Arasu69 Posted June 4, 2022 Posted June 4, 2022 Papyrus.0.logWell heres a papyrus log of the cows tear quest not working
Quentonis Posted June 4, 2022 Posted June 4, 2022 25 minutes ago, botticelli said: No Cowjiit or Arcownian planned, sorry, it would be too much of a hassle. Oh well thanks for answering anyway I will continue to enjoy my Orcows then instead
botticelli Posted June 4, 2022 Author Posted June 4, 2022 2 hours ago, Catastrophic said: Very Spoiler Guide to "A Craftman's Legacy' and 'A Moo For Hugh': Spoiler The Hidden quest is correctly named "The Moo is strong in Hugh" The hostile Afflicted seems to be a glitch from the vanilla game since I copied Bthardamz Dwelling and removed the two occupants from my copy. Occasionally (not always), Skyrim will move the female Afflicted from Bthardamz to Coldharbour to attack you. I do not have a clue as to why. The "feature" you get from Molag Bal by talking to Mandy is a registration as an MME MilkSlave. Since MME does not remove the player from the MilkMaid list because doing so would result in a CTD, you are then effectively registered twice making you produce milk twice an hour in addition to being a MilkSlave which cuases automatic milking. Acure for this can be found later in the miscellanous quest already mentioned, but you'll have to live with it for a time. I'll scale Hugh a bit down, but if you tried the Abandoned House as a High Elf (scale 1.08), you'd also get stuck in the lower tunnel occasionally, so I'd need to scale him down real far and I'm not happy with that.
botticelli Posted June 4, 2022 Author Posted June 4, 2022 (edited) 26 minutes ago, Arastal said: Well heres a papyrus log of the cows tear quest not working I found one reason why the respawn of the hunters is not working when they are all dead. However, you get spammed by errors from Soul Gem Oven not finding some Property and not being able to set a faction rank: [06/03/2022 - 10:55:48PM] Error: Property FactionExposed not found on dse_sgo_questcontroller_main. Aborting call and returning None stack: [alias Player on quest dse_sgo_QuestMCM (550012C7)].dse_sgo_EffectInfluenceRenew.UpdateTrackingStatus() - "dse_sgo_EffectInfluenceRenew.psc" Line 23 [alias Player on quest dse_sgo_QuestMCM (550012C7)].dse_sgo_EffectInfluenceRenew.OnObjectUnequipped() - "dse_sgo_EffectInfluenceRenew.psc" Line 11 [06/03/2022 - 10:55:48PM] Error: Cannot set the faction rank with a None faction stack: [ (00000014)].Actor.SetFactionRank() - "<native>" Line ? [ (00000014)].Actor.AddToFaction() - "Actor.psc" Line 593 [alias Player on quest dse_sgo_QuestMCM (550012C7)].dse_sgo_EffectInfluenceRenew.UpdateTrackingStatus() - "dse_sgo_EffectInfluenceRenew.psc" Line 23 [alias Player on quest dse_sgo_QuestMCM (550012C7)].dse_sgo_EffectInfluenceRenew.OnObjectUnequipped() - "dse_sgo_EffectInfluenceRenew.psc" Line 11 And you seem to have at least one dangling instance of an alias script with no reference called CondiExp_RandomScript (a save file cleaner could remove this): [06/03/2022 - 10:55:50PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnEffectStart() - "CondiExp_RandomScript.psc" Line 25 These errors happen about once every 5 seconds and could clash with my 5 second timer fror my quest. Edited June 4, 2022 by botticelli
ManTown247 Posted June 4, 2022 Posted June 4, 2022 (edited) 11 hours ago, botticelli said: texture problem? Are you on SE / VR / AE? Try converting the textures to BC7, they might look better then. Im on LE and im not to sure what BC7 is ??? That and I am not 100% sure what the loose file does Edited June 4, 2022 by Manman27
botticelli Posted June 4, 2022 Author Posted June 4, 2022 (edited) 2 hours ago, Manman27 said: Im on LE and im not to sure what BC7 is ??? That and I am not 100% sure what the loose file does Texture file format is dds ("DirectDraw Surface"). It comes in several flavors, i. e. versions. Skyrim LE works with BC3 version of that while the others (SE; VR; AE) need the BC7 version. The textures are 2K textures regardless of version, so if your machine is a bit stressed out on graphics, it might look like that. With the loose files you can look at the texture using GIMP. If you installed the loose files, it's data\textures\bac\horn.dds. Using GIMP, you could downscale it to 1024x1024 (1K) or even less (GIMP: Menu Image->Scale Image). Do not save that from GIMP, instead EXPORT it with the right options: Edited June 4, 2022 by botticelli
venomr Posted June 4, 2022 Posted June 4, 2022 7 hours ago, Catastrophic said: Does MME even allow them to become Milkmaids? Argonians don't even have nipples canonically, their boobs are just cosmetic 'social enhancers'. Really shouldn't be able to produce milk. Yeah MME works fine on argonians and theres also argonian version of all the milks, just like the other races. MME also works on things like spriggans, frost atronachs, flame atronachs and werewolves. And their breasts will also scale with milk if you used bodyslide on them. SkyrimSE 2022-06-04 04-27-53-601.mp4
cerebus300 Posted June 4, 2022 Posted June 4, 2022 14 hours ago, Catastrophic said: The secret quest is real good. I feel like Hugh could be a bit smaller to reduce the places he gets stuck, and still be consistently sized with Minotaurs in Oblivion. I couldn't find the canister components though, and I'm hoping I didn't miss it in Coldharbour, since there seems to be no way back. I had these same problems and never found the canisters myself even though I was up and down through that damned house so many times. I may be oblivious, but I just can't find them, even though I know they are supposed to be there somewhere. I finally used the console command to jump ahead in the quest until it said that I had found the cannisters. The quest id is: bac_paulsendeavour . I don't remember what the stage is but I think it was 140, but start earlier and just move it ahead in 10 point increments until it triggers. I do hope that something is done to make this a bit more obvious for dummies like me, because I dread having to do this again during another playthrough. This is like several quests in the main game where I need to look up an answer every time I reach the same puzzle because I will never remember the solution and have never figured it out on my own. I'm kind of glad that I'm not alone in having this problem. If someone can DM me the solution I would appreciate it, so no spoilers are posted. Don't bother with hints, I just want a straight up spoiler answer because I'm completely fed up with that quest at this point.
