botticelli Posted February 22, 2022 Posted February 22, 2022 48 minutes ago, MysticDaedra said: On SSE, cannot seem to get Skyrim to load with bac.esp enabled. using @botticelli's latest version. As soon as I disabled bac.esp it runs. I did run the mod through CAO, unsure why it's having a fit... anyone else have any thoughts? Normally this would be a case of a missing master or something, but I don't have any missing masters that I can find, and MO2 isn't throwing me an error. Â EDIT: Figured it out. Something wasn't right with the .bsa archive. Extracted the archive, and Skyrim booted right up. Might have something to do with my relinked scripts (merged MME because 4 non-flagged .esps are no bueno). This is LE version only. For SE please contact @MuchW0W.
botticelli Posted February 22, 2022 Posted February 22, 2022 19 hours ago, fyredraken said: @botticelli Not sure why it didn't move me to the milking machine when the scene faded in i was in the cell not able to move or do anything other than look around. tried moving to stage 75 and nothing. I was able to set stage to 80 and was moved back to whiterun stables with paul and everything seems to be working okay. Not sure if there was a condition that was unmet in there or what happened.  @Eluchel Have never tried a shout to be able to move will have to look into that.  Question: Not sure if this is a milk mod or something dealing with hardcore but as i progress in milkmaid levels i'm not able to wear any armor or clothing. at maid lvl 3 i could only wear cloths now at level 6 i can't wear anything armor or body cover related. is there something i can do here?  BTW, love all the work you are putting in to revitalize this mod. Not sure if skyrimfet is going to come back to this mod but if not maybe you should see if you can take over the development or it. One suggestion though as you made the feet hooves DD all boot effects are happening. since the transformation is slow the PC would have time to adjust to the new shape of her feet. I personally would remove the effects if your going to keep them DD. Also, would add the hand hooves to DD glove. I play with the hardcore on so a trap chest or striker adding locking gloves wouldn't be the best in my opinion. as for taking the development over:
skyrimfet Posted February 22, 2022 Author Posted February 22, 2022 2 minutes ago, botticelli said: as for taking the development over: it seems that my mailbox is full wait a sec.
botticelli Posted February 22, 2022 Posted February 22, 2022 8 hours ago, fyredraken said: There has been a lot of grammer and mechanics fixes by Botticelli. I recommend grabbing the updates. there has been some texture fixes also. They have done a great job and we are trying to convince BottiCelli to adopt the mod.  @botticelli Something needs done for the horns. Any quest that requires a hood or hat to be equipped will stall unless you setstage to move beyond. The darkbrotherhood quest where you pose as the gourmet you have to put on the chefs hat (db09 stage 20 - 25) I know the thief guild quest when you become a nightingale I think you have to equip the hood with the armor, not sure haven't done it yet in cow form. Go to MCM BAC Settings page and disable horns (or hooves for Diplomatic Immunity) and then immediately go to the Debug Page and tick Reinitialize PC, so you only update yourself, then do your quest w/o the horns or whatever and then reenable it the same way.
alexsl Posted February 22, 2022 Posted February 22, 2022 Oh wow the mod author is back somehow ? Less goo :3
fyredraken Posted February 22, 2022 Posted February 22, 2022 (edited) @skyrimfet Please tell us there will be further development of this mod or that botticelli will adopt it ? Loving your work and the extra work on this mod. I've only played it on LE so I can't say much about what muchwow has done but i'm sure it's the same as Botticelli's. Would love to see the principal of this mod applied to other animals like fox, deer, goat, or etc.  Does anyone know of a mod that allows quadrupedal movement, not all fours, true animal movement so that all for hooves are on the ground? if there is one a good mutation would be making the arms the same length as the legs. Granted it would look funny as the knees would move the same way but it is possible.  Also, is there something that can be done about the tail? Cow tails don't stick straight out. The drupe down naturally. (Sorry on this it's the farm kid nit picking. I raised cattle)  Also, I saw in the SCK something about your owner being dead but your branded. Does that mean we are able to kill paul once the quest line is done and he is our owner? Edited February 23, 2022 by fyredraken
MysticDaedra Posted February 22, 2022 Posted February 22, 2022 8 hours ago, botticelli said: This is LE version only. For SE please contact @MuchW0W. I've always used this version, never had any issues with it working on SE after converting in CAO.
