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Posted

I am going to do a play-through after I clean up the dialogues, the quest sections (spelling, grammar, etc) and then I'll mark what I need to look at, so if people are having issues with something, state the quest name, the objective and any dialogue you've seen and what happens or what doesn't happen.  The "chair" that doesn't show up, I'll look at that too, once I find it.

 

GuruSR.

Posted

Error In TES5Edit :

[00.00] Checking for Errors in [27] bac.esp
[00.00] [INFO:2703FD69] ('... and?' in GRUP Topic Children of bac__quest_Evil_001_MobileMilkingServiceTopic3Topic [DIAL:2703FD68])
[00.00]     INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
[00.01] bac_hunter_lookingForYouHunt [PACK:270156B9]
[00.01]     PACK \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [27013623] < Error: Could not be resolved >
[00.01]     PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> <Warning: Could not resolve alias>
[00.01] Done: Checking for Errors, Processed Records: 1718, Errors found: 2, Elapsed Time: 00.01

 

Its Fine or not?

Posted
On 4/3/2021 at 7:41 AM, No Game No Life said:

Error In TES5Edit :

[00.00] Checking for Errors in [27] bac.esp
[00.00] [INFO:2703FD69] ('... and?' in GRUP Topic Children of bac__quest_Evil_001_MobileMilkingServiceTopic3Topic [DIAL:2703FD68])
[00.00]     INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
[00.01] bac_hunter_lookingForYouHunt [PACK:270156B9]
[00.01]     PACK \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [27013623] < Error: Could not be resolved >
[00.01]     PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> <Warning: Could not resolve alias>
[00.01] Done: Checking for Errors, Processed Records: 1718, Errors found: 2, Elapsed Time: 00.01

 

Its Fine or not?

I just got through the dialogue and books/notes for corrections for spelling/grammar, a lot of work.  I've yet to go through all of the aliases and location markers to verify they are working properly, so those are on the list to check next as I did do some of the aliases, but not any in specific topics/packages.

 

EDIT:  ** The quest missing was actually by the looks of it, a default insert and it was forgotten, but because the quest is invalid, it will return 0, since the quest check is 0, 0 equals 0, so it will pass through fine.  As for the package, it actually has 0 use counts, probably something added and forgotten about, it was never used.  I'll see about cleaning the unused packages out when I get around to putting up the next one after I get past the tests.

 

GuruSR.

Posted
On 4/1/2021 at 9:06 PM, Galactase said:

You're stage 7/8, right? Your character's feet are preparing to turn into hooves.

Yeah, i know. What i meant was the wrong showing textures like the black stripes on the feet and the nails.

Posted
2 hours ago, Schalli1980 said:

Yeah, i know. What i meant was the wrong showing textures like the black stripes on the feet and the nails.

Where is the foot texture/mesh you're using normally from?  As that looks like the texture isn't done in that area, so it is causing that to happen.  I've seen the female feet work fine with it.

 

GuruSR.

Posted

So, I've gone through the dialogue, letters, map info, quest objectives, quest scenes and cleaned up everything grammar/spelling wise.  I also went and cleaned up the player references in them so they're using the one included in the aliases, so I've yet to test that all yet, but it should work right, as I did notice that sometimes it didn't work last time I tried one of the items.  Plus any items not showing up when they're supposed to, let me know, as when I get to a play-through, I'll be sure to check out the items.

 

The stall chair *may* have an issue on some slower machines, so I'll see about getting that delay longer, as it seems that the 1 second may not be enough for it to fade out and back in (there is a disabled bit).  I may *move* that code somewhere so I can unify it with the other functions doing it instead of repeating it all over the place.

 

What other items don't show up?  Can you give me as much information as you can, so when I do the quest, I can tell if it works or not for me, because (sadly) I have a fast PC and it may not happen to me.

 

GuruSR.

Posted
On 4/5/2021 at 3:49 PM, GuruSR said:

So, I've gone through the dialogue, letters, map info, quest objectives, quest scenes and cleaned up everything grammar/spelling wise.  I also went and cleaned up the player references in them so they're using the one included in the aliases, so I've yet to test that all yet, but it should work right, as I did notice that sometimes it didn't work last time I tried one of the items.  Plus any items not showing up when they're supposed to, let me know, as when I get to a play-through, I'll be sure to check out the items.

 

The stall chair *may* have an issue on some slower machines, so I'll see about getting that delay longer, as it seems that the 1 second may not be enough for it to fade out and back in (there is a disabled bit).  I may *move* that code somewhere so I can unify it with the other functions doing it instead of repeating it all over the place.

 

What other items don't show up?  Can you give me as much information as you can, so when I do the quest, I can tell if it works or not for me, because (sadly) I have a fast PC and it may not happen to me.

 

GuruSR.

Hope you can upload an update soon with all these changes and fixes you keep mentioning ?

Posted
1 hour ago, HerChianti said:

Hope you can upload an update soon with all these changes and fixes you keep mentioning ?

