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Posted
2 hours ago, MysticDaedra said:

Does BAC still require SLIF for things like pelvis widening and whatnot? I'm currently attempting an AE build, and given how ancient SLIF is at this point... I'd rather not use it if possible.

as of now, it does. Removing SLIF dependency is some lengthy business I'm not very keen on doing...

Posted (edited)
On 5/26/2022 at 12:50 AM, tookachinchilla said:

No he was just standing there. I've played that sequence several times and the AI never takes control of the character.

Found a possible cause for this problem. The scene is started with start() which will wait for all actors to complete any prior scenes of higher priority. This quest has priority 0, so any other scene probably has a higher priority. I got the quest to reproduce your situation by restarting Hammerheart during the parade. That way, Paul is caught in the Hammerheart working scene and thus Captured Cow waits indefinitely. As stated before, as a workaround do setstage bac_capturedcow2 80 (75 is not required) in the console. For the next version, I changed that quest's priority to 200 and start the scene with ForceStart() which will grab Paul regardless of any running scenes.

Edited by botticelli
Posted

Without getting into spoilers the dialogue screen for the Molag Bal Quest did not start when I was in the middle of his alter. Using the latest version of the mod. I need help

Posted (edited)

So far played this mod without any big hesitation, really been a big fan since day one. So here are a few questions or idea's what I missed or have occured during gameplay.

 

Question 1: So 1.9F2 got a new questline to restore the character to default (cure the curse)

 

Quote

new miscellaneous quest to get rid of the curse and/or MilkSlave available after you cleared at least half of your debt. Starts with dialogue from Acolyte Jenssen. Paul will not release you, though. You will need to dedicate other MilkMaids or MilkSlaves to Molag Bal to get a boon (for 3 apiece). The Slave Tats and Eartag will now only mark those cows that have been dedicated. You can of course catch that curse again (and get rid of it again).

 

Since the storyline isn't that long but the transformation can be, is there another way to implement a second quest line to remove cow transformation in smaller stages instead of finishing the whole quest line or at max transformation? This seems like a fun option bc it would be nice to walk often again in shoes, braces or DD devices and grow again. (not from full transformation to cured) :) 

 

* Note, when you do get cured does it also fix your eyes to the default? NPC work but not mine the face restores only.

 

Question 2: While captured on a milking machine the player get inserted with lactacid/drugs, normally the breast size grows but using cbbe or unp the breast doens't grow that big or goes to a smaller size, is this an SLIF error or scaling error from MME? Couldn't get it clear myself 

 

Question 3: I have discovered a small issue version 1.9f1/1.9f2 With the map to search Mandy's old place. When using the given map I get an IMG error, seems like a missing texture. Since I already know the whole playthrough it was easy to finish it.

 

Question 4: Since there is an pelvis modification option, is it easy to test if it works on UNP? Since you dont have a Groin slider etc. Been curious about it, but requeres some stages to see it affect.

 

Question 5: When using Mootations you can also set which mutation can occur on npc or pc, so when almost enabling all mutations it is not possible to get the pregnant or curvy cow mutation, seems like the character might be at max TF.

 

But man... what a difference between SkyrimFet, my compliments for what has changed and the continuenation. Please see my message as positive feedback :)

If you ever need help I can support you.

Edited by SLSO
Posted (edited)
3 hours ago, SilentOption said:

Without getting into spoilers the dialogue screen for the Molag Bal Quest did not start when I was in the middle of his alter. Using the latest version of the mod. I need help

This will only start during or after "A Craftsman's Masterpiece"
 

1 hour ago, SLSO said:

Question 1:

It is my intention to extrapolate on some finishing/changing questlines later. As for now, that's full exit plus MilkSlave exit

 

Thanks for the hint with the eyes. No, eyes/nose/mouth presets are not restored, because they were not saved when setting them. I'll put that in. The restore currently works only on those npcs who have prefab faces, not on generics. There the problem is the same as with the pc.

 

1 hour ago, SLSO said:

Question 2:

Each growth step is 0.01 and during the questline you get 20 enlargement potions each pump (resulting in 0.2 size gain). Depending on SLIF setting this may or may not show because if BAC is not the leading mod in breast size (e. g. MME leads), SLIF may devalue the contribution from BAC resulting in even less gain.

