jayce113 Posted June 23, 2022 Posted June 23, 2022 19 hours ago, HerChianti said: 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 ?. ❤️ 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 14.2 kB · 6 downloads 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. Just drop this in the data folder?
botticelli Posted June 23, 2022 Author Posted June 23, 2022 1 hour ago, Manman27 said: 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 currently no. If you edit the nifs, the armor will simply not display but still occupy the slot because armor addon and armor settings in the esp tell it to do so. Perspectively, there is no need to occupy more than one slot for an item in hardcore mode. skyrimfet made this for non-hardcore mode, so the item(s) are still visible even if one of their slots is occupied by something else. If I find the time for that, I'll try to reduce slot usage for the combo items to one slot each. This would free up slots 42, 44, and 47 (the latter two from the bell/ nosering combo, 44 = nose/mouth, 47 = back, it will then still use slot 45 (neck)).
squiffyrogue Posted June 23, 2022 Posted June 23, 2022 16 minutes ago, jayce113 said: Just drop this in the data folder? In virtual folder if MO2 user
jayce113 Posted June 23, 2022 Posted June 23, 2022 6 hours 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 off and enchant Maybe steel/iron capped horns or a bridle or something. I know baddoghoodie made or procured a bunch of bridle meshes for his anthro horse race.
squiffyrogue Posted June 23, 2022 Posted June 23, 2022 Hey @botticelli! Is there a manual way to fix BAC start on lactacid amount? Or better to wait for an update?
jayce113 Posted June 23, 2022 Posted June 23, 2022 2 minutes ago, squiffyrogue said: In virtual folder if MO2 user I use nexus mm. Dont judge.
HerChianti Posted June 23, 2022 Posted June 23, 2022 (edited) 6 hours ago, botticelli said: 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. Reveal hidden contents Hmmmmm......... That may be it. This is how Ordinator normally checks for equipped pieces (this is the Light Armor version): So I'm sure if it's not actually on your inventory then it doesn't count as "worn". And that's fine, I know it's not supposed to be intended on BAC's end which is why I made it so Ordinator doesn't need to check boots either ?. Those conditions require you to NOT wear a heavy piece of armor, yet having the armored hooves on (which are technically heavy armor) doesn't trigger the condition of "don't wear heavy armor". And also, I tested that the patch I made for Ordinator also triggers the bonus armor and all the other perks involving "wear all light/heavy armor" regardless of the hooves, so the fact that they're not tagged as playable means they don't get picked up by Ordinator. But again, don't worry. I'm not complaining or anything since I already solved the need of having boots on by doing what I did. This was just to inform you how Ordinator worked! ? 21 minutes ago, jayce113 said: Just drop this in the data folder? Use a mod manager like Mod Organizer 2 (very heavily recommended) to create an empty mod, slap the .esp file inside it, activate it and then put it below Ordinator and any Ordinator patches in the load order. Edited June 23, 2022 by HerChianti
ManTown247 Posted June 23, 2022 Posted June 23, 2022 (edited) 1 hour ago, jayce113 said: Maybe steel/iron capped horns or a bridle or something. I know baddoghoodie made or procured a bunch of bridle meshes for his anthro horse race. My dude that actually sounds kinda sick that a real cool idea for head gear. Maybe it will be something more a kin to a gag like object where if you use it the trade of is you can speak much or if you use devious training it will use the gag effect Edited June 23, 2022 by Manman27
HerChianti Posted June 23, 2022 Posted June 23, 2022 @botticelli Noticed this upon checking various meshes on outfit studio: Any idea why this happens? Spoiler Tail texture's supposed to look like this apparently. Spoiler I honestly thought the in-game picture was ok until I saw the second one on outfit studio.
