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Posted (edited)
11 hours ago, MuchW0W said:
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i stuck at ordering the mino to push the button, he never does when i tell him press the button.. he also stands still unless i set him on i have something for you to do im guessing there is a conflict with my ai mods in se. 

anyone know the set stage to advance quest here?

got a spoiler question iz stuck send help 

nvm found the quest stage and set it but still could not exit :( hmm what is blocking the ai..

mofo pulls other leavers just not the button lol

Strange. Works fine in LE. The buttons check the time between them and activate the exit. There is no quest stage to do so. What you could try is pick one in the console, go to the other and press it and then immediately type activate player in the console (or better choose it from console history). Perhaps it helps.

 

There's a distinctive sound whenever a button is pressed explicitly being played at the player's location. Hugh will not move considerably when pressing the button (i. e. there is no animation for that apparently), but the sound still plays. Listen for that and then immediately press your own button.

Edited by botticelli
Posted
On 6/19/2022 at 8:11 AM, botticelli said:

On first encounter you can surrender, if in Riften, go to MCM settings and set the threshold to 80% ("Over % HP to be defeat" [sic]), then get hit until you are at ~50% and then kite them around. The chack on HP happens every roughly 5 seconds (depending on script load it can be a bit longer).

not that part its first time i get captured buy the hunters when they drug me i die (its the thing right after unowned)

Posted (edited)
59 minutes ago, jayce113 said:

So just testing a few things. I updated to the G version of BAC and noticed that MME has a new update. Now BAC isn't registering when I become a milk maid. Any ideas?

 

***As a note, I'm using a new game not a saved one.***

***Method is set for blended lactacid***

 

I noticed a bug on my part if you set a start on Lactacid amount in MCM. This apparently does not work right now because the check method always returns false regardless of the check result. If that's your setting, try starting old style (on milking) or on blended Lactacid. Otherwise see below.

 

My version of MilkQUEST.pex sends Mod Event MilkQuest.MilkingStage each milking tick. Can you find out, if that still happens? data\scripts\source\MilkQUEST.psc, function MilkingCycle (not to be confused with MilkCycle), there is/was a line

            sendVibrationEvent("MilkingStage", akActor, mpas, MilkingType)

and later on

;for Use game controller as Vibrator!
Function sendVibrationEvent(string str, actor who, int mpas, int MilkingType)
	Int e = ModEvent.Create("MilkQuest."+str)
	If(!e)
		Return
	EndIf
	
	If MilkingType == 2
		MilkingType = 1
	EndIf

	ModEvent.PushForm(e,Who)
	ModEvent.PushInt(e,mpas)
	ModEvent.PushInt(e,MilkingType)
	ModEvent.Send(e)
endfunction

In the 2022-05-22 version of the scripts, it's still there. Did you check for bac_main quest to be running?

 

 

5 hours ago, ookeee said:

not that part its first time i get captured buy the hunters when they drug me i die (its the thing right after unowned)

They feed you MME Lactacid and MME Breast Enlargement potions. The dying part seems to be done by some other mod? BAC does nothing of the sort.

Edited by botticelli
Posted (edited)
17 hours ago, botticelli said:

There's a cooldown of random 3 to 6 hours game time, but it also checks if quest bac_blacksmith_workloop is not running. if it still is, service will not resume:

        CanService = CanService || (BACActor.GetCowNextService(Game.GetPlayer()) <= Utility.GetCurrentGameTime() && !Workloop.IsRunning())

So check on the workloop quest and if that's not running use "End work cooldown" on BAC MCM Debug page.

Great! Using the MCM Debug page worked, thanks ❤️

 

By the by, would it be possible to request a smaller cowbell? It clips into the breasts making it a bit annoying to look at due to how big it is, but big in the wrong way, it's too round.

Just making the current bell smaller works but could I suggest something?

Something like this would solve the clipping since it's more of a rectangle shape than an O shape. It's an actual cowbell.

Spoiler

Meinl STB45 L Cowbell – Thomann UK

 

EDIT: Just realized this fancy cowbell is actually pretty new and included in the latest update. That's a big oof. Don't get me wrong it looks fantastic but sadly it's too big. ?

Edited by HerChianti
Posted

I was considering a sheet metal cowbell but I thought that a cast iron one (like the old one) looked nicer (both are used as cowbells). The new one is somewhat smaller than the old one. The problem is that body size and additionally the breast size is not the same (nor stay the same through the transformation) for everyone. For some it's going to clip for, for some the bell hover over the chest. I guess you could connect it to the breast size sliders to make it move with the size of the breasts,, but as it is a large rigid object, the distortion of the bell might look weird and possible more offputting.