 

1 hour ago, SLSO said:

Question 3

Are you on SE? Because I could not find any error in LE. That map displays just fine. Might be a conversion issue. Check data\Textures\bac\map.png. It's not in the bsa archive, because CK does not resolve book text links (<img> tags). If it's missing, download the loose files. It's in that archive.

 

1 hour ago, SLSO said:

Question 4

This uses SLIF "slif_pelvis" node which has a representation in UNP. You can check Data\SKSE\Plugins\StorageUtilData\SexLab Inflation Framework\lists\001_UUNP_Lists.json

 

1 hour ago, SLSO said:

Question 5

The PC has the option to catch further mootations after max stage on orgasm. You just need to set the chance for that in MCM. You can also randomize mootation start stage between 2 and 11 and end stage betwen 30 and 40 and change that to your liking once a cow has been registered on the MilkMaid View page. So with mootations occurring between stage 2 and 40, you'd have 39 options. If that's not enough - see above.

Edited by botticelli
Posted

Hi everyone.
I though I'd treat you to a preview of my proposed replacement for the cowbell (just the bell so far). My plan is to keep the overall structure of the collar and bell the same, but with more details and propper texturing. I also replaced the clapper, that in the end will rest against the inner wall instead of standing straight out in the middle of the bell. I will also look into positioning it to reduce the clipping with the breasts if possible.

I was at some point considering using the more common sheet metal cowbell, but I thought this looked better (and I did not want to deviate from the current one too much).

Cowbell_bell.jpg.59f75f4d7d75fa377918c4dbdaab38df.jpg

Posted

I really like the chat blocking with moos feature, but I think it would be much better with a bit of a cooldown so it does not constantly happen back to back. Breaking out of it should block it happening again for a few hours, to avoid situations where you are forced out of a conversation by picking the wrong item and needing to start all over with it. Mostly got to be annoying since I was trying to debug my follower ...

 

The Hunters seem to have broken my Follower. I got captured for the first time and now she ignores dialog to open inventory or be dismissed, and no longer shows up under 'detected follower' in any mod. I tried disable/enable and kill/resurrect but nothing seems to fix her. She seems to still be using the weapon I gave her, but she's not equipping the armor I gave her before this happened.

 

I also noticed you can ask Marc how to find Marc and he charges you for it, explains where to find him, and then drops dialog (which made me need to break out of a moo-loop all over again!)

Posted
19 minutes ago, Catastrophic said:

I really like the chat blocking with moos feature, but I think it would be much better with a bit of a cooldown so it does not constantly happen back to back. Breaking out of it should block it happening again for a few hours, to avoid situations where you are forced out of a conversation by picking the wrong item and needing to start all over with it. Mostly got to be annoying since I was trying to debug my follower ...

 

The Hunters seem to have broken my Follower. I got captured for the first time and now she ignores dialog to open inventory or be dismissed, and no longer shows up under 'detected follower' in any mod. I tried disable/enable and kill/resurrect but nothing seems to fix her. She seems to still be using the weapon I gave her, but she's not equipping the armor I gave her before this happened.

 

I also noticed you can ask Marc how to find Marc and he charges you for it, explains where to find him, and then drops dialog (which made me need to break out of a moo-loop all over again!)

 

Been using EFF for my followers with UIExtension so the menu always come up to change inventory or conversation. Also the Hunters broke my followers what I did was to dissmiss them before, then after the captured quest following you again.

 

Guess if you are further in gameplay, savegames you are might stuck or go back that is what I did.

Posted
4 hours ago, botticelli said:

This will only start during or after "A Craftsman's Masterpiece"
 

It is my intention to extrapolate on some finishing/changing questlines later. As for now, that's full exit plus MilkSlave exit

 

Thanks for the hint with the eyes. No, eyes/nose/mouth presets are not restored, because they were not saved when setting them. I'll put that in. The restore currently works only on those npcs who have prefab faces, not on generics. There the problem is the same as with the pc.

 

Each growth step is 0.01 and during the questline you get 20 enlargement potions each pump (resulting in 0.2 size gain). Depending on SLIF setting this may or may not show because if BAC is not the leading mod in breast size (e. g. MME leads), SLIF may devalue the contribution from BAC resulting in even less gain.

