Jump to content

Recommended Posts

Posted

It would be really nice, if the mod would get some new development, so hopefully skyrimfet will agree to that. And if it does and you want to add some more quest content to it, then it might be nice to have at least one way for the player to end up in a stable with the 31 previous cows in the end. Maybe even forced to hunt down further additions, so they can roam around still.

Posted
2 hours ago, MuchW0W said:

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 

I already made 2 spells (not yet published, though): UnBlock Bovinification and UnBlock Self-Bovinification. With them you can...

  • Block becoming a cow entirely for either yourself or an NPC before registering as a cow
  • Block transformation progress by levelup for either yourself or an NPC after registering as a cow, this includes the levelup potion but will not block random mutation potion.
  • Unblock any blocked character again

Probably Farengar will sell them to you, but I haven't decided on that one yet.

 

I've found one small issue in 1.9C4: The face branding for Cow32 will not appear. This is due to me having hooked those to the faction rank only. Before that, bac_blacksmith quest would have applied them, but they somehow fell totally through the roster, even during update. Only a full update would have removed them.

 

Still, I didn't deem this worthy of a new version yet ?. I'm also trying to nail down all those topic snippets (scripts names tif__*.pex) which are a nuisance to find in the directory, if you keep the default name (which skyrimfet did), because there are tons of them. So, whenever I find one, I rename it to tif_bac_*, but I've gotten to only a third of them yet.

Posted
On 3/5/2022 at 3:38 AM, botticelli said:

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

bac_alternate_1.9C4.7z 131 MB · 93 downloads

Hey @botticelli I am installing this on a new save, do I need to download the "Skyrim - Being a Cow - Tats 1.7e.7z" file or is that stuff included in this? Also in a related question, do I need to have "Skyrim - Being a Cow 1.7g.zip" installed and then have this installed over it or do I only need this file?

Posted
11 hours ago, Eluchel said:

Hey @botticelli I am installing this on a new save, do I need to download the "Skyrim - Being a Cow - Tats 1.7e.7z" file or is that stuff included in this? Also in a related question, do I need to have "Skyrim - Being a Cow 1.7g.zip" installed and then have this installed over it or do I only need this file?

No, this is standalone with all the tats included. Just make sure, you have the corect ZaZ version (and optionally Q2C as mentioned above)

Posted
6 hours ago, botticelli said:

No, this is standalone with all the tats included. Just make sure, you have the corect ZaZ version (and optionally Q2C as mentioned above)

Sounds good. Thanks!

Posted

So hi I have this version at the moment bac_alternate_1.9C4 that i cathedral since it isnt SE yet but somehow Paul wasnt even at riverwood

So it said i was missing heel sound and it was so i activated it but i still have a red triangle here

 

image.png.a244106058118b10429b43e403c7b36f.png

Posted
2 hours ago, alexsl said:

So hi I have this version at the moment bac_alternate_1.9C4 that i cathedral since it isnt SE yet but somehow Paul wasnt even at riverwood

So it said i was missing heel sound and it was so i activated it but i still have a red triangle here

 

image.png.a244106058118b10429b43e403c7b36f.png

Mystic Daedra uploaded the SE version a few posts up

 

Posted (edited)
6 hours ago, Alturistix said:

Mystic Daedra uploaded the SE version a few posts up

 

Yep! As for Paul not being in Riverwood... that's an unrelated problem afaik. Probably a conflict with bac.esp. Best bet is to load up everything in xEdit and check for conflicts.

Edited by MysticDaedra
Posted
10 hours ago, drgnbzfan84 said:

yeah i tried the le version u said but it crashes in process of loading any advice

did ypu clean out all the potentially existing old scripts first? This version comes with a bsa archive, but any existing old scripts (data/scripts/bac*.pex, data/scripts/qf_bac*.pex, data/scripts/sf_bac*.pex and a lot of TIF_*-scripts I cannot name in detail, but beware: only some of those relate to BaC, not all of them) may cause conflict. Some pages back someone posted a cleanup batch program, you might want to look that up.

