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Posted
14 hours ago, LatencyRemix said:

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 too get the tempted spam every now and then, didn't cause issues beyond that for now.

Posted
12 hours ago, Karkhel said:

I too get the tempted spam every now and then, didn't cause issues beyond that for now.

That'll be fixed in the next update

Posted

@botticelli btw, Papyrus Tweaks NG (SE only...) has MASSIVELY eliminated all forms of script-lag on my script-heavy modlist. If you've ever wondered if switching to SE was worth it, I can say unequivocally that YES it is worth it, with Papyrus Tweaks NG there is no longer any technical rationale for remaining on LE. Just spreading the good word, this is the mod that LL users have been hoping for for years now.

Posted
2 hours ago, MysticDaedra said:

@botticelli btw, Papyrus Tweaks NG (SE only...) has MASSIVELY eliminated all forms of script-lag on my script-heavy modlist. If you've ever wondered if switching to SE was worth it, I can say unequivocally that YES it is worth it, with Papyrus Tweaks NG there is no longer any technical rationale for remaining on LE. Just spreading the good word, this is the mod that LL users have been hoping for for years now.

Yeah seen the performance improvement from the mod as well... And I love it! :D

 

Posted

It seems to me that there are missing some events in the mod, + the feeling of fighting the curse. That is, obviously, the further the progress goes, the more often such events should work. Perhaps some events that would increase the curse. Well, perhaps potions slow down the process. I just think it would be cool to make this mod as a full-fledged game concept that can be played and played with. Perhaps some buffs or debaffs for the transformation stage.  If anything, it's just ideas. I have great respect for the authors of this mod, and in no way criticize anything. hmm mb make a priest who could remove or slow down the curse for some amounts or services.

Posted
4 minutes ago, ZloyDrakon said:

It seems to me that there are missing some events in the mod, + the feeling of fighting the curse. That is, obviously, the further the progress goes, the more often such events should work. Perhaps some events that would increase the curse. Well, perhaps potions slow down the process. I just think it would be cool to make this mod as a full-fledged game concept that can be played and played with. Perhaps some buffs or debaffs for the transformation stage.  If anything, it's just ideas. I have great respect for the authors of this mod, and in no way criticize anything. hmm mb make a priest who could remove or slow down the curse for some amounts or services.

is it possible to add a transformation during which time? i.e. if you want to resist, you drink elixir. If you didn't have time to curse slowly grab you.

Posted
16 hours ago, ZloyDrakon said:

It seems to me that there are missing some events in the mod, + the feeling of fighting the curse. That is, obviously, the further the progress goes, the more often such events should work. Perhaps some events that would increase the curse. Well, perhaps potions slow down the process. I just think it would be cool to make this mod as a full-fledged game concept that can be played and played with. Perhaps some buffs or debaffs for the transformation stage.  If anything, it's just ideas. I have great respect for the authors of this mod, and in no way criticize anything. hmm mb make a priest who could remove or slow down the curse for some amounts or services.



learn how to craft alchemical potions to slow down or increase transformation and or effects rather than using console commands to get certain things would be simple and ideal and fit well with mod. 

Currently if you go far enough through the mod you can offer cursed NPC Transformed that are dominated to deadric prince and slowly revert yourself back to non cow one fulfilling the requirements of the quest.  



 

Posted

learn how to craft alchemical potions to slow down or increase transformation and or effects rather than using console commands to get certain things would be simple and ideal and fit well with mod. 

Currently if you go far enough through the mod you can offer cursed NPC Transformed that are dominated to deadric prince and slowly revert yourself back to non cow one fulfilling the requirements of the quest.  
 

something like this, like making requirements for vegatherian food starting at some point. That is, from some point you will need carrot /cabbage and so on.

Posted

Dumb question, I think it might have been answered before, but didn't fine where. I'm trying to use this mod with a modded race, so I know I have to edit some files in the creation kit to get the face rigged up properly - no biggie, figured I could do that easy, buuuuuuuut the modded race doesn't use it's own FemaleHead file, instead using a proxy Breton (as in, if I view the race itself in creation kit it has a keyword that's something to the effect of ActorProxyBreton). How should I go about making the cow heads for this race then? Do I need to edit the race itself so that it has its own femalehead/body files, and remove the actorproxy keyword? If so, how do I go about doing that? Or should it work as-is using the Breton's female heads without a bunch of editting? Help is appreciated.

