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Posted
16 hours ago, DylanKpack said:

'm on version 1.6.640.0.8 (SKSE64 2.2.3 rel 6)

This is Skyrim Anniversary Edition (AE). SE version Mods with .dlls won't work with that and will cause CTDs. BAC relies on SexLab, PO3's Papyrus extensions, and )optionally) Q2C's inventory functions which all pack dlls that are *not* compatible with AE.

Posted
15 hours ago, LatencyRemix said:

Hey yall, forgive me if this has been asked and addressed in previous post's, its been a good minute since i been reading through them.

 

With the new version and the changed blended lactacid's been swaped from the object to a potion item,  When going through town's or fighting bandit's or other NPC's with them in their level list's, the red message constantly ticks in the upper right corner, X is tempted to take the blended lactacid etc, but they dont actualy use it, it just constantly goes untill i pickpocket them and take it off their inventory.  Same for PC aswell, i noticed that it no longer takes automaticly

Do not use the misc item any longer. It will trigger an infinite loop of blended lactacid effects. Just drop it and only use the potion item. If you upgraded a running playthrough, those npcs and containers already in place will still spwn the misc item.

Posted
31 minutes ago, Virgil Goethe said:

I need help

I'm not good at English, so I can't express clearly

 

My character didn't change after triggering the quest to become a cow

no horns,tried to force a level up with the potion to test,still no change

The character body just blinks for a second.  The progress of becoming a cow does not increase at all .  Only the character's thighs become thicker 

 

mod are complete    used BS   

please post:

  • game version (LE, SE, AE, VR)
  • a papyrus0.log, if possible

plus: make sure you have enough slots enable in nioverride.ini or skee64.ini

Posted
5 hours ago, botticelli said:

This is Skyrim Anniversary Edition (AE). SE version Mods with .dlls won't work with that and will cause CTDs. BAC relies on SexLab, PO3's Papyrus extensions, and )optionally) Q2C's inventory functions which all pack dlls that are *not* compatible with AE.

@DylanKpack on this, if you want the change to the SE version, you can use this (downgrade patcher) https://www.nexusmods.com/skyrimspecialedition/mods/57618 to go back to the SE Version from AE.

Posted

I've got a question regarding after removing the curse via the quest. Is there an immersive built-in way to remove the bell/nose ring/tats yet, or is that yet to be implemented? I understand that currently enslavement to Paul is permanent, but it feels just a tad ridiculous to still have the bell even after curing the curse.

 

As always, spamming F5 at least once a day xD Great job @botticelli, you've done a magnificent job with BAC!

Posted

I'm having a consistent CTD on a specific stage of reversing the curse via milking. It happens after I get the message that my character is no longer producing lactacid. NetScriptFramework didn't show anything in its crash log, and I can't make head or tails of the papyrus log, but I've attached it in case someone wants to take a look. Entirely possible that it's another mod causing the crash, but it always happens during milking after that specific stage.

Papyrus.0.log

Posted
14 hours ago, botticelli said:

Do not use the misc item any longer. It will trigger an infinite loop of blended lactacid effects. Just drop it and only use the potion item. If you upgraded a running playthrough, those npcs and containers already in place will still spwn the misc item.

Its the potion item on a new game start, i dont see the misc item ones anymore

Posted
6 hours ago, MysticDaedra said:

I'm having a consistent CTD on a specific stage of reversing the curse via milking. It happens after I get the message that my character is no longer producing lactacid. NetScriptFramework didn't show anything in its crash log, and I can't make head or tails of the papyrus log, but I've attached it in case someone wants to take a look. Entirely possible that it's another mod causing the crash, but it always happens during milking after that specific stage.

Papyrus.0.log 240.6 kB · 1 download

This is most likely due to another mod, since the end of LactacidProducer does not change anything whatsoever in the outlook of the character. It only sets the production amount to 0. Does this happen above stage 19 or below stage 20? Meaning: Is there possibly also a regular mutation receding?

 

5 hours ago, LatencyRemix said:

Its the potion item on a new game start, i dont see the misc item ones anymore

Well that is strange. You see, I copied the script from MME's lactacid, changed the amount added, and added the option to make a cow, nothing else. Also I'm not able to reproduce that effect here other than using the misc item.

Posted
8 hours ago, Virgil Goethe said:

SE

SKEE64.INI   It has been modified

Are you sure about that? Because errors like this:

[11/22/2022 - 10:32:43AM] Error: Static function SetAnimGroupEX not found on object fnis_aa. Aborting call and returning None
stack:
	<unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line 238
	[Active effect 4 on  (00013491)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line 1553
	[Active effect 4 on  (00013491)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1310
	[Active effect 4 on  (00013491)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255
	[Active effect 4 on  (00013491)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
	[Active effect 4 on  (00013491)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222

indicate AE version problems like incompatible dll format.

Posted

This is just a concept of the first stage of the transformation of the hands, where the Middle and ring fingers has thickened while the other two start to shrink in length and thickness. The thumb is slightly thickened as well. This hand still adheres to the position of the joints/bones of the hand with the index and pinkie losing the movement of the distal phalange, so hand animations should in theory still work. There will be some fur to this I think but I have yet to decide on in what way. If anyone has any ideas on changes, please tell me (as long as it does not deviate the position of the fingers too much).
Stage01_concept.jpg.9c4bd5f6b44f6954293882bf6c1f6c28.jpg

Second stage would be with just two thick fingers and the thumb with (maybe) the other two as just small useless appendage. This is the one I struggle the most with, so I would really love for some inspirations from this cow-munity.

Third Stage (optional I would say). Full on hooves. I will probably reuse the foot hooves for this with some adjustments. This one will not work with animations and holding things will look odd if even allowed at all (mittens effect).

