Crewdoh Posted July 24, 2022 Posted July 24, 2022 (edited) So I've searched through the page using "textures" to try and solve my problem. I'm running the latest LE version (1.9H) with the latest LE tats (1.9F). Character just turned into a cow heard the "moo" and all textures from body are gone. Just a purple-white color now. I saw that one or two others reported this but I could not find a solution. For my part I checked the file data/textures/actor/character/slavetat/bac. It's in the right spot. I unzipped the texture file and I have 95 textures present which I believe is the correct amount. Did I miss the solution further back? Any help appreciated. EDIT: I'm going to try the loose files, just read that might make a difference. EDIT 2: It was the missing loose files. I didn't realize I needed both files, everything is working now. It's probably on the front page and I missed it when I was preparing the mod. In case anyone else does what I did the answer for LE currently is, 1.9H, 1.9H loose and 1.9F tats. Edited July 24, 2022 by Crewdoh Found a potential solution. Will report if successful.
SilentOption Posted July 24, 2022 Posted July 24, 2022 41 minutes ago, Crewdoh said: So I've searched through the page using "textures" to try and solve my problem. I'm running the latest LE version (1.9H) with the latest LE tats (1.9F). Character just turned into a cow heard the "moo" and all textures from body are gone. Just a purple-white color now. I saw that one or two others reported this but I could not find a solution. For my part I checked the file data/textures/actor/character/slavetat/bac. It's in the right spot. I unzipped the texture file and I have 95 textures present which I believe is the correct amount. Did I miss the solution further back? Any help appreciated. EDIT: I'm going to try the loose files, just read that might make a difference. You have to run bodyslide
Crewdoh Posted July 24, 2022 Posted July 24, 2022 59 minutes ago, SilentOption said: You have to run bodyslide Thanks, I did. It was simply the loose files. Everything is working now.
botticelli Posted July 24, 2022 Author Posted July 24, 2022 6 hours ago, chunyuhwa said: How can I change the head part formlist of custom race in esm file? You'll need TES5Edit (LE) or TESVSSE (SE). Right-click in the modlist, select "Select None", then only tick your esm. After the opening process, click that (You need to wait for the message "Background Loader finished"). and choose "File Header" which should be the 1st item in the list like this, then right-click on the flags next to "Record Flags": and choose edit,. You'll get a warning, confirm that and then untick the ESM flag and select OK Then close TES5Edit, It will save the changes. After that this will behave like an esp in CK. Do not forget to re-enable the ESM flag in the same manner once you're done with your changes! 1
chunyuhwa Posted July 25, 2022 Posted July 25, 2022 (edited) where is hand and feet cbbe version? and also where is mechanic body? Edited July 25, 2022 by chunyuhwa
botticelli Posted July 26, 2022 Author Posted July 26, 2022 20 hours ago, chunyuhwa said: where is hand and feet cbbe version? and also where is mechanic body? BAC doen't change hands or feet, it just equips hooves as armor on them. What do you mean with "mechanic body"?
chunyuhwa Posted July 26, 2022 Posted July 26, 2022 (edited) 1 hour ago, botticelli said: BAC doen't change hands or feet, it just equips hooves as armor on them. What do you mean with "mechanic body"? run quest mech then, wearing the mech. but doesn't appear body. It's showing like a screenshot on the body slide. just showing unp slide. Can I turn off "lost voice"? Edited July 26, 2022 by chunyuhwa
HerChianti Posted July 26, 2022 Posted July 26, 2022 (edited) @botticelli Think something happened in my save, but I have no idea what caused it or how to debug it for a better explanation... Spoiler Paul just doesn't speak to me anymore. He just gives me back a "..." without any dialogue prompt or anything. Even if I force a quest to pop up (good or bad doesn't matter) and I have the Will of The Master up on my log and I'm getting punishments for not talking to him, he still refuses to let me initiate dialogue. I tried doing "resurrect" on console but that didn't seem to do anything. Hell I even tried previous saves and he won't talk to me in any of them. I was gonna start a new game but before I do I'd like to know what happened here or how to solve this/avoid this so it doesn't happen again. Edited July 26, 2022 by HerChianti
