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6 hours ago, Galactase said:

 

Does it still work with BaCaV2? As far as I understand the mod description, it replaces/modifies scripts responsible for triggering the audio in order to avoid regular cows hu-mooing and giving a wider range of hu-moos. I might be mistaken, of course.

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1 hour ago, NoirXiaoba said:

Does it still work with BaCaV2? As far as I understand the mod description, it replaces/modifies scripts responsible for triggering the audio in order to avoid regular cows hu-mooing and giving a wider range of hu-moos. I might be mistaken, of course.

Not sure if it works. I just remembered seeing it myself and went to go find it.

 

 

Unrelated, but would it be possible to have options to configure the armor ripping from mutations that cause rapid growth to be in more slots than just the chest?

Edited by Galactase
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5 hours ago, Galactase said:

Unrelated, but would it be possible to have options to configure the armor ripping from mutations that cause rapid growth to be in more slots than just the chest?

That's a thought, like maybe an automatic unequip of items too {for example unequipping a circlet or helmet when the horns begin to grow, or the shoes/boots "busting" off when the feet transform into hooves, or maybe even the hands the vambraces and gloves {I have a full ensemble of Neo's Oriental Dress set, sdhoes, gloves and dress. having just the dress bust apart and leaving the shoes and armgloves is kinda lacluster}}

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23 hours ago, Telyonok said:

I didn't install any other version on this instance of the game. First log errors are:

[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_sos_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_camerapos to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_mme_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_slavetats_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_q2c_inventory_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_po3_access to bac_no_run (2D093A5D) because their base types do not match
<These are only there to get CK to pack those scripts automatically so as not to leave them out in a distribution>

[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script CheckSkooma to SkCasino (3700AA81) because their base types do not match
<unrelated to BAC, but probably the same as above>

[10/09/2022 - 05:48:06PM] ERROR: Unable to bind script bac_OnReadSetQuestStage to  (2D01B83A) because their base types do not match
[10/09/2022 - 05:48:06PM] ERROR: Unable to bind script bac_OnReadSetQuestStage to  (2D019D11) because their base types do not match
<fixed in next version>

[10/09/2022 - 05:48:13PM] ERROR: Property MME_Milk on script bac_store attached to bac_main (2D001D90) cannot be bound because <NULL form> (2D06D61F) is not the right type
[10/09/2022 - 05:48:13PM] ERROR: Property MME_Milks on script bac_store attached to bac_main (2D001D90) cannot be bound because <NULL form> (2D05C81C) is not the right type
<relates to the same problem as the messages below. Somehow bac_store.pex is not correctly initialized. Are you on LE or SE? Did you try to unpack the bsa and did you also install the loose files?>

 

And then this
 

[10/09/2022 - 05:48:14PM] ERROR: Cannot call GetItemCount() on a None object, aborting function call


After which some kind of recursion appears throughout the log
 

[10/09/2022 - 05:48:15PM] ERROR: Cannot call GetID() on a None object, aborting function call
stack:
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnConfigInit() - "bac_mcm2.psc" Line 93
    [bac_mcm2 (2D0836B4)].bac_mcm2.GetVersion() - "bac_mcm2.psc" Line 51
    [bac_mcm2 (2D0836B4)].bac_mcm2.CheckVersion() - "SKI_QuestBase.psc" Line 14
    [bac_mcm2 (2D0836B4)].bac_mcm_base.OnGameReload() - "SKI_ConfigBase.psc" Line 122
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnGameReload() - "bac_mcm2.psc" Line 43
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnInit() - "SKI_ConfigBase.psc" Line 85
[10/09/2022 - 05:48:15PM] warning: Assigning None to a non-object variable named "::temp13"
stack:
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnConfigInit() - "bac_mcm2.psc" Line 93
    [bac_mcm2 (2D0836B4)].bac_mcm2.GetVersion() - "bac_mcm2.psc" Line 51
    [bac_mcm2 (2D0836B4)].bac_mcm2.CheckVersion() - "SKI_QuestBase.psc" Line 14
    [bac_mcm2 (2D0836B4)].bac_mcm_base.OnGameReload() - "SKI_ConfigBase.psc" Line 122
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnGameReload() - "bac_mcm2.psc" Line 43
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnInit() - "SKI_ConfigBase.psc" Line 85
[10/09/2022 - 05:48:15PM] ERROR: Cannot access an element of a None array
stack:


