can help. An orphan who will help with this will offer milk for regular milk deliveries.

Will Paul make an agreement with the Orphanage in Rifen?

 

A male cow helper can help with talking to the player. Translates a player's Moo for an NPC. Jarls refuses to talk to the be helper.

 

 

 

Perhaps it's translated with the help of google at least a little clearly.

Posted
3 hours ago, botticelli said:

The furniture appearing is ZaZ furniture. bac_blacksmith enables that and sets the quest marker. Then the script ends. So if the crash happens after that, it must be somehow Zaz related.

 Sry to bother you so much ? Tried reinstalling zaz, and it works fine with other mods.
Could you tell me all the steps the mod takes when activating blacksmith stage 30 ? I'd like to brutte force test it out, see what is actually the culprit action.

Posted
On 5/20/2022 at 7:04 PM, botticelli said:

a) did you install 1.9F or 1.9F1? b) did you reset the bac_blacksmith quest afterwards as is stated in the new features? That quest has been reworked and has new aliases now while the old aliases are no longer available. If you load an existing save, it will not work unless you restart it

 

That depends on the blacksmith quest running properly. When you've got that one running properly, you can try in the console:

  • completequest bac_capturedcow2
  • stopquest bac_blacksmith
  • resetquest bac_blacksmith
  • startquest bac_blacksmith
  • stopquest bac_capturedcow2
  • setstage bac_blacksmith 0
  • setstage bac_blacksmith 20
  • startquest bac_beingacow
  • setstage bac_beingacow 10

 

no guarantee, though.

I tried this out and the mod now works fine.

 

thank you so much for the help with the console commands.

 

I can recommend this as a good fix for those that have had the same problems. 

Posted
1 hour ago, awire said:

 Sry to bother you so much ? Tried reinstalling zaz, and it works fine with other mods.
Could you tell me all the steps the mod takes when activating blacksmith stage 30 ? I'd like to brutte force test it out, see what is actually the culprit action.

thisQuest.SetObjectiveDisplayed(20,false)
thisQuest.SetObjectiveDisplayed(30)
Alias_StableDoor.GetReference().SetOpen(true) ; open the stable door
questCtr.EnableFurniture() ; enable ZaZ furniture, see spoiler below
questCtr.callActors() ; call crowd, this isused to fill Aliases NPC1 through NPC9

; set globals

bac_blacksmith_wait.SetValueInt(bac_po3_access.randomInt(20,40))
bac_blacksmith_timeout.SetValueInt(6)

Spoiler

Function EnableFurniture()
    sBlacksmith.Alias_furnAlternate.GetReference().Disable()
    sBlacksmith.Alias_furnChair.GetReference().Disable()
    sBlacksmith.Alias_furnGarotte.GetReference().Disable()
    sBlacksmith.Alias_furnLesson.GetReference().Disable()
    sBlacksmith.Alias_furnPillory.GetReference().Disable()
    ObjectReference oFurniture = none
    if     UseFurniture == idxChair
        oFurniture = sBlacksmith.Alias_furnChair.GetReference()
    elseif UseFurniture == idxGarotte
        oFurniture = sBlacksmith.Alias_furnGarotte.GetReference()
    elseif UseFurniture == idxLesson
        oFurniture = sBlacksmith.Alias_furnLesson.GetReference()
    elseif UseFurniture == idxPillory
        oFurniture = sBlacksmith.Alias_furnPillory.GetReference()
    endif
    if UseFurniture != idxNothing && !oFurniture
        oFurniture = sBlacksmith.Alias_furnAlternate.GetReference() ; wrong ZaZ version ?
    endif
    sBlacksmith.Alias_bacFurniture.ForceRefTo(oFurniture)
    if oFurniture
        int i = 0
        while i < 10 && (oFurniture.IsDisabled() || !oFurniture.Is3dLoaded())
            oFurniture.enable()
            Utility.wait(0.5)
            i += 1
        endwhile
    endif
EndFunction

 

Posted (edited)

So I have a big problem guys, really need some help! The problems are:
1. New semihooves does not apply, nor any other hooves at all
2. Horns, ears and udders somehow do not change proportions when moving in bac lvl (all these mutations are enabled). There should be 3rd stage for both horns and ears on ScreenShot, but it's 1st
3. I did run bodyslide, cleaned old stuff, as usual. Shouldn't be problem there.
4. Scripts are working, it's just something I miss and Idk what, cuz I have all needed files (BAC, Bac_tats, loose files) 
Attached papyrus as well
Please help :c

SE/AE whatever, on 1.9D5 worked perfectly, can't figure out what's the problem on my own

Spoiler

ScreenShot4.png.5e97d8f65ecb07b07dc22d6d3e189758.pngScreenShot5.png.55db147d37a31fbc63ff88b2798612d4.png

Papyrus.0.log

Edited by squiffyrogue
Posted
2 hours ago, squiffyrogue said:

So I have a big problem guys, really need some help! The problems are:
1. New semihooves does not apply, nor any other hooves at all
2. Horns, ears and udders somehow do not change proportions when moving in bac lvl (all these mutations are enabled). There should be 3rd stage for both horns and ears on ScreenShot, but it's 1st
3. I did run bodyslide, cleaned old stuff, as usual. Shouldn't be problem there.
4. Scripts are working, it's just something I miss and Idk what, cuz I have all needed files (BAC, Bac_tats, loose files) 
Attached papyrus as well
Please help :c

SE/AE whatever, on 1.9D5 worked perfectly, can't figure out what's the problem on my own

  Reveal hidden contents

ScreenShot4.png.5e97d8f65ecb07b07dc22d6d3e189758.pngScreenShot5.png.55db147d37a31fbc63ff88b2798612d4.png