NexusRefugee Posted July 26, 2022 Posted July 26, 2022 (edited) 4 hours ago, HerChianti said: @botticelli Think something happened in my save, but I have no idea what caused it or how to debug it for a better explanation... Hide contents Paul just doesn't speak to me anymore. He just gives me back a "..." without any dialogue prompt or anything. Even if I force a quest to pop up (good or bad doesn't matter) and I have the Will of The Master up on my log and I'm getting punishments for not talking to him, he still refuses to let me initiate dialogue. I tried doing "resurrect" on console but that didn't seem to do anything. Hell I even tried previous saves and he won't talk to me in any of them. I was gonna start a new game but before I do I'd like to know what happened here or how to solve this/avoid this so it doesn't happen again. I have had that happen well before any of botticelli's updates it was always related to my dialog mods at least for me. I'd have to do one of a few things to try and get it to work. 1. Refresh npc / stop dialog, look through your mod manager for any dialog mods and in the mcm toggle settings around and see if there is one to reset. 2. Reset npc with the console > resetAI > click on npc or enter his code. 3. Try the "enable or disable" console commands 4. Attack npc and make them get into bleed out, run away for a few hours and wait then come back. 5. if none of the above worked then re load an older save before the issue occurs and spam your dialog options less. Edited July 26, 2022 by MuchW0W
HerChianti Posted July 26, 2022 Posted July 26, 2022 1 hour ago, MuchW0W said: - I can't stop dialogue with him because I can't start it in the first place. Also none of the other suggestions worked sadly. And like I said in my previous post I tried previous saves.
botticelli Posted July 26, 2022 Author Posted July 26, 2022 1 hour ago, HerChianti said: I can't stop dialogue with him because I can't start it in the first place. Also none of the other suggestions worked sadly. And like I said in my previous post I tried previous saves. I had this with Notice Board Rescue quest. If that is initiated on a significant npc, you need to reload the game, because afterwards there will be no more dialogue with that npc. Those are mods that do not stop their dialogue quests correctly, i. e. removing the quest alias from that npc that has the mute package. Sadly there's nothing I can do here. What you could try is find the non-bac-quest with an alias pointing to Paul (sqt in the console and then sqv on each suspect quest, sqt may not show all running quests!) If you find that quest try stopquest, then sqv again, if the alias is still filled then resetquest. Paul's ID is xx00e4ec. 7 hours ago, chunyuhwa said: Can I turn off "lost voice"? Tag "No Degrading" under Immersion in the settings. The worn mech's meshes are data\devious\dwarven\DwarvenDD_body_0/1.nif, data\devious\dwarven\DwarvenDD_feet_0/1.nif, and data\devious\dwarven\DwarvenDD_hands_0/1.nif. The body points only to data\devious\dwarven\DwarvenDD_body_1.nif, thus ignoring the tri file and the sliders. I've corrected that for the next version (needs to point to data\devious\dwarven\DwarvenDD_body_0.nif)
LatencyRemix Posted July 27, 2022 Posted July 27, 2022 16 hours ago, HerChianti said: Paul just doesn't speak to me anymore. He just gives me back a "..." without any dialogue prompt or anything. Even if I force a quest to pop up (good or bad doesn't matter) and I have the Will of The Master up on my log and I'm getting punishments for not talking to him This happens if too many of the quest's are dissabled
LinksSword Posted July 27, 2022 Posted July 27, 2022 (edited) Just some ideas, but perhaps the mutations such as "Wet Cow" could be temporary? as in they only happen if your arousal is over a certain threshold. Option for Mooing when full too cause nearby friendly npcs too force milk you. making this mod work with needs mods like iwant RND and ineed so when you get hungry with those mods the grazing quest will activate. I feel like the more you become a cow the more "dumber" you get so perhaps experience you get could decrease with each stage and or casting spells could sometimes fail with you simply forgetting what you were doing or something like that. and this would be part of the degrading experience. I think an option for maybe when you are too full with milk you are forced too walk on four would be nice or just as a temporary event you "forget" how to walk like a human for a while as part of the degrading feature. and lastly perhaps farting like mooing would alert nearby enemies too your location. Edited July 27, 2022 by LinksSword 1
HerChianti Posted July 27, 2022 Posted July 27, 2022 18 hours ago, LatencyRemix said: This happens if too many of the quest's are dissabled What quests? The Good/Bad quests? I didn't have any disabled.
