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[BFACCA SE] BeeingFemale Addon - Creature Child Actor ported to SE 1.5.97


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Posted

[BFACCA SE] BeeingFemale Addon - Creature Child Actor ported to SE 1.5.97


This is the conversion of gullu's great BeeingFemale addon, BFACCA, to Skyrim SE 1.5.97 so that it works.

I really appreciate gullu's permission to upload this conversion separately.

Please click the Like button in gullu's BFACCA page! All credits go to gullu.

 

I compacted the plugin and flagged it as ESL, so it won't take your load slot.

 

[Requirements]

- BeeingFemaleSE Opt and all its requirements

 

[Credits]

gullu for the wonderful BFACCA


  • Submitter
  • Submitted
    03/23/2024
  • Category
  • Requires
    BeeingFemaleSE Opt and all its requirements
  • Regular Edition Compatible
    Not Applicable

 

Posted
2 hours ago, Johannes01 said:

Hey, its said "So you have to make a patch for More Nasty Critters to make him have schlongs." . Anyone knows how to make those patches or are there some already?

 

Basically one has to make separate mesh files for each creature baby models (with schlongs), and make ".creatures" folder and assign those mesh files (with schlongs) to every creature baby model.

I don't know how to handle mesh files, and as far as I know, no one has made schlongs patch for the original BFACCA. If you give me the link to the schlongs patch for the original BFACCA mode, I may convert it for my BFACCA SE so that it also works in Skyrim SE 1.5.97.

Posted
On 3/29/2024 at 2:34 PM, aliceqwer3141 said:

 

Basically one has to make separate mesh files for each creature baby models (with schlongs), and make ".creatures" folder and assign those mesh files (with schlongs) to every creature baby model.

I don't know how to handle mesh files, and as far as I know, no one has made schlongs patch for the original BFACCA. If you give me the link to the schlongs patch for the original BFACCA mode, I may convert it for my BFACCA SE so that it also works in Skyrim SE 1.5.97.

Is it possible to manipulate the esp records so that the scholngs are dsiplayed?
I am trying to achieve it but even though my record for horses looks exactly like one for the default horse race, the scholng is not visible still

Posted
33 minutes ago, VseTmirykS said:

Is it possible to manipulate the esp records so that the scholngs are dsiplayed?
I am trying to achieve it but even though my record for horses looks exactly like one for the default horse race, the scholng is not visible still


First, you have to make separate mesh files with schlongs.
Then you have to make new armors in the plugin with those mesh files.
After that, create "creatures.d" folder and make a json file (E.g., "creatures.d/myBFACCASEpatch.json").
Then refer to any json file in the "creatures.d" in the More Nasty Critters SE.
Basically you have to do following additional jobs.
 

Spoiler

{

    "modID": "something you want to write",
    "ModName": "something you want to write to show in the CreatureFramework MCM",
    "creatures": [{
            "skinName": "something that will be shown in the CreatureFramework MCM",
            "normalArmor": null,
            "arousedArmor": "__formData|(The plugin name that you added armors with mesh files with schlongs)|(FormID of that armor with mesh files with schlong)",
            "RaceName": "(If you want the child model to be able to have relationship, you have to change the EditorID of that child race with Skyrim vanilla race. E.g., Horse)",
            "raceForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|(FormID of the child race you want to add schlong)",
            "skinForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|(FormID in the WNAM - Worn armor of the child NPC model which you want to add schlong)"
        }

}

 

The basic idea is that CreatureFramework in the More Nasty Critters SE changes the body (armor) with schlonged body armor. Therefore, you have to tell CreatureFramework which body armor should be replaced to which body armor with schlongs.

If you managed to make new mesh files with schlongs and you don't want to make json file, just send me the link with those mesh files with schlongs.
Then I can make json file and share the schlong patch.

If you want, you can upload it to LoversLab separately.

Posted (edited)
24 minutes ago, aliceqwer3141 said:


First, you have to make separate mesh files with schlongs.
Then you have to make new armors in the plugin with those mesh files.
After that, create "creatures.d" folder and make a json file (E.g., "creatures.d/myBFACCASEpatch.json").
Then refer to any json file in the "creatures.d" in the More Nasty Critters SE.
Basically you have to do following additional jobs.
 

  Reveal hidden contents

{

    "modID": "something you want to write",
    "ModName": "something you want to write to show in the CreatureFramework MCM",
    "creatures": [{
            "skinName": "something that will be shown in the CreatureFramework MCM",
            "normalArmor": null,
            "arousedArmor": "__formData|(The plugin name that you added armors with mesh files with schlongs)|(FormID of that armor with mesh files with schlong)",
            "RaceName": "(If you want the child model to be able to have relationship, you have to change the EditorID of that child race with Skyrim vanilla race. E.g., Horse)",
            "raceForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|(FormID of the child race you want to add schlong)",
            "skinForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|(FormID in the WNAM - Worn armor of the child NPC model which you want to add schlong)"
        }

}

 

The basic idea is that CreatureFramework in the More Nasty Critters SE changes the body (armor) with schlonged body armor. Therefore, you have to tell CreatureFramework which body armor should be replaced to which body armor with schlongs.

If you managed to make new mesh files with schlongs and you don't want to make json file, just send me the link with those mesh files with schlongs.
Then I can make json file and share the schlong patch.

If you want, you can upload it to LoversLab separately.


More specifically, there are 2 kinds of male horse child NPC model, "BFACCA_HorseNPC" (male horse child if player is not his parent. I.e., player should be not his father and not his mother) and "BFACCA_HorsePlayer" (male horse child if player is his parent. I.e., player is either his father or his mother).

Both of them are in "BFACCA_HorseRace" (FormID: 0x852. For ESL flagged plugin like BFACreatureChildActorsSE_ESPFE.esp, the first 5 digits are index of BFACreatureChildActorsSE_ESPFE.esp so you have to remove them).