botticelli Posted February 23, 2022 Posted February 23, 2022 (edited) 20 hours ago, fyredraken said: Also, is there something that can be done about the tail? Cow tails don't stick straight out. The drupe down naturally. (Sorry on this it's the farm kid nit picking. I raised cattle)  Also, I saw in the SCK something about your owner being dead but your branded. Does that mean we are able to kill paul once the quest line is done and he is our owner? If you build an HDT tail hanging sloppily down, it will spastically move around almost all of the time (happens with the stuck out tail also on occasion). So, the only solution would be a non-HDT (and thus immobile) tail, which sucks. Also this is supposed to be a HuCow and I would like to see that in RL ? Anyway, if you want another tail, either disable hardcore mode or disable tails in the setting menu and equip it. My compromise so far was to move to horns more to the forehead in respect to the ears because they dont't stick out from behind your ears (I have some farm experience, too) and there hasn't been a good cow tail around.  The text about the dead owner refers to the killed hunters that were your intermediate owners. Edited February 23, 2022 by botticelli
fyredraken Posted February 23, 2022 Posted February 23, 2022 Just a thought for Botticelli or Skyrimfet, it would be awesome to be able to brand the Milkmaids that get turned into cows as yours. Like a full thing brand, nose ring collar and bell the whole thing. also, for someone better in blender and nifskope than I, would be to make a nose piece that is more cow like. giving the wider nose and head slope. Just a couple suggestions.  @botticelli I know you made hoofs and ears for the different colors but every transformation I've seen so far has been the same brown hoofs and ears. I have one maid that is spotted and another that is white but they get the same brown ears and hoofs. Even when I changed i have the brown ears and hoofs. Is There a setting I missed to force a color match?
NexusRefugee Posted February 23, 2022 Posted February 23, 2022 (edited) 20 hours ago, MysticDaedra said: I've always used this version, never had any issues with it working on SE after converting in CAO. I was running into strange issue just using Cathedral so i used all the following 1. use BSA extractor 2. Use Cathedral 3. Use nif optimzer. 4. use HDT cow tails for SE BNeing a cow - Tail HDT-SMP conversion 5. Make sure you have the zaz requirements i had to install all version of saz 7-v8.0+ for se. so quick run down 1. using being a cow 1b1 2. Unzipped to desktop. 3. Dropped the bsa into BSA extractor 4. Ran basic Cathedral asset optimizer. Just for Animations and Textures and meshes. 5. then used nif optmizer 6. Then rezip file and put into my vortex clicked deploy i let HDT smp being a cow tails overwrite the files it wanted to 7. Opened CK and changed esp 8. Deployed once again 9. ran fnis and nemesis along with loot. if there were no archive errors reported then it should be go to play. Are the only two being a cow mods i have installed. Being a cow botticelli latest version Being a cow - Tail hdt -smp Edited February 23, 2022 by MuchW0W more info
MysticDaedra Posted February 23, 2022 Posted February 23, 2022 1 hour ago, MuchW0W said: I was running into strange issue just using Cathedral so i used all the following 1. use BSA extractor 2. Use Cathedral 3. Use nif optimzer. 4. use HDT cow tails for SE BNeing a cow - Tail HDT-SMP conversion 5. Make sure you have the zaz requirements i had to install all version of saz 7-v8.0+ for se. so quick run down 1. using being a cow 1b1 2. Unzipped to desktop. 3. Dropped the bsa into BSA extractor 4. Ran basic Cathedral asset optimizer. Just for Animations and Textures and meshes. 5. then used nif optmizer 6. Then rezip file and put into my vortex clicked deploy i let HDT smp being a cow tails overwrite the files it wanted to 7. Opened CK and changed esp 8. Deployed once again 9. ran fnis and nemesis along with loot. if there were no archive errors reported then it should be go to play. Are the only two being a cow mods i have installed. Being a cow botticelli latest version Being a cow - Tail hdt -smp Yeah, I finally got it working. I actually think it was some weird script conflict (or something!) with Unforgiving Devices... that mod is great, but has a ways to go before it's stable lol. I have decided to forego the tails this time around, otherwise I'd definitely have installed the HDT tails.
