SilentOption Posted October 16, 2021 Posted October 16, 2021 (edited) 10 hours ago, happy_bug said: Cow Milking-48011-1.7z 3.14 MB · 6 downloads это из Обливиона, ферма рядом с Кватчем, там корова. thanks does it make the NPC milk you when your character is a cow? Also the file said it's missing the testmilking.esp where do I get that. Just found out it's for the Oblivion game because it needed the Oblivion.esm Edited October 16, 2021 by SilentOption
Tiruil Posted October 17, 2021 Posted October 17, 2021 What if I do not want Paul to own my cow{s} ? Can I add someone else into the owner faction somehow ? {for example say the blacksmith in Riften or the guy in Solitude, or even Glover Mallory in Solsthiem ?} If so, how do I do that ?
happy_bug Posted October 17, 2021 Posted October 17, 2021 (edited) 14 hours ago, SilentOption said: thanks does it make the NPC milk you when your character is a cow? Also the file said it's missing the testmilking.esp where do I get that. Just found out it's for the Oblivion game because it needed the Oblivion.esm it's not my mod it's just that the same topic has been discussed on this forum for a long time. there is a cow next to the kvatch on an abandoned farm, you click on it, the animation turns on, then a bottle of milk appears in the inventory. https://www.nexusmods.com/oblivion/mods/48011 Edited October 17, 2021 by happy_bug
SilentOption Posted October 17, 2021 Posted October 17, 2021 8 hours ago, happy_bug said: it's not my mod it's just that the same topic has been discussed on this forum for a long time. there is a cow next to the kvatch on an abandoned farm, you click on it, the animation turns on, then a bottle of milk appears in the inventory. https://www.nexusmods.com/oblivion/mods/48011 It discuss but it's oblivion mod not a Skyrim mod so it's not compatible with Being A Cow
SLSO Posted October 21, 2021 Posted October 21, 2021 Is there a proper way to end the cow transformation or just go saves back and uninstall the mod?
astor2015 Posted October 21, 2021 Posted October 21, 2021 Is there any way to reduce the debt from the final quest?
Galactase Posted October 21, 2021 Posted October 21, 2021 10 hours ago, SLSO said: Is there a proper way to end the cow transformation or just go saves back and uninstall the mod? iirc there's a reset button in the MCM debug settings but it doesn't remove *all* the mutations. The mutations that change your face will need to be manually changed back using the race menu
sekyrimsekyrim Posted October 22, 2021 Posted October 22, 2021 (edited) Cow's job Edited October 22, 2021 by funkalla
SavageMoon Posted October 25, 2021 Posted October 25, 2021 On 2/18/2018 at 4:11 PM, LinksSword said: yes a modified one, I use cbbe fair skin complexion. this cow isn't going down without a fight!
happy_bug Posted October 25, 2021 Posted October 25, 2021 On 10/18/2021 at 1:43 AM, SilentOption said: It discuss but it's oblivion mod not a Skyrim mod so it's not compatible with Being A Cow isn't it possible to convert animation? O_o
SilentOption Posted October 26, 2021 Posted October 26, 2021 10 hours ago, happy_bug said: isn't it possible to convert animation? O_o I see
LordsDu71 Posted October 26, 2021 Posted October 26, 2021 Have a little bug, I'm on stage 7 to being a cow but Paul don't want to talk to me for equipment.
Galactase Posted October 26, 2021 Posted October 26, 2021 3 hours ago, LordsDu71 said: Have a little bug, I'm on stage 7 to being a cow but Paul don't want to talk to me for equipment. Stage 7 is too early for Paul to do anything to you. I believe 13 is the earliest with hand hooves enabled, otherwise 14 is when feet hooves finish growing.
LordsDu71 Posted October 27, 2021 Posted October 27, 2021 Something is missing, but I download and install all requirment, so why ? Explain me please.
ZephyrusVenti Posted October 27, 2021 Posted October 27, 2021 1 hour ago, LordsDu71 said: Something is missing, but I download and install all requirment, so why ? Explain me please. Typically, that means that your tattoo pack didn't install correctly. Make sure your tats pack is the right version, and if it is, reinstall it.
