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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
Posted

So, one of my pet peeves about the current state of the quests is how short the amount of time locked in the milking machines are. The hunters threaten to hasten the transformation, but even on Fast it seems like barely even a single level is gained, both in the cart and in the basement/auction. I also noticed that whatever is increasing the milk quantity during these sessions (the "drug") seems to be limited by the MME max milk/maid level setting. I prefer to use this setting,.. anyone have any thoughts/suggestions on how I might roleplay getting transformed faster without resorting to the potions?

Posted
15 minutes ago, MysticDaedra said:

So, one of my pet peeves about the current state of the quests is how short the amount of time locked in the milking machines are. The hunters threaten to hasten the transformation, but even on Fast it seems like barely even a single level is gained, both in the cart and in the basement/auction. I also noticed that whatever is increasing the milk quantity during these sessions (the "drug") seems to be limited by the MME max milk/maid level setting. I prefer to use this setting,.. anyone have any thoughts/suggestions on how I might roleplay getting transformed faster without resorting to the potions?

During the pump scenes, I'll check, if your current milk amount drops below 10, and then add 20 units with no max check enforcement. Would that be ok?

Posted
4 minutes ago, botticelli said:

During the pump scenes, I'll check, if your current milk amount drops below 10, and then add 20 units with no max check enforcement. Would that be ok?

No max check enforcement (if it's even possible to bypass the MME setting?) for those scenes would be fantastic. Might be a good idea to add that to the Breast Enlargement job as well, since it's a similar thing ("drugs" that increase breast size by increasing amount of milk).

Posted
1 hour ago, MysticDaedra said:

No max check enforcement (if it's even possible to bypass the MME setting?) for those scenes would be fantastic. Might be a good idea to add that to the Breast Enlargement job as well, since it's a similar thing ("drugs" that increase breast size by increasing amount of milk).

MME_storage.changeMilkCurrent(Actor akActor, float Delta, bool enforceMaxValue) can do that with enforceMaxValue = false

Posted
10 hours ago, MysticDaedra said:

The horns are a texture issue, possibly related to VRAM or something else.

I turned my graphics higher and fixed but my game fps is now crap. I wasn't having this texture issue with the original file that's connected to the mod. I'm not sure if the textures were made higher or changed is some way but is it possible I can replace those files with the ones from the original file or is there a way to lower the texture quality? 

Posted
2 hours ago, DevilGod05 said:

I turned my graphics higher and fixed but my game fps is now crap. I wasn't having this texture issue with the original file that's connected to the mod. I'm not sure if the textures were made higher or changed is some way but is it possible I can replace those files with the ones from the original file or is there a way to lower the texture quality? 

CAO (Cathedral Assets Optimizer) is not just used for converting stuff to SSE, it can also be used to make textures and I believe meshes more performance friendly. You could give it a try, it might help.

Posted
23 minutes ago, DevilGod05 said:

It worked but now I have this purple body now not sure if this has to do with the mesh or the textures.

20220327163127_1.jpg

 

What file did you grab? Current 1.9D file has all required textures.

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