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Posted (edited)

hi

need help fix hammerheart quest: when talk to paul and ask "who are you?", he only replay with i'm paul - fsomething then end the conversation

already transform to state one with little horn but went adveuturing for day or two before talk to paul

 

Edit: fixed by reach state two and go right to paul

Edited by HolyHand
Posted

Is there a way to keep using the bodyslide preset I use before starting the transformation? When the transformation starts I go back into having the normal cbbe body, and I cant figure out how to keep my bodyslide options into the transformation

Posted
1 hour ago, OutlyingAvian said:

Is there a way to keep using the bodyslide preset I use before starting the transformation? When the transformation starts I go back into having the normal cbbe body, and I cant figure out how to keep my bodyslide options into the transformation

 

Maybe your weight is being changed to zero by the mod? If your Zero weight is similar to the "zero sliders" preset of CBBE, that could be why your body changes  so much.

 

There's also a chance that something the mod forces you to equip during transformation stages hasn't been bodyslided to your preset yet.

Posted
23 hours ago, venomr said:

 

Maybe your weight is being changed to zero by the mod? If your Zero weight is similar to the "zero sliders" preset of CBBE, that could be why your body changes  so much.

 

There's also a chance that something the mod forces you to equip during transformation stages hasn't been bodyslided to your preset yet.

Any idea how I could fix this? I built everything for all the bodies I have in bodyslide and it didnt do anything. It appears that the issue is also not allowing breast scaling so if I cant fix this I might have to uninstall this mod entirely

Posted
51 minutes ago, OutlyingAvian said:

Any idea how I could fix this? I built everything for all the bodies I have in bodyslide and it didnt do anything. It appears that the issue is also not allowing breast scaling so if I cant fix this I might have to uninstall this mod entirely

 

When you made your armors, were you able to activate the check box at the bottom that says "build morphs?" This will create tri files along with your armor. Skyrim needs the tri files in order to update morphs in real time.

 

And do you have any other mods active that could be morphing the body? It might be a case of two different mods fighting over morphs, and being a cow lost.

Posted
13 hours ago, OutlyingAvian said:

Any idea how I could fix this? I built everything for all the bodies I have in bodyslide and it didnt do anything. It appears that the issue is also not allowing breast scaling so if I cant fix this I might have to uninstall this mod entirely

I remember having this bug about 2 years ago and as it is still the same version, so... in my case it set cow initiate Lydias weight to zero and there was no way to repair that in any way; ff set manually it did always reset on cell change or on update.

Posted

Do you have a link to your modified version if the script?

On 10/28/2021 at 9:45 PM, Galactase said:

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!

 

Posted
8 hours ago, rmtsign said:

Do you have a link to your modified version if the script?

 

I do not. My modified script is my baby that I tailored for myself and I would rather not share it more than I have in this post.

Posted
On 11/2/2021 at 12:46 PM, MuchW0W said:

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. 

 

Yes, I was doing that, but sadly, the other mods I have, they were DYING before they got to me, so I did run into some quirks with the first cow attack and capture, now to see if I can fix those and go on with the rest.  Means repeated play testing...  I do save it at critical points so I can work on it from there, the dialogue repeats in places and if you re-use the milk machine on the cart, all sorts of weirdness happens.

 

GuruSR.

Posted (edited)

Man I've been waiting for almost a year for an update on this GuruSR ?, really bums me out as like many others in this thread, this is one of my favorite mods and it'd be great to have a new update with some fixes. Doesn't have to be everything fixed, but something at least.

Edited by HerChianti
  • 2 weeks later...
Posted
On 11/23/2021 at 6:14 PM, HerChianti said:

Man I've been waiting for almost a year for an update on this GuruSR ?, really bums me out as like many others in this thread, this is one of my favorite mods and it'd be great to have a new update with some fixes. Doesn't have to be everything fixed, but something at least.

 

Well, I can, though I was hoping to further a bit more so what I did update, was a bit more than just minor part way through the quest.  I'm tracking down a few oddities in the first hunter attack, weirdness actually, if you hit the milk machine on the cart, it'd mess up and try to run the scene again.  Need to fix that, plus one of the dialogues repeats, normal, then forced, want to track that down too.

