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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.

Posted (edited)
6 hours ago, botticelli said:

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.

 

That's actually something I was going to try today, is seeing if I can find a way to add to the FormList.

 

It's definitely possible, whether by concatenating in Papyrus (AddForm), or by modifying in the CK (more of a hard-requirement fix, not good for adding/removing custom races frequently).

 

It may be possible to make a "Stop-gap" fix by creating an ESL patch with the default formists overwritten by a new one that includes the things you mentioned.

 

This would only work with races that work well with the cow head meshes (i.e. one that's close to default), but would suffice as a stop-gap.

 

EDIT: I may give a try at creating SE High Poly Head meshes. Outfit Studio is a powerful tool.

 

Anyone else interested, see: 

 

Edited by w234aew
Posted
1 hour ago, w234aew said:

That's actually something I was going to try today, is seeing if I can find a way to add to the FormList.

 

It's definitely possible, whether by concatenating in Papyrus (AddForm), or by modifying in the CK (more of a hard-requirement fix, not good for adding/removing custom races frequently).

I thought more of an extra FormList in the custom race's mod. You enter the id of that in BAC MCM and I take those entries and add them dynamically to the BAC FormList on game load. That works fine, I do it with vanilla ItemLists (spell books) all the time. That way,, each mod keeps its own and only the player knows the connection - but needs to know CK as well.

 

I made input fields for the colors and let you enter hex values. That way, I only need one MCM line instead of three. Now you can define the color, the tint ("glow" in slavetats), glossy look and alpha value for each of the three stretch marks for each cow separately.

 

Thus, I can use the same logic to let you enter hex form IDs for the two races (straight and vampire) and the FormList with the HeadParts.

Posted (edited)

UPDATE:

 

I created a rough draft of a high poly conversion, in the form of a set of Bodyslide files.

 

The early stages (1-3, maybe 4) can be used as-is, but the later stages don't convert super well due to the vertex difference (leads to Jagged edges, particularly at the temples, nose, below/beside the lips).

 

I may try it later in the day, but for now I leave it for everyone else to try and experiment with, since I'm not talented at face sculpting.

 

It really just needs a good "smoothing and making curves look right" touch-up in OutfitStudio.

 

I only ask that, if someone else does fix the files, that they re-pack the bodyslides (i.e. folders in ShapeData matching the project names, and their corresponding files in SliderSets) and share them so I can update as well.

 

 

EDIT: These files don't have the right assignment for a headpart (wrong NiNodeData? Wrong Transforms?). DON'T USE THIS.

 

If anyone knows how to fix head meshes in-depth, please let me know.

 

BAC Heads - High Poly Bodyslide (for Development).zip

Edited by w234aew
Posted
13 hours ago, botticelli said:

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.

I can't wait for that update

Posted
5 hours ago, w234aew said:

UPDATE:

 

I created a rough draft of a high poly conversion, in the form of a set of Bodyslide files.

 

The early stages (1-3, maybe 4) can be used as-is, but the later stages don't convert super well due to the vertex difference (leads to Jagged edges, particularly at the temples, nose, below/beside the lips).

 

I may try it later in the day, but for now I leave it for everyone else to try and experiment with, since I'm not talented at face sculpting.

 

It really just needs a good "smoothing and making curves look right" touch-up in OutfitStudio.

 

I only ask that, if someone else does fix the files, that they re-pack the bodyslides (i.e. folders in ShapeData matching the project names, and their corresponding files in SliderSets) and share them so I can update as well.

 

 

 

 

BAC Heads - High Poly Bodyslide (for Development).zip 3.52 MB · 7 downloads

will high poly work with the temptress race?

Posted
25 minutes ago, SilentOption said:

will high poly work with the temptress race?

 

 

Custom races don't work with BAC's head meshes to begin with; once @botticelli releases the FormList fix, then it depends how it's integrated.

 

If the Temptress race uses Skyrim default head meshes, then yes, these heads will work; these new files are literally just the High Poly Head mesh from VectorPlexus, but with the morphs from BAC applied to them.

 

If temptress has a custom head mesh, or a different high poly head (ex. Citrus) you will need to do your own conversion.

 

It doesn't take long; I am not a skilled sculptor, I just put the files through the tutorial that the video I linked shows, in total I think it took 45 minutes.

 

Posted (edited)
5 hours ago, w234aew said:

UPDATE:

 

I created a rough draft of a high poly conversion, in the form of a set of Bodyslide files.

 

The early stages (1-3, maybe 4) can be used as-is, but the later stages don't convert super well due to the vertex difference (leads to Jagged edges, particularly at the temples, nose, below/beside the lips).

 

I may try it later in the day, but for now I leave it for everyone else to try and experiment with, since I'm not talented at face sculpting.

 

It really just needs a good "smoothing and making curves look right" touch-up in OutfitStudio.

 

I only ask that, if someone else does fix the files, that they re-pack the bodyslides (i.e. folders in ShapeData matching the project names, and their corresponding files in SliderSets) and share them so I can update as well.

 

 

 

 

BAC Heads - High Poly Bodyslide (for Development).zip 3.52 MB · 7 downloads

would it be possible to make these a head preset for racemenu? 

the annoying thing is having to go through 8 steps of mutations to get the head i want. it would be great if you could disable any of the heads you want so, let's say you want to only have head 5 and head 7 selected as mutations @botticelli

Edited by LinksSword
Posted
3 minutes ago, w234aew said:

 

 

Custom races don't work with BAC's head meshes to begin with; once @botticelli releases the FormList fix, then it depends how it's integrated.