Papyrus.0.log 176.21 kB · 0 downloads

There seems to be a problem with Quad2Core's Inventory functions. Apparently, the dll was found, else. BAC wouldn't try to call it, but it's not working, OR you've the script (q2_iventory.pex) but NOT the dll installed?:

[05/22/2022 - 01:53:31PM] error: Unbound native function "GetNumItemsWithKeyword" called
[05/22/2022 - 01:53:31PM] WARNING: Assigning None to a non-object variable named "::temp3"
stack:
    <unknown self>.bac_q2c_inventory_access.GetAllFormsByKeyword() - "bac_q2c_inventory_access.psc" Line 12
    [bac_reequip00 (700551E3)].bac_reequip.CleanEquip() - "bac_actor_base.psc" Line 746
    [bac_reequip00 (700551E3)].bac_reequip.reequipItemsEx() - "bac_actor_base.psc" Line 871
    [bac_reequip00 (700551E3)].bac_reequip.OnUpdate() - "bac_reequip.psc" Line 97

 

Posted
On 5/21/2022 at 9:20 AM, Keytargonian said:

For some reason, since the newest updates (SE version 1.9F1) my game CTD's upon new game, I can create a character, but as soon as I hit Enter upon naming it works for a split second then I'm back looking at the desktop this didn't happen for previous updates (prior to 1.9F) I do use Alternate start but that doesn't seem to be the issue as even if I start a new game get it past Character Creation with the mod unloaded it crashes on load after reenabling it for the record I don't have the Loose files is there something in that I need? all other ancillary mods are up to date and my old save works just fine with the new updates...anyone got any ideas?

 


A same issue encountered.
In latest updates,(1.9F1 SE) my game have CTD on new game. I can create a character, but after that, SkyrimSE shut downs.  

Posted (edited)
1 hour ago, botticelli said:

There seems to be a problem with Quad2Core's Inventory functions. Apparently, the dll was found, else. BAC wouldn't try to call it, but it's not working, OR you've the script (q2_iventory.pex) but NOT the dll installed?:

[05/22/2022 - 01:53:31PM] error: Unbound native function "GetNumItemsWithKeyword" called
[05/22/2022 - 01:53:31PM] WARNING: Assigning None to a non-object variable named "::temp3"
stack:
    <unknown self>.bac_q2c_inventory_access.GetAllFormsByKeyword() - "bac_q2c_inventory_access.psc" Line 12
    [bac_reequip00 (700551E3)].bac_reequip.CleanEquip() - "bac_actor_base.psc" Line 746
    [bac_reequip00 (700551E3)].bac_reequip.reequipItemsEx() - "bac_actor_base.psc" Line 871
    [bac_reequip00 (700551E3)].bac_reequip.OnUpdate() - "bac_reequip.psc" Line 97

 

Idk, I have it installed, have both .dll and pex. Looks like Qua2Core is not compatible with AE. I'll make a test without it

Edit: @botticelli YOU ARE AMAZING! Yes, the problem is in Q2C, it's not working for AE. Thank you so much mate! 

Edit2: I noticed that there is no semihooves bodyslides for SE. Not in main archive, not in loose files. I remember there was a Bodyslide archive but now it's missing (on main mod page). So in SE version only LE semihooves bodyslides and they are not working. Everything else is

Edited by squiffyrogue
Posted
40 minutes ago, squiffyrogue said:

Edit2: I noticed that there is no semihooves bodyslides for SE. Not in main archive, not in loose files. I remember there was a Bodyslide archive but now it's missing (on main mod page). So in SE version only LE semihooves bodyslides and they are not working. Everything else is

I had thought them to be integrated in the SE version. No matter, I've put them up again.

Posted
11 minutes ago, SilentOption said:

Mine got a blue texture bug. Help

20220522135134_1.jpg

20220522134530_1.jpg

Check if you have both t_semihooves_nails_c.dds and t_semihooves_nails_n.dds in Data\textures\bac
 

Posted

I've had some more time to play with grazing and chat blocking.

I think the mod is in an amazing place right now! Some of the older meshes still could use updating, of course, but mechanically everything is really fun.

 

The grazing is really good. The only thing I'd like to see added there is maybe random mooing like when the cow is over-full on milk, to really sell how you're giving into cow brain.

 

The Moo-dialog is much better and more manageable now, especially with the setting to adjust how much percentage is added with each attempt. It's perfect. The only thing I think would improve it is if there was a small chance for NPCs to milk you or feed you (maybe some magically-appearing wheat?) when they misunderstand certain dialog options.

Posted
On 5/14/2022 at 8:02 PM, botticelli said:

Ok, there are 4 mods involved this time:

  1. hyd_d_mcm (Slave Girls by hydragorgon) cannot load its MCM
  2. WetFunctionMCM (Wet Fuinction Redux) the same
  3. Vivid Weathers...
    1. ...has a problem with an INI setting named iMaxDesired:Particles, which should be a float (like 1000.0) but isn't and
    2. ...misses Frostfall
  4. (probably) Naked Defeat misses its MainQuest
  5. severeal mods miss FormHasKeywordString native method which is part of Devious Devices Integration (DDi)

Thanks to your hints and suggestions about my papyrus log errors, I finally managed to do the Hugh quest without CTD.  I uninstalled another 20 or so mods (incl. those you mentioned, except DD) and restarted again from my ancient save with 1.9F1 on AE.  Still some errors in papyrus from Devious Devices, but no more CTD.

Thank you again for your help and your great support to this mod!

 

Hugh is not supposed to follow me out of the abandoned house and accompany me on my milky adventures like a "real" follower, is he?  He'd be by far the coolest companion out there in Tamriel.

 

The Moo speech check is really exhausting on high cow stages, even with 100 speechcraft and the MCM slider set to max. 10%.

 

Grazing is very cool, love it ?

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