ManTown247 Posted June 4, 2022 Posted June 4, 2022 4 hours ago, botticelli said: Texture file format is dds ("DirectDraw Surface"). It comes in several flavors, i. e. versions. Skyrim LE works with BC3 version of that while the others (SE; VR; AE) need the BC7 version. The textures are 2K textures regardless of version, so if your machine is a bit stressed out on graphics, it might look like that. With the loose files you can look at the texture using GIMP. If you installed the loose files, it's data\textures\bac\horn.dds. Using GIMP, you could downscale it to 1024x1024 (1K) or even less (GIMP: Menu Image->Scale Image). Do not save that from GIMP, instead EXPORT it with the right options: ah i see ive managed to fix it but do i have to do that to every DDs file so it wont go fuzz thanks in advance
cerebus300 Posted June 4, 2022 Posted June 4, 2022 10 hours ago, Catastrophic said: Very Spoiler Guide to "A Craftman's Legacy' and 'A Moo For Hugh': Thank you SO much! What a relief to finally know how to get those damned canisters. Also, I found that when I had both the dwarven ingots and the cores in my inventory, the mod took both at the same time but did not move the quest ahead so broke the quest. I had to go back to a prior save and put the cores in a barrel, turn in the dwarven ingots, then get the cores from the barrel and turn them in.
botticelli Posted June 4, 2022 Author Posted June 4, 2022 2 hours ago, cerebus300 said: I do hope that something is done to make this a bit more obvious for dummies like me, because I dread having to do this again during another playthrough Since the door is in plain sight, I thought it to be pretty obvious.. 1 hour ago, cerebus300 said: Thank you SO much! What a relief to finally know how to get those damned canisters. Also, I found that when I had both the dwarven ingots and the cores in my inventory, the mod took both at the same time but did not move the quest ahead so broke the quest. I had to go back to a prior save and put the cores in a barrel, turn in the dwarven ingots, then get the cores from the barrel and turn them in. That will be fixed in the next version. 1
DingoDongo206 Posted June 4, 2022 Posted June 4, 2022 15 hours ago, Catastrophic said: Use the SE version in the second post of this thread instead of the one on the BAC download page itself. Also I recommend "downgrading" to SE from AE for various reasons. 14 hours ago, MysticDaedra said: I've had no issues with AE so far. Just extract the .bsa to loose files, solves all BSA issues. Thank you both for the help! I managed to get the mod working, and according to boot up, everything is ready and installed properly. However, for some reason it's not showing up in MCM. Did I miss something? I installed the version Catastrophic suggested, along with 1.9F tats and the SSE texture fix and BAC English Edit patch
botticelli Posted June 4, 2022 Author Posted June 4, 2022 28 minutes ago, DingoDongo206 said: and BAC English Edit patch what's that?