ZephyrusVenti Posted October 27, 2021 Posted October 27, 2021 On 10/26/2021 at 2:07 PM, LordsDu71 said: Have a little bug, I'm on stage 7 to being a cow but Paul don't want to talk to me for equipment. Yeah, think the only thing he can do at that point is the nose ring and collar, but he won't do those until you've progressed through the quest a bit
Galactase Posted October 28, 2021 Posted October 28, 2021 On 10/27/2021 at 3:08 PM, ZephyrusVenti said: Yeah, think the only thing he can do at that point is the nose ring and collar, but he won't do those until you've progressed through the quest a bit Speaking of progressing through the quest, a fun fact. If you're like me and can't fucking stand going to the Acolyte and then finding Mandy's House, as soon as Paul tells you to go to the Acolyte you can type: setstage bac_whoiam 70 Into the console and it will skip all that nonsense, leaving you at the point where you tell Paul to stick a ring in your nose. 1
ZephyrusVenti Posted October 28, 2021 Posted October 28, 2021 12 minutes ago, Galactase said: Speaking of progressing through the quest, a fun fact. If you're like me and can't fucking stand going to the Acolyte and then finding Mandy's House, as soon as Paul tells you to go to the Acolyte you can type: setstage bac_whoiam 70 Into the console and it will skip all that nonsense, leaving you at the point where you tell Paul to stick a ring in your nose. That is actually very nice to know, thank you, lol
MysticDaedra Posted October 29, 2021 Posted October 29, 2021 Obligatory once-a-month "I hope an active modder picks this up" post
Galactase Posted October 29, 2021 Posted October 29, 2021 (edited) So because... uh, well, actually I'm not sure why I'm doing this I think I'm just bored, but I'm gonna take you guys through some of the script and show you guys some things that control some things so you can better tailor the script to your fetish experience. Disclaimer: I ain't no code man. I don't understand how this shit works. You could totally break shit if you took things too far. This is more of an index of where some things are in the code and what you could do if you wanted to change them. First, you probably need the most recent version, because the thread hasn't been updated in some time. Find it here. Next, you'll probably want GuruSR's Update 2 where he changes a bit of stuff and makes some much needed QoL updates. Cool. We'll be looking at two scripts. bac_actor and bac_main. These hold the bulk of the stuff anyone would give a shit about changing on a surface. Um, it took me a very long time to figure out how to compile these motherfuckers in the Creation Kit. All I can say is that if it doesn't compile and you haven't changed anything, you're missing source scripts. Unpacking the .psc files from Scripts.rar into your Data/source/scripts folder is a step you need to take. You also probably need the SkyUI SDK scripts, which can be found here. https://github.com/schlangster/skyui/wiki There may be more, I don't know. Don't ask, I won't know. It's been a while. Let's start with bac_main. There's not a whole lot here I understand (red flag), but what are here are fun variables! Line 23 sets the total number of transformation stages. Line 28 sets the number of stages the cow goes through before she starts mutating. You know how mutations start at Stage 11? Well take the stage you want them to start at, subtract one, and stick it in here. The other thing in this script is the notification for when the transformations are firing. "[name] is transforming to cow [Stage 1/26]" Look in the spoiler if you want to change this notification! Spoiler So here's what the code looks like by default. This is on Line 255. Debug.notification(BACActor.npcs_ref.GetLeveledActorBase().GetName() + " is transforming to cow [ Stage"+ BACActor.npcs_phase+"/"+setMaxPhase()+" ]") Let's break this down a bit. If you know what this code does, then you don't need to open this spoiler. Spoiler Debug.notification() is what mods use to put text on the upper left of your screen. You know these messages well if you use... uh, any mod. This is where MME puts its information, where many mods show you their installation progress at (including SexLab), you know these messages. BACActor.npcs_ref.GetLeveledActorBase().GetName() will become the transforming cow's name when placed into the parentheses. BACActor.npcs_phase will become the transforming cow's current stage. setMaxPhase() will become the maximum amount of stages set in the code. Everything in quotations are pieces of text that don't need to be called from another piece of code. Pluses are used to connect these pieces. Keeping everything in the parentheses, you can mix and match these pieces into the notification you want, within a few guidelines. 1. Do not change any of the text that isn't in quotations. (Moving them is fine, but move the entire colored block.) 2. Everything in quotations can be changed to the text you want it to say. 3. Except for the first and last pieces, put pluses in between EVERYTHING. A good rule to follow for the color coding I have up here is if you change colors, add a plus. If you want to get fancy with it, you can give it a couple little adjustments by using if statements to make the flavor text change for every stage, like so. Spoiler if BACActor.npcs_phase[i] == 1 Debug.notification("A moo escapes " + BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + " as she begins to turn into a cow. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 2 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s horns have grown larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 3 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s ears have become cow ears. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 4 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s ears have grown larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 5 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s horns have grown much larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 6 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s horns and ears have grown much larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 7 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s feet have begun to feel a little stiff. She begins mutating. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") //the rest of the stages go here endif //MAKE SURE YOU ADD THIS AT THE END With me so far? No? Me neither! Let's keep going! Now we're going to be looking at bac_actor which has so much shit in it. Let's start at the top. This script is long and confusing and I don't understand a lot of it, so I highly recommend having a text editor that shows you line numbers. It is very easy to get lost without line numbers. Starting at Line 598 and ending at Line 722, this block of code controls exactly how your cow changes every stage. Honestly, just look through this and swap shit as you want. Be careful and don't break it. From Line 988 to Line 1074, this block of code controls how your cow's weight changes through every stage. Again, just look through this and adjust it as you want. Lines 1040-1060 control the weight added or removed by the Fat Cow/Slim Cow mutations. Lines 1327 to 1618 (yes, lots of code) control the mutations and how they show up. I do NOT understand how this works, but inside of these if statements, if you wanted to, you could add Debug.notification() blocks to these mutations so that the game will tell you what mutations you are getting. They're easy to identify. Just stick lines like Debug.notification("The cow's body becomes much fatter") into those if statements and you'll have flavor text for your mutations! I got lazy at the end. Let me remind you guys that I strongly do not know what I am doing, and only barely understand what I've just given advice on. All I can say is that I messed with some of this stuff and my game is okay. Fucking with something incorrectly could break your saves! Use caution when you're editing scripts! If you do manage to follow this and not break anything, though, congratulations! You've mildly customized your BAC experience? Was it worth it? Probably not, but hey! Something new! Edited October 29, 2021 by Galactase 3
MysticDaedra Posted October 29, 2021 Posted October 29, 2021 2 hours ago, Galactase said: Spoiler So because... uh, well, actually I'm not sure why I'm doing this I think I'm just bored, but I'm gonna take you guys through some of the script and show you guys some things that control some things so you can better tailor the script to your fetish experience. Disclaimer: I ain't no code man. I don't understand how this shit works. You could totally break shit if you took things too far. This is more of an index of where some things are in the code and what you could do if you wanted to change them. First, you probably need the most recent version, because the thread hasn't been updated in some time. Find it here. Next, you'll probably want GuruSR's Update 2 where he changes a bit of stuff and makes some much needed QoL updates. Cool. We'll be looking at two scripts. bac_actor and bac_main. These hold the bulk of the stuff anyone would give a shit about changing on a surface. Um, it took me a very long time to figure out how to compile these motherfuckers in the Creation Kit. All I can say is that if it doesn't compile and you haven't changed anything, you're missing source scripts. Unpacking the .psc files from Scripts.rar into your Data/source/scripts folder is a step you need to take. You also probably need the SkyUI SDK scripts, which can be found here. https://github.com/schlangster/skyui/wiki There may be more, I don't know. Don't ask, I won't know. It's been a while. Let's start with bac_main. There's not a whole lot here I understand (red flag), but what are here are fun variables! Line 23 sets the total number of transformation stages. Line 28 sets the number of stages the cow goes through before she starts mutating. You know how mutations start at Stage 11? Well take the stage you want them to start at, subtract one, and stick it in here. The other thing in this script is the notification for when the transformations are firing. "[name] is transforming to cow [Stage 1/26]" Look in the spoiler if you want to change this notification! Reveal hidden contents So here's what the code looks like by default. This is on Line 255. Debug.notification(BACActor.npcs_ref.GetLeveledActorBase().GetName() + " is transforming to cow [ Stage"+ BACActor.npcs_phase+"/"+setMaxPhase()+" ]") Let's break this down a bit. If you know what this code does, then you don't need to open this spoiler. Reveal hidden contents Debug.notification() is what mods use to put text on the upper left of your screen. You know these messages well if you use... uh, any mod. This is where MME puts its information, where many mods show you their installation progress at (including SexLab), you know these messages. BACActor.npcs_ref.GetLeveledActorBase().GetName() will become the transforming cow's name when placed into the parentheses. BACActor.npcs_phase will become the transforming cow's current stage. setMaxPhase() will become the maximum amount of stages set in the code. Everything in quotations are pieces of text that don't need to be called from another piece of code. Pluses are used to connect these pieces. Keeping everything in the parentheses, you can mix and match these pieces into the notification you want, within a few guidelines. 1. Do not change any of the text that isn't in quotations. (Moving them is fine, but move the entire colored block.) 