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Posted (edited)
4 hours ago, Tiruil said:

the GRAZING option is faded out and cannot be selected

Have you activated the option above grazing? I think it's something to do with humiliation, the one that occasionally blocks your speech. Those two options are linked.

Edited by NoirXiaoba
Posted
11 hours ago, HerChianti said:

Also:

 

image.png.9d7ed7964c21ad1e6ebf1cbaf92f0514.png

 

Would it be possible to set this to 0? I don't like being forcefully fed podomegaly potions when I disabled all of the "increase feet size" settings so the potions wouldn't do anything anyway (or at least I think they don't do anything). Why is this setting greyed out in the Mootations Debug screen? I'd prefer if we could actually change that to 0 so Paul only feeds my character voluptuous potions.

It's greyed out because of a deprecated setting. I have obviously forgotten to enable this one, sorry.

 

15 hours ago, HerChianti said:

You mean this option?

 

image.png.b1013db899d28fc4fff3c963575e409a.png

Yes. Chosse either No Sandbox or Sandbox (if you want the NPCs using those while sandboxing)

 

12 hours ago, MysticDaedra said:

2. I'll check that. EDIT: bac_blacksmith_workloop is indeed running, and now that I'm checking I do get the notification "BAC Blacksmith Workloop is already running" or something like that, when I do the dialogue. However, all the references say "none". Is the appearance of the furniture scripted to appear at a certain point?

EDIT 2: Checking sqv for the references to PRID, I see... only aliases, and nothing I can use to manually enable the furniture.

If there are no aliases set, check quest bac_blacksmith with sqv. There should be filled aliases named furn... (e. g. furnChair). If not, your ZaZ either has the wrong version or you installed BAC 1.9G/H update on a running game. If they are filled, do stopquest bac_blacksmith_workloop, then resetquest bac_blacksmith_workloop, then ask Paul again.

Posted
1 hour ago, MysticDaedra said:

My character is trapped in Coldharbour. Dremora keep spawning and raping her, the buttons won't activate, and the portal won't appear... What am I doing wrong?

Does tapping the button produce a sound? Then it is working. You have one game minute to get from one button to the other which normally is not achievable even without the dremora. So you need to come up with another idea.

Posted
6 hours ago, botticelli said:

It's greyed out because of a deprecated setting. I have obviously forgotten to enable this one, sorry.

Oooh alrighty. No need to apologize! ?

 

It's probably this right?

AddSliderOptionST("BAC_MI_DebugPotionChance", "Chance of Podomegaly Potion", BACConfig.VirilityPotionChance, "{0}", getEnableFlagBool(Game.GetModByName("Pearl Juice.esp") != 255))

 

So deleting the getEnableFlagBool part and recompiling enables it.

Posted
1 hour ago, HerChianti said:

Oooh alrighty. No need to apologize! ?

 

It's probably this right?

AddSliderOptionST("BAC_MI_DebugPotionChance", "Chance of Podomegaly Potion", BACConfig.VirilityPotionChance, "{0}", getEnableFlagBool(Game.GetModByName("Pearl Juice.esp") != 255))

 

So deleting the getEnableFlagBool part and recompiling enables it.

No you should replace that with

AddSliderOptionST("BAC_MI_DebugPotionChance", "Chance of Podomegaly Potion", BACConfig.VirilityPotionChance, "{0}", getEnableFlag(generalEnabled))

 

Posted
43 minutes ago, botticelli said:

No you should replace that with

AddSliderOptionST("BAC_MI_DebugPotionChance", "Chance of Podomegaly Potion", BACConfig.VirilityPotionChance, "{0}", getEnableFlag(generalEnabled))

 

Thanks! I'm just glad it was only a silly thing you forgot to update from a long time ago and had a simple solution! 

Posted (edited)

First time checking back on this mod in a while, lots of new features!

 

Question for @botticelli: I looked through the source, and it looks like you implemented native bodymorphs as well (i.e. NiOverride.SetBodymorph as well as SLIF code). Is this the case?

 

Also, just double checking: the loose files are just what's packed into the BSA, right (want to do the High Poly Head conversion like I did for D5c, and want to eliminate redundant files).

Edited by w234aew
Posted
14 hours ago, NoirXiaoba said:

Have you activated the option above grazing? I think it's something to do with humiliation, the one that occasionally blocks your speech. Those two options are linked.