 

Are you on SE? Because I could not find any error in LE. That map displays just fine. Might be a conversion issue. Check data\Textures\bac\map.png. It's not in the bsa archive, because CK does not resolve book text links (<img> tags). If it's missing, download the loose files. It's in that archive.

 

This uses SLIF "slif_pelvis" node which has a representation in UNP. You can check Data\SKSE\Plugins\StorageUtilData\SexLab Inflation Framework\lists\001_UUNP_Lists.json

 

The PC has the option to catch further mootations after max stage on orgasm. You just need to set the chance for that in MCM. You can also randomize mootation start stage between 2 and 11 and end stage betwen 30 and 40 and change that to your liking once a cow has been registered on the MilkMaid View page. So with mootations occurring between stage 2 and 40, you'd have 39 options. If that's not enough - see above.

 

Thanks @botticelli!

 

One last thing did found some other cow TF maybe it could be some inspiration for this mod?

 

 

1: Like a transformation/mutation to modify the genitals or a bent skeleton/back instead of walking on all 4 (arms+legs)

 

2: Did read previously that people ask if the PC is able to walk on all fours (arms_+legs) since DD has an Petsuit/Bitchsuit could be possible to modify it and make it work? But that will be difficult to enable combat, gameplay + milking etc.

 

3: DD cursed loot does have MME integration when a looting event occurs (drugged player skooma -> lactacid) maybe another drug that is in BAC 1.9F2? or a random mutation (script/item in BAC that changes the lactacid item to a mutation potion?)

 

Will test and try again, Just excited for the next updates.

 

Posted
14 minutes ago, SLSO said:

2: Did read previously that people ask if the PC is able to walk on all fours (arms_+legs) since DD has an Petsuit/Bitchsuit could be possible to modify it and make it work? But that will be difficult to enable combat, gameplay + milking etc.

 

 

 I think that is mostly a problem since all crawl animations are on the hands and knees, which is at odds with how the hooves work.

 I was looking into attempting an animation that resembled something like what you'd see on Naga's Den, but I don't have tons of free time at the moment and I'm not great at making animations, as they tend to turn out 'robotic'. Not sure if its possible to import and reference existing animal animations. Plus I'm not sure such a thing could even be implemented, even if the front end was lowered to match proper arm lengths.

Posted
1 hour ago, astor2015 said:

Does to SE version came out already? Because i see 1.9f2_SE on the download section but i installed it and its an LE version.

I think the .bsa got repacked improperly :(

Posted
47 minutes ago, MysticDaedra said:

I think the .bsa got repacked improperly :(

I dont know much about this but i think that's not it, the plugin was still form 43.

Posted
1 hour ago, astor2015 said:

I dont know much about this but i think that's not it, the plugin was still form 43.

 

@MysticDaedra is right, is the BSA format.

 

MysticDaedra is commenting about SkyrimSE crashing because bad BSA, and you are commenting because mod manager is using only the ESP header format version to cry wolf about an incompatible mod.

 

I did use xEdit against the ESP, and it found errors. Some are likely because of forced removal of Milkmod as a master, but others are in the RACE records.

