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Posted (edited)
3 minutes ago, Deathtone said:

it was 4 

when the original BAC was installed I used the mcm to change my character's maid level and how much she got milked (in MME)

and BAC would then immediately start and my character would grow horns and stuff

but that doesn't work with 1.9c3 neither from getting milked or changing the values in mcm 

that is correct. skyrimfet did some sort of guess with the values he read from MME and kind of speed-ran you through the transformation. I do instead react to MME's MilkingStage ModEvent and start the process when you start milking regardless of any level or milk you have already on your score. If you need to level up your cow faster, there's a LevelUp potion in the mod.

Edited by botticelli
Posted (edited)

So here is the corrected 1.9C3. Hopefully it will work this time ?

 

Edited by botticelli
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Posted
4 minutes ago, botticelli said:

that is correct. skyrimfet did some sort of guess with the values he read from MME and kind of speed-ran you through the transformation. I do instead react to MME's MilkingStage ModEvent and start the process when you start milking regardless of any level or milk you have already on your score. If you need to level up your cow faster, there's a LevelUp potion in the mod.

Interesting..... would you mind telling me why did you change it to be this way? was it causing problems earlier? or was it for convenience sake?

Posted
1 minute ago, Deathtone said:

Interesting..... would you mind telling me why did you change it to be this way? was it causing problems earlier? or was it for convenience sake?

Depending on the "gushing" setting of MME, it would either run you ridiculously fast through the transformation or not at all. I had the BAC speed set to Fast (Ultra is my introduction) and gushing to 80% and nothing happened. When I changed the gushing to 0%, transformation would run normally. Since I made some trials with cows producing ~100.000 units of milk per hour, milking with just 1 unit per tick is somewhat annoying.

Posted (edited)
1 hour ago, botticelli said:

yep. That's the problem. Either you'll have to wait until someone converts the 1.9C3 above or do it yourself...

On it! This also includes the converted meshes so that RaceMenu HH will work properly in SSE (BSTriShapes instead of NiTriShapes). Just run Bodyslide :)

 

EDIT: Note, I could not get Skyrim to start without unpacking bac.bsa in MO2. Not sure what's up with that.

 

EDIT2: At least on an existing save, this version starts up normally, yay! Thanks @botticelli!

775538461_BeingaCow1.9C3_SSE.7z

Edited by MysticDaedra
Posted (edited)

Okay is this version missing the face tats?  I started a new game and have the 1.9c and 1.9c3 installed and enabled. At stage 30 I'm still not getting any facial morphs other than tongue. These pics are from LE

 

ScreenShot2.png.adae9e582ec1e075f629ff6413a60441.png

 

 

ScreenShot3.png.bc110c8e7abc3350d5f43085f56b3934.png

 

And on SE after running through CAO and nif optimizer I'm still not getting any facial morphs. 

 

ScreenShot1.png.cce2306be18b990eeba04dcfccac758d.png

 

on SE i have 1.9C, 1.9C1 and 1.9C3 installed.  Am I missing something?  Cause there should be nose and mouth morphs going on correct?  or did you sculpt the face in the picture you posted back a few pages?

Edited by fyredraken
Posted (edited)
14 minutes ago, fyredraken said:

Okay is this version missing the face tats?  I started a new game and have the 1.9c and 1.9c3 installed and enabled. At stage 30 I'm still not getting any facial morphs other than tongue. These pics are from LE

 

ScreenShot2.png.adae9e582ec1e075f629ff6413a60441.png

 

 

ScreenShot3.png.bc110c8e7abc3350d5f43085f56b3934.png

 

And on SE after running through CAO and nif optimizer I'm still not getting any facial morphs. 

 

ScreenShot1.png.cce2306be18b990eeba04dcfccac758d.png

 

on SE i have 1.9C, 1.9C1 and 1.9C3 installed.  Am I missing something?  Cause there should be nose and mouth morphs going on correct?  or did you sculpt the face in the picture you posted back a few pages?

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.

Edited by botticelli
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.

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