That is selected by default so yeah that option is selected, but the grazing is still faded out and cannot be selected, even though I have the latest version of po3's extender

Posted
1 hour ago, MysticDaedra said:

What triggers the quest after finishing A Craftman's Legacy and A Moo for Hugh? Is it just time, or do I need to eliminate the debt to Paul?

you need to finish the quests The House of Horrors and No One Escapes Cidhna Mine

Posted

I just updated to version 9H and my character is entirely blue execept her eyes {green} everything on her skin is entirely pale blue now; this only occured in version 9H are there no tats for version 9H or am I missing something ?

Posted
7 hours ago, Nova4 said:

you need to finish the quests The House of Horrors and No One Escapes Cidhna Mine

You have to complete both of those before starting A Craftman's Legacy and the Hugh quest. I'm talking about after you've completed both of those, the quest that leads to the "cure".

Posted
10 hours ago, Tiruil said:

That is selected by default so yeah that option is selected, but the grazing is still faded out and cannot be selected, even though I have the latest version of po3's extender

PO3's papyrus extender is considered active when file Data/SKSE/Plugins/po3_papyrusextender.dll exists. If for some reason that file is named differently on your system, it won't register.

6 hours ago, Tiruil said:

I just updated to version 9H and my character is entirely blue execept her eyes {green} everything on her skin is entirely pale blue now; this only occured in version 9H are there no tats for version 9H or am I missing something ?

The tats stay the same. There have been no changes. If you uninstalled them when upgrading, install them again.

 

11 hours ago, w234aew said:

Is this the case?

Yes. I'm still trying to figure out the mechanism with which additional morphs are added by SLIF when you use a conversion key like e. g. slif_pelvis. When I've got that, the plan is to eliminate SLIF dependency. With new morphs (like CowBack) I'm avoiding it for now.

 

11 hours ago, w234aew said:

Also, just double checking: the loose files are just what's packed into the BSA, right (want to do the High Poly Head conversion like I did for D5c, and want to eliminate redundant files).

Hopefully yes. There's one texture missing in textures\bac though (see this post).

Posted

This mod left me with a hucow / holstaur fetish. Damage done...

 

Two inquiries to make:

 

1. There was a prior mention of full body fur mutation. Are you planning to implement something of the like? I think it'd be great, along with other fur colours.

 

2. For fur colours, spots was originally designed in a way that you can actually change the spot colours through slavetats / racemenu to create cows with pink, blue, green, etc. spots. I think it'd be an awesome customization option to build on that in the mod proper.

Posted

I never uninstalled any tats set, I only saw 9H never came with tats, so I used 9F2 Tats, and the character became pale blue, however using 9F2 tats with version 9F2, the character never became pale blue on becoming a cow.

 

End result, 9H is missing tats

Posted
10 hours ago, botticelli said:

PO3's papyrus extender is considered active when file Data/SKSE/Plugins/po3_papyrusextender.dll exists. If for some reason that file is named differently on your system, it won't register.

I think this might mean that even though I do have po3's extender, its all done via MO2..... that might be why, I think I can move the skse plugin folder for Po3's extender into the skse folder in MO2.... maybe

Posted (edited)

Everyone having this blue texture problem just needs to install the mod as loose files. The BSA coupled with loose files just makes things weird for no reason. Also start a new save.

  1. Download both mods
  2. Extract the BSA
  3. Then overwrite the extracted BSA files with the loose files mod.
  4. Delete the BSA for obvious reasons

Now you have one mod, and that one works (provided you have all the requirements).

 

If that still doesn't work then it's user error and you're definitely missing something or you made a mistake installing something at some point. And like botticelli said before, the body tats are NOT on the main mod, but in the standalone tats mod, which hasn't been updated, and doesn't need to.

 

BTW PO3's extender doesn't need to be outside MO2. Basically nothing has to be outside MO2 besides Part 2 of the Engine Fixes mod and other SKSE preloaders.

 

Also...

 

image.png.69cc49312311b40594947ca1ad25334f.png

 

@botticelli There seems to be a problem with this. After the Freak Show Bad Quest (#2), when you complete it successfully, the game keeps throwing that notification at you, over and over. Even when there's no quest/punishment/anything of the sort. I didn't test all quests but this doesn't happen with Bad Quests #1/#4/#5 at least.

