Dr.Lefse Posted November 17, 2020 Posted November 17, 2020 (edited) Went over the fur textures for the body and fixed the texture bleeding and some compression artifacts. If you want to use them just copy paste them into the Being a cow - tats folder. Before/After Spoiler Download file LE: Being a cow LE texturefix.zip For those interested you can find the SE optimized textures here: https://www.loverslab.com/topic/131690-bac-converted-to-se/?do=findComment&comment=3199277 Edited May 15, 2022 by Dr.Lefse forgot to add 9th stage dds files.. 7
Beef Cheeks Posted November 17, 2020 Posted November 17, 2020 1 hour ago, Dr.Lefse said: Went over the fur textures for the body and fixed the texture bleeding and some compression artifacts. The textures are optimized for SE but should work fine with LE, but i would make a backup just in case. If you want to use them just copy paste them into the Being a cow - tats folder. If they were optimized normally, then they've probably been compressed to BC7 DDS format, which is not supported in LE, I'm afraid. You might want to be sure before you recommend it. On 11/6/2020 at 12:41 AM, Galactase said: I check my LL notifications daily for thread replies here. I wish there were more capture scenarios where the player was force fed milk and lactacid and such. I feel the same way about modding capability. I tried to learn but things quickly got too complicated for me. BEHOLD! : You know Being a Cow just utilizes functions already in MME? Any MME-related mod plays well with Being a Cow, like this mod, Martial Milk, and Milk Addict. Highly recommend these mods together personally. I find it fantastic.
Galactase Posted November 18, 2020 Posted November 18, 2020 3 hours ago, XenoDrake said: BEHOLD! : Yeah, I've got this one and milk addict. I was thinking more along the lines of actual events like being captured by the hunters and being just stuffed with breast expansion potions and lactacid out the wazoo. Those are great, I want more of those. Events that will just brute force my character through her cow TF stages by making her produce obscene amounts of milk.
AlyssaAwoo Posted November 18, 2020 Posted November 18, 2020 5 minutes ago, Galactase said: Events that will just brute force my character through her cow TF stages by making her produce obscene amounts of milk. I always wanted something like this aswell. Why would my character keep going with her milking if it transforms it into this "stupid ugly cow" (in her eyes) ? She would likely stop and try anything to avoid milking. But if someone would realise that you can make lots of coin with this possibility that the player has, they´d surely abuse this. 1
xbxz2009 Posted November 18, 2020 Posted November 18, 2020 14 hours ago, Dr.Lefse said: Обошел текстуру меха тела и исправил растекание текстуры и некоторые артефакты сжатия. Текстуры оптимизированы для SE, но с LE должны работать нормально, но на всякий случай я бы сделал резервную копию. Если вы хотите использовать их, просто скопируйте и вставьте их в папку «Быть коровьей шерстью». До после Скрыть содержимое Скачать файл: bac_texturebleedfix.zip 34,25 МБ · 16 загрузок it turns out a blue cow. files are either damaged or empty. i just replaced the textures
Dr.Lefse Posted November 18, 2020 Posted November 18, 2020 2 hours ago, xbxz2009 said: it turns out a blue cow. files are either damaged or empty. i just replaced the textures Just uploaded an updated version, should work now 14 hours ago, XenoDrake said: If they were optimized normally, then they've probably been compressed to BC7 DDS format, which is not supported in LE, I'm afraid. You might want to be sure before you recommend it. Had problems with LE constantly crashing so didn't get to test them before i uploaded, thanks for the heads up though. Changed the compression and tested it in-game so should be working fine now.
Alisss Posted November 19, 2020 Posted November 19, 2020 Don't know if anyone has asked before but I'm too lazy to read the whole 145 pages of forum discussions (I'm sorry) but here I go. Is there a way to add specific mutations that you want? And I'm not talking about turning off the ones you don't want, I've already tried that and still want some exact ones. I managed to get the ones I want in one playthrough but in the other one I got completely different ones even after turning off all of the ones I didn't want and reaching maximum turned off. Not really necessary but would be nice if someone were to find/make a way. I thank anyone in advance.
