evilbom Posted April 8, 2022 Posted April 8, 2022 (edited) 13 hours ago, MysticDaedra said: When the next version comes out I'll do another conversion, if someone doesn't beat me to it xD okie ?  i check on tail mesh and xml file and found the tail mod use the same bone name https://www.nexusmods.com/skyrimspecialedition/mods/55522 hope someone Expert in this make Tail HDT-SMP for SE  BHUNP Body + Sexlab Hormones + Wet Mod + SLIF Default Modus + Pi-Cho ENB Spoiler --------------------------------------- 9 minutes ago, joe_yawiki said: Your character looking really good man. BTW Do you have any BHUNP bodyslide for Milk mod economy SE? it work on SE Edited April 8, 2022 by evilbom 1
joe_yawiki Posted April 8, 2022 Posted April 8, 2022 6 hours ago, evilbom said: okie ?  i check on tail mesh and xml file and found the tail mod use the same bone name https://www.nexusmods.com/skyrimspecialedition/mods/55522 hope someone Expert in this make Tail HDT-SMP for SE  BHUNP Body + Sexlab Hormones + Wet Mod + SLIF Default Modus + Pi-Cho ENB  Reveal hidden contents  Your character looking really good man. BTW Do you have any BHUNP bodyslide for Milk mod economy SE?
NexusRefugee Posted April 8, 2022 Posted April 8, 2022 I usually use for SE "Being a Cow - Tail HDT-SMP conversion" which up to this point worked 100% by just overriding BAC LE files for tail through mod manager, however the latest version added more tail logic and tail nifs. Example below of new tail logic overwriting the SE tail. > As you can see before it detects / updates changes the tail is fine but after it scans and attempts to match tail with new color tail it switches back to LE tail. Replacing all the "new tail nifs with the file from SE "Being a Cow - Tail HDT-SMP conversion got my tail working again but of course you wont have the matching color since your using old nifs. Brow, spots and white folders but id say just wait for a pro to make the conversion or play with tail off for now lol Video of issue.mp4
botticelli Posted April 8, 2022 Author Posted April 8, 2022 20 minutes ago, MuchW0W said: however the latest version added more tail logic and tail nifs. Example below of new tail logic overwriting the SE tail. Those are 4 files: data\SKSE\Plugins\hdtPhysicsExtensions\equip_tail\cow_tail.xml data\SKSE\Plugins\Tails\Collision.xml data\SKSE\Plugins\Tails\Cow.xml data\SKSE\Plugins\Tails\Floor.xml If you remove them, the havoc logic is no longer available. It was missing in the archive nonetheless for LE as well, that's the reason I added it. As for the colored versions: I took the old tails (data\meshes\bac\cowtail01.nif and data\meshes\bac\tail_cow_0.nif) and replaced the first texture for the shaft with data\textures\actors\character\SlaveTats\bac\<color>_Phase_09.dds (<olor> being either Brown, White, or Spots) and then edited the UV map to look like this (brown example)  1
evilbom Posted April 8, 2022 Posted April 8, 2022 (edited) 58 minutes ago, MuchW0W said: I usually use for SE "Being a Cow - Tail HDT-SMP conversion" which up to this point worked 100% by just overriding BAC LE files for tail through mod manager, however the latest version added more tail logic and tail nifs. Example below of new tail logic overwriting the SE tail. > As you can see before it detects / updates changes the tail is fine but after it scans and attempts to match tail with new color tail it switches back to LE tail. Replacing all the "new tail nifs with the file from SE "Being a Cow - Tail HDT-SMP conversion got my tail working again but of course you wont have the matching color since your using old nifs. Brow, spots and white folders but id say just wait for a pro to make the conversion or play with tail off for now lol Video of issue.mp4 my random mess around HDT Tail Mod but i don't know how thing work ??  [use HDT Tail mod xml file and copy some branch in HDT tail mod mesh into bac tail] Spoiler ------------------------------------------- 30 minutes ago, botticelli said: Those are 4 files: data\SKSE\Plugins\hdtPhysicsExtensions\equip_tail\cow_tail.xml data\SKSE\Plugins\Tails\Collision.xml data\SKSE\Plugins\Tails\Cow.xml data\SKSE\Plugins\Tails\Floor.xml the problem is for SE version use HDT-SMP (Skinned Mesh Physics) so i'm waiting for pro convert this Edited April 8, 2022 by evilbom 1
w234aew Posted April 8, 2022 Posted April 8, 2022 (edited) Anyone else having immense lag when starting up 1.9D3 when playing on SE? Â I let it scan through and find storageutil and everything, save, and then click "enable mod", all of a sudden the game chugs (low single digit FPS, if that). Â Retried with the save either yields the same chugging, or no mod activation. Â Oh well, back to 1.9D2 it is. Edited April 9, 2022 by w234aew
Feng Posted April 8, 2022 Posted April 8, 2022 Could you please include a version where you can choose to disable all mutations? It should be possible by changing a number in the mcm2 script, so maybe just make a different version of that script as extra download? I would do it myself, but I can't get the compiling to work sadly.