 

"BFACCA_HorseNPC" has "WNAM - Worn Armor" as "BFACCA_SkinHorse" (FormID: 0x853), whereas "BFACCA_HorsePlayer" has "WNAM - Worn Armor" as "BFACCA_SkinHorseGrey" (FormID: 0X858)


Therefore, you have to write following in the json file.

Spoiler

 {
    "modID": "MNCBFACCAHorseChild",
    "ModName": "MNC BFACCA Horse Child",
    "creatures": [{
            "skinName": "NPC Horse Child",
            "normalArmor": null,
            "arousedArmor": "__formData|(name of the plugin that has body armor with schlongs)|(FormID of that schlonged body armor)",
            "RaceName": "Horse",
            "raceForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|0x852",
            "skinForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|0x853"

        },
        {
            "skinName": "Player Horse Child",
            "normalArmor": null,
            "arousedArmor": "__formData|(name of the plugin that has body armor with schlongs)|(FormID of that schlonged body armor)",
            "RaceName": "Horse",

            "raceForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|0x852",
            "skinForm": "__formData|BFACreatureChildActorsSE_ESPFE.esp|0x858"

        }
    ]
}


It would be better to start from the mesh file of the body armor without schlong, if you want to make schlonged mesh file.
Unfortunately, I don't know how to edit mesh files...

Edited by aliceqwer3141
Posted

sorry for blunt question but - is BF more stable now? XD I mean last time I used it was few years ago with oldrim and it was in terrible state. You could trash your savefile just like that because it was randomly deciding to not function anymore with no way to reset it. Is it better now?

Posted
21 hours ago, Lapsio said:

sorry for blunt question but - is BF more stable now? XD I mean last time I used it was few years ago with oldrim and it was in terrible state. You could trash your savefile just like that because it was randomly deciding to not function anymore with no way to reset it. Is it better now?


Well, I have not played LE, so I don't know whether my SE optimization version is more stable than LE version.
But during my test, I haven't seen any problem with my BeeingFemale SE Opt (which ONLY works on SE 1.5.97. I don't know whether it will work in AE, but it will not work in LE because LE cannot recognize ESL flaggd plugins + some requirements of BeeingFemale SE Opt such as PAPER do not support LE).

Also, in my test with laptop, there was no BeeingFemale scripts in the "Active scripts" when I open my saves with ReSaver in FallrimTools.
Since stacked scripts in the save are shown in the "Active scripts" in ReSaver, I think my BeeingFemale SE Opt would be more stable than BeeingFemale SE V2.8.1 v14d as I saw some scripts (FW...) when I first used BeeingFemale SE V2.8.1 v14d before I made BeeingFemale SE Opt.

You may try, and see it yourself whether it works better or not. If you think you found some bugs, I will try to fix it if you report me those bugs you found.

  • 1 month later...
Posted
3 hours ago, wiffe said:

hopefulyy someone will make patch MNC for this


If you don't care about BeeingFemale child command features (e.g., commanding them to go to their father/mother, see their skills, giving presents), you don't need to install this addon.


Just install BeeingFemaleSE_Opt and NOT install this BFACCA SE addon. Then the child will be simply the copy of the parents' actorbase, so as long as the parents' race are supported by MNC (e.g., if the father of the child has schlongs and you set "Child race determinator" in the BeeingFemale MCM to 100%), the child will also have schlongs.

Of course, that child loses BeeingFemale child command features.

 

So it's up to you.

If you don't care about those features and schlongs are more important, don't install BFACCA + don't install this BFACCA SE addon (just use BeeingFemaleSE_Opt).

If you care about them and you want schlongs, wait until someone make MNC patch for this addon as I don't know anything about editing meshes.

Posted
8 hours ago, aliceqwer3141 said:


If you don't care about BeeingFemale child command features (e.g., commanding them to go to their father/mother, see their skills, giving presents), you don't need to install this addon.


Just install BeeingFemaleSE_Opt and NOT install this BFACCA SE addon. Then the child will be simply the copy of the parents' actorbase, so as long as the parents' race are supported by MNC (e.g., if the father of the child has schlongs and you set "Child race determinator" in the BeeingFemale MCM to 100%), the child will also have schlongs.

Of course, that child loses BeeingFemale child command features.

 

So it's up to you.

If you don't care about those features and schlongs are more important, don't install BFACCA + don't install this BFACCA SE addon (just use BeeingFemaleSE_Opt).

If you care about them and you want schlongs, wait until someone make MNC patch for this addon as I don't know anything about editing meshes.

can i install this addon in middle game?

Posted
2 hours ago, wiffe said:

can i install this addon in middle game?

 

If you want, yes.
But you SHOULD NOT change the relative order of ANY plugin whose index begins with "FE:" (i.e., ANY plugin flagged as ESL), else your save will blow away.
Therefore, put this addon (BFACreatureChildActorsSE_ESPFE.esp) at the bottom. Then it will be okay.

 

If you will play as a new game (in the main screen), then you can change the order of the plugin as you want.

  • 2 weeks later...
Posted

For those who want to add schlongs to these creature child in BFACCA,

 

One should either make a schlonged mesh to make More Nasty Critters patch, or just scale down the Skyrim vanilla creatures by following my recent guideline (BeeingFemaleSE_Opt-Child Actor AddOn Guide.7z) added in the recent version of my BeeingFemaleSE Opt 1.5

As an example, I just made an example addon for Skyrim vanilla Troll races (scales down the Skyrim vanilla Troll without changing its race) and it works in my testings.

 

The problem is that one has to do that for EVERY Skyrim vanilla creature races in order to add schlongs, which is very tedious.

I don't have plans to do that now.

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