...
and so on.
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10 hours ago, Tiruil said:

That's a thought, like maybe an automatic unequip of items too {for example unequipping a circlet or helmet when the horns begin to grow, or the shoes/boots "busting" off when the feet transform into hooves, or maybe even the hands the vambraces and gloves {I have a full ensemble of Neo's Oriental Dress set, sdhoes, gloves and dress. having just the dress bust apart and leaving the shoes and armgloves is kinda lacluster}}

Those are unequipped in Hardcore mode. If you don't play in Hardcore mode, no unequip takes place and also an optional ripping would not occur. My problem with MME is, that MME unequips the armor when it starts milking regardless of the "No armor stripping" setting in MCM, so no ripping occurs and in the end the armor is re-equipped by MME.

Edited by botticelli
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On 10/6/2022 at 6:16 PM, botticelli said:

This is most likely a builtin Skyrim issue and not specially BAC or MME related. You see, sometimes regardless of the installed mods, Skyrim tends to bloat up savegames by creating tons of dead script instances and references. This happens to me also. What I do against that is I have my save game folder open on the 2nd screen at all times and watch the savegame sizes. If the new save game is not within say about 100k of the previous one, I kill the game, start new and load that previous save. I also use Jaxonz Named Saves to create fallback saves every so often. If the savegame is bloated and you continue playing with that, you will end up with a savegame too large for Skyrim to load (> 64MB LE, I don't know the limit for SE).

That sounds about right. In the original mod, skyrimfet had an option in the mcm you could could enable to skip stages and go to full transformation. How about putting that back in for those that have these problems?

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2 hours ago, botticelli said:

Those are unequipped in Hardcore mode. If you don't play in Hardcore mode, no unequip takes place and also an optional ripping would not occur. My problem with MME is, that MME unequips the armor when it starts milking regardless of the "No armor stripping" setting in MCM, so no ripping occurs and in the end the armor is re-equipped by MME.

What I was thinking is being able to configure nonstandard armor slots to be stripped off with the mutations that rip off the body slot, like I use 49 for skirts and 52 for panties a lot but they never strip off (and MME doesn't strip them either when I put my character into a milking pump)

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2 hours ago, flobalob said:

That sounds about right. In the original mod, skyrimfet had an option in the mcm you could could enable to skip stages and go to full transformation. How about putting that back in for those that have these problems?

*All* people have these problems. Only in SE, this appears far more rarely. I do not remember a full TF switch and I did not remove such debug options. The skip switches are still there but they only skip the questline and issue brandings and/or items (ring, coll and bell). The only bypass "option" is the debug potion, but that does a fixed set of transformations not even halfway through the whole process. Just for the sake of it, I looked in skyrimfet's last version and there is indeed some option "Max Phase instant!", but it is commented out and not implemented.

Spoiler
	if (page == "Debug ")
		SetCursorPosition(0)
		static1 =  AddTextOption("OWNER MOD",  BACRQ.getMood()+" : " +BACRQ.getMoodString( BACRQ.getMood()), OPTION_FLAG_DISABLED)
		AddHeaderOption("Rad Quest")
		debug_bacrq_reducetime = AddToggleOption("Reduce waiting time "+BACRQ.wait,false)
		debug_bacrq_reducetime1 = AddToggleOption("0 waiting time:"+BACRQ.wait,false)
		debug_run_quest_addRank = AddToggleOption(" + ",false)
		debug_run_quest_decRank = AddToggleOption(" - ",false)
		debug_add_wait_time = AddToggleOption(" ADD Wait time +100 ",false)
		debug_run_quest = AddToggleOption("RUN QUEST",false)
		debug_run_quest1 = AddToggleOption("RUN QUEST 2",false)
		debug_run_quest2 = AddToggleOption("RUN QUEST MECH",false)
		
		debug_reset = AddToggleOption("RESET PROGRESS!",false)
		
		skip_story  = AddToggleOption("SKIP STORY!",false)
		skip_story_tats  = AddToggleOption("SKIP STORY (tats)!",false)
		skip_story_items  = AddToggleOption("SKIP STORY (items)!",false)
		;AddHeaderOption("Set phase")
		;debug_max_phase = AddToggleOption("Max Phase instant! ",false)
		;debug_find_newattr = AddToggleOption("Get new attr ",false)
		