LatencyRemix Posted November 19, 2020 Posted November 19, 2020 9 minutes ago, Alisss said: Is there a way to add specific mutations that you want? Save / load and use mutation potions would be the only way unles you can re write the mod to add that funciton for it
SilentOption Posted November 20, 2020 Posted November 20, 2020 On 11/17/2020 at 4:00 PM, Dr.Lefse said: Went over the fur textures for the body and fixed the texture bleeding and some compression artifacts. If you want to use them just copy paste them into the Being a cow - tats folder. Before/After Reveal hidden contents Download file LE: bac_LE_texturebleedFix.zip 19.8 MB · 18 downloads For those interested you can find the SE optimized textures here: https://www.loverslab.com/topic/131690-bac-converted-to-se/?do=findComment&comment=3199277 where is this folder located I can't find the Being a cow tats folder 1
Dr.Lefse Posted November 20, 2020 Posted November 20, 2020 3 hours ago, SilentOption said: where is this folder located I can't find the Being a cow tats folder Its the folder containing all the textures for the mod, should be something like this: Being_a_Cow_Tats\textures\actors\character\SlaveTats\bac 1
GuruSR Posted November 20, 2020 Posted November 20, 2020 On 11/11/2020 at 4:18 PM, cocopopz said: Thanks GuruSR! Quick Question; which version of BAC are your updated scripts based off? I know there's a few versions floating around the thread, and when I added it to the game I noticed some changes skyrimfet had made last (back in January, post #3170) disappeared from the MCM, such as the "mutation" menu. It also caught a message saying it had been upgraded from 5.1 to 4.6 (I think). Perhaps it's worth adding the version you used to your post so people can check first. Ah, I didn't see the changes to the actual mod in the thread, I went off the download, where is the thread please, so I can update my scripts to match, or is this elsewhere as in not on this forum? The scripts I worked on are from the 1.7G download, can someone point to the newer version so I can merge/update it with these changes? ALSO, if someone wants to go through all the dialogue (there is a buttload of it) and require the bac_milkmaid faction for the player, that way, those dialogues will not happen if you disable it on yourself, or on other NPCs. That'll be a chore. Sorry, not been around much, I'm an I.T., COVID has made relaxation time non-existent for me. GuruSR.
Galactase Posted November 21, 2020 Posted November 21, 2020 4 hours ago, GuruSR said: Ah, I didn't see the changes to the actual mod in the thread, I went off the download, where is the thread please, so I can update my scripts to match, or is this elsewhere as in not on this forum? The scripts I worked on are from the 1.7G download, can someone point to the newer version so I can merge/update it with these changes? ALSO, if someone wants to go through all the dialogue (there is a buttload of it) and require the bac_milkmaid faction for the player, that way, those dialogues will not happen if you disable it on yourself, or on other NPCs. That'll be a chore. Sorry, not been around much, I'm an I.T., COVID has made relaxation time non-existent for me. GuruSR.
GuruSR Posted November 21, 2020 Posted November 21, 2020 2 hours ago, Galactase said: Thanks, I'll see if I can merge the code changes from the 1.7G stuff I added into the code in this file, but has anyone made any changes to the files I did change? If so, post them here so I can see/include those too. GuruSR.
Dr.Lefse Posted November 21, 2020 Posted November 21, 2020 18 hours ago, GuruSR said: Thanks, I'll see if I can merge the code changes from the 1.7G stuff I added into the code in this file, but has anyone made any changes to the files I did change? If so, post them here so I can see/include those too. GuruSR. The mod runs a lot of unnecessary updates every other second and its far from performance friendly. I get this might be asking a bit much, but if possible could you maybe change how often the mod does updates, or maybe add a slider to adjust the time between updates in the mcm?
GuruSR Posted November 22, 2020 Posted November 22, 2020 This is for *THIS* version (1.9), so you need: On 11/20/2020 at 8:42 PM, Galactase said: This is what I copied to the new version (from 1.7G to the above 1.9 version): On 11/10/2020 at 9:25 PM, GuruSR said: Well, for those of us here waiting for @skyrimfet to hopefully return, I actually made changes to the mod that may/may not be of use for anyone, though it does need (not by something I did), a regiment to get it working (basically any lagged scripts running in it won't refresh, so there is a way to do it, will explain below). So what I did was: Fixed a few typos. Fixed the update code having a typo that caused an array to be out of bounds. Removed the color setting from Settings (relocated it elsewhere + extras). Updated the Milkmaids section to offer the ability to see each Milkmaid's progress [right side] and offer color change per Milkmaid. Milkmaid section also offers the ability to set any actor to "Not a Cow!", so they lose their "cow status" and revert back. It's included in the color selector. I've commented where I start/stop changes to the mod, so when @skyrimfet returns, he can easily see what I did. There are 4 scripts changed, not sure if the Special Edition has the same scripts (can't see it not), then those will work on it as well (if it exists, never looked). When you install the mod, if you have a player you want to remove from Being a Cow, but still allow NPCs to become them, you'll need to: Go somewhere alone (player only cell, room, house, whichever) Disable the mod (in About). Look at your watch/clock/phone for one minute. Save the game. Quit to the Desktop or Main Menu (untested). (If Quit to