 

GuruSR.

Posted (edited)
On 12/3/2021 at 5:59 AM, GuruSR said:

 

Well, I can, though I was hoping to further a bit more so what I did update, was a bit more than just minor part way through the quest.  I'm tracking down a few oddities in the first hunter attack, weirdness actually, if you hit the milk machine on the cart, it'd mess up and try to run the scene again.  Need to fix that, plus one of the dialogues repeats, normal, then forced, want to track that down too.

 

GuruSR.

 

Amazing! take the time, this mod definitely deserves some updates.

 

SLSO.

Edited by SLSO
Posted (edited)
On 12/3/2021 at 5:59 AM, GuruSR said:

 

Well, I can, though I was hoping to further a bit more so what I did update, was a bit more than just minor part way through the quest.  I'm tracking down a few oddities in the first hunter attack, weirdness actually, if you hit the milk machine on the cart, it'd mess up and try to run the scene again.  Need to fix that, plus one of the dialogues repeats, normal, then forced, want to track that down too.

 

GuruSR.


do not know if this has been fixed

 

warning: Assigning None to a non-object variable named "::temp224"
stack:
	[bac_main (05001D90)].bac_actor.CleanupActor() - "bac_actor.psc" Line ?
	[bac_main (05001D90)].bac_actor.tryToRemove() - "bac_actor.psc" Line ?
	[bac_main (05001D90)].bac_actor.reequipItems() - "bac_actor.psc" Line ?
	[bac_main (05001D90)].bac_main.OnLocationChange() - "bac_main.psc" Line ?
	[alias playerREF on quest bac_main (05001D90)].bac_alias.OnLocationChange() - "bac_alias.psc" Line ?

 

Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].bac_watchdog.RegisterForSingleUpdate() - "<native>" Line ?
	[None].bac_watchdog.OnUpdate() - "bac_watchdog.psc" Line ?

 

Edited by Swe-DivX
  • 2 weeks later...
Posted

Hey Y'all,

 

Do any of y'all know if there is a way to change which nose ring or bell you end up with? 
Also is there a way to be able to choose which cow customization features you end up with?

Posted

Not sure if it is a documented issue but once the transformation is finished (stage 27) I can't actually customize anything with Paul. The hand hooves option just closes dialogue and the feet hooves option has him say the hooves aren't developed enough and he doesn't want to hurt my character. 

Posted

To any new folks reading the thread: this mod is effectively dead. There are a couple people who have forked it and might release updates here, but for all intents and purposes, nobody has officially picked it up.

Posted (edited)
On 12/20/2021 at 6:37 AM, mouloudeaz said:

Hello, this mod working in SE version if not do you have a other mod like this for SE version plz ?

there is SE version here download both 1.8g and tats  and build bodyslide

 

recommended texture fix for SE version and Update 2 in LE (i use vortex and set update 2 after BAC SE it work fine so far for me but dont use hardcore mode will make npc or followers stuck in Ready Weapon/Sheath Weapon animation)

and Lazy Heels for fix Hooves Sink into Ground https://www.nexusmods.com/skyrimspecialedition/mods/13381/

 

Edited by evilbom
Posted
On 12/20/2021 at 7:25 PM, MysticDaedra said:

To any new folks reading the thread: this mod is effectively dead. There are a couple people who have forked it and might release updates here, but for all intents and purposes, nobody has officially picked it up.

Ah, well that is unfortunate. I like the mod so it is sad that it is dead.

Posted

Another question for y'all, does anyone know if there is a way unlock the ability to change your mutations yourself instead of having to drink a mutagen potion and hope that it chooses the right ones?