		;debug1 = AddSliderOption("d1",BACConfig.PlayerfatFactor1,"{2}")	
		;debug2 = AddSliderOption("d2",BACConfig.PlayerfatFactor2,"{2}")
		
	
	endIf

 

 

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1 hour ago, botticelli said:

*All* people have these problems. Only in SE, this appears far more rarely. I do not remember a full TF switch and I did not remove such debug options. The skip switches are still there but they only skip the questline and issue brandings and/or items (ring, coll and bell). The only bypass "option" is the debug potion, but that does a fixed set of transformations not even halfway through the whole process. Just for the sake of it, I looked in skyrimfet's last version and there is indeed some option "Max Phase instant!", but it is commented out and not implemented.

  Hide contents
	if (page == "Debug ")
		SetCursorPosition(0)
		static1 =  AddTextOption("OWNER MOD",  BACRQ.getMood()+" : " +BACRQ.getMoodString( BACRQ.getMood()), OPTION_FLAG_DISABLED)
		AddHeaderOption("Rad Quest")
		debug_bacrq_reducetime = AddToggleOption("Reduce waiting time "+BACRQ.wait,false)
		debug_bacrq_reducetime1 = AddToggleOption("0 waiting time:"+BACRQ.wait,false)
		debug_run_quest_addRank = AddToggleOption(" + ",false)
		debug_run_quest_decRank = AddToggleOption(" - ",false)
		debug_add_wait_time = AddToggleOption(" ADD Wait time +100 ",false)
		debug_run_quest = AddToggleOption("RUN QUEST",false)
		debug_run_quest1 = AddToggleOption("RUN QUEST 2",false)
		debug_run_quest2 = AddToggleOption("RUN QUEST MECH",false)
		
		debug_reset = AddToggleOption("RESET PROGRESS!",false)
		
		skip_story  = AddToggleOption("SKIP STORY!",false)
		skip_story_tats  = AddToggleOption("SKIP STORY (tats)!",false)
		skip_story_items  = AddToggleOption("SKIP STORY (items)!",false)
		;AddHeaderOption("Set phase")
		;debug_max_phase = AddToggleOption("Max Phase instant! ",false)
		;debug_find_newattr = AddToggleOption("Get new attr ",false)
		
		;debug1 = AddSliderOption("d1",BACConfig.PlayerfatFactor1,"{2}")	
		;debug2 = AddSliderOption("d2",BACConfig.PlayerfatFactor2,"{2}")
		
	
	endIf

 

 

Yes I seem to remember the option was removed in later versions.

Edited by flobalob
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I finally went through a few reinstalls to make sure I was following the instructions and finally seem to have the mod working when, at around 55-65% of the transformation, the next transformation piece causes my game to crash. I believe this is related to the body growing longer and the hips flaring out as I can briefly see my character stretch before the CTD. Anyone know of a fix?

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8 hours ago, CuriouslyWeird1 said:

I finally went through a few reinstalls to make sure I was following the instructions and finally seem to have the mod working when, at around 55-65% of the transformation, the next transformation piece causes my game to crash. I believe this is related to the body growing longer and the hips flaring out as I can briefly see my character stretch before the CTD. Anyone know of a fix?

CowBack1/2 set a NiOverride transformation to node Spine1 and then some morphs:

"ChubbyWaist"

"WideWaistLine"
"HipBone"
"Hips"
"BigButt"
"ChubbyButt"
"BigTorso"
"ShoulderWidth"
"ShouldersSmooth"

 

Try disabling it in 2nd MCM to get around it?