NoirXiaoba Posted June 23, 2022 Posted June 23, 2022 1 hour ago, Manman27 said: My dude that actually sounds kinda sick that a real cool idea for head gear. I would love to get some items to pretty up our ladies - for those of us ignoring the curse quest and disabling Paul entirely. Caps or decorative rings for the horns and tail, armor that fits a well endowed bovine heroine, maybe a harness to support the udders between her legs. I would love to be able and smith the armor pieces for hooves and ear tags myself instead of either needing Paul or using the console. But, I also get that at the moment the core functionality takes precedence, and I'm not interested in learning how to do 3D modelling. So if this ever happens - great. If not - well, that's how it is, then. 1
botticelli Posted June 23, 2022 Author Posted June 23, 2022 2 hours ago, squiffyrogue said: Hey @botticelli! Is there a manual way to fix BAC start on lactacid amount? Or better to wait for an update? Right now? If you can compile a script: yes: go to bac_actor.psc, find Function CheckRegisterActor and change it to look like this: Spoiler bool Function CheckRegisterActor(Actor acActor, bool bForce = false) if isRegistered(acActor) return true endif if bForce || BACConfig.CurseStartOnMilking return registerActor(acActor) elseif BACConfig.CurseStartOnLactacidAmount float lactacid = StorageUtil.GetFloatValue(acActor, "MME.MilkMaid.LactacidCount") - BACConfig.NewCowLactacidThreshold if bac_po3_access.RandomFloat(0.00, 99.99) >= lactacid return false endif return true endif return false EndFunction The "return true" in the elseif block is missing 37 minutes ago, HerChianti said: Any idea why this happens? I did not encounter that in LE, just SE textures. The LE tail maps player hair color to the tuft. That is, to any tuft, meaning any cow will get a tail tuft with the player's hair color. Somehow this does not work or work differently in SE. If you know how to fix it, you're welcome.
ManTown247 Posted June 24, 2022 Posted June 24, 2022 (edited) 7 hours ago, NoirXiaoba said: I would love to get some items to pretty up our ladies - for those of us ignoring the curse quest and disabling Paul entirely. Caps or decorative rings for the horns and tail, armor that fits a well endowed bovine heroine, maybe a harness to support the udders between her legs. I would love to be able and smith the armor pieces for hooves and ear tags myself instead of either needing Paul or using the console. But, I also get that at the moment the core functionality takes precedence, and I'm not interested in learning how to do 3D modelling. So if this ever happens - great. If not - well, that's how it is, then. Same here I just have a shit ton of ideas that's it. But you know what also could work a quest where you could give all of the black Smith merchants in the major citys frm whiterun to solitude an amount of material to craft you some armour starting from iron with Paul to maybe someone who in lore know how to work with ebony. The quest would start like this after you get your first set of armour (remind you that you have to get iron Ingot for Paul first) he will tell you that's as far as he can go with the armour and tells you maybe to go ask someone else too help you out but also informs you that his the only one who has the plans for your armour so us must bring with you to the blacksmith you found who can help you improve your armour pieces. Kinda like a temporary companion quest Edited June 24, 2022 by Manman27
smith's Posted June 24, 2022 Posted June 24, 2022 21 hours 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. 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. Paul did return to the stable according to the code, but when asked to install hand or foot parts, the task did not progress, showing BAC: workloop already running and calling MCM end work cooldown also has no effect, please help
Lenore Posted June 24, 2022 Posted June 24, 2022 On 6/23/2022 at 12:14 PM, jayce113 said: 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. I couldn't figure this out either, I also use 3BBB and honestly gave up trying. I'd also be interested in any advice regarding this bodyset with SE. LE version transforms perfectly for me though, outside of a little glitch with the tail but with SE version and 3BBB I got no change in body shape. I tried various settings with SLIF, idk O.O
jayce113 Posted June 24, 2022 Posted June 24, 2022 2 minutes ago, Lenore said: I couldn't figure this out either, I also use 3BBB and honestly gave up trying. I'd also be interested in any advice regarding this bodyset with SE. LE version transforms perfectly for me though, outside of a little glitch with the tail but with SE version and 3BBB I got no change in body shape. I tried various settings with SLIF, idk O.O So I think I've got at least a few parts working. Mainly it seems the changes for 3bbb seem to be smaller and more subtler. I'm not sure how to increase it though. I'm still tinkering.
Lenore Posted June 24, 2022 Posted June 24, 2022 1 minute ago, jayce113 said: So I think I've got at least a few parts working. Mainly it seems the changes for 3bbb seem to be smaller and more subtler. I'm not sure how to increase it though. I'm still tinkering. Hrmm, keep us posted! Maybe I'll go back to tinkering myself. I really very much prefer SE over LE to be honest.
botticelli Posted June 24, 2022 Author Posted June 24, 2022 6 hours ago, smith's said: Paul did return to the stable according to the code, but when asked to install hand or foot parts, the task did not progress, showing BAC: workloop already running and calling MCM end work cooldown also has no effect, please help do sqv bac_blacksmith_workloop in the console. If it is running, do stopquest bac_blacksmith_workloop and then resetquest bac_blacksmith_workloop in the console. Then go to BAC MCM Debug and tick "End work colldown" and then ask Paul again.
