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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

@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

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
Posted
6 hours ago, MuchW0W said:

https://www.nexusmods.com/skyrimspecialedition/mods/13366?tab=files

SE version to Q2C mod

tried 1.9c4 on my old save of se, the equip / unequip is so much faster holy crap lol. 

i noticed a small texture flicker when rotating camera around on the hooves/legs i don't remember it before might of been my compression or something with SE here's a image of issue the small skin gap z fighting/ flickering. 

Skyrim Special Edition 3_5_2022 3_17_07 PM.png

It more looks like some lighter partof the legwear rhather than a seam. The seams I know of, you can look right through and see the background. These hooves are the spots version and they end idark grey at the top. There is no brown in that dds. Normally, the leg above should also be colored in grey/white. Did you put the hooves on directly via console or does your character wear something?

Posted

I'll get a proper conversion out in the morning/early afternoon. If anyone doesn't want to wait: run folder through CAO, and load converted meshes from back a page or so after 1.9C4. Remember to do Bodyslide.

Posted
22 minutes ago, DivineDefiance said:

@botticelli, I wanted to ask what features you plan to add in future updates if you do end up doing that?

I'd like to have skyrimfet's approval first, but there is no answer yet. For the time being, items on the list are

  • Bovinification Block (so actor can become MilkMaid but not cow, or, if already a cow, will not progress further)
  • Fixing Hammerheart (so that ZaZ furniture will (dis)appear correctly)
  • Perhaps Hammerheart option for NPC cows
  • Learning more about nifs, so that I can attach the horseshoes to the feet bones instead of the toe bones and not have them look completely scrapped
Posted

in Guru version awhile back he had it so you could select if you were a cow or not a cow which prevented the changes if you were a milk maid.

you had to become cow first though ie get 1 level then you could go to page where it displays your progress in % then select that and change to not a cow if my memory serves me right. (am old lol)

so usually for me or npc it was > Become milk maid > get 1 level of BAC > open MCM and select not a cow for me or NPC. 

--
(previous version dont know about this latest one you did botticelli)
As for the furniture what seems to work best for me is talking to Paul once > the stable door opens if no  Furniture  displayed > close stable door. Talk to Paul again right and select the same options again and the Furniture will display. This has always worked for me that way strange.. right lol


Thanks for all your changes so far very fun 

Posted (edited)
2 hours ago, botticelli said:

I'd like to have skyrimfet's approval first, but there is no answer yet. For the time being, items on the list are

  • Bovinification Block (so actor can become MilkMaid but not cow, or, if already a cow, will not progress further)
  • Fixing Hammerheart (so that ZaZ furniture will (dis)appear correctly)
  • Perhaps Hammerheart option for NPC cows
  • Learning more about nifs, so that I can attach the horseshoes to the feet bones instead of the toe bones and not have them look completely scrapped

so the very needed changes, I know if you talk to paul again you can get the zaz furn to disappear, perhaps if a second dialogue is introduced after the changes are made to your body that could do whatever it does, that it does when you talk with him twice. That ends up removing the zaz furniture.

Edited by DivineDefiance
words

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