He usually does I got his last update months back

Posted

Besides the head's uneven color to the rest of the body, There is also hardly any fur and dark colored nose on her final form. She hit 26/26 already and no changes in the face. Also, does anyone have the update 1. 2 doesn't work for me since face is not completely change

20210415091141_1.jpg

20210415090312_1.jpg

Posted
6 hours ago, SilentOption said:

Besides the head's uneven color to the rest of the body, There is also hardly any fur and dark colored nose on her final form. She hit 26/26 already and no changes in the face. Also, does anyone have the update 1. 2 doesn't work for me since face is not completely change

20210415091141_1.jpg

20210415090312_1.jpg

 

Let me see if I understand, she was originally transformed at 26/26 before you played with the new updates or did you work your way through?  I know the color of the skin (texture) doesn't always match what you have (sadly, I can't do textures, maybe someone here can), the face if I recall correctly requires you to have a setting to allow changes.

 

Yes, nioverride settings in your SKSE\Plugins folder.

[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=0 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=1 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=6 ; Default[0]

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

 

That is my Overlays section from \SKSE\Plugins\nioverride.ini, if you don't set the bEnableFaceOverlays=1, they won't show, you can use those settings as they do work well for me.  Try those values and let me know how that went.

 

GuruSR.

Posted
4 hours ago, GuruSR said:

 

Let me see if I understand, she was originally transformed at 26/26 before you played with the new updates or did you work your way through?  I know the color of the skin (texture) doesn't always match what you have (sadly, I can't do textures, maybe someone here can), the face if I recall correctly requires you to have a setting to allow changes.

 

Yes, nioverride settings in your SKSE\Plugins folder.


[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=0 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=1 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=6 ; Default[0]

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

 

That is my Overlays section from \SKSE\Plugins\nioverride.ini, if you don't set the bEnableFaceOverlays=1, they won't show, you can use those settings as they do work well for me.  Try those values and let me know how that went.

 

GuruSR.

I'll give it a shot. It was a new game with the updated patch and the latest version of Being A Cow but like I said I'm gonna try it

Posted
19 hours ago, GuruSR said:

 

Let me see if I understand, she was originally transformed at 26/26 before you played with the new updates or did you work your way through?  I know the color of the skin (texture) doesn't always match what you have (sadly, I can't do textures, maybe someone here can), the face if I recall correctly requires you to have a setting to allow changes.

 

Yes, nioverride settings in your SKSE\Plugins folder.


[Overlays]
; Applies to only the player, or all humanoid actors NOT RECOMMENDED changing this, you can add overlays to certain actors via script
bPlayerOnly=0 ; Default[1]

; Determines whether face overlays are enabled
; disabling this disables the hook
; Note: face overlays are known to crash when decapitated
bEnableFaceOverlays=1 ; Default[0]

; Determines whether to immediately apply shader changes
; when overlays are installed on an ArmorAddon
bImmediateArmor=1 ; Default[1]

; Determines whether to immediately attach and apply shader changes
; when overlays are installed to the face
bImmediateFace=1 ; Default[0]

[Overlays/Body] ; "Body [Ovl#]" and "Body [SOvl#]"
; Determines how many body overlays there should be
iNumOverlays=12 ; Default[6]
iSpellOverlays=6 ; Default[0]

[Overlays/Hands] ; "Hands [Ovl#]" and "Hands [SOvl#]"
; Determines how many hand overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

[Overlays/Feet] ; "Feet [Ovl#]" and "Feet [SOvl#]"
; Determines how many feet overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=6 ; Default[3]
iSpellOverlays=3 ; Default[0]

 

That is my Overlays section from \SKSE\Plugins\nioverride.ini, if you don't set the bEnableFaceOverlays=1, they won't show, you can use those settings as they do work well for me.  Try those values and let me know how that went.

 

GuruSR.

I got it fix however I ran into another issue after picking up Mandy's book the dialogue option for Alcolyte won't pop up.

Posted

What quest name and objective are you seeing when that happens, as all of the quest dialogue is stuck on 1 quest that is in no relation to the original quest, so without me knowing where I'm looking, I need the quest name and what the objective says you're supposed to do.

 

GuruSR.

Posted
2 hours ago, GuruSR said:

What quest name and objective are you seeing when that happens, as all of the quest dialogue is stuck on 1 quest that is in no relation to the original quest, so without me knowing where I'm looking, I need the quest name and what the objective says you're supposed to do.

 

GuruSR.

It was the Who Am I Quest and it was right after getting the Mandy's book from Farengar's bookshelf. There wasn't any prompt when I retrieve it nor was there a dialogue from Acolyte

Posted
11 hours ago, SilentOption said:

It was the Who Am I Quest and it was right after getting the Mandy's book from Farengar's bookshelf. There wasn't any prompt when I retrieve it nor was there a dialogue from Acolyte

I just tested it, I read it on the book shelf and it progressed with a new objective to go back to the Acolyte, he does have a dialogue for continuation, but I saw in your capture, that you read the book and got some sort of fame from doing so, that itself may be overriding the script on the actual book, can you try without that mod running in that situation?

 

GuruSR.

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