dragongodmod117 Posted June 24, 2022 Posted June 24, 2022 So I think I had a weird bug happen earlier... (spoiler just in case someone hasn't gotten owned by Paul and ignored him enough) Spoiler I was ignoring Paul after becoming owned by him, and he locked me in a tight breast chain. It seemed to have broken since I ignored him so many times the game said he put it on me 3 times in a row, but it only appeared on the 3rd time. Then my characters breasts went purple and the MCM for Milk Mod Economy was disabled. I wasn't getting milk updates and the hotkey to tell me how much milk I had stored wasn't working.
botticelli Posted June 24, 2022 Author Posted June 24, 2022 59 minutes ago, dragongodmod117 said: So I think I had a weird bug happen earlier... (spoiler just in case someone hasn't gotten owned by Paul and ignored him enough) Reveal hidden contents I was ignoring Paul after becoming owned by him, and he locked me in a tight breast chain. It seemed to have broken since I ignored him so many times the game said he put it on me 3 times in a row, but it only appeared on the 3rd time. Then my characters breasts went purple and the MCM for Milk Mod Economy was disabled. I wasn't getting milk updates and the hotkey to tell me how much milk I had stored wasn't working. You get a breast yoke which is a ZaZ item. If anything goes purple, it's a missing texture, though this time a ZaZ texture. I haven't gotten round to rework the punishment quests yet, sorry. The MME MCM issue is then probably also ZaZ/MME related because BAc only equips that thing on you.
rzr444 Posted June 25, 2022 Posted June 25, 2022 Thanks a lot for continuing the development of this mod! If I'm allowed to make a request: It'd be great to have some more mutations/alterations. For example vagina changes (BadDog's Ungulate Race has Horse-Vaginas) or even more body changes (lengthening the upper body, increase hip-bones or vagina size).
botticelli Posted June 25, 2022 Author Posted June 25, 2022 (edited) 10 hours ago, rzr444 said: Thanks a lot for continuing the development of this mod! If I'm allowed to make a request: It'd be great to have some more mutations/alterations. For example vagina changes (BadDog's Ungulate Race has Horse-Vaginas) or even more body changes (lengthening the upper body, increase hip-bones or vagina size). That (vagina replacement) would be a body replacer since it is all part-in-parcel of the body you (the player) uses. I can already hear the outcry when I try to replace your favourite body with a somewhat stereotype one just to have another vagina. Hipbone increase is already taking place with curvy cow and ass increases, else the ass would look out of place. Lengthening of the upper body is quite an issue. I could do that, but then no oral sexlab animation would fit any longer. One possible solution to that is to have her spine snap back to regular size on animation start and lengthen it again on animation ending but that would look quite weird. We had this discussion in the old thread several times when talking about a real 4-legged cow ending. That is not possible. With spine lengthening and huge pelvis you'd also run into the problem that you wouldn't be able to pick up those things lying on the floor even in sneak mode because Skyrim thinks you to be just too large to reach the floor. *** EDIT *** I'll put in a cow back mutation and let you decide whether to activate it or not. Edited June 25, 2022 by botticelli
Neevoyh04 Posted June 25, 2022 Posted June 25, 2022 So I will admit I'm new to modding but I have managed to make most of my mod list work. Yet the moment I activate this mod and try to start the game I crash to desktop. I have all dependencies listed downloaded and operational. Yet I load this mod and get an insta-crash. Any help?
MellowDrama Posted June 25, 2022 Posted June 25, 2022 On 6/18/2022 at 1:25 AM, Dusty Redgrave said: I figured it out, I am a FOOL. Installed the wrong ZaZ Animation pack. >w> Installed the correct one and it's working perfectly. Sorry for the wasted time. Thanks had the same issue. To be fair that ZAZ SE conversion page was confusing.
botticelli Posted June 25, 2022 Author Posted June 25, 2022 5 hours ago, Neevoyh04 said: So I will admit I'm new to modding but I have managed to make most of my mod list work. Yet the moment I activate this mod and try to start the game I crash to desktop. I have all dependencies listed downloaded and operational. Yet I load this mod and get an insta-crash. Any help? If you get a CTD on game start, you've probably a missing master. Post a log.
squiffyrogue Posted June 25, 2022 Posted June 25, 2022 Suggestion: Would it be possible to integrate BAC's start on blendid lactacid with Milk Addict mod? Like being forced to drink blendid lactacid when PC is a junkie for example in Milk Addict and doesn't have enough lactacid in them for addict stage.
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