chunyuhwa Posted July 28, 2022 Posted July 28, 2022 (edited) On 7/27/2022 at 4:51 AM, botticelli said: I had this with Notice Board Rescue quest. If that is initiated on a significant npc, you need to reload the game, because afterwards there will be no more dialogue with that npc. Those are mods that do not stop their dialogue quests correctly, i. e. removing the quest alias from that npc that has the mute package. Sadly there's nothing I can do here. What you could try is find the non-bac-quest with an alias pointing to Paul (sqt in the console and then sqv on each suspect quest, sqt may not show all running quests!) If you find that quest try stopquest, then sqv again, if the alias is still filled then resetquest. Paul's ID is xx00e4ec. Tag "No Degrading" under Immersion in the settings. The worn mech's meshes are data\devious\dwarven\DwarvenDD_body_0/1.nif, data\devious\dwarven\DwarvenDD_feet_0/1.nif, and data\devious\dwarven\DwarvenDD_hands_0/1.nif. The body points only to data\devious\dwarven\DwarvenDD_body_1.nif, thus ignoring the tri file and the sliders. I've corrected that for the next version (needs to point to data\devious\dwarven\DwarvenDD_body_0.nif) It was solved thanks to your answer. Now I made a scroll after getting a recipe from my lost tongue, and I want to know how to proceed afterwards. I've also settled all my debts, and I'd like to know if there are any related quests. and how do I turn npc into a cow? Edited July 28, 2022 by chunyuhwa
botticelli Posted July 28, 2022 Author Posted July 28, 2022 13 hours ago, LinksSword said: Option for Mooing when full too cause nearby friendly npcs too force milk you. already in progress 13 hours ago, LinksSword said: making this mod work with needs mods like iwant RND and ineed so when you get hungry with those mods the grazing quest will activate. This would need to work the other way round, i. e. the needs mod would have to detect BAC and call me. I can fashion a mod event for that, but still the needs mod would need to fire that. 13 hours ago, LinksSword said: I feel like the more you become a cow the more "dumber" you get so perhaps experience you get could decrease with each stage and or casting spells could sometimes fail with you simply forgetting what you were doing or something like that. and this would be part of the degrading experience. This would mean that BAC constantly monitors what you're doing and intervenes. This will put a whole shitload of scriptload on your machine. Degrading Experience alone is feasable either as a debuff (my preference as you get the exp back if you de-cow) or like in jail. 13 hours ago, LinksSword said: I think an option for maybe when you are too full with milk you are forced too walk on four would be nice or just as a temporary event you "forget" how to walk like a human for a while as part of the degrading feature. Not again, forget it. I cannot create a whole skeleton and body replacer with all the animations and default dialogue required. Skyrim does not support both 2-legged walk and 4-legged walk within the same skeleton. 13 hours ago, LinksSword said: and lastly perhaps farting like mooing would alert nearby enemies too your location. ok, that can be done.
safado Posted July 28, 2022 Posted July 28, 2022 (edited) 8 hours ago, botticelli said: and lastly perhaps farting like mooing would alert nearby enemies too your location. ok, that can be done. Devious Butt, also from Skyrimfet, has the "Farting may alert enemies" feature. Just posting this in case you want to look at implementation ideas. Also, to maintain your version of Being-a-Cow lean, instead of implementing directly, do a call to devious Butt instead, if possible, as a soft dependency. Spoiler Bad Luck - Your farts can betray your presence to your enemies. Mod try to react to your gameplay. It's much more than linear math model. Many event's, scans etc.. So you get more than one sound's effect. This mod contain many micro sounds, effects etc make a chance to feel what's feel your PC in game. I love for example all moment's during sneak, when i try to come closer my enemies and I'm listening some sounds from stomach (gurgle) (mod know's what you want and it will try to break your plans) - I called it "Bad luck" and it is esence of this mod. To prevent it you can lock yours holes with DD plug's, use diapers to suppress sounds a little bit (you need patch) or craft catheter. Avoid bad people who can lock chastity belt's on you. Edited July 28, 2022 by safado
LinksSword Posted July 28, 2022 Posted July 28, 2022 3 hours ago, safado said: Devious Butt, also from Skyrimfet, has the "Farting may alert enemies" feature. Just posting this in case you want to look at implementation ideas. Also, to maintain your version of Being-a-Cow lean, instead of implementing directly, do a call to devious Butt instead, if possible, as a soft dependency. Reveal hidden contents Bad Luck - Your farts can betray your presence to your enemies. Mod try to react to your gameplay. It's much more than linear math model. Many event's, scans etc.. So you get more than one sound's effect. This mod contain many micro sounds, effects etc make a chance to feel what's feel your PC in game. I love for example all moment's during sneak, when i try to come closer my enemies and I'm listening some sounds from stomach (gurgle) (mod know's what you want and it will try to break your plans) - I called it "Bad luck" and it is esence of this mod. To prevent it you can lock yours holes with DD plug's, use diapers to suppress sounds a little bit (you need patch) or craft catheter. Avoid bad people who can lock chastity belt's on you. That mod is outdated and the latest version is buggy where certain things like the badluck feature do not work correctly, It would need to be reworked like BAC has. 1
creeperious Posted July 31, 2022 Posted July 31, 2022 What is the best way to edit the native bodymorphs included in the mod? Mutations such as Curvy Cow use the wrong bodyslide sliders and end up making a weirdly shaped belly.
