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Posted (edited)
1 hour ago, botticelli said:

scrap the older versions 1.9C..C2 are bugged. The facetats are included as always. An empty SlaveTats page however hints to the possibility that you haven't enabled them in nioverride.ini. Which version of SlaveTats do you use? Because: in LE you can install the latest SE version, It works fine for me. The so-called FaceMorphs (FaceCow1..3) are just FacePart replacemants of nose, mouth, and eyes with a specific setting. If, by chance, you have that setting on your character from the start, you won't see a thing: nose=FacePreset 4, mouth=FacePreset 11, eyes = FacePreset 8 of RaceMenu. This has always been so, I didn't change it.

Using 1.3.6 slavetat for LE.  I did look at my nioveride and changed a few settings there back to post cleaning. that may be it on the face. 

 

Edit:

 

Checked the racemenu and that is what the settings show. Your pic just looked more like a muzzle of sorts.  I need to get better at sculpting or find a preset. In my NIoverride I changed the overlays and enabled the face overlays so that is working now, at least for BAC.

Edited by fyredraken
Posted
38 minutes ago, fyredraken said:

Using 1.3.6 slavetat for LE.  I did look at my nioveride and changed a few settings there back to post cleaning. that may be it on the face. 

 

Edit:

 

Checked the racemenu and that is what the settings show. Your pic just looked more like a muzzle of sorts.  I need to get better at sculpting or find a preset. In my NIoverride I changed the overlays and enabled the face overlays so that is working now, at least for BAC.

I always change the face in RaceMenu manually. There is no script method available to change FaceGen morphs.

Posted (edited)

I'm sorry if you answered this already but the horns (textures?) appear to be (missing?) because they appear in multiple colors (pink and purple and shit) I already ran bodyslide (the horns appear normal in the original BAC) is there an additional file I should install with the 1.9c3.zip ? @botticelli

Edited by Deathtone
Posted
2 hours ago, vioth said:

just tried the new version but i am unable to launch skyrim se with it enabled

I had the same issue until I extracted the loose files from bac.bsa and deleted the .bsa. For some reason the most recent .bsa isn't working with SE.

Posted
45 minutes ago, Deathtone said:

I'm sorry if you answered this already but the horns (textures?) appear to be (missing?) because they appear in multiple colors (pink and purple and shit) I already ran bodyslide (the horns appear normal in the original BAC) is there an additional file I should install with the 1.9c3.zip ? @botticelli

textures\bac\horn.dds is definitely included in the .bsa

Posted
27 minutes ago, botticelli said:

textures\bac\horn.dds is definitely included in the .bsa

@Deathtone yep, and it works fine for me as well. Something is wrong with your installation of BAC, or something else is causing the problem. Like I said before, it could be VRAM-related if you have a very low-end GPU, or your GPU is failing or something. That's pretty much the only other thing I could guess to be causing your issue.

Posted
2 minutes ago, MysticDaedra said:

@Deathtone yep, and it works fine for me as well. Something is wrong with your installation of BAC, or something else is causing the problem. Like I said before, it could be VRAM-related if you have a very low-end GPU, or your GPU is failing or something. That's pretty much the only other thing I could guess to be causing your issue.

I'll check my installation... but I have another problem (sorry I know it's pretty old and many people talked about it but idk how to fix it) which is that the branding scene for the nose ring doesn't spawn the zaz 8 furniture needed... any advice? thanks anyway

Posted
18 minutes ago, Deathtone said:

I'll check my installation... but I have another problem (sorry I know it's pretty old and many people talked about it but idk how to fix it) which is that the branding scene for the nose ring doesn't spawn the zaz 8 furniture needed... any advice? thanks anyway

When the branding scene quits on you, do sqv bac_blacksmith and find the id for the correct furniture (ring = chair, bell = stocks, branding = bitchLession [sic]) then do prid <id> and enable. Then ask Paul again.

Posted (edited)

...I added optional support for Quad2Core's inventory functions which is probably LE only, though I found some SE GitHub project that seems to do the same. The reason for this is that the item lists have gotten quite large and the update takes too long in my opinion because it needs to loop over all the lists and check whether the character in question is wearing that item to remove it. Having 187 bells/noserings, some 54 hooves, and 45 tongues slows things down. So, I added keywords to all those items. Since neither Bethesda nor SKSE itself offer a function to get all items with keyword x, this plugin enters the stage. If it is not available, the mod will continue to traverse the FormLists, otherwise it will grab the item(s) with the keyword from the inventory of the character which is much faster. The version below now contains the hidden scripts mentioned above, the only change to 1.9C3 being the Q2C_inventory support.

 

Edited by botticelli
file space - attachement deprecated and deleted
Posted (edited)

@botticelli I will give the Q2C_inventory conversion to SSE a try and report my findings here.

 

Also, heads up: quest triggers don't seem to be working starting with "Who Am I" (bac_whoiam) in C3. You included the updated scripts from Guru, correct? Somehow the triggers are not firing, i.e. picking up the book in Farengar's bookshelf, picking up/reading the diary at the old house... I'm having to setstage each one.

 

The random mutation start stage override also doesn't seem to be working. I can still change the mutation start stage from the Milkmaid View tab, but the setting on the Settings page doesn't seem to be doing anything. (Settings page set to 7, View tab still at default 11, I'm at stage 10 and no random mutations. Could be bad luck I guess?)

Edited by MysticDaedra
Posted
1 hour ago, botticelli said:

When the branding scene quits on you, do sqv bac_blacksmith and find the id for the correct furniture (ring = chair, bell = stocks, branding = bitchLession [sic]) then do prid <id> and enable. Then ask Paul again.

The ring furniture is actually orgstock_var. It's the Dynamic Garrote or however it's spelled.

