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Posted
8 hours ago, stobor said:

That sounds like missing textures and/or meshes (when an item is missing altogether).  Which is odd, because it's not like those are in a separate download... (unless they're bundled with the tats download, which I don't think is the case).

 

Or are you trying to load an LE mod into a Skyrim SE environment?

Yeah Im using the SE version which is prob the issue. Is there a way to integrate the mod so it works in an SE environment? 

Posted
3 hours ago, Coolguy713 said:

Yeah Im using the SE version which is prob the issue. Is there a way to integrate the mod so it works in an SE environment? 

 

I'm sure there are guides on the web for such, but (not being an SE user myself) I am not familiar with the specifics.

Posted
15 hours ago, Coolguy713 said:

Yeah Im using the SE version which is prob the issue. Is there a way to integrate the mod so it works in an SE environment? 

The mod should largely work in SE as-is. That being said, it is important to run the assets through CAO (Cathedral Assets Optimizer) first. There is also a thread somewhere with a converted SE version, but that version won't have the updated scripts and what-not.

Posted
16 hours ago, Eluchel said:

Hey Y'all,

 

I am trying to do the quest where the blacksmith gives you a nose ring, but the zaz stocks thingy isn't in it's spot in the stable. Does anyone know how I can fix taht?

 

You'll need a save from just prior to talking to the blacksmith.

  1. Go into console, type 'help bac_' to find the exact name of the quest (I believe it's bac_blacksmith).
  2. Check its stage: 'sqv bac_blacksmith'.  It's probably going to say stage 100.
  3. IF THAT IS what it says, it needs to be stage 20.  So:
  4. 'resetquest bac_blacksmith' followed by 'setstage bac_blacksmith 20'
  5. wait for a few moments, let everything stabilize.
  6. talk to the blacksmith again.

That has worked for me in the past, with the same symptom.

 

Posted
On 2/10/2022 at 4:53 AM, squiffyrogue said:

AE build, test run went very well!

Good mod, despite grammar issues and a fact that it "just works". Went through from the beggining of the mod (with time skipping, consuming mutagens etc.) till few quests after got owned. What can I say? I was scared by some reviews to install this mod and yet, it run almost perfectly.

I won't say any pros/cons, I agree with a review left there by other dude, tho I did not faced any game breaking bugs, hell, not even a single issue requiring load of a save (I assume it's because of time skipping).

Anyway, who is scared like I was before finally installing this mod - don't be. It just works as intended by author. Hope someday there will be an update of story/optimization, anything!

P.s. Installed mid game, no issues there, tho the mod is heavily dependant on SlaveTats, FPS in 3rd person near character is dropping significantly. 
Very loud sounds are so annoying, be prepared for this

 

Grammar issues, where did I miss those?  I thought I found most of them, if not, all of them, can you remember the text that you saw?  I spent a few weeks re-re-re-running the quests and catching as many as I could find.

 

20 hours ago, Eluchel said:

Hey Y'all,

 

I am trying to do the quest where the blacksmith gives you a nose ring, but the zaz stocks thingy isn't in it's spot in the stable. Does anyone know how I can fix taht?

 

The object didn't show up, hmm, I did put a fix in for that on the newest scripts, they should have showed up properly.  I fixed a bunch of issues with movement and placement.

 

I'll also do that test to see if I can re-create the overload of additions, maybe missed a value being set somewhere in that loop.

 

GuruSR.

Posted (edited)
5 hours ago, GuruSR said:

 

Grammar issues, where did I miss those?  I thought I found most of them, if not, all of them, can you remember the text that you saw?  I spent a few weeks re-re-re-running the quests and catching as many as I could find.

 

 

The object didn't show up, hmm, I did put a fix in for that on the newest scripts, they should have showed up properly.  I fixed a bunch of issues with movement and placement.

 

I'll also do that test to see if I can re-create the overload of additions, maybe missed a value being set somewhere in that loop.

 

GuruSR.

Thanks GuruSR!

