Dudemer Posted March 23, 2022 Posted March 23, 2022 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 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? Here is a gif of stage 1 to 3 + a possible extra (It would of course not blend like this i Skyrim) This is all Very Well Done. 1
some_anon Posted March 23, 2022 Posted March 23, 2022 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 1
SilentOption Posted March 24, 2022 Posted March 24, 2022 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.
botticelli Posted March 24, 2022 Posted March 24, 2022 (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. 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 April 1, 2025 by botticelli file space - attachement deprecated and deleted 1
MysticDaedra Posted March 24, 2022 Posted March 24, 2022 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. 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!
drgnbzfan84 Posted March 24, 2022 Posted March 24, 2022 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
drgnbzfan84 Posted March 24, 2022 Posted March 24, 2022 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
botticelli Posted March 24, 2022 Posted March 24, 2022 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
LinksSword Posted March 24, 2022 Posted March 24, 2022 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. 1
NexusRefugee Posted March 24, 2022 Posted March 24, 2022 (edited) 36 minutes ago, LinksSword said: guess it's up to me to convert the new version. i Tired this morning but was getting a crash when i get the new cow head form 2 and up ;8 then i had to run to work now im back to blueprinting lewl so if your works hizzah (SE) Edited March 25, 2022 by MuchW0W
LinksSword Posted March 25, 2022 Posted March 25, 2022 (edited) 1 hour ago, MuchW0W said: i Tired this morning but was getting a crash when i get the new cow head form 2 and up ;8 then i had to run to work now im back to blueprinting lewl so if your works hizzah (SE) head mesh works for me but i am not confident enough to share the port. as you can see it works but i got other issues that i am trying to sort Edited March 25, 2022 by LinksSword 2
LinksSword Posted March 25, 2022 Posted March 25, 2022 i like the new head meshes, but the only issue i have with them is the fact that you can see through the head once you get to the higher cow heads, Tongue also too short to reach final Cow head nif even the longest one.
MysticDaedra Posted March 25, 2022 Posted March 25, 2022 Dayum, that looks amazing! Wow! Great work @botticelli!
botticelli Posted March 25, 2022 Posted March 25, 2022 8 hours ago, LinksSword said: i like the new head meshes, but the only issue i have with them is the fact that you can see through the head once you get to the higher cow heads, Tongue also too short to reach final Cow head nif even the longest one. I'll make longer tongues ? The problem with the see-though is that the oral part and the teeth are handled by facegen .tri files which cannot be influenced by script (only racemenu) and those authors didn't see fit to provide max settings that would be needed here... I guess, we'll have to live with that
drgnbzfan84 Posted March 25, 2022 Posted March 25, 2022 22 hours ago, botticelli said: 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 yeah i deleted all others but when i try to activate DD 5.1 it gets halfway and stops i got new DD equip that u suggested that seems to complicate download for DD 5.1 so iam deleteing all DD except 5,1 see if it works
drgnbzfan84 Posted March 25, 2022 Posted March 25, 2022 yep i deleted all other dd mods patches and all left only DD 5.1 but it still stops activating about halfway thought not sure what to do now?
MysticDaedra Posted March 25, 2022 Posted March 25, 2022 Would someone using SE be willing to test out the bac.esp as an ESPFE? I'm curious if this mod is ESLifiable. xEdit indicates that it can be flagged if the formids are compacted, but that sometimes interferes with scripts.
NexusRefugee Posted March 25, 2022 Posted March 25, 2022 17 hours ago, LinksSword said: head mesh works for me but i am not confident enough to share the port. as you can see it works but i got other issues that i am trying to sort ill give it another go
Executaball Posted March 25, 2022 Posted March 25, 2022 2 hours ago, MysticDaedra said: Would someone using SE be willing to test out the bac.esp as an ESPFE? I'm curious if this mod is ESLifiable. xEdit indicates that it can be flagged if the formids are compacted, but that sometimes interferes with scripts. Sure I'm running SE. Are there other conversion steps needed from 1.9D?
MysticDaedra Posted March 25, 2022 Posted March 25, 2022 9 minutes ago, Executaball said: Sure I'm running SE. Are there other conversion steps needed from 1.9D? Run it through CAO, and if you want RaceMenu HH to work you'll have to convert the meshes with Nif Optimizer most likely. That should be it! If it works with the ESL flag, folks like me with massive load orders will be much happier xD
w234aew Posted March 25, 2022 Posted March 25, 2022 A bit more detail on the texture problem with the udders in SE: It is visible in SE Bodyslide as well, makes me think it's either a texture or normals issue (maybe?). If I recall right, the older version of these meshes had the normals all over the place. Did you correct them? Or is this a different/new issue.
NexusRefugee Posted March 25, 2022 Posted March 25, 2022 now to find some good minotaur followers after using the new face
Executaball Posted March 25, 2022 Posted March 25, 2022 2 hours ago, MysticDaedra said: Run it through CAO, and if you want RaceMenu HH to work you'll have to convert the meshes with Nif Optimizer most likely. That should be it! If it works with the ESL flag, folks like me with massive load orders will be much happier xD Hm, now that I'm looking at it, it seems I *have* to compact the form IDs for this to work, and in that case we'd have to regenerate the .seq files and probably the scripts as well. It's unlikely one of the scripts don't call GetFormFromFile. 1
w234aew Posted March 25, 2022 Posted March 25, 2022 (edited) Edit from earlier: resaving the HID udders in outfit studio gets rid of the issue. Udders look fine now! Story side: The problems with ZaZ 7.0SE continue in SE; furniture doesn't show up. If anyone has experience setting up scenes in the CK, they may be able to fix this (not somewhere I have experience). Effects side: Using a custom race, IDK if it's possible for the new headpart to apply (tongues work, but I don't think it detects the race correctly. Custom race didn't work, but Nord worked fine). Request: I'd personally prefer the streches mutationss moved to the end of their categories (i.e. breast stretches comes after the new MME-based effects, same with ass streches). I disable them anyway (I need to, for testing my own mod, there will likely be a conflict), but I'd like to be able to access the new mutations @botticelli has added! Other than that, very happy with the updates! Edited March 26, 2022 by w234aew
MysticDaedra Posted March 25, 2022 Posted March 25, 2022 1 hour ago, Executaball said: Hm, now that I'm looking at it, it seems I *have* to compact the form IDs for this to work, and in that case we'd have to regenerate the .seq files and probably the scripts as well. It's unlikely one of the scripts don't call GetFormFromFile. If BAC uses local form IDs instead of absolute form IDs (best practice anyways), then this won't be an issue. @botticelli would know if this is the case.
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