Posted (edited)
2 hours ago, Addywil said:

I was considering a sheet metal cowbell but I thought that a cast iron one (like the old one) looked nicer (both are used as cowbells). The new one is somewhat smaller than the old one. The problem is that body size and additionally the breast size is not the same (nor stay the same through the transformation) for everyone. For some it's going to clip for, for some the bell hover over the chest. I guess you could connect it to the breast size sliders to make it move with the size of the breasts,, but as it is a large rigid object, the distortion of the bell might look weird and possible more offputting.

That's true. As a band-aid fix on my end what I did was make all the bells smaller, on every single .nif file, took a bit but now I get to keep it and not clip!

Or at least that's what I thought I did by opening all the nifs in outfit studio and rescaling and repositioning the bell on each of them but apparently if I do that the whole collar just ends up being invisible, sigh.

 

@botticelli I noticed something upon trying a game without hooves. As you're transforming, the fur starts covering your feet, hands, etc. But as the transformation progresses and the fur reaches the thighs, the feet go from fur-covered back to skin.

I tried at least 3 times all on new and different saves to confirm it wasn't something random.

Spoiler

image.png.8d9757f75287fbc4277e0917750db0c8.png

 

Edited by HerChianti
Posted (edited)
4 hours ago, HerChianti said:

noticed something upon trying a game without hooves. As you're transforming, the fur starts covering your feet, hands, etc. But as the transformation progresses and the fur reaches the thighs, the feet go from fur-covered back to skin.

That is correct. When the hoof stage is reached, the tats slot for the feet fur is freed up.

Normally associated with cow bells is a rather larger model, I think

Spoiler

Kuhglocke-Diebstahl-Allgaeu.jpg

 

1 hour ago, voberon13 said:

Hello. How would i change the default big nose ring and bell? There'are a bunch of optional meshes in bsa, but i do not know which one is used.

The small ring and bell happens when you complete Paul's version of Unowned, the bis ring and bell happens when you (letting yourself) get caught by the hunters. The mixed version is for those who got the small version but want a bigger ring (you can then tick that on MCM MilkMaid View page).

Edited by botticelli
Posted
6 hours ago, botticelli said:

That is correct. When the hoof stage is reached, the tats slot for the feet fur is freed up.

That's a shame, probably something unavoidable for the actual hooves to work properly I'm guessing. So as it is it's impossible to do a hoovless run with fur. ?

That's okay though, won't bother me that much, was just exploring options on how to get the Ordinator perks for "wearing full heavy/light armor" to work with BAC since wearing boots interferes with the hooves. I made a patch for Ordinator and modify the perks that let you not wear a helmet and still count as "full heavy/light armor" and add boots to the equation and to all the perks that need it. ?

Posted
56 minutes ago, HerChianti said:

That's a shame, probably something unavoidable for the actual hooves to work properly I'm guessing. So as it is it's impossible to do a hoovless run with fur. ?

That's okay though, won't bother me that much, was just exploring options on how to get the Ordinator perks for "wearing full heavy/light armor" to work with BAC since wearing boots interferes with the hooves. I made a patch for Ordinator and modify the perks that let you not wear a helmet and still count as "full heavy/light armor" and add boots to the equation and to all the perks that need it. ?

Could you please share your patch for Ordinator? Would much appretiate it!

Posted (edited)

Yay I did it, smaller bells so no clipping ☺️

image.png.1a39a96e42eba2ae94fed03acf61bc57.png

 

 

2 hours ago, squiffyrogue said:

Could you please share your patch for Ordinator? Would much appretiate it!

Sure thing! I renamed the "Face of Death" and "Keen Senses" perks (the ones that let you not wear a helmet and still count as full armor) to "Cow of Death" and "Cow Senses" respectively because why not, it's my game so I can do whatever I want. Hopefully it doesn't bother you too much ?. Had to change almost all the perks on both trees to change the condition of the boots from AND to OR and move it down because of how conditions get grouped up depending if they're 'AND' or 'OR'.

Oh, and I buffed both of those perks mentioned above from 20% to 40% bonus armor on pieces because of lack of boots.

I also flagged it as ESL so no worries on reaching 255 plugin limit with it.

 

 

I guess I should mention that this is for SSE since ESLs are not a thing in LE.

And that I also based my patch on the SSE version of Ordinator.

Refer to my next post for the updated patch.

Edited by HerChianti
Posted
1 hour ago, HerChianti said:

Yay I did it, smaller bells so no clipping ☺️

image.png.1a39a96e42eba2ae94fed03acf61bc57.png

 

 

Sure thing! I renamed the "Face of Death" and "Keen Senses" perks (the ones that let you not wear a helmet and still count as full armor) to "Cow of Death" and "Cow Senses" respectively because why not, it's my game so I can do whatever I want. Hopefully it doesn't bother you too much ?. Had to change almost all the perks on both trees to change the condition of the boots from AND to OR and move it down because of how conditions get grouped up depending if they're 'AND' or 'OR'.