Posted
1 hour ago, LinksSword said:

i'm on 1.9c2 i heard 1.9c3 has some issues especially on SSE?

Best to wait then right.

Works fine for me. Didn't try it on a new game though. Look up a few posts for the conversion, then drop the new script in that @botticelli fixed and uploaded.

Posted

Whenever I take a mutation potion, I get an error message in the console that there are no possible categories, stating that "fat=false". However, my character doesn't have untamed breasts, which is the mutation I'm looking for. I'm specifically trying to get my character to become a "producer", which is one of @botticelli's new features, afaik. Has anyone else experienced this, where mutation potions don't seem to do anything?

Posted
3 hours ago, MysticDaedra said:

Whenever I take a mutation potion, I get an error message in the console that there are no possible categories, stating that "fat=false". However, my character doesn't have untamed breasts, which is the mutation I'm looking for. I'm specifically trying to get my character to become a "producer", which is one of @botticelli's new features, afaik. Has anyone else experienced this, where mutation potions don't seem to do anything?

they do it for some for me, like mouth or eyes but nothing else really.

Posted (edited)
14 hours ago, MysticDaedra said:

@botticelli I will give the Q2C_inventory conversion to SSE a try and report my findings here.

 

Also, heads up: quest triggers don't seem to be working starting with "Who Am I" (bac_whoiam) in C3. You included the updated scripts from Guru, correct? Somehow the triggers are not firing, i.e. picking up the book in Farengar's bookshelf, picking up/reading the diary at the old house... I'm having to setstage each one.

 

The random mutation start stage override also doesn't seem to be working. I can still change the mutation start stage from the Milkmaid View tab, but the setting on the Settings page doesn't seem to be doing anything. (Settings page set to 7, View tab still at default 11, I'm at stage 10 and no random mutations. Could be bad luck I guess?)

I made a script bac_onreadsetqueststage.pex which is included in the .bsa and attached to both books OnRead(). It worked for me in LE when I tested it. I'll attach a second check in the Watchdog spell which does the mooing and stuff every 5 seconds.

 

With the mutations: The settings page setting sets the minimum start stage for randomizing. The actual start stage is then randomized for each cow *upon registration* between that value and 11. If you activate randomized mutations after registering your character as a cow, she'll have the dafault 11 there and you need to move the slider yourself

Edited by botticelli
Posted
9 hours ago, MysticDaedra said:

Tats switch (for the cow 32/paul tats) doesn't work in C3. Tats are locked to "on". Toggling the option in the MCM doesn't do anything.

if you refer to "Allow tats": That was always meant for Categories DirtyCow, Veins, Untamed Milk, and Cellulite Skin, never for the branding.

Posted
4 hours ago, MysticDaedra said:

Whenever I take a mutation potion, I get an error message in the console that there are no possible categories, stating that "fat=false". However, my character doesn't have untamed breasts, which is the mutation I'm looking for. I'm specifically trying to get my character to become a "producer", which is one of @botticelli's new features, afaik. Has anyone else experienced this, where mutation potions don't seem to do anything?

Could this be the result of you disabling tats? Then the whole Untamed Milk category becones unavailable...

Posted
6 hours ago, botticelli said:

Could this be the result of you disabling tats? Then the whole Untamed Milk category becones unavailable...

No way! I'll look into that. I thought that setting was for the branding tats... lol. Time to go back a few saves xD

Posted
1 hour ago, LatencyRemix said:

@botticelli Realy like your update and added things to the mod.  However i found a small major broken thing with 1.9 C3.  The book in the study no longer works to progress the quest.  Swaping back to 1.9C2 it worked fine

see this post. I'll put in a secondary check in the watchdog loop. You can advance via console: first book = setstage bac_whoiam 30, second book = setstage bac:_whoiam 60

Posted (edited)

Onwards to 1.9C4, hoping this version now got all the holes plugged. Changes:

  • bac_watchdog OnUpdate() will also have a look at the two books from "Who I Am" and set the quest stages accordingly, if missing. This update runs every 5-7 seconds, so it may lag a little after reading the book
  • Disabled "My Mind" at the end of the "Who I Am" quest. Else, he would later turn up again, sometimes even visible and looking the Paul clone he is
  • renamed "Paul - Farrier" to "Paul Maréchal-Ferrant" to better reflect his breton heritage, the meaning is the same
  • extended Q2C support also to the total removal methods which only run, if you either unregister a cow by unregistering her as a MilkMaid in MME or run a complete update on her
  • made a new setting "Weight change with drawn weapon" which will only affect the player cow. It was inherent in this mod since the beginning that every time OnLocationChange() happened, the reequip process would run which in turn would check your cow's weight and change it accordingly regarding eaten food/potions and also activity. This weight change makes the character sheathe and redraw her weapon(s) which was the cause for many a CTD during autosave when entering some new location. Due to scheduled and threaded reequip this now happens later. But still, the sheathe and redraw would take place, which could be annoying depending on the situation. E. g. leaving Dayspring Canyon with Serana the first time spawns a bunch of vampires on the road. Now I want to have my weapon or spell ready to combat them, but, entering Skyrim proper, the character used to sheathe her weapon (and redaw it). With a spell even the redraw would not take place. So now the reequip process skips weight changes regarding the player character, if this new option is disabled and she's armed with something. The weight change will be applied later by the watchdog spell once you have actively sheathed your weapon or spell, thus keeping you combat-ready even when entering a new location. I advise you to keep this unchecked and I will not answer any CTD bug reports stating failure on entering some location with drawn weapons/spell and this option enabled.

20220305112338_1.jpg

 

Edited by botticelli
file space - attachement deprecated and deleted

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