Posted
15 minutes ago, Addywil said:

This is just a concept of the first stage of the transformation of the hands, where the Middle and ring fingers has thickened while the other two start to shrink in length and thickness. The thumb is slightly thickened as well. This hand still adheres to the position of the joints/bones of the hand with the index and pinkie losing the movement of the distal phalange, so hand animations should in theory still work. There will be some fur to this I think but I have yet to decide on in what way. If anyone has any ideas on changes, please tell me (as long as it does not deviate the position of the fingers too much).
Stage01_concept.jpg.9c4bd5f6b44f6954293882bf6c1f6c28.jpg

Second stage would be with just two thick fingers and the thumb with (maybe) the other two as just small useless appendage. This is the one I struggle the most with, so I would really love for some inspirations from this cow-munity.

Third Stage (optional I would say). Full on hooves. I will probably reuse the foot hooves for this with some adjustments. This one will not work with animations and holding things will look odd if even allowed at all (mittens effect).

This looks awesome so far, great job.

Glad to see that you're back.

Posted
16 minutes ago, Addywil said:

This is just a concept of the first stage of the transformation of the hands, where the Middle and ring fingers has thickened while the other two start to shrink in length and thickness. The thumb is slightly thickened as well. This hand still adheres to the position of the joints/bones of the hand with the index and pinkie losing the movement of the distal phalange, so hand animations should in theory still work. There will be some fur to this I think but I have yet to decide on in what way. If anyone has any ideas on changes, please tell me (as long as it does not deviate the position of the fingers too much).
Stage01_concept.jpg.9c4bd5f6b44f6954293882bf6c1f6c28.jpg

Second stage would be with just two thick fingers and the thumb with (maybe) the other two as just small useless appendage. This is the one I struggle the most with, so I would really love for some inspirations from this cow-munity.

Third Stage (optional I would say). Full on hooves. I will probably reuse the foot hooves for this with some adjustments. This one will not work with animations and holding things will look odd if even allowed at all (mittens effect).

I would say for the third stage to not 1:1 reuse the foot hooves, as those definitely still have a bit of a heel to them. For my taste I'd rather see the forearm extend into the hooves somehow, so that there is still a distinction somewhat between the foot hooves and the hand hooves. Otherwise we start to stray a bit too far from the hucow aesthetic, imo. Especially since we don't yet have a good method of all-fours walking.

Posted
2 minutes ago, MysticDaedra said:

I would say for the third stage to not 1:1 reuse the foot hooves, as those definitely still have a bit of a heel to them. For my taste I'd rather see the forearm extend into the hooves somehow, so that there is still a distinction somewhat between the foot hooves and the hand hooves. Otherwise we start to stray a bit too far from the hucow aesthetic, imo. Especially since we don't yet have a good method of all-fours walking.

I was mainly talking about reusing the claws part of the foot hooves. ?

Posted
1 minute ago, vader634 said:

the map to the ruined house is broken or i downloaded the wrong file

check data\textures\bac\map.png. If it's not there install the loose files package.

Posted

Hi i was wondering is there a 2.0.1 SE tats uploaded cause i can't find it in the SSE conversion post 
also is it safe to update from 1.9H on an ongoing save (haven't done any BAC related quests except equipping armor for hooves)

Posted (edited)
2 minutes ago, spideryuncle550 said:

Hi i was wondering is there a 2.0.1 SE tats uploaded cause i can't find it in the SSE conversion post 
also is it safe to update from 1.9H on an ongoing save (haven't done any BAC related quests except equipping armor for hooves)

Use the other converted tats file listed. There were no texture updates (afaik) since the last file was uploaded.

 

I would not recommend updating on an ongoing save, there have been a lot of script changes that would most likely break your save.

Edited by MysticDaedra
Posted
2 minutes ago, MysticDaedra said:

Use the other converted tats file listed. There were no texture updates (afaik) since the last file was uploaded.

makes sense i was also using 1.9F tats file for 1.9H but i was too stupid to figure it out lol
thanks for the help ?

Posted

Hello, there! Recently upgraded to the newest SE/AE conversions, and I'm running into a strange issue -- whereas on 1.7 the mutations would happen almost instantly upon leveling up, with 2.0 the mutations seem to take minutes at a time, if they happen at all. Is there anything that might be slowing this down? I imagine other mods are perhaps interfering with the equip / change process, but I'm not 100% sure where to look re: what things to disable.

Posted (edited)
8 hours ago, cheshire93 said:

Hello, there! Recently upgraded to the newest SE/AE conversions, and I'm running into a strange issue -- whereas on 1.7 the mutations would happen almost instantly upon leveling up, with 2.0 the mutations seem to take minutes at a time, if they happen at all. Is there anything that might be slowing this down? I imagine other mods are perhaps interfering with the equip / change process, but I'm not 100% sure where to look re: what things to disable.

There are a lot more items to check (~700 vs. 30). This is the reason I added Q2C's inventory function support. If you install that mod, items can be found via keyword rather than scanning the whole inventory which is way faster. Sadly, Q2C does *not* run on AE because of incompatible dll format.

Edited by botticelli
Posted
On 11/22/2022 at 9:52 PM, botticelli said:

Well that is strange. You see, I copied the script from MME's lactacid, changed the amount added, and added the option to make a cow, nothing else. Also I'm not able to reproduce that effect here other than using the misc item.

I think i've noticed what's happening in my game with the new potion's,  Lots of NPC's get them on spawn , town NPC's and bandits alike and they all have the message X is tempted to drink it.  Just nothing happens and it repeats it self.  

 

I reinstalled Elsie and was doing a new game,  Elsie had a potion and message was scrolling but nothing happens.  But after doing the first bit of the quest and after is registed in MME she drank the potion.  Sadly PC hasnt been tempted enough yet 

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