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22 hours ago, botticelli said:
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_sos_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_camerapos to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_mme_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_slavetats_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_q2c_inventory_access to bac_no_run (2D093A5D) because their base types do not match
[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script bac_po3_access to bac_no_run (2D093A5D) because their base types do not match
<These are only there to get CK to pack those scripts automatically so as not to leave them out in a distribution>

[10/09/2022 - 05:48:05PM] ERROR: Unable to bind script CheckSkooma to SkCasino (3700AA81) because their base types do not match
<unrelated to BAC, but probably the same as above>

[10/09/2022 - 05:48:06PM] ERROR: Unable to bind script bac_OnReadSetQuestStage to  (2D01B83A) because their base types do not match
[10/09/2022 - 05:48:06PM] ERROR: Unable to bind script bac_OnReadSetQuestStage to  (2D019D11) because their base types do not match
<fixed in next version>

[10/09/2022 - 05:48:13PM] ERROR: Property MME_Milk on script bac_store attached to bac_main (2D001D90) cannot be bound because <NULL form> (2D06D61F) is not the right type
[10/09/2022 - 05:48:13PM] ERROR: Property MME_Milks on script bac_store attached to bac_main (2D001D90) cannot be bound because <NULL form> (2D05C81C) is not the right type
<relates to the same problem as the messages below. Somehow bac_store.pex is not correctly initialized. Are you on LE or SE? Did you try to unpack the bsa and did you also install the loose files?>

 

And then this
 

[10/09/2022 - 05:48:14PM] ERROR: Cannot call GetItemCount() on a None object, aborting function call


After which some kind of recursion appears throughout the log
 

[10/09/2022 - 05:48:15PM] ERROR: Cannot call GetID() on a None object, aborting function call
stack:
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnConfigInit() - "bac_mcm2.psc" Line 93
    [bac_mcm2 (2D0836B4)].bac_mcm2.GetVersion() - "bac_mcm2.psc" Line 51
    [bac_mcm2 (2D0836B4)].bac_mcm2.CheckVersion() - "SKI_QuestBase.psc" Line 14
    [bac_mcm2 (2D0836B4)].bac_mcm_base.OnGameReload() - "SKI_ConfigBase.psc" Line 122
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnGameReload() - "bac_mcm2.psc" Line 43
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnInit() - "SKI_ConfigBase.psc" Line 85
[10/09/2022 - 05:48:15PM] warning: Assigning None to a non-object variable named "::temp13"
stack:
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnConfigInit() - "bac_mcm2.psc" Line 93
    [bac_mcm2 (2D0836B4)].bac_mcm2.GetVersion() - "bac_mcm2.psc" Line 51
    [bac_mcm2 (2D0836B4)].bac_mcm2.CheckVersion() - "SKI_QuestBase.psc" Line 14
    [bac_mcm2 (2D0836B4)].bac_mcm_base.OnGameReload() - "SKI_ConfigBase.psc" Line 122
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnGameReload() - "bac_mcm2.psc" Line 43
    [bac_mcm2 (2D0836B4)].bac_mcm2.OnInit() - "SKI_ConfigBase.psc" Line 85
[10/09/2022 - 05:48:15PM] ERROR: Cannot access an element of a None array
stack:


...
and so on.
Like

Quote

 

I am using LE. I never unpacked any bsa files and I have installed loose files.

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6 hours ago, botticelli said:

CowBack1/2 set a NiOverride transformation to node Spine1 and then some morphs:

"ChubbyWaist"

"WideWaistLine"
"HipBone"
"Hips"
"BigButt"
"ChubbyButt"
"BigTorso"
"ShoulderWidth"
"ShouldersSmooth"

 

Try disabling it in 2nd MCM to get around it?

 thanks! I tried to search around as much as I could before bothering y’all here but this worked like a charm!

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15 hours ago, CuriouslyWeird1 said:

I finally went through a few reinstalls to make sure I was following the instructions and finally seem to have the mod working when, at around 55-65% of the transformation, the next transformation piece causes my game to crash. I believe this is related to the body growing longer and the hips flaring out as I can briefly see my character stretch before the CTD. Anyone know of a fix?