botticelli Posted February 23, 2022 Posted February 23, 2022 4 hours ago, fyredraken said: Just a thought for Botticelli or Skyrimfet, it would be awesome to be able to brand the Milkmaids that get turned into cows as yours. Like a full thing brand, nose ring collar and bell the whole thing. also, for someone better in blender and nifskope than I, would be to make a nose piece that is more cow like. giving the wider nose and head slope. Just a couple suggestions.  @botticelli I know you made hoofs and ears for the different colors but every transformation I've seen so far has been the same brown hoofs and ears. I have one maid that is spotted and another that is white but they get the same brown ears and hoofs. Even when I changed i have the brown ears and hoofs. Is There a setting I missed to force a color match? That's strange, it works here just fine. Did you run BodySlide Batch on all the bac* sliders? There should be folders named brown, white, and spots in meshes/bac and they should contain those generated nifs (you can check with the time stamp of your BodySlide run). I just made the armored hooves to color and they need just a little more tweaking. I also skipped the scripted foot scaling in favor of prescaled nifs, so there will be a lot of nifs to generate next time around (I also added tongues).  The face is a different story. All the body morphs can easily be done by NiOverride. But: There are no scripted facegen morphs. So either I make some facepart to replace yours with (and I would have to do that for every race...) which probably wouldn't match in 80% of the cases or you use RaceMenu just like I do to morph your cow's face individually I plan to do some noserings and bell/nosering combinations in the future with different positions of the nosering, so you can choose the right one after morphing your cow's face.  As for the items: IF there would be the possibility to get your NPC branded (which you can do right now in the console: prid <npc id> and then addfac xx13633 <Rank> with xx being the ID of BAC in your installation and <Rank> either 1, 2, or three, see this post)), the brand would be Paul's since a slave can never own anything, least of all another slave.
fyredraken Posted February 23, 2022 Posted February 23, 2022 (edited) 4 hours ago, botticelli said: That's strange, it works here just fine. Did you run BodySlide Batch on all the bac* sliders? There should be folders named brown, white, and spots in meshes/bac and they should contain those generated nifs (you can check with the time stamp of your BodySlide run). I just made the armored hooves to color and they need just a little more tweaking. I also skipped the scripted foot scaling in favor of prescaled nifs, so there will be a lot of nifs to generate next time around (I also added tongues).  The face is a different story. All the body morphs can easily be done by NiOverride. But: There are no scripted facegen morphs. So either I make some facepart to replace yours with (and I would have to do that for every race...) which probably wouldn't match in 80% of the cases or you use RaceMenu just like I do to morph your cow's face individually I plan to do some noserings and bell/nosering combinations in the future with different positions of the nosering, so you can choose the right one after morphing your cow's face.  As for the items: IF there would be the possibility to get your NPC branded (which you can do right now in the console: prid <npc id> and then addfac xx13633 <Rank> with xx being the ID of BAC in your installation and <Rank> either 1, 2, or three, see this post)), the brand would be Paul's since a slave can never own anything, least of all another slave. I always run bodyslide and FNIS after installing or updating mods. Was hoping for a piece as I'm not good at manipulating polygons and making things look right, lol. on the nose was thinking a gag thing just without the gag effect if possible but i see your point about making something for each race. I'll rerun bodyslide batch on BaC and see if that fixes anything. The ears and hooves should change with the color change potions right?  Also, @MuchWow can you package and upload an up to date sse version of the mod with the 1.97b fixes? gonna break out my sse installation, yes it's back ported to 1.5.97 ?  for the tats i have slave tats installed which you are supposed to be able to tat npc's but I have no idea how to do it.  Okay so I've paid my debt and Paul's mood is Gentle (16) how long after being paid does it take for him to free you? Edited February 24, 2022 by fyredraken