Soulbite Posted April 9, 2022 Posted April 9, 2022 Having a problem myself with SE/AE version that the initial trigger to start BAC for a character isn't succeeding, MME is working fine but BAC doesn't get off the ground. Tried with my full modlist and AE, full modlist and SE rollback and an absolute minimum modlist for SE Rollback and get same issue. (With the 1.9D3 SE conversion on first page of this thread) Can anyone confirm working on SE with fresh game etc? 1
MysticDaedra Posted April 9, 2022 Posted April 9, 2022 30 minutes ago, Soulbite said: Having a problem myself with SE/AE version that the initial trigger to start BAC for a character isn't succeeding, MME is working fine but BAC doesn't get off the ground. Tried with my full modlist and AE, full modlist and SE rollback and an absolute minimum modlist for SE Rollback and get same issue. (With the 1.9D3 SE conversion on first page of this thread) Can anyone confirm working on SE with fresh game etc? Known bug, not sure what the fix is yet. Solution: don't start BAC on a new game, instead play a bit before loading BAC.
botticelli Posted April 9, 2022 Author Posted April 9, 2022 (edited) 3 hours ago, MysticDaedra said: Known bug, not sure what the fix is yet. Solution: don't start BAC on a new game, instead play a bit before loading BAC. I do not have any idea. Those quests are marked "Start game enabled" and should run. At least that's the mimcs Bethesda is usung themselves. 10 hours ago, evilbom said: the problem is for SE version use HDT-SMP (Skinned Mesh Physics) so i'm waiting for pro convert this Can you ascertain, that the basic tail nif is the same (HDT LE and SMP SE version) and only the havoc differs? Because: the havoc files are linke in the nif. In LE this is NiStringExtraData called "HDT Havok Path" and looks like this:  Perhaps if you looked at the SMP tail, it would have a similar block in there which you could use to replace the HDT block with. (Example small tail stage 11) Edited April 9, 2022 by botticelli
Soulbite Posted April 9, 2022 Posted April 9, 2022 4 hours ago, MysticDaedra said: Known bug, not sure what the fix is yet. Solution: don't start BAC on a new game, instead play a bit before loading BAC. As in enable the mod in load order or ingame from MCM? Just wondering as it's starts as active in MCM. Will give it a try though and see where it gets me.
Addywil Posted April 9, 2022 Posted April 9, 2022 On 4/7/2022 at 10:04 PM, botticelli said: I'm running out of adjectives to describe this ? For articulated medieval human plate boots look here. Also, is there a possibility for a small/growing version to replace the stage 9 hooves with? They look like plastic cups stuck on female feet... I will absolutely take those sabatons into consideration. It could look quite good. I have given the stage before the full hoof some thought. I would like to attempt somehing like a half stage between foot and hoof, maybe with enlongated foot and deformed toes.