Posted
7 hours ago, ZephyrusVenti said:

Dumb question, I think it might have been answered before, but didn't fine where. I'm trying to use this mod with a modded race, so I know I have to edit some files in the creation kit to get the face rigged up properly - no biggie, figured I could do that easy, buuuuuuuut the modded race doesn't use it's own FemaleHead file, instead using a proxy Breton (as in, if I view the race itself in creation kit it has a keyword that's something to the effect of ActorProxyBreton). How should I go about making the cow heads for this race then? Do I need to edit the race itself so that it has its own femalehead/body files, and remove the actorproxy keyword? If so, how do I go about doing that? Or should it work as-is using the Breton's female heads without a bunch of editting? Help is appreciated.

There's an enclosed pdf in the data directory with instructions for this.

Posted
11 hours ago, botticelli said:

There's an enclosed pdf in the data directory with instructions for this.

That was the first thing I checked, but the instructions it gives are for if the race you're using has it's own FemaleHead file. The race I was trying to use does not - it uses the Breton files as a proxy. So am I supposed to make head files for the Breton race (ie, make files for FemaleHeadBretonStage1, FemaleHeadBretonStage2, etc etc), or am I supposed to just make FemaleHeadRACEStageX files despite the race in question not having its own FemaleHead files baseline?

Posted
12 hours ago, ZephyrusVenti said:

That was the first thing I checked, but the instructions it gives are for if the race you're using has it's own FemaleHead file.

Not quite. Create Headparts for Stage 1 through 8 using the bac head nifs. How you name them is entirely your choice. BAC does not use the names it only uses the FormList from page 6. Fill in the standard breton headpart first and then all those you just created in ascending order. This must be done in the race's mod because BAC searches only there for the IDs.

Posted

Have many messages about "someone was compelled to use blended lactacid" or some similiar. Seems it is from this mod. Is there option to disable random npcs completely? I have option in MME to make or not make milkmaid, later those npcs may be cows. Dont want others. Disabling all options and mutations for npcs doesnot help. Just i am afraid of my oversised saves and long saving time as game is going on, so want to disable all functions in mods that have no influence on game but may use resources.

Posted
4 hours ago, crococat said:

Have many messages about "someone was compelled to use blended lactacid" or some similiar. Seems it is from this mod. Is there option to disable random npcs completely? I have option in MME to make or not make milkmaid, later those npcs may be cows. Dont want others. Disabling all options and mutations for npcs doesnot help. Just i am afraid of my oversised saves and long saving time as game is going on, so want to disable all functions in mods that have no influence on game but may use resources.

see this post above.

Posted (edited)

Here is my concept for Stage 02 and final stage for those who prefer a somewhat human hand instead of hooves. I wanted to keep the Pinkie and Index in this one, so that it makes sense later for the full hoof stage where they turn into claws. My idea is to skin the Middle finger to the Index bone/joint chain and Ring finger skinned to the Ring bone/joint chain with the two other finger bone/joint chains not being skinned at all.

Stage02_concept.jpg.dba06520f53455ede9d8a156fc34cd75.jpg
As usual, comments and critique are welcomed.

Edited by Addywil
Grammar
Posted
24 minutes ago, Addywil said:

Here is my concept for Stage 02 and final stage for those who prefer a somewhat human hand instead of hooves. I wanted to keep the Pinkie and Index in this one, so that it makes sense later for the full hoof stage where they turn into claws. My idea is to skin the Middle finger to the Index bone/joint chain and Ring finger skinned to the Ring bone/joint chain with the two other finger bone/joint chains not being skinned at all.

Stage02_concept.jpg.dba06520f53455ede9d8a156fc34cd75.jpg
As usual, comments and critique are welcomed.

wow can't wait for the next release

Posted
11 hours ago, Addywil said:

Here is my concept for Stage 02 and final stage for those who prefer a somewhat human hand instead of hooves. I wanted to keep the Pinkie and Index in this one, so that it makes sense later for the full hoof stage where they turn into claws

I'm looking forward to see how these will perform when holding weapons. Overall I like what I'm seeing, even if I'm more in the business of dainty hands. But I love them and will definitely prefer these over the current final stage. You're one skilled sculptor!