DingoDongo206 Posted June 4, 2022 Posted June 4, 2022 (edited) 18 minutes ago, botticelli said: what's that? Edit: After doing some play testing, the mod functions, but none of the changes in appearances have shown up. I made sure to make the appropriate changes to SKEE64.ini and I double checked that everything was rendered by BodySlide x64. This combined with BAC not showing up in MCM makes me wonder if I seriously messed up the installation... Paul will react to my appearance, and moos will play etc, but my character has no visible changes whatsoever. What else should I check for? Edited June 4, 2022 by DingoDongo206 Forgot details
botticelli Posted June 4, 2022 Author Posted June 4, 2022 (edited) 25 minutes ago, DingoDongo206 said: Edit: After doing some play testing, the mod functions, but none of the changes in appearances have shown up. I made sure to make the appropriate changes to SKEE64.ini and I double checked that everything was rendered by BodySlide x64. This combined with BAC not showing up in MCM makes me wonder if I seriously messed up the installation... Paul will react to my appearance, and moos will play etc, but my character has no visible changes whatsoever. What else should I check for? That edit was made for the original BAC which is no longer compatible with my version in terms of scripts and some objects. If it brings loose scripts, they will not function correctly. I have rewritten the dialogue and quests myself (not the books, though). With the MCM: That may be some effect of a wrongly attached script. If you open bac.esp in CK and look at the two quests bac_mcm and bac_mcm2, they each have two scripts attached with the second (SKI_PlayerLoadGameAlias) being attached there is of no use. That needs to be attached to the player alias of the quest (I did that already, but it will only be available in the next version): Edited June 4, 2022 by botticelli
Addywil Posted June 4, 2022 Posted June 4, 2022 Here is another update on the cowbell with textures and renderd in Substance painter. I decided to go with a similar design as on the hoof armour. 18
Keytargonian Posted June 4, 2022 Posted June 4, 2022 Don't know what happened but in the new update 1.9F2 now I can't even load my previous save and as for starting new ones. it crashes before it gets to the Character creation...something that occurred in the 1.9F update has wrecked it if I turn bac.esp off the game runs fine all other dependant mods work fine. turn it on it crashes worse than formula 1 races...I am using SE version though so it could be related to that...
Catastrophic Posted June 4, 2022 Posted June 4, 2022 31 minutes ago, Keytargonian said: Don't know what happened but in the new update 1.9F2 now I can't even load my previous save and as for starting new ones. it crashes before it gets to the Character creation...something that occurred in the 1.9F update has wrecked it if I turn bac.esp off the game runs fine all other dependant mods work fine. turn it on it crashes worse than formula 1 races...I am using SE version though so it could be related to that... Use the 'loose files' SE version from the second post in this thread, the one under the 'Downloads' button on the mod page is incorrectly packaged. Also extract the BSA when Mod Organizer 2 asks if you would like to.
DingoDongo206 Posted June 5, 2022 Posted June 5, 2022 5 hours ago, botticelli said: That edit was made for the original BAC which is no longer compatible with my version in terms of scripts and some objects. If it brings loose scripts, they will not function correctly. I have rewritten the dialogue and quests myself (not the books, though). With the MCM: That may be some effect of a wrongly attached script. If you open bac.esp in CK and look at the two quests bac_mcm and bac_mcm2, they each have two scripts attached with the second (SKI_PlayerLoadGameAlias) being attached there is of no use. That needs to be attached to the player alias of the quest (I did that already, but it will only be available in the next version): I might just wait for the next update for now then... I tried to open it up in Creation Kit, and it didn't want to load. Something about trying to boot up multiple masters.
Catastrophic Posted June 5, 2022 Posted June 5, 2022 3 hours ago, Addywil said: Here is another update on the cowbell with textures and renderd in Substance painter. I decided to go with a similar design as on the hoof armour. Dang those Hammerfall Hunters might be dehumanizing rapist assholes, but they sure have a sense of style style. 2
NoirXiaoba Posted June 5, 2022 Posted June 5, 2022 8 hours ago, Addywil said: Here is another update on the cowbell with textures and renderd in Substance painter. I decided to go with a similar design as on the hoof armour. Probably will never see it in game, as the quests don't fit my personal taste and play style and the bell is just too big for how I play the game, but man, I envy those who do. This is pretty.
botticelli Posted June 5, 2022 Author Posted June 5, 2022 9 hours ago, DingoDongo206 said: I might just wait for the next update for now then... I tried to open it up in Creation Kit, and it didn't want to load. Something about trying to boot up multiple masters. In your game base directory (one above data) find SkyrimEditor.ini and change: [General] bAllowMultipleMasterFiles=1 bAllowMultipleMasterLoads=1
Guest Posted June 5, 2022 Posted June 5, 2022 Has anyone else been having crashes with the 1.9f1/2? I've been crashing trying to load in. I can boot up skyrim fine, but whenever I try to load a save or start a new game, it crashes on load. I'm using SE (not AE) too. The 1.9D version works fine oddly enough.
safado Posted June 6, 2022 Posted June 6, 2022 2 hours ago, Currency Buckwell said: Has anyone else been having crashes with the 1.9f1/2? I've been crashing trying to load in. I can boot up skyrim fine, but whenever I try to load a save or start a new game, it crashes on load. I'm using SE (not AE) too. The 1.9D version works fine oddly enough. Original 1.9F2 SE was packed with LE BSA. Redownload, the current version is in loose form, no BSA. Do not let other mods overwrite it. You can fix it yourself using CAO to extract the BSA if it happens again. Also, make sure original BAC files are removed, those will conflict.
Lenore Posted June 6, 2022 Posted June 6, 2022 Ohhh that would explain why my SE version didn't work, I reinstalled LE to check this mod out, hope it works better!
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