Spoiler

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [07] bac.esp
[00:00] Error: record RACE contains unexpected (or out of order) subrecord FNAM
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord AHCF 46434841
[00:00] Error: record RACE contains unexpected (or out of order) subrecord NAM8
[00:00] Error: record RACE contains unexpected (or out of order) subrecord RNAM
[00:00] Errors were found in: bacMandyCowRace "MandyCow" [RACE:070A8E0D]
[00:00] Contained subrecords: EDID FULL DESC SPCT SPLO SPLO WNAM BOD2 KSIZ KWDA DATA MNAM ANAM MODT FNAM ANAM MODT MTNM MTNM MTNM MTNM MTNM VTCK HCLF PNAM UNAM ATKD ATKE ATKD ATKE ATKD ATKE ATKD ATKE NAM1 MNAM INDX MODL MODT FNAM INDX MODL MODT GNAM NAM3 MNAM MODL MODT FNAM MODL MODT NAM4 NAM5 ONAM LNAM NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME MTYP SPED VNAM QNAM UNES PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT WKMV RNMV SWMV NAM0 FNAM INDX HEAD INDX HEAD INDX HEAD INDX HEAD MPAI MPAV MPAI MPAV MPAI MPAV MPAI MPAV AHCF NAM8 RNAM
[00:00] Error: record RACE contains unexpected (or out of order) subrecord FNAM
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord INDX 58444E49
[00:00] Error: record RACE contains unexpected (or out of order) subrecord HEAD 44414548
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAI 4941504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord MPAV 5641504D
[00:00] Error: record RACE contains unexpected (or out of order) subrecord AHCF 46434841
[00:00] Error: record RACE contains unexpected (or out of order) subrecord NAM8
[00:00] Error: record RACE contains unexpected (or out of order) subrecord RNAM
[00:00] Errors were found in: bacMandyCowRace "MandyCow" [RACE:070A8E0D]
[00:00] Contained subrecords: EDID FULL DESC SPCT SPLO SPLO WNAM BOD2 KSIZ KWDA DATA MNAM ANAM MODT FNAM ANAM MODT MTNM MTNM MTNM MTNM MTNM VTCK HCLF PNAM UNAM ATKD ATKE ATKD ATKE ATKD ATKE ATKD ATKE NAM1 MNAM INDX MODL MODT FNAM INDX MODL MODT GNAM NAM3 MNAM MODL MODT FNAM MODL MODT NAM4 NAM5 ONAM LNAM NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME NAME MTYP SPED VNAM QNAM UNES PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHTN PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT PHWT WKMV RNMV SWMV NAM0 FNAM INDX HEAD INDX HEAD INDX HEAD INDX HEAD MPAI MPAV MPAI MPAV MPAI MPAV MPAI MPAV AHCF NAM8 RNAM
[00:00] bac_scimitar03 "Hunters Scimitar" [WEAP:07045452]
[00:00]     WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
[00:00] bac_scimitar02 "Hunters Scimitar" [WEAP:07045451]
[00:00]     WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
[00:00] bac_scimitar01 "Hunters Scimitar" [WEAP:07044EEE]
[00:00]     WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
[00:00] bac_minotaurLordAxe "Minotaur Lord Axe" [WEAP:070B1B28]
[00:00]     WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0
[00:00] [INFO:0703FD69] ('...and?' in GRUP Topic Children of bac__quest_Evil_001_MobileMilkingServiceTopic3Topic [DIAL:0703FD68])
[00:00]     INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
[00:00] bac_main "BAC Quest" [QUST:07001D90]
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0706D61F] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0705C81C] < Error: Could not be resolved >
[00:00] bac_hunter_lookingForYouHunt [PACK:070156B9]
[00:00]     PACK \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [07013623] < Error: Could not be resolved >
[00:00]     PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> <Warning: Could not resolve alias>
[00:01] bacWICommentCowNewBranch0 [DLBR:070C2FCA]
[00:01]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL
[00:01] bac_d_MolagBalTalking [SCEN:070B5779]
[00:01]     SCEN \ PNAM - Quest -> Found a NULL reference, expected: QUST
[00:01] Done: Checking for Errors, Processed Records: 3706, Errors found: 9, Elapsed Time: 00:01

 

 

Posted (edited)
8 hours ago, Catastrophic said:

The Hunters seem to have broken my Follower.

Followers need to be dismissed and rehired (with EFF this is also possible afterwards).

 

7 hours ago, SLSO said:

1: Like a transformation/mutation to modify the genitals or a bent skeleton/back instead of walking on all 4 (arms+legs)

Even that would mean a different skeleton and I'm not going to rebuild XPMSE. All the DD/Cursed Loot options include a) someting to wear as harness/armor which is a no-go for BAC because it would block other armors and thus quests like Diplomatic Immunity and/or b) make you walk on elbows/knees in a crap attempt to "walk" on all fours which slows you down to a crawl. Speeding that movement up would definitely not look good. Animal animation hinge on the respective animal skeleton which again is not usable for the player character. Aside from the camera issue (stuck at floor level), there are magic/interaction (like lockpicking) animations for those which would all have to be built. The available combat animations do not involve weapons. If anyone wants to go to the trouble, be my guest, I won't do that.

