botticelli Posted April 11, 2022 Author Posted April 11, 2022 9 hours ago, SilentOption said: I need help I can't enable the mod in the MCM Menu On a new game the mod is disabled, if it can't find MilkModNEW.esp in the mod list (Game.GetModbyName("MilkModNEW.esp") != 255). That's the only hard reason.
botticelli Posted April 11, 2022 Author Posted April 11, 2022 9 hours ago, ZephyrusVenti said: Anyone else having a weird issue where if you use the cow's mutagen, it only ever gives you the Cow Pelvis mutation? Was trying to test if I got the cow head thing working right, but didn't luck out with getting those mutations, so went to down some mutations hoping it'd work. It did not. There is only one constellation I could think of which will result in this. You may have had Ass stretch marks disabled in MCM and then upgraded the mod to a version with Cow Pelvis. This comes with Cow Pelvis enabled by default (which would constitue an illegal situation). You should see that in the 2nd MCM. If this is the case, try disabling Cow Pelvis (or set it to the same setting as ass stretches).
SilentOption Posted April 11, 2022 Posted April 11, 2022 (edited) 2 hours ago, botticelli said: On a new game the mod is disabled, if it can't find MilkModNEW.esp in the mod list (Game.GetModbyName("MilkModNEW.esp") != 255). That's the only hard reason. it does the same with the old game it doesn't work in the new or old game. Is this supposed to be in the console command commandit doesn't work? How do I fix this? that info is not very helpful,, botticelli Edited April 11, 2022 by SilentOption Gamne not working
NoirXiaoba Posted April 11, 2022 Posted April 11, 2022 17 hours ago, Addywil said: I will put the bell on my list, should be a faily easiy thing to adjust... If I don't decide to also retexture it as well, because, I very well might I think that I will also make the clapper rest against the bottom edge of the bell instead of standing right out in the middle of it, honestly, that annoyed me more than it clipping through the breasts But I will leave you with this end of the week update of the hooves with the armour (still not all done though, those straps are just placeholders), and metal shoes. This is love.
RoxDox Posted April 11, 2022 Posted April 11, 2022 Addywil and botticelli, I thank you for your efforts in the updates and remodelling of the transformations. I am very happy to see this mod getting the love it deserves. Keep up the good work.
goldenapples Posted April 11, 2022 Posted April 11, 2022 (edited) Looking forward to try this new alternate version sometime later when i have the time. The new hooves looks quite good. Maybe some time later Addywil could take a look on the hand hooves and maybe make somthing like this: Edited April 11, 2022 by goldenapples 1
botticelli Posted April 11, 2022 Author Posted April 11, 2022 (edited) 3 hours ago, SilentOption said: here the log this looks like you didn't clean out old scripts from data\scripts (see FAQ #3 on the file page) The error here is Spoiler [04/11/2022 - 07:18:42AM] Error: Argument variable "::BACConfig_var" was not successfully looked up stack: [bac_mcm (8A084D05)].bac_mcm.OnConfigClose() - "bac_mcm.psc" Line 82 [bac_mcm (8A084D05)].bac_mcm.OnUpdate() - "bac_mcm.psc" Line 89 Now bac_mcm needs the correct version of bac_mcm_base.pex which is included in the package but wans't. The oild incompatible version needs to go (data\scripts\bac_mcm_base.pex). In fact, any loose bac script should go when installing a new version. Edited April 11, 2022 by botticelli 1
SilentOption Posted April 11, 2022 Posted April 11, 2022 6 minutes ago, botticelli said: this looks like you didn't clean out old scripts from data\scripts (see FAQ #3 on the file page) The error here is Hide contents [04/11/2022 - 07:18:42AM] Error: Argument variable "::BACConfig_var" was not successfully looked up stack: [bac_mcm (8A084D05)].bac_mcm.OnConfigClose() - "bac_mcm.psc" Line 82 [bac_mcm (8A084D05)].bac_mcm.OnUpdate() - "bac_mcm.psc" Line 89 Now bac_mcm needs the correct version of bac_mcm_base.pex which is included in the package but wans't. The oild incompatible version needs to go (data\scripts\bac_mcm_base.pex). In fact, any loose bac script should go when installing a new version. thanks
NoirXiaoba Posted April 11, 2022 Posted April 11, 2022 30 minutes ago, goldenapples said: Looking forward to try this new alternate version sometime later when i have the time. The new hooves looks quite good. Maybe some time later Addywil could take a look on the hand hooves and maybe make somthing like this: That would be great but I think it's impossible to modify the hands to only have two fingers and a thumb. Skeleton rigging probably prohibits this. I'd love to be proven wrong, though.
