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Posted (edited)

BAC is crashing when the cow head mutations start, the other mutations work though.

Edited by Steamedcorgi
it crashes at cow head 3 to be specific.
Posted (edited)
1 hour ago, Steamedcorgi said:

BAC is crashing when the cow head mutations start, the other mutations work though.


Not since i fixed it awhile ago Re-run your texture conversion  that's what did the trick for me + i started a new game as my old one finally got to messed up from all my mod changes :D and my issue was on SE not LE so if yours is on LE might try rebuilt bodys or check your install. 

Edited by MuchW0W
Posted

The new ears look absolutely fantastic! :D

 

I'd dearly love to see some new hand hoof meshes, the current ones are fine in third-person, but as soon as I go into first-person... Can't stand them. So I usually end up just keeping my human hands.

Posted (edited)
7 hours ago, Steamedcorgi said:

BAC is crashing when the cow head mutations start, the other mutations work though.

Can confirm, the new head meshes appear to be broken somehow? I'm also getting a crash, although mine is happening at the first mutation. Are y'all on SSE? It's possible that something is borked in the conversion... this might be a mesh that shouldn't be converted to a bsTriShape.

 

EDIT: Yep, confirmed. The converted meshes don't work for some reason, but the original ones do. Just replace the heads folder in the SSE conversion with the original heads folder from @botticelli's original 1.9D.

Edited by MysticDaedra
Posted (edited)
15 hours 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

Check the slavetats in data\Textures\Actors\Character\SlaveTats. There should be a file named bac.json and a directory named bac with about 87 textures. If in doubt, check this post.

Edited by botticelli
Posted
3 hours ago, MysticDaedra said:

Can confirm, the new head meshes appear to be broken somehow? I'm also getting a crash, although mine is happening at the first mutation. Are y'all on SSE? It's possible that something is borked in the conversion... this might be a mesh that shouldn't be converted to a bsTriShape.

 

EDIT: Yep, confirmed. The converted meshes don't work for some reason, but the original ones do. Just replace the heads folder in the SSE conversion with the original heads folder from @botticelli's original 1.9D.

I just used Bethesda's femalehead.nif as a base and applied some morphs in Outfit Studio, nothing more. So, this issure should be the same if you try to convert the standard femalehead.nif (see below).

femalehead.nif

Posted
7 hours ago, MysticDaedra said:

The new ears look absolutely fantastic! :D

 

I'd dearly love to see some new hand hoof meshes, the current ones are fine in third-person, but as soon as I go into first-person... Can't stand them. So I usually end up just keeping my human hands.

 

Glad you like them :)  And a huge thanks to @botticelli for making them work with Skyrim.

 

I don't use the hand-hooves for the same reason. It could be interesting to look into though, but the fact that they are rigged with grip-motion makes it a bit more difficult. It would take some trial and error, so sending it back and forth for someone else to implement would not work as well in this case.  I would have to learn to skin and weight to the skeleton myself (I am not unfamilar with the process, I'm just not used to work with such old tools, I am spoiled :P ).
Another option would be to have a stiff Hand-hoof, but that on the other hand might look weird with holding weapons (If one allow that for their own Roleplaying that is ).
I am not saying that I am going to do it mind you, atleast not any time soon. But if you have any ideas/inspirations how they might look like, I might be convinced.

On an udder :P note: I have started to play around with some new udders, maybe with several stages of growth. I already have a beginning of a model done in zBrush.

Posted
17 minutes ago, Addywil said:

 

Glad you like them :)  And a huge thanks to @botticelli for making them work with Skyrim.

 

I don't use the hand-hooves for the same reason. It could be interesting to look into though, but the fact that they are rigged with grip-motion makes it a bit more difficult. It would take some trial and error, so sending it back and forth for someone else to implement would not work as well in this case.  I would have to learn to skin and weight to the skeleton myself (I am not unfamilar with the process, I'm just not used to work with such old tools, I am spoiled :P ).
Another option would be to have a stiff Hand-hoof, but that on the other hand might look weird with holding weapons (If one allow that for their own Roleplaying that is ).
I am not saying that I am going to do it mind you, atleast not any time soon. But if you have any ideas/inspirations how they might look like, I might be convinced.

On an udder :P note: I have started to play around with some new udders, maybe with several stages of growth. I already have a beginning of a model done in zBrush.


That's udderly delightful to hear

Posted
5 hours ago, botticelli said:

I just used Bethesda's femalehead.nif as a base and applied some morphs in Outfit Studio, nothing more. So, this issure should be the same if you try to convert the standard femalehead.nif (see below).

femalehead.nif 85.13 kB · 9 downloads

Very odd. I'm not an expert on meshes by any stretch of the imagination... but so far your originals are working just fine ?‍♂️

Posted
12 hours ago, botticelli said:

Check the slavetats in data\Textures\Actors\Character\SlaveTats. There should be a file named bac.json and a directory named bac with about 87 textures. If in doubt, check this post.

Fixed it, thanks. 

 

Posted

Sorry for placing this question.

 

What do i need to install to use:BeingaCow1.9D

I have installed everything from the old mod requirement list.

But im getting a red/white exclamation mark and when and the mech at whiterun stables is only a red/white exclamation mark

 

Is there someparts that i need to install from the old mod or some other requirements?

