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Posted (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 by MuchW0W
Posted (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 

 

20220324221637_1.jpg

Edited by LinksSword
Posted

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.

Posted
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

Posted
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 

Posted

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.

Posted
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 

 

20220324221637_1.jpg


ill give it another go :)

Posted
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?

Posted
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

Posted

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.

Posted
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.

Posted (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 by w234aew
Posted
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.

Posted (edited)
7 hours 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.

bac_mme_access.psc and bac_beingacow.psc do that, and I'm going to get rid of the calls in the latter sometime now as well,

5 hours ago, MysticDaedra said:

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.

The iDs are local to the mods. MME:

Game.GetFormFromFile(0x0305c81c, "MilkModNEW.esp") As FormList
Game.GetFormFromFile(0x0306d61f, "MilkModNEW.esp") As Keyword
Game.GetFormFromFile(0x0307372b, "MilkModNEW.esp") As Potion
Game.GetFormFromFile(0x030343f2, "MilkModNEW.esp") As Potion
Game.GetFormFromFile(0x030369a8, "MilkModNEW.esp") As Spell

 

and you can ignore the Pearl Juice ID's from bac_beingacow, because they are leftovers from some experiment and I will eliminate them.

 

Btw.: I'd like to know if the MCM problem at startup with a new character in SE persists. I do nat have that in LE.

Edited by botticelli
Posted (edited)
6 hours ago, w234aew said:

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!

 

I made new BigUdders nif by stretching the Large Udders in NifScope because the old BigUdders had open tit ends and looked weird. But they use the same old textures.

 

The headparts only work for vanilla races (not Argonians and Khajiit) because I need to specify the race in the Headpart and I cannot do that for races I do not have. So actually there are 8 headparts for each race, but they all use the same nifs.

 

With the stretches mutations: belly stretches are at the end, ass stretches can be at the end (alterating with cellulitis 2), only breast streches are not. Since I added mutations to the existing ones made by skyrimfet, I left those where they were intended to be. Also, I considered stretched breasts to be the prerequisite for Lactacid production and not vice versa.

 

The stretches are only tats, so if you have enough body slots in nioverride.ini opened up, you can apply any new tat just on top of them. If you use SlaveTats in your mod: starting with version 1.37 it is no longer limited to 10 slots but will use all available nioverride slots configured.

Edited by botticelli
Posted
18 minutes ago, botticelli said:

The iDs are local to the mods. MME:

Game.GetFormFromFile(0x0305c81c, "MilkModNEW.esp") As FormList
Game.GetFormFromFile(0x0306d61f, "MilkModNEW.esp") As Keyword
Game.GetFormFromFile(0x0307372b, "MilkModNEW.esp") As Potion
Game.GetFormFromFile(0x030343f2, "MilkModNEW.esp") As Potion
Game.GetFormFromFile(0x030369a8, "MilkModNEW.esp") As Spell

Hmm... might be worth testing. If someone else doesn't try it, I will give it a shot eventually.

Posted
14 hours ago, drgnbzfan84 said:

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 

can it be that your DD 5.1 download is somehow corrupt?

Posted
7 hours ago, w234aew said:

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).

There are 9 ZaZ references:

  • 4 milk punps
    1. Cell Wilderness(-2, -14) Objectreference zbfMilkOMatic1
    2. Cell bacHuntersHide ObjectReference bacHuntersHideMilker
    3. Cell bacHuntAuctionHouse ObjectReference bacHuntAuctionHouseMilker
    4. Cell WhiterunDragonsreach ObjectReference zbfMilkOMatic1
       
  • 5 pieces of Paul's furniture (all in cell WhiterunExterior01 (04, -3):
    1. zbfXCross
    2. zbfBitchLession01_CoarseDarkWood
    3. zbfStocksBitchesChair_DarkWood
    4. zbfGarotteDynamic_DarkWood
    5. zbfPilloryXSingle_DarkWood

Someone should be able to check those in the CK and possibly change the base form of the reference to somthing valid in ZaZ 7.0SE.

Posted
7 hours ago, botticelli said:

can it be that your DD 5.1 download is somehow corrupt?

not sure got it from mega download maybe any ideas? im stuck i also have toys mods could that be it

Posted
10 hours ago, botticelli said:

The headparts only work for vanilla races (not Argonians and Khajiit) because I need to specify the race in the Headpart and I cannot do that for races I do not have. So actually there are 8 headparts for each race, but they all use the same nifs.

