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Posted
8 minutes ago, DevilGod05 said:

Is there a way I can disable taking damage when I drink the mutagen or the level up? 

 

Change your json in Cow Life Services

Posted (edited)
28 minutes ago, Galactase said:

Change your json in Cow Life Services

Sorry, I have no clue where it is or which folder it's in 

Nvm found it but what should I do next?

Edited by DevilGod05
mistake
Posted (edited)

this is how the complete transformation of my character after hitting stage 30/30. It still, look odd though was hoping for an almost cow look. Honestly Being A  Cow mod should transform into 95%99% being a real cow and walk on all fours with just a hint of her humanity that my two cents I'm just wondering if it is even possible. She still looks odd as a half-breed.

 

 

20220329130413_1.jpg

20220329131650_1.jpg

20220329131715_1.jpg

Edited by SilentOption
Posted
3 hours ago, Addywil said:

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:).

that looks amazing! would love to see this added.

Posted

All the new changes over the past couple months are definitely outstanding. Huge kudos to everyone involved!

 

That being said... this mod always ends up being a "check out the new transformation stuff" mod, and I rarely continue with it past completion of the transformation. What I'd really like to see at some point is a revamped series of quests that have a larger role in the transformation process, especially continuing the theme of non-consensual transformation. Fingers crossed that makes its way onto the roadmap at some point :)

Posted
1 hour ago, MysticDaedra said:

All the new changes over the past couple months are definitely outstanding. Huge kudos to everyone involved!

 

That being said... this mod always ends up being a "check out the new transformation stuff" mod, and I rarely continue with it past completion of the transformation. What I'd really like to see at some point is a revamped series of quests that have a larger role in the transformation process, especially continuing the theme of non-consensual transformation. Fingers crossed that makes its way onto the roadmap at some point :)

It is a work in progress much better than the original I think it will improve in the future.

Posted
14 hours ago, botticelli said:

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

grafik.png


I have removed skyrim and reinstalled the game still i'm getting the same white/red error.

is the old version from BeingaCow required or is only BeingaCow1.9D installation enough?

 

Posted
24 minutes ago, epol said:


I have removed skyrim and reinstalled the game still i'm getting the same white/red error.

is the old version from BeingaCow required or is only BeingaCow1.9D installation enough?

 

The old version is no longer required.

Posted
12 hours ago, SilentOption said:

this is how the complete transformation of my character after hitting stage 30/30. It still, look odd though was hoping for an almost cow look. Honestly Being A  Cow mod should transform into 95%99% being a real cow and walk on all fours with just a hint of her humanity that my two cents I'm just wondering if it is even possible. She still looks odd as a half-breed.

 

 

20220329130413_1.jpg

20220329131650_1.jpg

20220329131715_1.jpg

The motive form cannot be changed to quadruplegic because that is not supported by Bethesda. So, the result aill always be something HuCow like. As for the walk on all fours, you can use the sneak on all fours animations at least for sneaking from Beastess I posted some pages back.

Posted
14 hours ago, Addywil said:

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:).

Those look great! I do not think them overdone. And the BigUdders Mutation can be disabled by those who do.

Posted
12 hours ago, DivineDefiance said:

just an idea, but I reckon it'd be cool if your characters boobs slowly morphed into udders and moved location from the chest downwards over time as you transformed more.

a) The skeleton doesn't support this. b) The milkpumps do not support this. c) The sex animations do not support this... etc.

Posted
3 hours ago, botticelli said:

a) The skeleton doesn't support this. b) The milkpumps do not support this. c) The sex animations do not support this... etc.

 

The only way I could think to do this is bodymorphs (decrease all to 0, breast flatness to 1) and a larger udder.

 

And that would only be on the body side; no idea how to get around the milk pump and animation issue.

 

TBH, it doesn't interest me either; HuCow is how the mod dialogue was written, not full transformation.

 

 

Idea for a further mod feature: A Mandy NPC!

 

Fully HuCow-ified, found in the Temple of Molag Bal after completing his quest (Markarth).

 

Maybe available as a follower?