Also, does the "Will of the master" quest start up every 7 days or should it be always persistant just telling me to go talk to Paul every 7 days? I failed the first Will of the master quest, sat in stocks for 4 hours, and then I haven't seen those quests again yet and when I try to talk with Paul about cow services the conversation bugs out after the first choice of "Hi Paul!". Do you know why that would be/how I can fix it (if i need to)?

 

Edit: It turns out I just needed to wait a couple more days :)

 

Edited by Eluchel
Posted (edited)
14 hours ago, GuruSR said:

Grammar issues, where did I miss those?  I thought I found most of them, if not, all of them, can you remember the text that you saw?  I spent a few weeks re-re-re-running the quests and catching as many as I could find.

Oh, I'm sorry. Wrote this before actually installing your update. Don't see any issues so far!

But found another thing: I'm playing with slow mutations, hardcore. Mod installed with new game.
So the issue: after starting, you'll get the quest to speak with Paul. I did it (mutations were not started yet)
Then 1 got 1st stage of mutation (just horns), came to Riverwood by foot from Whiterun, and Raul just started to run to Whiterun.
I run with him, to check where he goes and near the stables he dissapeared.
After this I reloaded and fast travel to Riverwood instead of walking by foot and everything is normal

So I would assume just not to speak to him before receiving 2nd stage of mutation when horns grow much bigger, right?

Edited by squiffyrogue
Posted
On 2/8/2022 at 5:39 PM, stobor said:

@GuruSR Any thoughts on the 'lots of mutations added at once' bug?  As I mentioned above, this looks like a straightforward logic bug.  I'd suggest changing this function:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return setMaxPhase() - BACActor.npcs_phase
    endif
    return 0
EndFunction

 

to something like:

 

Int Function GetAvailableAttributeCount(Int I)
    if BACActor.npcs_phase > GetPhasesBeforeAttributes()
        return BACActor.npcs_phase - GetPhasesBeforeAttributes() ;; SUGGESTED CHANGE
    endif
    return 0
EndFunction

 

since the one place it's used it seems intended to count how many attributes should already be applied.  Not how many are left to apply.

Yeah so this worked. Thanks a lot!

Posted (edited)

I hadn't looked here for a while, so I missed @GuruSR's try to revive this. Great! I did a try on my own with a total rework of the mutation distribution and MCM. I also moved all the cow attributes to StorageUtil and got rid of the npcs_...-Arrays. I am not sure whether this would work on a running game, you probably might need a clean save for this. Give it a try, and maybe we can contribute to each other ?

bac_alternate_1.9a.7z

I am now trying to create a threaded update process which is not yet working and thus disabled. The currently implemented cow update process is already better than the original and not blocking all cows at once. I made a debug option to update PC cow only (it works after clicking, even if it does not show X in MCM).

This also honors werewolf transformations and resets leg deformation in beast form so that the werewolf does not have a crippled leg anymore.

I added some mutations and the long horns only need the nifs included int .7z, I think. So the rest should still be the same. If some nif is still missing, please report.

Edited by botticelli
Posted

Hey Y'all, 

 

I have an odd texture issue where the body texture on my character is became slightly pink today. Does anyone know why this has happened and how I can fix it?

textureerror.png

Posted

Hey y'all, something else I noticed. Whenever I get the "get fatter" quest from Paul it immediately fails it but doesn't give any consequences. Does anyone know why that is happening?

Posted
On 2/12/2022 at 11:59 PM, botticelli said:

I hadn't looked here for a while, so I missed @GuruSR's try to revive this. Great! I did a try on my own with a total rework of the mutation distribution and MCM. I also moved all the cow attributes to StorageUtil and got rid of the npcs_...-Arrays. I am not sure whether this would work on a running game, you probably might need a clean save for this. Give it a try, and maybe we can contribute to each other ?

bac_alternate_1.9a.7z 332.86 kB · 10 downloads

I am now trying to create a threaded update process which is not yet working and thus disabled. The currently implemented cow update process is already better than the original and not blocking all cows at once. I made a debug option to update PC cow only (it works after clicking, even if it does not show X in MCM).