Posted
3 hours ago, MysticDaedra said:

Yep! That should theoretically fix the missing mesh error, unless something else is wrong with your installation causing that. As for Paul not being in Riverwood... that's an unrelated problem afaik. Probably a conflict with bac.esp. Best bet is to load up everything in xEdit and check for conflicts.

well your version fixed it in the end :)

Posted

update on my situation so ive got to the point that he said hell put a ring on my nose so that i look like im owned. He tell me to take a seat and the gate to this stall open but there nothing to take a seat on and no option on the hay to sit here.

 

image.thumb.png.ac147a00398e14cdd497d3a7b739616e.png

Posted
3 hours ago, alexsl said:

update on my situation so ive got to the point that he said hell put a ring on my nose so that i look like im owned. He tell me to take a seat and the gate to this stall open but there nothing to take a seat on and no option on the hay to sit here.

 

image.thumb.png.ac147a00398e14cdd497d3a7b739616e.png

As you can read in several posts up the line, that issue is still persistent. I'm right now addressing it and have it fixed (hopefully) next version. Until then, do the following after the furniture fails to appear:

  • in the console type sqv bac_blacksmith and have a look at the variables. There should be 4 variables named chair, stocks, stockVert, and bitchLession [sic]. For the items you need (xx = mod No. of BAC)
    • ring: stock xx010589
    • bell: stockVert xx010582
    • branding: bitchLession xx01058c
  • note the id behind the furniture variable, then type prid <id> and enable, it should then appear, but do not use it right now, it will amount to nothing, instead
  • goto Paul again and do the talk again, This time, the furniture should activate and a quest marker be placed on it.

The problem is due to the script snippet at the end of the last dialogue line. It will not execute correctly (and you need to leave dialogue manually nonetheless). I moved those snippets to the beginning of that line resulting in a) the furniture appearing correctly and b) Paul exiting the dialogue as intended. But I still have some issues with the Who I Am quest, so I cannot post that version right now. I removed the invisible "MyMind" character and replaced the activators at the river and Mandy's house with new ones which display the text as thought lines in the center of the screen. I'll hopefully have that fixed until the weekend.

Posted
2 hours ago, botticelli said:

As you can read in several posts up the line, that issue is still persistent. I'm right now addressing it and have it fixed (hopefully) next version. Until then, do the following after the furniture fails to appear:

  • in the console type sqv bac_blacksmith and have a look at the variables. There should be 4 variables named chair, stocks, stockVert, and bitchLession [sic]. For the items you need (xx = mod No. of BAC)
    • ring: stock xx010589
    • bell: stockVert xx010582
    • branding: bitchLession xx01058c
  • note the id behind the furniture variable, then type prid <id> and enable, it should then appear, but do not use it right now, it will amount to nothing, instead
  • goto Paul again and do the talk again, This time, the furniture should activate and a quest marker be placed on it.

The problem is due to the script snippet at the end of the last dialogue line. It will not execute correctly (and you need to leave dialogue manually nonetheless). I moved those snippets to the beginning of that line resulting in a) the furniture appearing correctly and b) Paul exiting the dialogue as intended. But I still have some issues with the Who I Am quest, so I cannot post that version right now. I removed the invisible "MyMind" character and replaced the activators at the river and Mandy's house with new ones which display the text as thought lines in the center of the screen. I'll hopefully have that fixed until the weekend.

Yeah about that part. I never got to mandy house remain but i was with the bandit on the shore. But somehow the marker for mandys house was on my map so i was able to teleport to it. I was a bit confused

Posted
7 hours ago, botticelli said:

As you can read in several posts up the line, that issue is still persistent. I'm right now addressing it and have it fixed (hopefully) next version. Until then, do the following after the furniture fails to appear:

  • in the console type sqv bac_blacksmith and have a look at the variables. There should be 4 variables named chair, stocks, stockVert, and bitchLession [sic]. For the items you need (xx = mod No. of BAC)
    • ring: stock xx010589
    • bell: stockVert xx010582
    • branding: bitchLession xx01058c
  • note the id behind the furniture variable, then type prid <id> and enable, it should then appear, but do not use it right now, it will amount to nothing, instead
  • goto Paul again and do the talk again, This time, the furniture should activate and a quest marker be placed on it.