Posted
5 hours ago, botticelli said:

a) The skeleton doesn't support this. b) The milkpumps do not support this. c) The sex animations do not support this... etc.

i think a decent compromise would be a mutation that turns the breast pink like an udder.

Posted
1 hour ago, botticelli said:

Actually, they do. His name is Paul and he is a farrier. His name is breton (i. e. french) meaning the same (Maréchal-Ferrant is french for farrier).

I thought the Breton's were more Norman, i.e. a mixture of French and Saxon. Is it lore that the residents of High Rock use French instead of... common, or whatever the standard language in Tamriel is called?

Posted (edited)
41 minutes ago, MysticDaedra said:

I thought the Breton's were more Norman, i.e. a mixture of French and Saxon.

 

Breton would usually imply either the old Celtic language of, or a person from, Brittany (the larger peninsula west of Normandy).

 

https://en.wikipedia.org/wiki/Brittany#Breton

 

Breton was a separate Celtic language from Norman (a dialect of French).

 

https://en.wikipedia.org/wiki/Breton_language

 

https://en.wikipedia.org/wiki/Norman_language

 

What that means for TES lore, I have no idea.

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

The motive form cannot be changed to quadruplegic because that is not supported by Bethesda. So, the result aill always be something HuCow like. As for the walk on all fours, you can use the sneak on all fours animations at least for sneaking from Beastess I posted some pages back.

i see. Is there anyway to improve the head mesh for the full transformation version though or is that the furthest improvement it can go?

Edited by SilentOption
Posted
5 hours ago, w234aew said:

 

Breton would usually imply either the old Celtic language of, or a person from, Brittany (the larger peninsula west of Normandy).

 

https://en.wikipedia.org/wiki/Brittany#Breton

 

Breton was a separate Celtic language from Norman (a dialect of French).

 

https://en.wikipedia.org/wiki/Breton_language

 

https://en.wikipedia.org/wiki/Norman_language

 

What that means for TES lore, I have no idea.

So I'm unsure about the specific inspiration for calling the natives of High Rock "Bretons", but according to TES lore, they originally spoke a mixture of Aldmeris (from when High Rock was under Direnni rule) and Atmoran/Nedic. So really Paul should be renamed back to Farrier, rather than having that be in French.

Posted
4 hours ago, SilentOption said:

i see. Is there anyway to improve the head mesh for the full transformation version though or is that the furthest improvement it can go?

 

From what I remember @botticelli mentioning, the current head meshes are based on the default head. Maybe re-making it with the meshes from High-Poly Head?

Posted
6 hours ago, w234aew said:

 

From what I remember @botticelli mentioning, the current head meshes are based on the default head. Maybe re-making it with the meshes from High-Poly Head?

I'm not really skilled in those things (i. e. mesh morphs and so on), so what I can provide there is probably rather crude. You see, I do massive parallel programming in my job which has nothing whatsoever to do with graphics output. I someone goes ahead?, I'll include those nifs, if they are based on the regular ones. I'm trying to figure out a way of getting custom races to work with this, but no matter how that ends up, it will likely need some work on your side as well. My current idea is to have three input fields in MCM where you can provide a) the custom race's form ID, b) the custom race's vampire form ID, and c) a FormList form ID of a FormList you created in that race's mod with 9 entries for stage 0..8 with stage 0 being the standard head for that race and the other stages created by you as copies from that with the different nif references.

Posted (edited)
8 hours ago, MysticDaedra said:

So I'm unsure about the specific inspiration for calling the natives of High Rock "Bretons", but according to TES lore, they originally spoke a mixture of Aldmeris (from when High Rock was under Direnni rule) and Atmoran/Nedic. So really Paul should be renamed back to Farrier, rather than having that be in French.

I can rename him to Farrier, but that would not be "renaming him back" because he originally was named "- Farrier" and I personally disliked the dash. How about this:
 

grafik.png

Edited by botticelli
Posted
3 hours ago, botticelli said:

I can rename him to Farrier, but that would not be "renaming him back" because he originally was named "- Farrier" and I personally disliked the dash. How about this:
 

grafik.png

Do you want that to simply be his last name, which alludes to his profession? If that was the point of the name change, then how it is now is fine, you could leave it with his French last name :) That actually makes sense, tbh.

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