botticelli Posted July 31, 2022 Author Posted July 31, 2022 (edited) 5 minutes ago, creeperious said: What is the best way to edit the native bodymorphs included in the mod? Mutations such as Curvy Cow use the wrong bodyslide sliders and end up making a weirdly shaped belly. That you would need to ask the author of SLIF. For CurvyCow as well as ImaginaryPregnancy, the SLIF key slif_belly is used as in Spoiler if fBodyBelly > 0 && (IsCurvy(acActor) || IsImaginaryPregnant(acActor)) SLIF_Main.inflate(acActor, "BAC", "slif_belly", (pregModif * ((fBodyBelly * weight as float) / 100)) as float + extraValue, -1, -1, "BAC") else SLIF_Main.unregisterNode(acActor, "slif_belly", "BAC") endIf Edited July 31, 2022 by botticelli
creeperious Posted July 31, 2022 Posted July 31, 2022 13 minutes ago, botticelli said: That you would need to ask the author of SLIF. For CurvyCow as well as ImaginaryPregnancy, the SLIF key slif_belly is used as in Reveal hidden contents if fBodyBelly > 0 && (IsCurvy(acActor) || IsImaginaryPregnant(acActor)) SLIF_Main.inflate(acActor, "BAC", "slif_belly", (pregModif * ((fBodyBelly * weight as float) / 100)) as float + extraValue, -1, -1, "BAC") else SLIF_Main.unregisterNode(acActor, "slif_belly", "BAC") endIf Solved! For anybody struggling with weird looking morphs in SE. Make sure that you disable NiOverride in SLIF and then swap to percentages.
w234aew Posted July 31, 2022 Posted July 31, 2022 11 hours ago, creeperious said: What is the best way to edit the native bodymorphs included in the mod? Mutations such as Curvy Cow use the wrong bodyslide sliders and end up making a weirdly shaped belly. To answer the question in regard to native bodymorphs, that's one area where SLIF has an advantage. Because the node names are hard-coded when using NiO bodymorphs, adding/changing morph names requires re-compiling the script. It would be possible to store the string list in JSONs and use that to assign/change node names dynamically, but that would require a cleaning script that removes morphs that no longer are applied. And if you did that, you've really just created SLIF-lite.
Xiastto Posted July 31, 2022 Posted July 31, 2022 On 7/28/2022 at 12:09 PM, botticelli said: Not again, forget it. I cannot create a whole skeleton and body replacer with all the animations and default dialogue required. Skyrim does not support both 2-legged walk and 4-legged walk within the same skeleton So why replace the skeleton if you can use animations from Beast_Sneak only on walking and running?
Barell cat Posted July 31, 2022 Posted July 31, 2022 I have tried the recommended fixes for the blue body, as soon as BAC events start the character turns blue from head to toe, hooves and horns work fine just broken textures, all files are in correct locations, Any recommendations?
Mashi Posted August 1, 2022 Posted August 1, 2022 (edited) 5 hours ago, Barell cat said: I have tried the recommended fixes for the blue body, as soon as BAC events start the character turns blue from head to toe, hooves and horns work fine just broken textures, all files are in correct locations, Any recommendations? That effectively sounds like you're running out of memory, either physical or vram. And the LE version of skyrim suffers badly from that problem, especially if you have a lot of animations loaded. Edited August 1, 2022 by Mashi bloody typos
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now