The problem is due to the script snippet at the end of the last dialogue line. It will not execute correctly (and you need to leave dialogue manually nonetheless). I moved those snippets to the beginning of that line resulting in a) the furniture appearing correctly and b) Paul exiting the dialogue as intended. But I still have some issues with the Who I Am quest, so I cannot post that version right now. I removed the invisible "MyMind" character and replaced the activators at the river and Mandy's house with new ones which display the text as thought lines in the center of the screen. I'll hopefully have that fixed until the weekend.

When i type prid 2601058d enable

 

it says compiled script not ssaveimage.thumb.png.37c01a881c68a10415c14216ba3d672c.png

Posted

My question may be stupid, but do I have to run BAC through the Bethesda Archive Extractor and put the files where needed. Or is there a simpler way to install. I have been wanting to try this mod for a long time but I've never figured out how to properly install it. When I drop the BAC main zip and Tats zip it just crashes to desktop, I would appreciate the help.

Posted (edited)
4 hours ago, Dale_Gregory said:

My question may be stupid, but do I have to run BAC through the Bethesda Archive Extractor and put the files where needed. Or is there a simpler way to install. I have been wanting to try this mod for a long time but I've never figured out how to properly install it. When I drop the BAC main zip and Tats zip it just crashes to desktop, I would appreciate the help.

Do you use Mod Organizer or Vortex? Or nothing at all? Btw. The slavetats pack is not needed, because it is included in my version. If you don't use any mod tool, you'll probably need to unzip the contents on the zip in tha data folder of your Skyrim directory, then run LOOT, FNIS for Users, and BodySlide to create all the nifs.

And: Do you have Skyrim LE (my version) or SE (see @MysticDaedra's version above). The LE version does not run with SE.

Edited by botticelli
Posted
1 hour ago, botticelli said:

Do you use Mod Organizer or Vortex? Or nothing at all? Btw. The slavetats pack is not needed, because it is included in my version. If you don't use any mod tool, you'll probably need to unzip the contents on the zip in tha data folder of your Skyrim directory, then run LOOT, FNIS for Users, and BodySlide to create all the nifs.

And: Do you have Skyrim LE (my version) or SE (see @MysticDaedra's version above). The LE version does not run with SE.

Ok i got further. Now im after mark sold me i was reading the dialogue that the guy who wanted to trow and auction and click on "mmmmh..." then black screen. Waiting doesnt do anything and it does that everytime. Is it because there is nothing after ?

image.thumb.png.0d70ccd7d612ff1de0ca55d45550801a.png

Posted (edited)
On 3/7/2022 at 5:44 AM, MysticDaedra said:

OOF almost forgot to do this lmao! Here y'all go :) I haven't had a chance to test it yet, but it should work just fine in SSE. I also added in the converted meshes, just run Bodyslide again before playing to get functioning RaceMenu HH in your game. Enjoy!

1989441196_BeingaCow1.9C4.7z 118.11 MB · 46 downloads

i have question about Tail HDT  it work right ?
and i need delete all SSE version or overwrite them with this file ?

all i have right now is 1.8g SE and tats + Tail HDT + update 2 from GuruSR

Edited by evilbom
Posted
3 hours ago, alexsl said:

Ok i got further. Now im after mark sold me i was reading the dialogue that the guy who wanted to trow and auction and click on "mmmmh..." then black screen. Waiting doesnt do anything and it does that everytime. Is it because there is nothing after ?

image.thumb.png.0d70ccd7d612ff1de0ca55d45550801a.png

Black screens take real long because of the milk pump activation. It takes 10 seconds and then check for milk pump 3d model load. If that didn't happen, it starts a loop waiting another 3 seconds and then checking again and so on until loading of the pump succeeds... Do you have the ZaZ milk pumps installed? If they aren't there, indeed nothing wil happen.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...