Oh, and I buffed both of those perks mentioned above from 20% to 40% bonus armor on pieces because of lack of boots.

I also flagged it as ESL so no worries on reaching 255 plugin limit with it.

CowOrdinator.esp 14.2 kB · 3 downloads

I guess I should mention that this is for SSE since ESLs are not a thing in LE.

And that I also based my patch on the SSE version of Ordinator.

Thank you so much!

Posted
23 hours ago, botticelli said:

They feed you MME Lactacid and MME Breast Enlargement potions. The dying part seems to be done by some other mod? BAC does nothing of the sort.

ty vm i will look around and see what mod makes that happen

Posted
3 hours ago, HerChianti said:

That's a shame, probably something unavoidable for the actual hooves to work properly I'm guessing. So as it is it's impossible to do a hoovless run with fur. ?

That's okay though, won't bother me that much, was just exploring options on how to get the Ordinator perks for "wearing full heavy/light armor" to work with BAC since wearing boots interferes with the hooves. I made a patch for Ordinator and modify the perks that let you not wear a helmet and still count as "full heavy/light armor" and add boots to the equation and to all the perks that need it. ?

Shoed hooves are light armor, shoed hooves with foot cover are heavy armor.

Posted (edited)
20 minutes ago, botticelli said:

Shoed hooves are light armor, shoed hooves with foot cover are heavy armor.

Yeah but for the purpose of Ordinator's conditions it's not actually "armor" as in a piece of gear. It just applies an effect onto the player that gives them armor. So I made a patch that modifies those Ordinator perks to ignore footwear as well. If you could make the horseshoe/foot cover be actual pieces of feet armor that get equipped onto the player and they can't take them off unless they talk to Paul (so kind of like a Devious Device but script-locked), that would solve Ordinator's issue of wanting feet armor for the perks. But then again that's probably too much work for something so small which is why instead of presenting it as an issue I just made an Ordinator patch for myself ?.

 

1 hour ago, squiffyrogue said:

Thank you so much!

❤️

While playing some more I noticed I forgot to edit a bit of the perk description for Cow of Death and Cow Senses perks to add the "no need boots either" part. Just flavor, mechanically they were already working but the description being wrong bothered me so I updated it. In case you want it.

 

CowOrdinator.esp

I REPEAT: This is for SSE ONLY since ESLs are not a thing in LE and it's based on the SSE version of Ordinator.

Edited by HerChianti
Posted

Please help, after updating to the latest version Paul won't stay near the stable and won't install any parts for me, what's the matter

Posted (edited)

OK just to give another two cents into this. I want to give an idea. 

How about a way to to enchant the horns, hove hands and feet, and if not possible then allowing to have circlets while having horns in hardcore mode because aren't circlets more like head bands than helmet you can kinda just push um on. Or even make the head piece that Paul can make for you somthing like a circlet an armoured circlet or something you can take off and enchant 

Edited by Manman27
Posted (edited)
40 minutes ago, Manman27 said:

OK just to give another two cents into this. I want to give an idea. 

How about a way to to enchant the horns, hove hands and feet, and if not possible then allowing to have circlets while having horns in hardcore mode because aren't circlets more like head bands than helmet you can kinda just push um on. Or even make the head piece that Paul can make for you somthing like a circlet an armoured circlet or something you can take of and enchant 

Those items are already enchanted and thus cannot be enchanted any further:

  • Horn & Ears: Fortify Sneak 25
  • Hand Hooves: Fortify Unarmed (25 w/o and 45 with cover)
  • Hooves: Fortify Carry Weight (semi hooves from stage 9 and unshoed hooves 25, shoed and covered hooves 50)
14 hours ago, HerChianti said:

Yeah but for the purpose of Ordinator's conditions it's not actually "armor" as in a piece of gear.

What, then, is? Because they are implemented as armor. You are probably referrring to the "Playable" tag. That would make them appear in your inventory and that is not intended.