Check that you have the latest versions of bodyslide,, skse, nio, papyrus util mods etc. installed.

Edited by flobalob
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22 hours ago, botticelli said:

*All* people have these problems. Only in SE, this appears far more rarely. I do not remember a full TF switch and I did not remove such debug options. The skip switches are still there but they only skip the questline and issue brandings and/or items (ring, coll and bell). The only bypass "option" is the debug potion, but that does a fixed set of transformations not even halfway through the whole process. Just for the sake of it, I looked in skyrimfet's last version and there is indeed some option "Max Phase instant!", but it is commented out and not implemented.

  Reveal hidden contents
	if (page == "Debug ")
		SetCursorPosition(0)
		static1 =  AddTextOption("OWNER MOD",  BACRQ.getMood()+" : " +BACRQ.getMoodString( BACRQ.getMood()), OPTION_FLAG_DISABLED)
		AddHeaderOption("Rad Quest")
		debug_bacrq_reducetime = AddToggleOption("Reduce waiting time "+BACRQ.wait,false)
		debug_bacrq_reducetime1 = AddToggleOption("0 waiting time:"+BACRQ.wait,false)
		debug_run_quest_addRank = AddToggleOption(" + ",false)
		debug_run_quest_decRank = AddToggleOption(" - ",false)
		debug_add_wait_time = AddToggleOption(" ADD Wait time +100 ",false)
		debug_run_quest = AddToggleOption("RUN QUEST",false)
		debug_run_quest1 = AddToggleOption("RUN QUEST 2",false)
		debug_run_quest2 = AddToggleOption("RUN QUEST MECH",false)
		
		debug_reset = AddToggleOption("RESET PROGRESS!",false)
		
		skip_story  = AddToggleOption("SKIP STORY!",false)
		skip_story_tats  = AddToggleOption("SKIP STORY (tats)!",false)
		skip_story_items  = AddToggleOption("SKIP STORY (items)!",false)
		;AddHeaderOption("Set phase")
		;debug_max_phase = AddToggleOption("Max Phase instant! ",false)
		;debug_find_newattr = AddToggleOption("Get new attr ",false)
		
		;debug1 = AddSliderOption("d1",BACConfig.PlayerfatFactor1,"{2}")	
		;debug2 = AddSliderOption("d2",BACConfig.PlayerfatFactor2,"{2}")
		
	
	endIf

 

 

I am now playing a new game with the same mods installed on my win 10 laptop and all is going well. (I had all the previous problems on a win 11 pc ). The one difference I have noticed is that MME doesn't show up in MCM yet is working. Is that intentional?  I ask because changing load order hasn't fixed it.

Edited by flobalob
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4 hours ago, Telyonok said:

I am using LE. I never unpacked any bsa files and I have installed loose files.

Can you do a file search in your Skyrim Data directory for bac_store.*? Because I have no clue as to what is wrong here but it all points to bac_store.pex.

 

4 hours ago, vader634 said:

how many new quest has this version of being a cow than skyrimfets version and can i get a names of the quests

These:

Spoiler

3 official quests:

  • "Will of the master" [evil job quest #6] = bac__quest_evil_006_ritual_cow
  • "A Craftsmans's masterpiece" = bac_paulsendeavour
  • "The Moo is strong in Hugh" = bac_mandyandhugh

6 miscellaneous quests:

  • "The Blessing of Molag Bal" = bac_blessingofmolagbal
  • "Cow Defecating" = bac_cowdefecate [can be run for npcs, too]
  • "Degraded Cow" = bac_degradedcow
  • "A Cow's Cosmetic Surgery" = bac_jenssenservice
  • "A cow needs to graze" = bac_cowgrazing
  • Micellaneous npc cow comments = bac_WICommentCow

1-2 technical quests:

  • "Notorious Dremora" = bac_coldharbourharrassing
  • "Paul hard at work" = bac_blacksmith_workloop [this was part of bac_blacksmith in skyrimfet's version, so it's not really new]

 

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25 minutes ago, flobalob said:

I am now playing a new game with the same mods installed on my win 10 laptop and all is going well. (I had all the previous problems on a win 11 pc ). The one difference I have noticed is that MME doesn't show up in MCM yet is working. Is that intentional?  I ask because changing load order hasn't fixed it.