Addywil Posted April 11, 2022 Posted April 11, 2022 (edited) 1 hour ago, NoirXiaoba said: That would be great but I think it's impossible to modify the hands to only have two fingers and a thumb. Skeleton rigging probably prohibits this. I'd love to be proven wrong, though. In theory, there should not be an issue to skin a 2 finger mesh to a 4 finger rig. Lets say that you skin the mesh to the index finger and ring finger and then just ignore the other fingers. Never tried that in Skyrim though, but I can't see it being an issue. I was considering something like that IF I were to take on the hand-hooves at a later date. Edited April 11, 2022 by Addywil 5
NoirXiaoba Posted April 11, 2022 Posted April 11, 2022 3 hours ago, Addywil said: In theory, there should not be an issue to skin a 2 finger mesh to a 4 finger rig. Lets say that you skin the mesh to the index finger and ring finger and then just ignore the other fingers. Never tried that in Skyrim though, but I can't see it being an issue. I was considering something like that IF I were to take on the hand-hooves at a later date. That would be seriously awesome. I love the ears and udder in game, and the preview of those hoofshoes looks great, so I have no doubt modified hand hooves will look fantastic as well.
momentomori99 Posted April 11, 2022 Posted April 11, 2022 This is listed in se-compatibility-tracking but it clearly says it isn't compatible ??
Soulbite Posted April 11, 2022 Posted April 11, 2022 1 hour ago, momentomori99 said: This is listed in se-compatibility-tracking but it clearly says it isn't compatible ?? If you check a bit down on the first page of this thread you'll find the SE conversion 1
MysticDaedra Posted April 11, 2022 Posted April 11, 2022 @botticelli my recommendation would be to change the tag to "SE compatible" and upload the latest converted version as a download, to help people find the correct file. 1
Guest Posted April 12, 2022 Posted April 12, 2022 (edited) I'm having an issue where the ZaZ furniture doesn't show up after paul directs me to it. I have ZaZ 8.0 and am on LE as well anyone know of a fix? also using the 1.4 download. Also the quests keep getting stuck where nothing happens after dialogue specifically related to paul. Edited April 12, 2022 by AzureW00d
NexusRefugee Posted April 12, 2022 Posted April 12, 2022 The front page says ZaZ 8.0+ do you have the + version?
botticelli Posted April 12, 2022 Author Posted April 12, 2022 11 hours ago, MysticDaedra said: @botticelli my recommendation would be to change the tag to "SE compatible" and upload the latest converted version as a download, to help people find the correct file. In that case I would also need the links to the respective SE versions of the required mods.
evilbom Posted April 12, 2022 Posted April 12, 2022 4 hours ago, MuchW0W said: The front page says ZaZ 8.0+ do you have the + version? SE or LE ?
Guest Posted April 12, 2022 Posted April 12, 2022 7 hours ago, MuchW0W said: The front page says ZaZ 8.0+ do you have the + version? Yeah I am using 8.0+. I may just start a new character see if that helps it out. on a side note does anyone have any advice for exploding vertices in LE from physics? Specifically my tail goes nuts and shoots off into oblivion when i get moving too fast.
MellowDrama Posted April 12, 2022 Posted April 12, 2022 22 hours ago, NoirXiaoba said: That would be great but I think it's impossible to modify the hands to only have two fingers and a thumb. Skeleton rigging probably prohibits this. I'd love to be proven wrong, though. You know those bondage hand things? those balloon type things and the mittens, No fingers at all and works fine so don't think it's a giant issue.
MellowDrama Posted April 12, 2022 Posted April 12, 2022 Hey, Can someone explain the tongues? Are cows known for sticking their tongues out or what am I missing?
evilbom Posted April 12, 2022 Posted April 12, 2022 51 minutes ago, lucakro said: Hey, Can someone explain the tongues? Are cows known for sticking their tongues out or what am I missing? they will be cover by Cow Head transform in final stage [head stage 7] you can change tongue length in MCM if you don't like it ?
MellowDrama Posted April 12, 2022 Posted April 12, 2022 50 minutes ago, evilbom said: they will be cover by Cow Head transform in final stage [head stage 7] you can change tongue length in MCM if you don't like it ? Ah Yeah that makes sense. Btw if you need someone to translate the lines to actual English. If the creation kit is willing, I am. God I hate that thing ? (Also my head doubled in size. not the mouth, eyes or something but the entire head. Happened on SE so I don't know if that's just an SE thing but thought I'd let ya know)
NexusRefugee Posted April 12, 2022 Posted April 12, 2022 3 hours ago, AzureW00d said: Yeah I am using 8.0+. I may just start a new character see if that helps it out. on a side note does anyone have any advice for exploding vertices in LE from physics? Specifically my tail goes nuts and shoots off into oblivion when i get moving too fast. Often times i had those issue was due to my frame rate back in the day. you probably use enb try limiting your frame rate to something that wont spike that's my only guess. or try reinstalling the framework that handles the physics.
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