This also honors werewolf transformations and resets leg deformation in beast form so that the werewolf does not have a crippled leg anymore.

I added some mutations and the long horns only need the nifs included int .7z, I think. So the rest should still be the same. If some nif is still missing, please report.

Which mutations did you add? Curious as to whether or not I should suffer through setting up my MCMs again for this.

Posted (edited)
32 minutes ago, Galactase said:

Which mutations did you add? Curious as to whether or not I should suffer through setting up my MCMs again for this.


Right now iono if its because im in SE or setting with cath but the (new mutation part for the big horns / ear change or whatever is a purple missing texture and my weight is negative numbers the fatter i get) ;0 I'm hopping the author of alternate version chimes in soon but all the settings and changes they have made in mcm menu is very good. I have yet to give it a solid play through im just messing with options currently. 
 

also why not use MCM recorder? my set up is a few clicks and i walk away each time and come back and its done. 


(few things to note:

1. the mcm menu shows weight going into the negative when getting fatter and sliders seem to applying
2. MCM menu options dont seem to really take your option into account as i still got cow nose, face even when they were disabled. * i was using the level up spells to see the new mutations no
3.  The horns/new mutation gave me Purple missing texture ears when i hit that tier although im in SE version waiting on anyone else to report back if they also had the issue @botticelli 

but ya im liking the direction of your changes it felt to run smoother. 

Edited by MuchW0W
more info
Posted
58 minutes ago, MuchW0W said:

also why not use MCM recorder? my set up is a few clicks and i walk away each time and come back and its done. 

 

MCM Recorder? What's that? I'm feeling like I'm about to find out I've wasted hours of my life for all the new game set ups, but uh...please educate me, lol

Posted
2 minutes ago, MuchW0W said:



as for the fur it comes as you level up you should have body fur around 10-16 ish 

you need slave tats though form what i remember. 

Yeah I am full level (26/26) with fur on body & arms but nothing on her head. Also the fur on her body has a pinkish tinge to it as well, so I need to try and figure out why that is too

Posted (edited)

This the only pink texture i get. I have the tattoo pack and slave tats and all the options int he menu defualt. im  level 24 - long horn gives me this textures

 

Skyrim Special Edition 2_14_2022 2_25_32 PM.png

Edited by MuchW0W
Posted
1 hour ago, MuchW0W said:

This the only pink texture i get. I have the tattoo pack and slave tats and all the options int he menu defualt. im  level 24 - long horn gives me this textures

 

Skyrim Special Edition 2_14_2022 2_25_32 PM.png

Hmm, I will look again and make sure I have the correct files installed, also I changed which mutations I allowed so I will try to recheck them and see if those two fix it

Posted (edited)
On 2/14/2022 at 11:15 PM, Galactase said:

Which mutations did you add? Curious as to whether or not I should suffer through setting up my MCMs again for this.

Well, lets see. I just paste the StorageUtil values and add a *new* to the new ones:
 

;/ BAC.Mutate.Metabolism:
     -1 = SlowMetabolism
      0 = none
      1 = FastMetabolism
 /;
string Property BAC_MN_Metabolism = "Mutation.Metabolism" AutoReadOnly

;/ BAC.Mutate.Pregnancy:
      0 = none
      1 = Wet Cow
      2 = Horny Cow
      3 = Imaginary Pregnancy
      4 = Belly Stretch Marks
 /;
string Property BAC_MN_Pregnancy  = "Mutation.Pregnancy" AutoReadOnly

;/ BAC.Mutate.Udders:
      0 = none
      1 = Big Udders
 /;
string Property BAC_MN_Udders     = "Mutation.Udders" AutoReadOnly 

;/ BAC.Mutate.Dirt:
      0 = none
      1 = Dirty Cow
 /;
string Property BAC_MN_Dirt       = "Mutation.Dirt" AutoReadOnly