 

To be clear, I wasn't really expecting it to work right away, getting the default races to work correctly first is a great idea.

 

If they all use the same nifs though, could you have a  "CustomRace" nif set that all non-game-recognized default races are directed to?

 

Probably wouldn't work great for really unique-headed races (ex. Selachii, some of the "Comedy" ones like Sonic/Chair-head), but would probably work well enough for races like ygNord and SnowElf races that are "close"/similar to default races.

 

10 hours ago, botticelli said:

 

The stretches are only tats, so if you have enough body slots in nioverride.ini opened up, you can apply any new tat just on top of them. If you use SlaveTats in your mod: starting with version 1.37 it is no longer limited to 10 slots but will use all available nioverride slots configured.

 

I don't use SlaveTats, I go directly to NiOverride, and from the last I saw of the 1.8 tats code, SkyrimFet switched to that too before GuruSR and yourself took over development.

 

The overlays are still located in the SlaveTats directory, but the papyrus code that applies them is direct NiOverride code and is just targeted at the correct directory containing the textures.

 

I actually used a part of the BAC source as an example of how to do that, which I then built upon.

 

You do have to make sure that there's enough overlay slots still, but the tattoo application is much faster, and it makes it easier to apply color-specific tattoos.

 

10 hours ago, botticelli said:

With the stretches mutations: belly stretches are at the end, ass stretches can be at the end (alterating with cellulitis 2), only breast streches are not. Since I added mutations to the existing ones made by skyrimfet, I left those where they were intended to be. Also, I considered stretched breasts to be the prerequisite for Lactacid production and not vice versa.

 

On the one hand, your explanation does make a lot of sense, but could the rapid rushes of milk and rapid increases in production not also cause the breast stretches?

 

On the non-game side, the reason I ask if that can be moved so it can be disabled is that the stretch overlay color isn't adjustable in BAC, so they don't look as good as they could.

 

BAC just applies a set color at full opacity, which from experience doesn't look good with most skin colors, and even if you change it in the RM overlays menu, any BAC update will change it back (that's not on you, that's just how SkyrimFet originally implemented it, just before they stopped development, and no-one's touched it since).

 

I did figure out a way to do customizable colors using the BAC code, if you want to take a look I can send the relevant source (there's some math involved in converting the colors into a usable form, any way you can store/assign a long int will work).

 

The "Conflict" isn't really a hard conflict (it's possible to run BAC and FM+ - Immersive Effects simultaneously, I've experienced no problems in the past, nor with 1.9D), but because both mods apply Breast stretches, either they'll both apply the same stretch (creating overlapping tattoos, which would be a waste of NiO slots), or they'll apply 2 different sets of breast stretches, creating a "Zebra" stretch problem (one stripe skin colored, one stripe white, one stripe skin, etc.).

 

I'm also not against getting the two mods to interface better via some compatibility code (i.e. coordinating which stretch overlays each mod uses, using a "unified" set of colors by default, etc.).

 

That's the main reason I'd like the ability to turn them off; not really a "Lore" reason, but a "appearance, logistics, and compatibility" reason.

 

9 hours ago, botticelli said:

Someone should be able to check those in the CK and possibly change the base form of the reference to somthing valid in ZaZ 7.0SE.

 

I can take a look, but scene modification isn't something that I have experience with in the CK, so no promises there.

Posted (edited)

Update from earlier: I checked, there's no problem with the milk pumps, they're in the right place in their respective cells (even the one in dragonsreach).

 

However, of paul's furniture, I can only see the cross, the mech stuff (i.e. its standing marker) and his "farrier equipment" (i.e. armor bench, etc.).

 

Here's a pic. Input from more experienced scene-editors on how to fix it is welcome!

 

Edit: It looks like the XMarker (xx00F53D) is the only one referenced in the Blacksmith quest (Alias bacFurniture, quest bac_blacksmith).

 

Edit 2: Checking in SSEdit, I can see the XMarker, but it doesn't have any details other than location.

 

All in all, I can see in both SSEdit and the CK that the markers for event-based ZaZ furniture exist, but the furniture themselves are not visible, other than the X-Cross by the stables (this includes the pole from ZaZ located in the Bannered Mare).

 

I likely need to set these quest stages in the CK to be able to see them, but I couldn't find how to do that in the quest menu (no "View scene" option for me).

 

I'm extremely lacking in experience of scene setup, so someone more experienced in this is definitely needed.

 

 

MissingFurnitureWrongScene.png

Edited by w234aew

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