 

Also, I have finished the questline, is the blacksmith supposed to do stuff related to the debt from time to time? because if so then I haven't run into any of those yet

Posted
On 12/7/2021 at 5:22 PM, Swe-DivX said:


do not know if this has been fixed

 

warning: Assigning None to a non-object variable named "::temp224"
stack:
	[bac_main (05001D90)].bac_actor.CleanupActor() - "bac_actor.psc" Line ?
	[bac_main (05001D90)].bac_actor.tryToRemove() - "bac_actor.psc" Line ?
	[bac_main (05001D90)].bac_actor.reequipItems() - "bac_actor.psc" Line ?
	[bac_main (05001D90)].bac_main.OnLocationChange() - "bac_main.psc" Line ?
	[alias playerREF on quest bac_main (05001D90)].bac_alias.OnLocationChange() - "bac_alias.psc" Line ?

 

Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].bac_watchdog.RegisterForSingleUpdate() - "<native>" Line ?
	[None].bac_watchdog.OnUpdate() - "bac_watchdog.psc" Line ?

 

 

That really can't be fixed too well, that is the engine trying to run a script on an actor that isn't loaded in the current cell, that is a game issue, not a mod issue.

 

On 12/19/2021 at 2:34 PM, alphastriker021 said:

Not sure if it is a documented issue but once the transformation is finished (stage 27) I can't actually customize anything with Paul. The hand hooves option just closes dialogue and the feet hooves option has him say the hooves aren't developed enough and he doesn't want to hurt my character. 

 

I've not gotten to that yet, but you have to wait hours on end before he will do something, try the next day, I forget how long it is between fittings.

 

On 12/19/2021 at 6:37 PM, mouloudeaz said:

Hello, this mod working in SE version if not do you have a other mod like this for SE version plz ?

 

All you would need to do is open the mod's esp into the Creation Kit for SE and save it again, that would fix it to work properly with SE.

 

On 12/20/2021 at 1:33 AM, DevilGod05 said:

I'm having an issue where whenever I start the enslaved quest my character just dies immediately when spawning loading to the camp area. Any idea to fix this?

 

The first enslaved cow?  I just debugged that one, only thing I can think of, is you have a havoc mod that might be tossing stuff into you at high speed.

 

On 12/20/2021 at 9:25 PM, MysticDaedra said:

To any new folks reading the thread: this mod is effectively dead. There are a couple people who have forked it and might release updates here, but for all intents and purposes, nobody has officially picked it up.

 

Err, people have known the author has vanished for over a year+, a dead mod doesn't mean it won't work, just means no new content is being made for it directly.

 

Mods like this can't be forked off like on github without permission, or the original author wants to pass it onto someone here (I have one mod, which I'm still working on before I post the update), which was passed onto me to update.  If that happens here, then I can offer the updates here without issues, but it isn't fair to the original author to steal the code.

 

GuruSR.

Posted
2 hours ago, GuruSR said:

 

That really can't be fixed too well, that is the engine trying to run a script on an actor that isn't loaded in the current cell, that is a game issue, not a mod issue.

 

Function YourFunction(actor ActorRef)
	if  !ActorRef || ActorRef == none || ActorRef.IsDisabled() || !ActorRef.Is3DLoaded()
		return
	endIf

 

Posted
13 hours ago, Swe-DivX said:

 

Function YourFunction(actor ActorRef)
	if  !ActorRef || ActorRef == none || ActorRef.IsDisabled() || !ActorRef.Is3DLoaded()
		return
	endIf

 

The problem is, the actual game engine saves the current progress in the script (while saving a copy in the save game per usage), so when you load the game back up, the script copy in the save is loaded and it continues on where it left off, the problem is, unless you do that above in front of every line you ever touch ActorRef, you'll hit that error because the engine will not load that actor who "went outside" before you saved, therefore that error will happen.  Oblivion made the script function start from the beginning of the function (annoyingly so), but at least you could tell when it did it, because variables didn't change, same for when you changed the function, unlike in Skyrim where it is saved in the game if it was in use at that moment and if you made a change to it in the mod itself,  the changes would never load until it finished, you saved while it was finished and loaded it again.  Some of my mods actually cause the scripts to all stop, then force a savegame and then tell you it's disabled until you reload.  That way it works, but as for the above bug intervention, that is a bucket load of code to add on each line just to avoid a log error, IMHO it isn't worth the degrade in script performance to avoid it.

 

GuruSR.

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