(And a tiny detail: "I need to back to my Master" sounds weird. "I need to go back to my Master" would be gramatically better)

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

Everyone having this blue texture problem just needs to install the mod as loose files. The BSA coupled with loose files just makes things weird for no reason. Also start a new save.

  1. Download both mods
  2. Extract the BSA
  3. Then overwrite the extracted BSA files with the loose files mod.
  4. Delete the BSA for obvious reasons

Now you have one mod, and that one works (provided you have all the requirements).

 

If that still doesn't work then it's user error and you're definitely missing something or you made a mistake installing something at some point. And like botticelli said before, the body tats are NOT on the main mod, but in the standalone tats mod, which hasn't been updated, and doesn't need to.

 

BTW PO3's extender doesn't need to be outside MO2. Basically nothing has to be outside MO2 besides Part 2 of the Engine Fixes mod and other SKSE preloaders.

 

Also...

 

image.png.69cc49312311b40594947ca1ad25334f.png

 

@botticelli There seems to be a problem with this. After the Freak Show Bad Quest (#2), when you complete it successfully, the game keeps throwing that notification at you, over and over. Even when there's no quest/punishment/anything of the sort. I didn't test all quests but this doesn't happen with Bad Quests #1/#4/#5 at least.

(And a tiny detail: "I need to back to my Master" sounds weird. "I need to go back to my Master" would be gramatically better)

"I need to return to my Master" would be even more better :)

 

Anyone have an answer for me yet about the final "cure" quest? Finally got rid of my debt, now looking to try this new(ish) quest.

EDIT: For anyone else frustrated because they can't figure out how to trigger that final quest... just speak with Janssen again :)

Edited by MysticDaedra
Posted
On 5/30/2022 at 11:36 PM, botticelli said:

go to a tanning rack and make a scroll, then use that on another cow. You need 3 of those (and 3 other cows) to get a response from Molag Bal.

Hey @botticelli, could you clarify this for me? I need to use the scrolls on an actual cow (like at a farm), or I'm supposed to use them on other people somehow, or something? Very confused. I'd suggest re-writing this quest in the future to be a bit more comprehensive, or at least add better hints :)

Posted (edited)

Another random question: How does the Body Build Bad Quest work? Paul says "get fatter" and to "eat and don't move", but script-wise how does the quest actually calculate this? I don't recall any weight gain mechanics unless I'm blind (besides the progress mootations making you fatter that I already have since I'm at 100% cow progress).

Edited by HerChianti
Posted
9 hours ago, HerChianti said:

@botticelli There seems to be a problem with this. After the Freak Show Bad Quest (#2), when you complete it successfully, the game keeps throwing that notification at you, over and over. Even when there's no quest/punishment/anything of the sort. I didn't test all quests but this doesn't happen with Bad Quests #1/#4/#5 at least.

(And a tiny detail: "I need to back to my Master" sounds weird. "I need to go back to my Master" would be gramatically better)

Edited 8 hours ago by HerChianti

I know. This has been a minor issue since skyrimfet's version. Since it isn't breaking things, I've put it on the list but have not reached it yet.

7 hours ago, MysticDaedra said:

"I need to return to my Master" would be even more better

I left this for nostalgic reasons ? Seriously, when it comes up on the list and I tackle this, I'll also do the grammar.

 

7 hours ago, MysticDaedra said:

EDIT: For anyone else frustrated because they can't figure out how to trigger that final quest... just speak with Janssen again

As you could have read in the feature list for 1.9F2

Spoiler

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).

 

7 hours ago, MysticDaedra said:

Hey @botticelli, could you clarify this for me? I need to use the scrolls on an actual cow (like at a farm), or I'm supposed to use them on other people somehow, or something? Very confused. I'd suggest re-writing this quest in the future to be a bit more comprehensive, or at least add better hints

Cow as in "BAC cow". Since you essentially dedicate a soul to Molag Bal with this, you need some follower, preferably female, make her a milk maid, feed her some blended lactacid or whatever you opted for as a start option and make her a cow and then use the scroll on her. I thought that to be pretty obvious.

 

14 hours ago, Karavien said:

1. There was a prior mention of full body fur mutation. Are you planning to implement something of the like? I think it'd be great, along with other fur colours.

As I've stated already, I'm not the best person for textures and meshes. If someone competent made this, I'd be happy to put it in. If I make this it looks shitty.

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