Edited by botticelli
Posted
2 hours ago, botticelli said:

Animal animation hinge on the respective animal skeleton which again is not usable for the player character. Aside from the camera issue (stuck at floor level), there are magic/interaction (like lockpicking) animations for those which would all have to be built. The available combat animations do not involve weapons. If anyone wants to go to the trouble, be my guest, I won't do that.

 

 I didn't mean to rip the animal animations and apply to the player, my plan was to import the animal model and animations into blender along with a human and copy how much the bones move in each frame/tween to get a better idea of how they could animate without looking too robotic. It would still be a huge task, but I don't think it's even possible to import the animal models/skeletons since most animations are made using an animation kit that only includes humans. I could for sure make a good static quadrupedal pose, but walking/running around be a challenge to make look half decent.

Posted

Is there a way to keep the "See Paul in Riverwood" quest from starting until after transformations start? It seems weird to get that quest immediately upon starting the game with the mod installed. Why would my character need to see some random person in Riverwood?

 

Also, I think a fun alternate way to start the curse would be when Brelyna at the College of Winterhold practices her alteration spells on you -- some of the magic that turned you into a cow wasn't completely removed. It would make the whole Mandy story stuff not make sense, though, so different story elements would be necessary. I'd be happy to handle the narrative stuff, but I have no idea how to do any of the actual modding stuff.

Posted (edited)

so i ended up loosing my skyrim loadout og 800+ mods rip anyways i have to make a new one and for some reason bac is the only mod so far thats caused issues ie cant start the game i havent been able to pinpoint a reason as to why and was wondering if anyone might know the reason as to why my game doesnt start

 

i thought it would be papyus but it is not and i already have thhe other mods set up includin papyrus but still cant start the game

 

Edited by Arastal
Posted

So just following the quest line, finally got to the portion to go to Coldharbor to find Mandy and screen goes black like it is trying to move me and CTD. Not sure what is causing it, I'm attaching the papyrus log for your review. It is quite possible I have another mod someplace killing it but I'm not sure exactly. Great mod, haven't had a chance to work on the most recent version. When I tried to replace the old one with the new one, the game wouldn't even start up so I'm not sure if that relates to @MysticDaedra post about the incorrect BSA or not. Anyway, love the mod, and if you see anything in the logs that points to why I CTD when Molag Bal tries to send me to Coldharbor, I'd appreciate the help. Keep up the awesome work.

Papyrus.0.log

Posted

ok fixed it turns out it wasnt converted to se correctly but anyways can i skip mutations? cause i dont want anythign extreme like celulite cow stuff and the height breaks animations so dont want that and the short arms thing is jsut weird so just wanted to ask sinc ei have yet to get any mutations from the new bac

Posted
32 minutes ago, jayce113 said:

So just following the quest line, finally got to the portion to go to Coldharbor to find Mandy and screen goes black like it is trying to move me and CTD. Not sure what is causing it, I'm attaching the papyrus log for your review. It is quite possible I have another mod someplace killing it but I'm not sure exactly. Great mod, haven't had a chance to work on the most recent version. When I tried to replace the old one with the new one, the game wouldn't even start up so I'm not sure if that relates to @MysticDaedra post about the incorrect BSA or not. Anyway, love the mod, and if you see anything in the logs that points to why I CTD when Molag Bal tries to send me to Coldharbor, I'd appreciate the help. Keep up the awesome work.

Papyrus.0.log 751.6 kB · 0 downloads

The bsa is packed incorrectly but the se version is actually on the first message of the tread, its the loose files version, it works perfectly for now.

Posted (edited)

Uh so thr blacksmith quest does not start I'm talking to Paul and when I ask who are you he says his name and then the dialouge ends and he just says mmhm

oh i see the issue now so on my conversion the games starts but the blackmsith quest doesnt start so i can tplay the mod but the conversion available here doesnt let me start the game evne with the loose version it crashes on new game so im honestly not sure im going to revert to previous version of the se and see if that works other wise ill just have to  try another conversion type 

 

Edit number 1bilion: so uh the older version also seems to crash and that's confusing tf outta me cause y'know it prolly shouldnt so I'm really not sure what to say

 

Edited by Arastal
Posted (edited)
1 hour ago, Arastal said:

Uh so thr blacksmith quest does not start I'm talking to Paul and when I ask who are you he says his name and then the dialouge ends and he just says mmhm

is your character already beginning the transformation? Else, Paul has nothing to say.