MysticDaedra Posted February 24, 2022 Posted February 24, 2022 4 hours ago, fyredraken said: I always run bodyslide and FNIS after installing or updating mods. Was hoping for a piece as I'm not good at manipulating polygons and making things look right, lol. on the nose was thinking a gag thing just without the gag effect if possible but i see your point about making something for each race. I'll rerun bodyslide batch on BaC and see if that fixes anything. The ears and hooves should change with the color change potions right?  Also, @MuchWow can you package and upload an up to date sse version of the mod with the 1.97b fixes? gonna break out my sse installation, yes it's back ported to 1.5.97 ?  for the tats i have slave tats installed which you are supposed to be able to tat npc's but I have no idea how to do it.  Okay so I've paid my debt and Paul's mood is Gentle (16) how long after being paid does it take for him to free you? BAC is working out-of-the-box for me (just ran the assets through CAO) on SSE. I installed the older SSE version as well and put Botticelli's version lower on the list (so overwrites), and also extracted everything from the .BSAs, everything working fine for me so far.
alexsl Posted February 24, 2022 Posted February 24, 2022 (edited) 6 hours ago, MysticDaedra said: BAC is working out-of-the-box for me (just ran the assets through CAO) on SSE. I installed the older SSE version as well and put Botticelli's version lower on the list (so overwrites), and also extracted everything from the .BSAs, everything working fine for me so far. we can ? so botticelli version is Special edition friendly? Also what is CAO i never heard this therm Edited February 24, 2022 by alexsl
botticelli Posted February 24, 2022 Posted February 24, 2022 1 hour ago, alexsl said: we can ? so botticelli version is Special edition friendly? Also what is CAO i never heard this therm CAO: See this Nexus page.
alexsl Posted February 24, 2022 Posted February 24, 2022 Oh woah ? So i can use any LE mod to run on SE ? Probably not, but if so i would love to try with Trapped in rubber.
botticelli Posted February 24, 2022 Posted February 24, 2022 (edited) 11 hours ago, fyredraken said: I always run bodyslide and FNIS after installing or updating mods. Was hoping for a piece as I'm not good at manipulating polygons and making things look right, lol. on the nose was thinking a gag thing just without the gag effect if possible but i see your point about making something for each race. I'll rerun bodyslide batch on BaC and see if that fixes anything. The ears and hooves should change with the color change potions right?  Also, @MuchWow can you package and upload an up to date sse version of the mod with the 1.97b fixes? gonna break out my sse installation, yes it's back ported to 1.5.97 ?  for the tats i have slave tats installed which you are supposed to be able to tat npc's but I have no idea how to do it.  Okay so I've paid my debt and Paul's mood is Gentle (16) how long after being paid does it take for him to free you? There is no freeing quest or option right now. Once an enslaved cow, forever an enslaved cow...  The tats were applied via slavetats in an earlier version, but skyrimfet changed that to NiOverride. The tat files remain in slavetats though, so you can apply them to non-cow npcs. I did some small changes after a discussion with the SlaveTats mod owner because they did not always appear on npc faces. Especially those faces that are pre-generated by Bethesda weren't affected by nioverride tat application, though SlaveTats managed that somehow. After that chat, I did some changes and now it works just fine for me.  The color potion should change everything. Give it a minute or so. Depending on the load the script lags considerably sometimes. Do you run the scripts from the .bsa or do you run loose file scripts? If the latter, could it be that they are outdated? Edited February 24, 2022 by botticelli
