Jump to content

Recommended Posts

Posted (edited)
16 hours ago, dryer3 said:

i run the se version and its the one that MysticDaedra ported of yours. how do i clean out old scripts? I never started playing the other Bac version before I upgraded. that could be the problem. also is there a command or a cheat to level up my cow automatically.

There is a potion in the mod to level up, just use AddItemMenu or look it up in the console.

 

As for deleting old scripts: it should be sufficient to delete all scripts matching file name patterns bac*pex, pf_bac_*.pex, qf_bac_*.pex, and sf_bac_*.pex in data\scripts. There will be some dead ones left which didn't have _bac_ in the name, but the mod doesn't call them any lohger.

Edited by botticelli
Posted
33 minutes ago, botticelli said:

There is a potion in the mod to level up, just use AddItemMenu or look it up in the console.

 

As for deleting old scripts: it should be sufficient to delete all scripts matching file name patterns bac*pex, pf_bac_*.pex, qf_bac_*.pex, and sf_bac_*.pex in data\scripts. There will be some dead ones left which didn't have _bac_ in the name, but the mod doesn't call them any lohger.

what the name of the potion

 

Posted (edited)
25 minutes ago, SilentOption said:

what the name of the potion

 

write "Help Levelu" and it will reveal the id of the potion

something like levelup cow potion

Edited by Encon4
Posted
3 hours ago, renkai0821 said:

Does 1.9C7 update 1.9C8 need to restart the game?



i did not have to restart I clean my save if there are any problems between updates which i have not had as of yet

Posted

Any tips on what could cause the MCM menu straight up not loading? As in it's there in MCM but it doesn't load any of it's contents. No CTDs or anything.

I'm on special edition with @MysticDaedra's port. Thank you very much btw

MME and the other depencies work fine. It's just BAC that's giving me troubles. What's the current consensus on BAC's SE compatibility anyway; do all of yall play on LE or am I missing something?

 

Posted
4 hours ago, renkai0821 said:

Does 1.9C7 update 1.9C8 need to restart the game?

not, it shouldn't be needed as yet. The next one will be a bit more tricky, though, because the MCM menu got too large and CTD'd on enter, so I had to split the MCM quest up into two. Since MCM quests have to be set to "run once" and "at game start", you'd normally miss a menu then. It can be worked around though by starting with a clean save and then loading the game you want to play.

Posted (edited)
On 3/17/2022 at 9:44 PM, NoirXiaoba said:

 

These look fantastic and would upgrade the look of the ears tremendously. I keep my fingers crossed that someone makes them work with the game for you.

 

Maybe you wanna take a crack at the other body parts next? Hooves, tail, and udders all are kinda basic as of now. (Maybe you even have an idea for a kind of "armor" or "clothing" doing fancy mutaty stuff to a character's breasts.)

 

Glad you liked them. We'll see if I feel up for it when it comes to the other parts. I thought this would be a small little project I could finish reletivly quick. I Have way too many personal projects running, just feel nice to be able to finish something for once :P

 

 

On 3/17/2022 at 10:23 PM, botticelli said:

I'd definitely give it a try. Just keep in mind that there are three color types (brown, white, and spotted) and they have 3 growth stages (could have 4 combined with the large horns). If possible they should somehow wrap over type 4 standard ears.

20220317223539_1.jpg

 

I took the weekend to play around with the different fur colours and stages:

Here is the Fur versions. I tried to match the colour from the Fur SlaveTats as much as possible. I am also not sure whether it looks better with or without fur on the inside (It is a seperate plane with a alpha/mask texture). On that note; does Skyrim support full range transparnecy or just a binary mask?

Types.jpg

Here is a gif of stage 1 to 3   + a possible extra   (It would of course not blend like this i Skyrim)

CowEarStages.gif

Edited by Addywil
posted by mistake before I was done.
Posted

does devious devices 5.1 have the intergration mods as a part of it because i have DD intergration as separate mod got i awhile ago do i need to delete this because i got new bac to work but wont load any of saves have to restart every time i play with new DD 5.1 and new BAC alternate ohh and DD equipment is new so any tips would be great thanks

Posted
3 hours ago, some_anon said:

Any tips on what could cause the MCM menu straight up not loading? As in it's there in MCM but it doesn't load any of it's contents. No CTDs or anything.

I'm on special edition with @MysticDaedra's port. Thank you very much btw

MME and the other depencies work fine. It's just BAC that's giving me troubles. What's the current consensus on BAC's SE compatibility anyway; do all of yall play on LE or am I missing something?

 

I found on SSE that it is better to not install Being a Cow at the beginning of a new save. Instead I start the new game, play for a short while (leave the Abandoned Prison at least), and then activate bac.esp. For some reason it would not start (load in MCM) on a new save. @botticelli might investigate at some point, but for now just start a new game and then afterwards load the .esp. Worked for me.