2. Everything in quotations can be changed to the text you want it to say. 3. Except for the first and last pieces, put pluses in between EVERYTHING. A good rule to follow for the color coding I have up here is if you change colors, add a plus. If you want to get fancy with it, you can give it a couple little adjustments by using if statements to make the flavor text change for every stage, like so. Reveal hidden contents if BACActor.npcs_phase[i] == 1 Debug.notification("A moo escapes " + BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + " as she begins to turn into a cow. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 2 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s horns have grown larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 3 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s ears have become cow ears. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 4 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s ears have grown larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 5 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s horns have grown much larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 6 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s horns and ears have grown much larger. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") elseif BACActor.npcs_phase[i] == 7 Debug.notification(BACActor.npcs_ref[i].GetLeveledActorBase().GetName() + "'s feet have begun to feel a little stiff. She begins mutating. [Stage "+ BACActor.npcs_phase[i]+"/"+setMaxPhase()+" ]") //the rest of the stages go here endif //MAKE SURE YOU ADD THIS AT THE END With me so far? No? Me neither! Let's keep going! Now we're going to be looking at bac_actor which has so much shit in it. Let's start at the top. This script is long and confusing and I don't understand a lot of it, so I highly recommend having a text editor that shows you line numbers. It is very easy to get lost without line numbers. Starting at Line 598 and ending at Line 722, this block of code controls exactly how your cow changes every stage. Honestly, just look through this and swap shit as you want. Be careful and don't break it. From Line 988 to Line 1074, this block of code controls how your cow's weight changes through every stage. Again, just look through this and adjust it as you want. Lines 1040-1060 control the weight added or removed by the Fat Cow/Slim Cow mutations. Lines 1327 to 1618 (yes, lots of code) control the mutations and how they show up. I do NOT understand how this works, but inside of these if statements, if you wanted to, you could add Debug.notification() blocks to these mutations so that the game will tell you what mutations you are getting. They're easy to identify. Just stick lines like Debug.notification("The cow's body becomes much fatter") into those if statements and you'll have flavor text for your mutations! I got lazy at the end. Let me remind you guys that I strongly do not know what I am doing, and only barely understand what I've just given advice on. All I can say is that I messed with some of this stuff and my game is okay. Fucking with something incorrectly could break your saves! Use caution when you're editing scripts! If you do manage to follow this and not break anything, though, congratulations! You've mildly customized your BAC experience? Was it worth it? Probably not, but hey! Something new! OMG thank you so much! Would you happen to know, perchance, how to increase the amount of time locked in the milkers during the Captured quests?
Galactase Posted October 29, 2021 Posted October 29, 2021 (edited) 16 minutes ago, MysticDaedra said: OMG thank you so much! Would you happen to know, perchance, how to increase the amount of time locked in the milkers during the Captured quests? I never went looking for it, but if you found the script that handles that quest I'm sure it wouldn't be very hard to locate. I can look for myself at some point in the future. Edited October 29, 2021 by Galactase 1
GuruSR Posted October 29, 2021 Posted October 29, 2021 Someone else is wanting to work on the quests, I'm still waiting for the hunters to show up, seems they're either dying before they get to me, or they're stuck somewhere. It did say 6/6 not too long ago. I'm debugging the entire set of the story, it is painfully slow because I save it before something happens, then I reload and retry, until I fix everything, so this is going to take a while. If anyone has an "Oh, this happened here", take a screenshot, post it, tell me what quest it was and what it said to do, so I have a list of things to look out for. GuruSR. 3
Tiruil Posted October 31, 2021 Posted October 31, 2021 I guess I ask again, how does one add more than just Paul to the possible "Owners" list ? I'd much rather be Adrianne and her husbands cow than Pauls {I'd even settle for being Alham or even Elisifs cow too!} The question is: HOW do I add them to the owners list ?
NexusRefugee Posted November 2, 2021 Posted November 2, 2021 On 10/29/2021 at 4:54 AM, GuruSR said: Someone else is wanting to work on the quests, I'm still waiting for the hunters to show up, seems they're either dying before they get to me, or they're stuck somewhere. It did say 6/6 not too long ago. I'm debugging the entire set of the story, it is painfully slow because I save it before something happens, then I reload and retry, until I fix everything, so this is going to take a while. If anyone has an "Oh, this happened here", take a screenshot, post it, tell me what quest it was and what it said to do, so I have a list of things to look out for. GuruSR. I usually just stood on open roads and spam wait every hr until they spawn if i dont see them after a few days.. Usually outside of white run between the farms.
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