Desktop, reload game.) Load game back in. Enable mod again (in About). The watchdog spell added to each cow can get quite laggy and offers immersion, sadly, it causes the spell to be stuck in the savegame making it reuse that old version which will keep re-adding the spell that causes random comments about your cowness and such, but once you do this on a save where you want to stop the player from being a cow (can be done at any level, but if you pick a color, expect to jump right back to where you were level wise). Let me know if anything blows up, shouldn't, tested this yesterday when I made the changes and did some fine tuning of stuff today, only took about 4 hours + testing. Installation: Drag Scripts folder to your Data folder, super easy. Uninstallation: Find bac_main, bac_mcm and bac_actor scripts and sources, remove them. Keep the bac_update, it fixes a simple typo bug. The bac_update is still bugged in the 1.9 version. This version, I didn't fix typos. GuruSR. BAC1.9Scripts.zip 4
GuruSR Posted November 22, 2020 Posted November 22, 2020 3 hours ago, Dr.Lefse said: The mod runs a lot of unnecessary updates every other second and its far from performance friendly. I get this might be asking a bit much, but if possible could you maybe change how often the mod does updates, or maybe add a slider to adjust the time between updates in the mcm? I'll possibly get around to it in the future, sorry, I'm an I.T. and I'm quite busy lately (COVID19...) and so if I get time, I'll look and see what I can do about performance. GuruSR. 2
NoirXiaoba Posted November 22, 2020 Posted November 22, 2020 While you're in the code, could you remove the "deactivate mutations" limitiations? I tried myself but failed to compile my version of the script in question, because I suck.
SilentOption Posted November 22, 2020 Posted November 22, 2020 2 hours ago, funkalla said: How did make that happen? Being sold to a beggar "Sold to a beggar for 10septim 1
GuruSR Posted November 22, 2020 Posted November 22, 2020 5 hours ago, NoirXiaoba said: While you're in the code, could you remove the "deactivate mutations" limitiations? I tried myself but failed to compile my version of the script in question, because I suck. I found another spot that was causing issues, the weight for the npc was being reset when it wasn't supposed to be, so I'll have to do some testing further to see where to put that code completely, but can you explain what menu you're talking of? I've not really looked at the mutation stuff. GuruSR.
ZephyrusVenti Posted November 22, 2020 Posted November 22, 2020 1 hour ago, GuruSR said: I found another spot that was causing issues, the weight for the npc was being reset when it wasn't supposed to be, so I'll have to do some testing further to see where to put that code completely, but can you explain what menu you're talking of? I've not really looked at the mutation stuff. GuruSR. In the MCM menu, there's a tab where you can choose what mutations you want to have. However, it limits how many you can deactivate, and also doesn't let you freely deactivate things - in order for some options to be disabled, you have to disable earlier stuff first. Leads to this horrible off-and-on navigation through the menu as you're trying to get to the mutation you WANT to disable, while having to work you way through a dozen other options first.
Galactase Posted November 22, 2020 Posted November 22, 2020 13 minutes ago, ZephyrusVenti said: In the MCM menu, there's a tab where you can choose what mutations you want to have. However, it limits how many you can deactivate, and also doesn't let you freely deactivate things - in order for some options to be disabled, you have to disable earlier stuff first. Leads to this horrible off-and-on navigation through the menu as you're trying to get to the mutation you WANT to disable, while having to work you way through a dozen other options first. That on and off thing actually only happens if your character is at cow level 0. If you get to level 1 and then work on your mutations you don't get that problem.
Alturistix Posted November 23, 2020 Posted November 23, 2020 after completing the after the storm quest paul doesnt give me the first quest and all bac related dialogues disappear completely and after a few hours he disappears as well.
GuruSR Posted November 23, 2020 Posted November 23, 2020 20 hours ago, Galactase said: That on and off thing actually only happens if your character is at cow level 0. If you get to level 1 and then work on your mutations you don't get that problem. I think I know what you're asking, the items with (2), you can't deactivate the one in front of it and keep just the (2), right? Or are you talking about only being able to turn off a total of 8 items in the mutations? As for the Update Interval to slow down the updates, I'll look and see what I can come up with to do that too. GuruSR.
Galactase Posted November 23, 2020 Posted November 23, 2020 3 hours ago, GuruSR said: I think I know what you're asking, the items with (2), you can't deactivate the one in front of it and keep just the (2), right? Or are you talking about only being able to turn off a total of 8 items in the mutations? As for the Update Interval to slow down the updates, I'll look and see what I can come up with to do that too. GuruSR. No, there's an issue when your character hasn't actually started their transformation yet where if you go to the mutation menu you'll find that you can only deselect the top mutation. After it deselects, the one below it opens up, and so on. You have to do this weird back and forth with the selections to disable what you want. However, once your character starts transforming and gets their horns, the menu works as intended. It's strange.
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