;/ BAC.Mutate.Cellulitis:
      0 = none
      1 = Cellulite Cow #1
      2 = Cellulite Cow #2
 /;
string Property BAC_MN_Cellulitis = "Mutation.Cellulitis" AutoReadOnly 

;/ BAC.Mutate.Veins:
      0 = none
      1 = Veins #1
      2 = Veins #2
 /;
string Property BAC_MN_Veins      = "Mutation.Veins" AutoReadOnly 

;/ BAC.Mutate.BreastTats:
      0 = none
      1 = Untamed Milk
      2 = Breast Stretch Marks
      3 = Lactacid Producer *NEW*
      4 = Lactation Bursts *NEW
      5 = Spontaneous Milk Production *NEW*
 /;
string Property BAC_MN_BreastTats = "Mutation.BreastTats" AutoReadOnly

;/ BAC.Mutate.BreastSize:
      0 = none
      1 = Uneven Breasts #1
      2 = Uneven Breasts #2
 /;
string Property BAC_MN_BreastSize = "Mutation.BreastSize" AutoReadOnly 

;/ BAC.Mutate.NakedAss:
      0 = none
      1 = Naked Ass
 /;
string Property BAC_MN_NakedAss   = "Mutation.NakedAss" AutoReadOnly

;/ BAC.Mutate.Growth:
     -1 = Stunted ("Short") Cow
      0 = none
      1 = Tall Cow
 /;
string Property BAC_MN_Growth     = "Mutation.Growth" AutoReadOnly

;/ BAC.Mutate.AssTats
      0 = none
      1 = Ass Stretch Marks (requires Cellulitis)
 /;
string Property BAC_MN_AssTats    = "Mutation.AssTats" AutoReadOnly

;/ BAC.Mutate.Weight
     -2 = Slim Cow #2
     -1 = Slim Cow #1
      0 = none
      1 = Fat Cow #1
      2 = Fat Cow #2
 /;
string Property BAC_MN_Weight     = "Mutation.Weight" AutoReadOnly 

;/ BAC.Mutate.Arms
      0 = none
      1 = Short Arms (requires Fat Cow)
 /;
string Property BAC_MN_Arms       = "Mutation.Arms" AutoReadOnly 

;/ BAC.Mutate.Built
      0 = none
      1 = Curvy Cow
 /;
string Property BAC_MN_Built      = "Mutation.Built" AutoReadOnly

;/ BAC.Mutate.Face
      0 = none
      1 = Cow Face (nose)
      2 = Cow Face (mouth)
      3 = Cow Face (eyes)
 /;
string Property BAC_MN_Face       = "Mutation.Face" AutoReadOnly 

;/ BAC.Mutate.FaceTats
      0 = none
      1 = CowNose
 /;
string Property BAC_MN_FaceTats   = "Mutation.FaceTats" AutoReadOnly

;/ BAC.Mutate.Hooves
      0 = none
      1 = Large Hooves *NEW* requires FatCow1
      2 = Huge Hooves *NEW* requires FatCow2
 /;
string Property BAC_MN_Hooves     = "Mutation.Hooves" AutoReadOnly

;/ BAC.Mutate.Horns
      0 = none
      1 = Large Horns *NEW* requires stage 6
 /;
string Property BAC_MN_Horns      = "Mutation.Horns" AutoReadOnly

 

as for the missing textures, sorry about that, I had changed some of the textures (darker ears) and also the original author had some of his .nifs point outside of his mod for textures. Since I did not change all of them (yet; and therefore did not include them) that may still be the case. Try the attachment below. I'm also trying to make white ears for the white and a pair of white/gray ears for the spotted cows, which is not yet working.

 

 

I did not change the speed mutation spell however, so that might bypass my new settings completely (I had totally forgotten about that). I use equipitem xx0375fa in console to give mutation potions to the actor in question (xx = id of the mod).

 

Max mutation stage is 30 and you may change or randomize the starting stage for mutations. Also there is an option for the player cow to gain further mutations past stage 30 by orgasms.

Edited by botticelli
file space - attachment deprecated and deleted

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