 

Posted
On 3/24/2022 at 9:21 PM, 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

where can I get this head mesh? I'm on stage 29/30 and she doesn't have that look

Posted (edited)
3 hours ago, epol said:

Sorry for placing this question.

 

What do i need to install to use:BeingaCow1.9D

I have installed everything from the old mod requirement list.

But im getting a red/white exclamation mark and when and the mech at whiterun stables is only a red/white exclamation mark

 

Is there someparts that i need to install from the old mod or some other requirements?

 

The mech and furniture requires ZaZ 8.0+ (LE) and some other ZaZ (7.0?) on SE. No other ZaZ will work. There is one new requirement: DDa (Devious Devices Assets)

Edited by botticelli
Posted
11 minutes ago, SilentOption said:

where can I get this head mesh? I'm on stage 29/30 and she doesn't have that look

I will *not* work for custom races. Only Breton/DarkElf/HighElf/Imperial/Nord/Orc/Redguard/WoodElf. You need to enable CowHead mutations and the one in the picture is stage #8 of that.

Posted
21 minutes ago, botticelli said:

The mech and furniture requires ZaZ 8.0+ (LE) and some other ZaZ (7.0?) on SE. No other ZaZ will work. There is one new requirement: DDa (Devious Devices Assets)

I have both of them installed 7.0 and 8.0+, Running the LE version.

 

this currently the mods what I have installed "Just reinstalled the game"

 

Quote

Unmanaged: UIExtensions
Unmanaged: SOS - VectorPlexus Regular Addon
Unmanaged: SLAnimLoader
Unmanaged: MilkMod_MilkPumpsBasic
Unmanaged: ZaZAnimationPack
Unmanaged: XPMSE
Unmanaged: SOSRaceMenu
Unmanaged: SOS - Hormones UNP Addon
Unmanaged: SlaveTats
Unmanaged: SkyUI
Unmanaged: SexLabAroused
Unmanaged: SexLab_Hormones
Unmanaged: SexLab Inflation Framework
Unmanaged: SexLab
Unmanaged: Schlongs of Skyrim - Core
Unmanaged: Schlongs of Skyrim
Unmanaged: RaceMenuPlugin
Unmanaged: RaceMenuMorphsCBBE
Unmanaged: RaceMenu
Unmanaged: MilkModNEW HF
Unmanaged: MilkModNEW
Unmanaged: FNIS
Unmanaged: Devious Devices - Integration
Unmanaged: Devious Devices - Expansion
Unmanaged: Devious Devices - Assets
Unmanaged: bac
DLC: HighResTexturePack03
DLC: HighResTexturePack02
DLC: HighResTexturePack01
DLC: HearthFires
DLC: Dragonborn
DLC: Dawnguard
Overwrite

 

Posted
22 minutes ago, botticelli said:

I will *not* work for custom races. Only Breton/DarkElf/HighElf/Imperial/Nord/Orc/Redguard/WoodElf. You need to enable CowHead mutations and the one in the picture is stage #8 of that.

I change her into a Nord. How do I enable the Cowhead mutation?

Posted
42 minutes ago, SilentOption said:

I change her into a Nord. How do I enable the Cowhead mutation?

If you didn't disable it, it should be enabled (bottom right of Mutation Targets page). Just try out some muattion potions (xx0375fa).

Posted (edited)
57 minutes ago, epol said:

I have both of them installed 7.0 and 8.0+, Running the LE version.

 

this currently the mods what I have installed "Just reinstalled the game"

 

 

seems to be all there - at least for BAC, although I'm not sure how the game reacts with two ZaZ versions installed simultaneously. The mech actually uses textures in data\textures\dwarvenspidercenturion and some other dwarven... folders. Its nif is located in data\meshes\bac\extra\bac_mech.nif. If you have NifScope, try opening that and any missing textures wills how up in bright pink. If all is well it should look like this:

grafik.png.e104d474e25788cfdc77318b4fc5f00e.png

Edited by botticelli
Posted
4 hours ago, botticelli said:

seems to be all there - at least for BAC, although I'm not sure how the game reacts with two ZaZ versions installed simultaneously. The mech actually uses textures in data\textures\dwarvenspidercenturion and some other dwarven... folders. Its nif is located in data\meshes\bac\extra\bac_mech.nif. If you have NifScope, try opening that and any missing textures wills how up in bright pink. If all is well it should look like this:

 

 

Also thanks for the responds.

 

data\meshes\bac\extra\bac_mech.nif I was installed inside my folder "checked with Nifscope" and I see that the texture path is: textures\actors\dwarvenspidercenturion\DwarvenSpiderCenturion.dds

 

only the Texture path/files are missing.

So I need to find what I missed or didnt install.

 

Posted
18 minutes ago, epol said:

 

Also thanks for the responds.

 

data\meshes\bac\extra\bac_mech.nif I was installed inside my folder "checked with Nifscope" and I see that the texture path is: textures\actors\dwarvenspidercenturion\DwarvenSpiderCenturion.dds

 

only the Texture path/files are missing.

So I need to find what I missed or didnt install.

 

Before you look too far: Skyrim - Textures.bsa contains these:
 

grafik.png

Posted

draft001.png.e15dade0a67f111582e8ab203f2dd465.png
Here is a little preview of the first draft of the huge udders (same size as the one in BAC). Feedback is welcomed (I don't know if I went overboard :classic_blush:).

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