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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
Posted
1 hour ago, w234aew said:

 

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.

 

Bethesda made Headparts work only for those races included in the Formlist attached to the Headpart. It doesn't matter how it's named, Skyrim will stick to the FormList and since I do not have every race available out there, their IDs are not in there.

 

1 hour ago, w234aew said:

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.

I changed the overlay coding after some discussion with the SlaveTats author because skyrimfet's original code did not work on all those pre-generated npc faces but SlaveTats worked on them. The modification there allows to set color and tint and everything else, but we would need to figure out a way to communicate this because I don't see anyone entering tint values in MCM...

 

1 hour ago, w234aew said:

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).

Please go ahead. I could add a color picker in MCM for the stretches, but it would need to be there for each individual cow since they all have different skin colors.

Posted
1 hour ago, w234aew said:

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

There is no scene involved, only cells with ObjectReferences.

Posted
43 minutes ago, w234aew said:

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).

 

 

MissingFurnitureWrongScene.png

 

What I mean is these. They are assigned, enabled and disabled in dialogue snippets in the Hammerheart quest line (the quest is bac_blacksmith, but the dialogue is in quest bac_d).

grafik.png

Posted
12 minutes ago, botticelli said:

It doesn't matter how it's named, Skyrim will stick to the FormList and since I do not have every race available out there, their IDs are not in there.

 

Yeah, that makes sense. Oh well, I really have little reason to be using the custom race with BAC anyway.

 

13 minutes ago, botticelli said:

skyrimfet's original code did not work on all those pre-generated npc faces but SlaveTats worked on them.

 

I'm surprised by that, does it have something to do with the way the way the pre-gen'd NPCs are handled?

 

15 minutes ago, botticelli said:

The modification there allows to set color and tint and everything else, but we would need to figure out a way to communicate this

 

The way I handled it as a "Stop-gap" is JSONUtil, which allows for entering Ints and pulling them in for performing the necessary math.

 

I'm sure this isn't the fastest way, an array of ints would be easier to deal with in the MCM and make player-modification easier (because of the JSONUtil not accepting Hex numbers, they have to be entered as decimal numbers in the JSON, and are then handled as Hex in the code).

 

20 minutes ago, botticelli said:

I don't see anyone entering tint values in MCM

 

I wouldn't be too sure; lots of people run highly customized characters, and would want to change the stretchmark colors (one of the first requests I got regarding that code).

 

It's not unheard of in other mods either; Sexlab Hormones has a skin-tint color changing feature, which allows players to enter custom colors depending on PC history (full RRGGBB hex value changes possible).

 

 

24 minutes ago, botticelli said:

Please go ahead. I could add a color picker in MCM for the stretches, but it would need to be there for each individual cow since they all have different skin colors.

 

I'll message you with the source, and a quick explanation, because I'm not sure how much of it will be needed.

Posted
55 minutes ago, w234aew said:

I'm sure this isn't the fastest way, an array of ints would be easier to deal with in the MCM and make player-modification easier (because of the JSONUtil not accepting Hex numbers, they have to be entered as decimal numbers in the JSON, and are then handled as Hex in the code).

 

It's not unheard of in other mods either; Sexlab Hormones has a skin-tint color changing feature, which allows players to enter custom colors depending on PC history (full RRGGBB hex value changes possible).

I was just about to mention SL Hormones' use of specific tints as well. Not my favorite choices, but very simple to select on the go.

Posted
6 hours ago, botticelli said:

Ok, first images of the new ears by @Addywil:

 

 

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Those are some coolass looking ears you got there hope this can be playable soon, cause it really looks like the ears are slowly growing out and in to those cow ears as the horns grow wider and wider 

Posted
13 minutes ago, DevilGod05 said:

Any idea how to fix the horns and get rid of the tongue?

20220327001853_1.jpg

The horns are a texture issue, possibly related to VRAM or something else. As for the tongue, there's a toggle for it in the MCM.

Posted
On 3/24/2022 at 11:20 AM, 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 · 107 downloads

I am going to guess here I need to run Bodyslide to get this right along with FNIS ?

Posted
1 minute ago, Tiruil said:

I am going to guess here I need to run Bodyslide to get this right along with FNIS ?

Best practice to always run bodyslide when dealing with new meshes. Not sure if FNIS is necessary tho. Worst-case scenario, you load in and are t-posing. Just exit and run FNIS then.

Posted (edited)

Its a habit for me to run FNIS when updating most of my mods; Im just never used to running Bodyslide, never had a need to.

 

EDIT: Why does it require devious devices when I already have ZaZ ?

Edited by Tiruil
Posted
1 hour ago, Tiruil said:

Its a habit for me to run FNIS when updating most of my mods; Im just never used to running Bodyslide, never had a need to.

 

EDIT: Why does it require devious devices when I already have ZaZ ?

ZaZ and DD are compatible, but are still different frameworks. That being said, I suspect the reason is because the Dwemer Automaton thingie is a DD object.

Posted (edited)
2 hours ago, Tiruil said:

Its a habit for me to run FNIS when updating most of my mods; Im just never used to running Bodyslide, never had a need to.

 

EDIT: Why does it require devious devices when I already have ZaZ ?

Because of the Keywords used by the hooves. Hooves cannot be stripped by DD devices like boots.

Edited by botticelli

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