Posted

Hi, I have a problem here on BAC 2.0 the tail looks like a pipe, I do not know how to fix it. Everything you need to install. Please help me.

Posted
7 hours ago, NoirXiaoba said:

I'm looking forward to see how these will perform when holding weapons. Overall I like what I'm seeing, even if I'm more in the business of dainty hands. But I love them and will definitely prefer these over the current final stage. You're one skilled sculptor!

Thank you, it's fun to sculpt something I don't usually do. At work I'm mainly restricted to human characters and props.
Yes, it will be interesting to see how they perform. I will do some simple rigging in Maya before I start to finalize any of them to see if the bones align properly for the fingers to bend.

 

It would be nice to have a way to learn to use the new hands in game. E.g. One and two handed weapons are reduced in effectivity until you "get used to them". Alternative/additionally that you drop the weapons randomly because the hands feel so clumsy. Also, things like lockpicking and pickpocketing can have penalties at first. (Maybe that's in the mod already, been a while since I allowed hand hooves).

 

Posted (edited)
19 hours ago, Addywil said:

As usual, comments and critique are welcomed.

Are you just going to eventually evolve it into a useless hoof that can't grab anything or are you going to keep it with at least a couple of hooved fingers? Because personally I'd like the option for the hands to be cow-themed without becoming full hooves that I can't use at all. That way people can choose their variant of the fetish, because right now the hands either become full hooves or you turn it off completely to keep them human, there's no in-between.

 

Posting a few references:

Spoiler

image.png.d28101b0426919cdc7360d44b1850c3f.png

Spoiler

image.png.16a1ffc76ea645f92a27b54d2e3bacbe.png

 

But since you're a modeller I'm sure you probably need some more references so I'll add this too in case you'd like it:

https://rule34.xxx/index.php?page=post&s=list&tags=hooved_fingers

 

By the way they look amazing! Thank you for all your hard work ❤️

Edited by HerChianti
Posted
3 hours ago, Xew095 said:

Hi, I have a problem here on BAC 2.0 the tail looks like a pipe, I do not know how to fix it. Everything you need to install. Please help me.

SE or AE or LE or VR? Which Physics Engine? The Tail is made for HDT-PE it will not look good with SMP physics.

Posted
51 minutes ago, HerChianti said:

because right now the hands either become full hooves or you turn it off completely to keep them human, there's no in-between.

Technically there is. You can have hardcore mode active and tag the Allow equipped weapons box. *But* If we had two alternate end stages for the hand hooves, I'd rig those to that box.

Posted
1 hour ago, HerChianti said:

Are you just going to eventually evolve it into a useless hoof that can't grab anything or are you going to keep it with at least a couple of hooved fingers? Because personally I'd like the option for the hands to be cow-themed without becoming full hooves that I can't use at all. That way people can choose their variant of the fetish, because right now the hands either become full hooves or you turn it off completely to keep them human, there's no in-between.

 

 

But since you're a modeller I'm sure you probably need some more references so I'll add this too in case you'd like it:

 

https://rule34.xxx/index.php?page=post&s=list&tags=hooved_fingers

 

By the way they look amazing! Thank you for all your hard work ❤️


The idea (which I took from what NoirXiaoba said many many pages back in this thread) is to have three alternative.
No hooves - For those who want no transformation of the hands.
Clawed fingers - For those who want more anthropomorphic hooves that can still grab and use weapons.
Full Hooves - Fully formed hooves that have an effect similar to the DD bondage mittens, with no option to grab things anymore. I guess this could be a seperate option if you want full hooves but still use weapons and such as normal (just expect it to look a bit weird).

 

In the end it's of course up to botticelli how they want to do this.

The full hooves will have similar style as the final foot hoof stage.

Thanks for the references. There are some ideas from that link that could be worth testing out, like making the claws take up more of the fingers.  just don't expect the cartoonish style ? as I think that will jar a bit with the rest of the transformations.

Posted
1 hour ago, botticelli said:

SE or AE or LE or VR? Which Physics Engine? The Tail is made for HDT-PE it will not look good with SMP physics.

AE, HDT-SMP. But the skeleton doesn't work at the tail, it's just straight. Or should it just be straight?

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