MysticDaedra Posted April 9, 2022 Posted April 9, 2022 (edited) 26 minutes ago, Soulbite said: As in enable the mod in load order or ingame from MCM? Just wondering as it's starts as active in MCM. Will give it a try though and see where it gets me. From earlier versions (haven't tried a new game on the latest version tbh), if you loaded bac.esp on a new game, the MCM would not load, even though they would appear... i.e., they would be blank and/or freeze the MCM on SE. Edited April 9, 2022 by MysticDaedra
Soulbite Posted April 9, 2022 Posted April 9, 2022 14 minutes ago, MysticDaedra said: From earlier versions (haven't tried a new game on the latest version tbh), if you loaded bac.esp on a new game, the MCM would not load, even though they would appear... i.e., they would be blank and/or freeze the MCM on SE. Ah that sounds different to what I was experiencing. I had the MCM's load fully and be adjustable and had the Hammerheart Quest start. But when my character became a milkmaid BAC didn't trigger or register it. Â Tend to see PapyrusLog populating with the following: Â [04/09/2022 - 08:39:07AM] Error: Mismatched types assigning to variable named "::temp105" stack: Â Â Â [bac_main (5B001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 452 Â Â Â [bac_main (5B001D90)].bac_main.scanForActors() - "bac_main.psc" Line 462 Â Â Â [bac_main (5B001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 87 Â Â Â [bac_main (5B001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 67 [04/09/2022 - 08:39:07AM] Error: Mismatched types assigning to variable named "::temp107" stack: Â Â Â [bac_main (5B001D90)].bac_main.MakeNewCow() - "bac_main.psc" Line 452 Â Â Â [bac_main (5B001D90)].bac_main.scanForActors() - "bac_main.psc" Line 462 Â Â Â [bac_main (5B001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 87 Â Â Â [bac_main (5B001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 67 [04/09/2022 - 08:39:07AM] Error: Property Cows not found on bac_actor. Aborting call and returning None stack: Â Â Â [bac_main (5B001D90)].bac_main.processActors() - "bac_main.psc" Line 439 Â Â Â [bac_main (5B001D90)].bac_main.standardUpdate() - "bac_main.psc" Line 88 Â Â Â [bac_main (5B001D90)].bac_main.OnUpdate() - "bac_main.psc" Line 67 Â 1
botticelli Posted April 9, 2022 Author Posted April 9, 2022 (edited) 15 minutes ago, Soulbite said: Error: Property Cows not found on bac_actor. Aborting call and returning None stack You have an old version of the scripts lying around loosely in data\scripts. I moved all the cow properties into StorageUtil. The old scripts do not work anymore. You need to clean them out. Any scripts m,atching patterns bac*.pex, pf_bac_*.pex, qf_bac_*.pex, sf_bac_*.pex need to go. Edited April 9, 2022 by botticelli
botticelli Posted April 9, 2022 Author Posted April 9, 2022 38 minutes ago, Addywil said: I will absolutely take those sabatons into consideration. It could look quite good. I have given the stage before the full hoof some thought. I would like to attempt somehing like a half stage between foot and hoof, maybe with enlongated foot and deformed toes. Those half-stage feet should already have a HHOffset of at least 5.0 to keep up appearance like the existing ones.
Soulbite Posted April 9, 2022 Posted April 9, 2022 (edited) 20 minutes ago, botticelli said: You have an old version of the scrips lying around loosely in data\scripts. I moved all the cow properties into StorageUtil. The old scripts do not work anymore. You need to clean them out. Any scripts m,atching patterns bac*.pex, pf_bac_*.pex, qf_bac_*.pex, sf_bac_*.pex need to go. Thanks did a quick search for any and found that it's likely from SLIF Patches. Â Quick test has cow progression started. Thank you again for the help and for updating this mod. Edited April 9, 2022 by Soulbite
NoirXiaoba Posted April 9, 2022 Posted April 9, 2022 (edited) 13 hours ago, Feng said: Could you please include a version where you can choose to disable all mutations? It should be possible by changing a number in the mcm2 script, so maybe just make a different version of that script as extra download? I would do it myself, but I can't get the compiling to work sadly. I second this and even asked for it back when the first version dropped. There's a bunch of mutations in that list which simply don't tickle my fetishes, and the number allowed never was enough for me. I tried to home-brew my own version but hadn't done any Skyrim modding so I failed miserably. Â So please remove that hard-coded limit in one of the upcoming updates. Â About those hooves and their hoof shoes, now THOSE tickle my fetishes. Can't wait to wear them! Edited April 9, 2022 by NoirXiaoba 1
ZephyrusVenti Posted April 9, 2022 Posted April 9, 2022 Hey, so I was looking to make sure that a custom race had the appropriate head parts for the cow-head stuff, and noticed that the race I was trying to edit just used the breton head for it instead of having its own head parts. Does that mean it should be good to go in terms of the head parts, or do I need to make all the new head parts still?