Normally that should show up like all other MCM menus. I never had that one disappear. You'd need to ask this question in the MME thread, though. Does it show up after save and load?

 

Btw. the save game bloats happen on all windows versions. I had them unter win 7 and now unter win 10 as well from time to time. The more mods you run the more frequent this may happen. In my current run I already had 2 occasions (with currently 239 mods running)

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47 minutes ago, botticelli said:

Normally that should show up like all other MCM menus. I never had that one disappear. You'd need to ask this question in the MME thread, though. Does it show up after save and load?

 

Btw. the save game bloats happen on all windows versions. I had them unter win 7 and now unter win 10 as well from time to time. The more mods you run the more frequent this may happen. In my current run I already had 2 occasions (with currently 239 mods running)

On win 11 I was uninstalling mods but it didn't help, I think the main problem was my poor i3 intel processor which couldnt handle it.

My laptop has an i7 core processor  and so far I have had no bloating or lag and I'm well past the auction stage which is where the problem was worst last time.

I have DCL installed but disabled. I will check on MME thread because it still doesnt show up in MCM, Thanks.

Edited by flobalob
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1 hour ago, botticelli said:

Can you do a file search in your Skyrim Data directory for bac_store.*? Because I have no clue as to what is wrong here but it all points to bac_store.pex.

 

These:

  Reveal hidden contents

3 official quests:

  • "Will of the master" [evil job quest #6] = bac__quest_evil_006_ritual_cow
  • "A Craftsmans's masterpiece" = bac_paulsendeavour
  • "The Moo is strong in Hugh" = bac_mandyandhugh

6 miscellaneous quests:

  • "The Blessing of Molag Bal" = bac_blessingofmolagbal
  • "Cow Defecating" = bac_cowdefecate [can be run for npcs, too]
  • "Degraded Cow" = bac_degradedcow
  • "A Cow's Cosmetic Surgery" = bac_jenssenservice
  • "A cow needs to graze" = bac_cowgrazing
  • Micellaneous npc cow comments = bac_WICommentCow

1-2 technical quests:

  • "Notorious Dremora" = bac_coldharbourharrassing
  • "Paul hard at work" = bac_blacksmith_workloop [this was part of bac_blacksmith in skyrimfet's version, so it's not really new]

 

I searched for it. Nothing was found. Is it bad or good? Every other mod works but this one. The thing is - 1.9 worked before and things were great. But once I reinstalled the game and all the mods and updated this one - it never worked again. I tried installing with vortex and NMM - both did no good. That's so weird.

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1 hour ago, botticelli said:

Can you do a file search in your Skyrim Data directory for bac_store.*? Because I have no clue as to what is wrong here but it all points to bac_store.pex.

 

These:

  Hide contents

3 official quests:

  • "Will of the master" [evil job quest #6] = bac__quest_evil_006_ritual_cow
  • "A Craftsmans's masterpiece" = bac_paulsendeavour
  • "The Moo is strong in Hugh" = bac_mandyandhugh

6 miscellaneous quests:

  • "The Blessing of Molag Bal" = bac_blessingofmolagbal
  • "Cow Defecating" = bac_cowdefecate [can be run for npcs, too]
  • "Degraded Cow" = bac_degradedcow
  • "A Cow's Cosmetic Surgery" = bac_jenssenservice
  • "A cow needs to graze" = bac_cowgrazing
  • Micellaneous npc cow comments = bac_WICommentCow

1-2 technical quests:

  • "Notorious Dremora" = bac_coldharbourharrassing
  • "Paul hard at work" = bac_blacksmith_workloop [this was part of bac_blacksmith in skyrimfet's version, so it's not really new]

 

thanks

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