 

2 hours ago, Arastal said:

ok fixed it turns out it wasnt converted to se correctly but anyways can i skip mutations? cause i dont want anythign extreme like celulite cow stuff and the height breaks animations so dont want that and the short arms thing is jsut weird so just wanted to ask sinc ei have yet to get any mutations from the new bac

so? Turn them off. That's one reason for the Mootations menu.

 

3 hours ago, jayce113 said:

Anyway, love the mod, and if you see anything in the logs that points to why I CTD when Molag Bal tries to send me to Coldharbor

According to the log, at the time of the CTD, no BAC messages occur. Instead you are spammed by a script from LazyTools running 7-8 times each second and some Morphs cannot be applied but that looks like SE stuff I have not the slightest clue about, e. g.:

[06/01/2022 - 11:40:50PM] Error: Cannot access an element of a None array
stack:
    [Active effect 18 on  (00000014)]._jsw_sud_moremorphpc.SetValues() - "------------------------" Line ?
    [Active effect 18 on  (00000014)]._jsw_sud_moremorphpc.ApplyMorph() - "------------------------" Line 102
    [Active effect 18 on  (00000014)]._jsw_sud_moremorphpc.UpdateMorph() - "------------------------" Line 48

 

Edited by botticelli
Posted (edited)
22 minutes ago, botticelli said:

is your character already beginnin gthe transformation? Else, Paul has nothing to say.

 

so? Turn them off. That's one reason for the Mootations menu.

 

According to the log, at the time of the CTD, no BAC messages occur. Instead you are spammed by a script from LazyTools running 7-8 times each second and some Morphs cannot be applied but that looks like SE stuff I have not the slightest clue about, e. g.:

[06/01/2022 - 11:40:50PM] Error: Cannot access an element of a None array
stack:
    [Active effect 18 on  (00000014)]._jsw_sud_moremorphpc.SetValues() - "------------------------" Line ?
    [Active effect 18 on  (00000014)]._jsw_sud_moremorphpc.ApplyMorph() - "------------------------" Line 102
    [Active effect 18 on  (00000014)]._jsw_sud_moremorphpc.UpdateMorph() - "------------------------" Line 48

 

well the issue im running into is that i dont even get the quest to talk to paul so when i talk to him he says nothing and cant start the mod also i get an error at the begging of the game saying emerg starting blacksmith scene or something 1/40 and then stops at 40/40 so im out of ideas on how to get this mod to work and asmuch as id love to use the actual converted version of the mod here I can cause my game crashes after I exit recemenu and dont know how to fix it other than resaving in ck and optimizing the assets so I'm out of ideas

 

Edit: holy shit not even coc qasmoke works yeah its completely fucked I dont know how to fix it

Edited by Arastal
Posted
10 hours ago, tookachinchilla said:

Is there a way to keep the "See Paul in Riverwood" quest from starting until after transformations start? It seems weird to get that quest immediately upon starting the game with the mod installed. Why would my character need to see some random person in Riverwood?

 

Also, I think a fun alternate way to start the curse would be when Brelyna at the College of Winterhold practices her alteration spells on you -- some of the magic that turned you into a cow wasn't completely removed. It would make the whole Mandy story stuff not make sense, though, so different story elements would be necessary. I'd be happy to handle the narrative stuff, but I have no idea how to do any of the actual modding stuff.

That would be possible, but its a major change. I am currently not happy with the Hammerheart quest as a whole because it contains the startup *and* the blacksmith work. So, I'm contemplating to split that up in a) an introductory quest and b) the actual blacksmith work. Since this would mean a major overhaul (i. e. version 2.0) which would not be backwards compatible and thus would require a new character, I'll also plan on getting rid of the old transformation arrays and some other relics. As for the introductory quest, if we get there, we can have more than one like the original story or something related to Winterhold or again something else, no matter.

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