fyredraken Posted February 24, 2022 Posted February 24, 2022 (edited) 3 hours ago, botticelli said: There is no freeing quest or option right now. Once an enslaved cow, forever an enslaved cow... Â The tats were applied via slavetats in an earlier version, but skyrimfet changed that to NiOverride. The tat files remain in slavetats though, so you can apply them to non-cow npcs. I did some small changes after a discussion with the SlaveTats mod owner because they did not always appear on npc faces. Especially those faces that are pre-generated by Bethesda weren't affected by nioverride tat application, though SlaveTats managed that somehow. After that chat, I did some changes and now it works just fine for me. Â The color potion should change everything. Give it a minute or so. Depending on the load the script lags considerably sometimes. Do you run the scripts from the .bsa or do you run loose file scripts? If the latter, could it be that they are outdated? No there is no quest. But in CK i saw a "good" quest where he free's you. Says something along the lines of lets free you in the dialog and calls a scene. As for the slave tats on NPC's how the heck do you get that npc into the the slavetats MCM to apply the tat to them? I have not found this in the slavetats feed yet or on the main post for it. Edited February 24, 2022 by fyredraken
botticelli Posted February 24, 2022 Posted February 24, 2022 2 hours ago, fyredraken said: No there is no quest. But in CK i saw a "good" quest where he free's you. Says something along the lines of lets free you in the dialog and calls a scene. As for the slave tats on NPC's how the heck do you get that npc into the the slavetats MCM to apply the tat to them? I have not found this in the slavetats feed yet or on the main post for it. Listen and repeat: The quest is only there to free you from any punishment items Paul might have needed to apply to you in the first hand because you were obstinate. It will *not* free you from slavery. Â The bac.json is supposed to tell SlaveTats to display the Tats in the menu. It looks like below. Btw. notice Hermir Strong-Heart in the background as a spotted cow with huge shoed hooves ? The file needs to go to data\textures\actors\character\SlaveTats\. I had forgotten it in the original upload, added it later, and reuploaded the whole thing. If you downloaded the archive in between, you are missing that file and the bac.seq file also which needs to go to data\SEQ\ Â bac.json bac.seq 1
MysticDaedra Posted February 24, 2022 Posted February 24, 2022 8 hours ago, alexsl said: Oh woah ? So i can use any LE mod to run on SE ? Probably not, but if so i would love to try with Trapped in rubber. Trapped in Rubber does work (mostly) on SE. Some mods just won't work, but if you optimize the assets using CAO, a lot of potential performance issues can be averted.
alexsl Posted February 24, 2022 Posted February 24, 2022 47 minutes ago, MysticDaedra said: Trapped in Rubber does work (mostly) on SE. Some mods just won't work, but if you optimize the assets using CAO, a lot of potential performance issues can be averted. I tried tir without doing anything before, just by installing it normally, but like i said in the support thread the woman that was supposed to start the quest wasnt there and since there was no trapped in rubber in the mcm i figure it didnt work
alexsl Posted February 25, 2022 Posted February 25, 2022 Ok either way while now i can play fine with TIR im not sure what is happening to BAC since i now cant seem to get it to work. What i mean is whatsoever what i do i cant get the transformation to actually start so paul just doesnt care when i start the dialogue with him. He said hes too tired.
MysticDaedra Posted February 25, 2022 Posted February 25, 2022 @botticelli did you make it so that mutations can keep happening, based on MCM selections? I.e., they can change if a new mutation is triggered? Basically, suppose I originally get Slim Cow. If a random mutation is triggered at some point, could it possibly change to Curvy Cow? And on and on as they get triggered? Or is it still one-and-done based on original mutations?
MysticDaedra Posted February 25, 2022 Posted February 25, 2022 I also have a request... since it seems some work is being done on the mod! Would it be possible to add a milking station of some sort near the stables, perhaps in this empty corner? Obvious compatibility becomes a concern, but it's always felt a bit... weird... having to go all the way into town every time I need to milk when I "working" with Paul.
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