 

If the Temptress race uses Skyrim default head meshes, then yes, these heads will work; these new files are literally just the High Poly Head mesh from VectorPlexus, but with the morphs from BAC applied to them.

 

If temptress has a custom head mesh, or a different high poly head (ex. Citrus) you will need to do your own conversion.

 

It doesn't take long; I am not a skilled sculptor, I just put the files through the tutorial that the video I linked shows, in total I think it took 45 minutes.

 

I did change my character into a Nord and the modded BAC did work when is a nord...

Posted
7 minutes ago, LinksSword said:

would it be possible to make these a head preset for racemenu? 

the annoying thing is having to go through 8 steps of mutations to get the head i want. it would be great if you could disable any of the heads you want so, let's say you want to only have head 5 and head 7 selected as mutations @botticelli

I like that idea

Posted
12 minutes ago, LinksSword said:

would it be possible to make these a head preset for racemenu?

 

The problem is these were created using a custom morph slider; you'd have to find a way to replicate the shape using basic RM Morphs (i.e. export a preset)).

 

However, If I understood it right, the fact that BAC actually replaces the basic head part with its own, not just "masks" the player.

 

It could be that the head you see in game is the default head, but with your current preset's morphs installed.

 

The way to test this would be to set some crazy morph values on a character, and see if it carries through when cow-ified.

 

20 minutes ago, SilentOption said:

I did change my character into a Nord and the modded BAC did work when is a nord...

 

The modded BAC would work when the character is a nord; you wouldn't have taken Nord off the list.

 

But if the Temptress race isn't added to BAC's Head-Mesh-Replacement formlists, then it wouldn't work.

 

Posted
5 minutes ago, w234aew said:

 

The problem is these were created using a custom morph slider; you'd have to find a way to replicate the shape using basic RM Morphs (i.e. export a preset)).

 

However, If I understood it right, the fact that BAC actually replaces the basic head part with its own, not just "masks" the player.

 

It could be that the head you see in game is the default head, but with your current preset's morphs installed.

 

The way to test this would be to set some crazy morph values on a character, and see if it carries through when cow-ified.

 

 

The modded BAC would work when the character is a nord; you wouldn't have taken Nord off the list.

 

But if the Temptress race isn't added to BAC's Head-Mesh-Replacement formlists, then it wouldn't work.

 

yeah i switch between races and there a definite different in transformation

Posted

I think I should ask again, could it be possible to add more people to the owners list other then just Paul ? I dont like the guy even with a race change or appearance change its still him. I'm thinking of adding other folks, like Adrianne or Ahlam or others ?

Posted
9 hours ago, Tiruil said:

I think I should ask again, could it be possible to add more people to the owners list other then just Paul ? I dont like the guy even with a race change or appearance change its still him. I'm thinking of adding other folks, like Adrianne or Ahlam or others ?

That would be a major overhaul since all those quests feature Paul and he cannot be extracted out of everything on a whim. I keep it in mind, but right now, other things are more pressing.

Posted (edited)
 

would it be possible to make these a head preset for racemenu? 

no, these are HeadParts as opposed to morphs. Possibly you can select them in the Head tab. As I stated several times, FaceGen Morphs are solely done by racemenu via .tri files and cannot be done by any script outside of that (possibly by a .dll, but I haven't discovered any as of yet). Also, RaceMenuMorphs have max settings that are far too low for our purposes. So I needed to pre-create those nifs and then call Actor.SetNthHeadPart() to replace the standard femalehead.nif with mine. That's the reason it takes some extra time after applying the mutation because the game decides on when it wants to actually execute the exchange. Any morphs you do in RaceMenu will be applied to the mutated faces as well.

As for skipping head mutation stages, that should be possible. Btw.: I have just linked max tongue size to those: have max tongue 3, if not mutated, max tongue 4 with stage 2, 5 with stage 4, (new) 6 with stage 6 and 7 with stage 7

Edited by botticelli
Posted

Heya @botticelli I noticed in the last download(1.9D LE) that the 2nd stage tail has no more physics.  Also noticed that somewhere during the capture stages of the quest it set's MME milk squirt to 0% is that normal or has something to do with the new setting for the breast enlargement effect ?

 

On a side note i do like that you have things that change MME values.  If i could put the idea forward to maybe change how the eneven breat mutation functions?

SLIF seems to allways equal out the values so they arent uneven forlong until theres a update.

 

Could you work you magic on changing the base value breast size for MME as a mutation to replace or add as another mutation.  Aswell as maybe taking some idea's from TheMilkMaid mod where it increases globaly how much milk can be stored, similar to how multi breast add on base value from 4 milk to 8.  

 

 

Posted
5 hours ago, LatencyRemix said:

Heya @botticelli I noticed in the last download(1.9D LE) that the 2nd stage tail has no more physics.  Also noticed that somewhere during the capture stages of the quest it set's MME milk squirt to 0% is that normal or has something to do with the new setting for the breast enlargement effect ?

 

On a side note i do like that you have things that change MME values.  If i could put the idea forward to maybe change how the eneven breat mutation functions?

SLIF seems to allways equal out the values so they arent uneven forlong until theres a update.

 

Could you work you magic on changing the base value breast size for MME as a mutation to replace or add as another mutation.  Aswell as maybe taking some idea's from TheMilkMaid mod where it increases globaly how much milk can be stored, similar to how multi breast add on base value from 4 milk to 8.  

 

 

This is partly done in the Producer mutations, but it's not a terrible idea IMO to have some sort of increase in the MME settings as a "base" mutation... after all, the character is being turned into a cow! Even slight changes might be interesting, like a .2-.5 increase in the production rate, or an increase in the potency of lactacid or something. Just spitballing.

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