Posted
9 hours ago, Addywil said:

 

Glad you liked them. We'll see if I feel up for it when it comes to the other parts. I thought this would be a small little project I could finish reletivly quick. I Have way too many personal projects running, just feel nice to be able to finish something for once :P

 

 

 

I took the weekend to play around with the different fur colours and stages:

Here is the Fur versions. I tried to match the colour from the Fur SlaveTats as much as possible. I am also not sure whether it looks better with or without fur on the inside (It is a seperate plane with a alpha/mask texture). On that note; does Skyrim support full range transparnecy or just a binary mask?

Types.jpg

Here is a gif of stage 1 to 3   + a possible extra   (It would of course not blend like this i Skyrim)

CowEarStages.gif

These ears look amazing! It would be awesome if these became the new cow ears!

Posted (edited)
16 hours ago, Addywil said:

On that note; does Skyrim support full range transparnecy or just a binary mask?

I think, it does, Bethesda uses standard issue .dds textures and the slave tats can be full color with transparency overlaying each other. I take it that a) the outside, b) the inside and optionally c) the fur have separate textures for separate UV maps?

Edited by botticelli
Posted
14 hours ago, MysticDaedra said:

I found on SSE that it is better to not install Being a Cow at the beginning of a new save. Instead I start the new game, play for a short while (leave the Abandoned Prison at least), and then activate bac.esp. For some reason it would not start (load in MCM) on a new save. @botticelli might investigate at some point, but for now just start a new game and then afterwards load the .esp. Worked for me.

That also may have to do with the quest load size. As I said above, just adding 5 new settings crashed the wholöe thing in LE as well, so had to split it up. I'll also separate the primary menu from the bac_main quest because I'm not sure how that load size is calculated (only the script vs. all scripts on the quest)?

Posted

my character suffered mutations that i didn't want, is there a way to make her fat and short?

she keep eating but she doesn't get fat...

any potions to revert or clean all the mutations? if so how to which id's are?

 

Posted (edited)
2 hours ago, Encon4 said:

my character suffered mutations that i didn't want, is there a way to make her fat and short?

she keep eating but she doesn't get fat...

any potions to revert or clean all the mutations? if so how to which id's are?

 

If you hadn't wanted those mutations, you should have disabled them or set them to NPC only before beginning the while thing. That's the purpose of the Mutation menu page. But you can toggle between fat and slim with a potion and you can toggle between tall and short with another potion. Just type "help switch" in the console and there should be several potions listed there whose name start with bac_. The heightswitchpotion changes between tall and short and the weightswitch potion between fat and slim. And no, there is no means to actually revert any mutation.

Edited by botticelli
Posted
On 3/21/2022 at 2:33 PM, Addywil said:

 

Glad you liked them. We'll see if I feel up for it when it comes to the other parts. I thought this would be a small little project I could finish reletivly quick. I Have way too many personal projects running, just feel nice to be able to finish something for once :P

 

 

 

I took the weekend to play around with the different fur colours and stages:

Here is the Fur versions. I tried to match the colour from the Fur SlaveTats as much as possible. I am also not sure whether it looks better with or without fur on the inside (It is a seperate plane with a alpha/mask texture). On that note; does Skyrim support full range transparnecy or just a binary mask?

Types.jpg

Here is a gif of stage 1 to 3   + a possible extra   (It would of course not blend like this i Skyrim)

CowEarStages.gif

This is all Very Well Done.

Posted
On 3/21/2022 at 9:42 PM, MysticDaedra said:

I found on SSE that it is better to not install Being a Cow at the beginning of a new save. Instead I start the new game, play for a short while (leave the Abandoned Prison at least), and then activate bac.esp. For some reason it would not start (load in MCM) on a new save. @botticelli might investigate at some point, but for now just start a new game and then afterwards load the .esp. Worked for me.

that did the trick. Much appreciated

Posted
On 3/17/2022 at 7:12 AM, botticelli said:

afaik @GuruSR is content with me taking this over. I have transferred his changes regarding the milk pump activation into my version.

He should be happy I know I would be. He needs a break although it would be nice if you two collaborate so there won't a tension however it is what it is.

Posted (edited)

Ok, next try. This version needs some precaution before installing it in a running game because I had to split the MCM quest up. If you're going to install this, on a running game, don't blame me for it crashing. The new menus are prefixed with "BAC -". If the game is already running, the old menu (without the prefix) will stay next to the new ones, but it will be dead and selecting it will cause a CTD.20220322154922_1.jpg.0fd634354e2e3016d92fc1f6a579748f.jpg

other features:

  • fixed levelup potion/scroll, so it now really levels up excatly one level per use
  • fixed mutation potion, so it now executes exactly one mutation and can no longer be stacked, i. e. you must wait until the effect finishes before using the next one. Stacking caused an undefined number of mutations - not necessarily the same number as potions taken
  • added CowHead mutation (8 stages) which will use HeadParts to eventually grow a somewhat cow-like face. It is obviously incompatible with other mods that use HeadParts to replace femalehead.nif with. Also, I had to make some compromise, since I could not move the eyes and ears. If I did, you'd only see empty sockets and extra ears because the actual eyes and ears are different parts often installed by other mods which I cannot influence. So, to move them around, you'll still have to stick to RaceMenu. Also I strongly recommend testing this particular mutation out on a new character before applying it to an existing one - especially the maximum stage of this might be too much ? Also, allow for some time for the SetNthHeadPart() method to kick in after mutation. It took up to a minute here.
  • With the growing head, some body morphs will be applied to the torso, the head and the shoulders - after all with such a large head the rest of the body needs to keep track at least
  • As a result, I added several depth stages to the noserings and height stages to the tongues
  • The nosering depth setting now has a default of -1 (which you should be able to reset to with the "R" key, if already changed) This setting will automatically move the nosering forward with the CowHead stage. Provided your character's nose is at medium height, this should work. Otherwise, you'll have to set it manually
  • Added farting sounds for fat cows only which can be disabled in the settings menu

 

Edited by botticelli
file space - attachement deprecated and deleted
Posted
1 hour ago, botticelli said:

Ok, next try. This version needs some precaution before installing it in a running game because I had to split the MCM quest up. If you're going to install this, on a running game, don't blame me for it crashing. The new menus are prefixed with "BAC -". If the game is already running, the old menu (without the prefix) will stay next to the new ones, but it will be dead and selecting it will cause a CTD.20220322154922_1.jpg.0fd634354e2e3016d92fc1f6a579748f.jpg

other features:

  • fixed levelup potion/scroll, so it now really levels up excatly one level per use
  • fixed mutation potion, so it now executes exactly one mutation and can no longer be stacked, i. e. you must wait until the effect finishes before using the next one. Stacking caused an undefined number of mutations - not necessarily the same number as potions taken
  • added CowHead mutation (8 stages) which will use HeadParts to eventually grow a somewhat cow-like face. It is obviously incompatible with other mods that use HeadParts to replace femalehead.nif with. Also, I had to make some compromise, since I could not move the eyes and ears. If I did, you'd only see empty sockets and extra ears because the actual eyes and ears are different parts often installed by other mods which I cannot influence. So, to move them around, you'll still have to stick to RaceMenu. Also I strongly recommend testing this particular mutation out on a new character before applying it to an existing one - especially the maximum stage of this might be too much ? Also, allow for some time for the SetNthHeadPart() method to kick in after mutation. It took up to a minute here.
  • With the growing head, some body morphs will be applied to the torso, the head and the shoulders - after all with such a large head the rest of the body needs to keep track at least
  • As a result, I added several depth stages to the noserings and height stages to the tongues
  • The nosering depth setting now has a default of -1 (which you should be able to reset to with the "R" key, if already changed) This setting will automatically move the nosering forward with the CowHead stage. Provided your character's nose is at medium height, this should work. Otherwise, you'll have to set it manually
  • Added farting sounds for fat cows only which can be disabled in the settings menu

bac_alternate_1.9D.7z 160.85 MB · 4 downloads

I'm taking a bit of a break from BAC to play with some other transformation mods, but I'd dearly like to see an image of what the new head transform looks like!

Posted
On 3/16/2022 at 12:29 PM, botticelli said:

as for BAC again: get rid of ALL of them

as you can read on the bottom of the DD 5.1 page, it is DD Assets, DD Integration, DD Expansion, and DD Contraptions COMBINED, so get rid of all of those older versions.

DD Equip 256 is way outdated. Current versrion is 5.34.1 and it requires Skyrim Utility Mod, so you'll probably have to install those, too.

hey i just fpound out i still had older dd INTAGRATION and had older DD expantion i deleted them and tried to activate new DD but every time i try to activate it it has issue and stops at 50 percent u tried a few times because you said it has both on new devious devices not sure what to do taking off older ones prob screwed it up so any help rhanks

Posted

yep DD 5.1  not activating i deleted all other DD files the only plder DD mod i still have is DD framework 2.06 plus ZAZ LEASH TUFP patch should it be updated as well cause every time i load try startomg new game crashes before i get to load screen

 

Posted
5 minutes ago, drgnbzfan84 said:

yep DD 5.1  not activating i deleted all other DD files the only plder DD mod i still have is DD framework 2.06 plus ZAZ LEASH TUFP patch should it be updated as well cause every time i load try startomg new game crashes before i get to load screen

 

if you delete the base mod, the patches must go as well, else you have missing masters. DD 5.1 is DD Framework plus Assets plus Extension plus Integration, so again you need none of those old ones and they must be deactivated before activating DD 5.1

Posted
6 hours ago, MysticDaedra said:

I'm taking a bit of a break from BAC to play with some other transformation mods, but I'd dearly like to see an image of what the new head transform looks like!

guess it's up to me to convert the new version.

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...