Spoiler

image.png.6dbcf32f48516533bcad2599cbae3c3c.png

 

Edited by botticelli
Posted
5 hours ago, smith&#x27;s said:

Please help, after updating to the latest version Paul won't stay near the stable and won't install any parts for me, what's the matter

Check quest stage of quest bac_blacksmith either in console or in BAC MCM Story tab. It needs to be at stage 20. If it isn't there, try these commands in order in the console

  • stopquest bac_blacksmith
  • resetquest bac_blacksmith
  • startquest bac_blacksmith
  • setstage bac_blacksmith 0
  • setstage bac_blacksmith 10
  • setstage bac_blacksmith 20
Posted (edited)

But is there a way to allow me to put the horns in a different item slot so I can wear a circlet I just like the idea that I can have both and look pretty 

Edited by Manman27
Posted
3 hours ago, botticelli said:

在控制台或 BAC MCM 故事选项卡中检查任务 bac_blacksmith 的任务阶段。它需要在第 20 阶段。如果它不存在,请在控制台中按顺序尝试这些命令

  • stopquest bac_blacksmith
  • resetquest bac_blacksmith
  • startquest bac_blacksmith
  • setstage bac_blacksmith 0
  • setstage bac_blacksmith 10
  • setstage bac_blacksmith 20

First of all, thank you for your answer. The last version was still normal, but you need to manually start the zaz furniture. The current situation is that Paul will always be in the riverwood. There is no action after the component.

Posted
3 hours ago, Manman27 said:

But is there a way to allow me to put the horns in a different item slot so I can wear a circlet I just like the idea that I can have both and look pretty 

with hardcore mode on: no, if you switch that off, you can. Honrs/Ears combo object is equipped in slots 42 (circlet) AND 55 (ears). With hardcore mode off, you'll replace one of those with your circlet but the other will still be there.

 

12 minutes ago, smith&#x27;s said:

First of all, thank you for your answer. The last version was still normal, but you need to manually start the zaz furniture. The current situation is that Paul will always be in the riverwood. There is no action after the component.

There's a scene in quest bac_blackmith that gets Paul to move to Whiterun, if working. This has been an issue since the begiinning. With the next version, I'll re-position Paul to Whiterun stables as a default and only have him move to Riverwood for the opening. Quest bac_blacksmith needs to be at stage 20 and its scene running correctly for Paul to stay at the stables. If the scene does not run, he will move to Riverwood. Regardless of the scene, if the quest is at stage 20, the service dialogue should work. You can move him to you (id xx00e4ec, xx = BAC load order #) with prid <id> and then moveto player in the console.

Posted (edited)
16 minutes ago, botticelli said:

with hardcore mode on: no, if you switch that off, you can. Honrs/Ears combo object is equipped in slots 42 (circlet) AND 55 (ears). With hardcore mode off, you'll replace one of those with your circlet but the other will still be there.

Thanks for the awnser but no that's not what I'm asking. I mean is there a way I could edit the files so the horns item could be set as any thing else but 42 or the slot it's currently using. So I can play it in hardcore mode with the circlet on. 

Sorry in advance if I'm sounding a bit rude and ignorent

Edited by Manman27
Posted
On 6/21/2022 at 3:45 PM, botticelli said:

I noticed a bug on my part if you set a start on Lactacid amount in MCM. This apparently does not work right now because the check method always returns false regardless of the check result. If that's your setting, try starting old style (on milking) or on blended Lactacid. Otherwise see below.

 

My version of MilkQUEST.pex sends Mod Event MilkQuest.MilkingStage each milking tick. Can you find out, if that still happens? data\scripts\source\MilkQUEST.psc, function MilkingCycle (not to be confused with MilkCycle), there is/was a line

            sendVibrationEvent("MilkingStage", akActor, mpas, MilkingType)

and later on

;for Use game controller as Vibrator!
Function sendVibrationEvent(string str, actor who, int mpas, int MilkingType)
	Int e = ModEvent.Create("MilkQuest."+str)
	If(!e)
		Return
	EndIf
	
	If MilkingType == 2
		MilkingType = 1
	EndIf

	ModEvent.PushForm(e,Who)
	ModEvent.PushInt(e,mpas)
	ModEvent.PushInt(e,MilkingType)
	ModEvent.Send(e)
endfunction

In the 2022-05-22 version of the scripts, it's still there. Did you check for bac_main quest to be running?

 

 

They feed you MME Lactacid and MME Breast Enlargement potions. The dying part seems to be done by some other mod? BAC does nothing of the sort.

Actually it was the difference between loading the BSA version and the loose files version. I must have grabbed the wrong one. Once I flipped them out it worked fine. Thanks for looking though!

Posted (edited)

So, as usual, I like to poke and prod and test various things for fun. Blame the old game dev in me. So I'm using 3BBB. SLIF has a 3BBB CBBE choice. But, I'm getting very little in the way of change/swell when I gain weight via the mootations. What does everyone have their SLIF set to as for settings? Anyone else using 3BBB without issues? I've tried the Tulliver version of the 3BBB SLIF settings but that tends to blow my boobs way up for some reason. Just curious, not a game breaker or anything, as I said mainly enjoy testing the way things interact.

 

***EDIT*** I also noticed that BAC wasn't showing up in the mod list of SLIF.

Edited by jayce113

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