w234aew Posted April 9, 2022 Posted April 9, 2022 20 hours ago, w234aew said: Anyone else having immense lag when starting up 1.9D3 when playing on SE?  I let it scan through and find storageutil and everything, save, and then click "enable mod", all of a sudden the game chugs (low single digit FPS, if that).  Retried with the save either yields the same chugging, or no mod activation.  Oh well, back to 1.9D2 it is.  9 hours ago, Soulbite said: Thanks did a quick search for any and found that it's likely from SLIF Patches.  Quick test has cow progression started. Thank you again for the help and for updating this mod.  Similar issue was going on for me, thanks @botticelli for the fix advice!  Turns out, the BAC_mcm_base from 1.9D1 was still in my scripts folder. Deleted it, and it started working perfectly!  Also, for other SE Users, I'm going to link the conversion of Q2C's inventory functions to SE: https://www.nexusmods.com/skyrimspecialedition/mods/13366?tab=description 1
MellowDrama Posted April 9, 2022 Posted April 9, 2022 2 things Will SE be supported in any way Will someone for the love of god fix the bell ? Thing has been clipping into breasts for 7 years nowÂ
w234aew Posted April 9, 2022 Posted April 9, 2022 Further update: Unless there was an unmentioned change to the head meshes, then be careful if converting to SE!  I typically just separate Loose and BSA files into separate folders, and run each set through Cathedral Optimizer.  Doing this with D4 (and making sure no loose scripts were left in the install), everything works, except CAO somehow screwed up the headmeshes.  I fixed the headmeshes by replacing them with the ones from an older D2 conversion (went in-game and confirmed it works).  1 hour ago, lucakro said: Will SE be supported in any way  I'll put my conversion (fixed head meshes included) here for you: BAC1p9D4SE.7z  1 hour ago, lucakro said: Will someone for the love of god fix the bell ? Thing has been clipping into breasts for 7 years now  @Addywil This, seconded.  Great work with those new hoof meshes BTW! 1
NexusRefugee Posted April 9, 2022 Posted April 9, 2022 56 minutes ago, w234aew said: Further update: Unless there was an unmentioned change to the head meshes, then be careful if converting to SE!  I typically just separate Loose and BSA files into separate folders, and run each set through Cathedral Optimizer.  Doing this with D4 (and making sure no loose scripts were left in the install), everything works, except CAO somehow screwed up the headmeshes.  I fixed the headmeshes by replacing them with the ones from an older D2 conversion (went in-game and confirmed it works).   I'll put my conversion (fixed head meshes included) here for you: BAC1p9D4SE.7z 187.75 MB · 7 downloads   @Addywil This, seconded.  Great work with those new hoof meshes BTW! Thanks for conversion! question in the BAC page does it show the inventory functions as being enabled? I have the SE inventory functions but the check box is not checkedÂ
w234aew Posted April 9, 2022 Posted April 9, 2022 1 hour ago, MuchW0W said: Thanks for conversion! question in the BAC page does it show the inventory functions as being enabled? I have the SE inventory functions but the check box is not checked  I don't think it does; there may be something wrong with detection of the inventory functions between LE and SE.  I'll look into what needs to be done to enable them, I'd also like to see if the SLIF requirement can be circumvented by a BodyMorphs patch. 1
aoprica Posted April 9, 2022 Posted April 9, 2022 Not sure if the Cow Pelvis works correctly for others, but for me the tiniest values blow up the lower part of my poor Maggie out of proportions. I see a multiplier of 1.96 is SLIF (not sure who sets that). I use an SMP body, not COSIO so maybe that? Maybe my SLIF is weird? Either way, playing around with it, I noticed the Pelvis bone increasing makes the feet go into the ground anyway, so the bigger the pelvis, the more of the feet are below ground. So instead, what if you use a spine node (Spn1) instead and decrease it slightly. It will make the upper body just a tad smaller each time but in proportion, it will look like the pelvis and legs have grown. And the feet remain on the ground. Maybe you could increase the height incrementally as well so it doesn't look like she's shrinking. I found values of around 1 (normal) to 0.8 work well for my actor, with a multiplier of 1.
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