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.
NoirXiaoba Posted November 23, 2020 Posted November 23, 2020 4 hours ago, GuruSR said: Or are you talking about only being able to turn off a total of 8 items in the mutations? This was what I was talking about. The issue mentioned by Galactase should probably take precedence, though. Bugfixing first, then convenience options.
GuruSR Posted November 24, 2020 Posted November 24, 2020 3 hours ago, Galactase said: 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. Ah, I'll look, I never saw what it did when at level 0, plus I'm noticing the choices made in the Mutation tab don't affect NPCs, which honestly, it should. 2 hours ago, NoirXiaoba said: This was what I was talking about. The issue mentioned by Galactase should probably take precedence, though. Bugfixing first, then convenience options. Yes, bug fixes, after about 3 hours of research, I'm able to compile the bac_update and hopefully all the other scripts as needed, so bug fixes will be nice if people could list them and where they happen, so I can look. As for quest stuff, I've not touched the esp at all as of yet, I will at one point, as I want to look at the internal delay between updates to help with performance. GuruSR.
GuruSR Posted November 24, 2020 Posted November 24, 2020 Okay, I've altered the MCM menu to not untoggle items other than the one you're on, so you can easily unset stuff you don't want. I am thinking of making something that if you change something, you can set an "All Cows must Honor these settings" and if a cow has one that isn't set, it'll be given a new one in place, but that'll be a ton of work, so that'll be a "later thing". I'm doing testing on the changes, though I'm not entirely sure which update loops are important as apposed to not (where I could offer a delay multiplier). Non-quest bugs, please pass them my way so I can look into them. GuruSR. 2
AlphaAndOmega Posted November 26, 2020 Posted November 26, 2020 I'm afraid I have to ask you for help. Am trying to equip a ring via Paul, the dialog goes fine and than the furniture just does not appear. The quest marker disappers and there is nothing left. Am using latest version + GuruSR script fixes (Thank you for fixing the mod) and the latest ZAZ 8.0. The interesting part is that during the same save I've managed to see the furniture appear, but I was getting a CTD due to a dead giant at the nearby farm (By the way, do you know how to get rid of the giant without going into the cell? This means that I can't go there and disable+markfordelete the body. And it isn't really a cell so setting cellrespawn timer to one hour also does not work). So I wasn't able to interact with the furniture. I've reloaded a previous save, deleted the giant, talked to Paul and the furniture does not appear now. Thank you in advance.
GuruSR Posted November 27, 2020 Posted November 27, 2020 19 hours ago, AlphaAndOmega said: I'm afraid I have to ask you for help. Am trying to equip a ring via Paul, the dialog goes fine and than the furniture just does not appear. The quest marker disappers and there is nothing left. Am using latest version + GuruSR script fixes (Thank you for fixing the mod) and the latest ZAZ 8.0. The interesting part is that during the same save I've managed to see the furniture appear, but I was getting a CTD due to a dead giant at the nearby farm (By the way, do you know how to get rid of the giant without going into the cell? This means that I can't go there and disable+markfordelete the body. And it isn't really a cell so setting cellrespawn timer to one hour also does not work). So I wasn't able to interact with the furniture. I've reloaded a previous save, deleted the giant, talked to Paul and the furniture does not appear now. Thank you in advance. I haven't done the quests in ages, but not done the new ones, I'll dig up my save through that actually has a player cow, so I can see where that is, what quest is it that is giving this issue? It is also possible to be a texture/mesh issue, which wouldn't be me fixing that! GuruSR.
AlphaAndOmega Posted November 27, 2020 Posted November 27, 2020 11 minutes ago, GuruSR said: I haven't done the quests in ages, but not done the new ones, I'll dig up my save through that actually has a player cow, so I can see where that is, what quest is it that is giving this issue? It is also possible to be a texture/mesh issue, which wouldn't be me fixing that! GuruSR. I think it’s very first part of the unowned quest. Right after finishing the “who I am”. I’ve done a bit more research with the disappearing furniture and waited till the game deleted the giant (a week) in the save that I’ve seen the furniture appear. After that week I talked to Paul and, well, the furniture did not appear. This topic has been risen a few times here so I thought that people have found a workaround. Either through debug or something else.
AlyssaAwoo Posted November 27, 2020 Posted November 27, 2020 12 minutes ago, AlphaAndOmega said: I think it’s very first part of the unowned quest. Right after finishing the “who I am”. I’ve done a bit more research with the disappearing furniture and waited till the game deleted the giant (a week) in the save that I’ve seen the furniture appear. After that week I talked to Paul and, well, the furniture did not appear. This topic has been risen a few times here so I thought that people have found a workaround. Either through debug or something else. You likely already considered this but... Which Version of ZaZ Animation Pack are you using ? I think the issue you get also happens when the wrong version of ZaZ is installed / when the Pack is too old and doesn´t have the furniture. I´m using 8.0 and it works fine for me.
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