w234aew Posted March 31, 2022 Posted March 31, 2022 (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 March 31, 2022 by w234aew 1
botticelli Posted March 31, 2022 Posted March 31, 2022 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. 1
w234aew Posted March 31, 2022 Posted March 31, 2022 (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 April 1, 2022 by w234aew
SilentOption Posted March 31, 2022 Posted March 31, 2022 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
SilentOption Posted March 31, 2022 Posted March 31, 2022 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?
w234aew Posted March 31, 2022 Posted March 31, 2022 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.
LinksSword Posted April 1, 2022 Posted April 1, 2022 (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 April 1, 2022 by LinksSword
SilentOption Posted April 1, 2022 Posted April 1, 2022 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...
SilentOption Posted April 1, 2022 Posted April 1, 2022 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
w234aew Posted April 1, 2022 Posted April 1, 2022 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.
SilentOption Posted April 1, 2022 Posted April 1, 2022 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
Tiruil Posted April 1, 2022 Posted April 1, 2022 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 ?
botticelli Posted April 1, 2022 Posted April 1, 2022 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.
botticelli Posted April 1, 2022 Posted April 1, 2022 (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 April 1, 2022 by botticelli
LatencyRemix Posted April 1, 2022 Posted April 1, 2022 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. 1
MysticDaedra Posted April 1, 2022 Posted April 1, 2022 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.
NexusRefugee Posted April 1, 2022 Posted April 1, 2022 (edited) would it be possible to do a small texture change for foot non hooves like the hands where some fur / discoloration occurs with hands and hooves off. Edited April 1, 2022 by MuchW0W laggy typos
DivineDefiance Posted April 1, 2022 Posted April 1, 2022 (edited) is there a way to prevent the big nose ring on my character and keep the small one after being captured, because personally I do not like the bigger one but I do want to go down the captured story line. could I just replace the meshes in the large file with the small ones and would that work? edit: above doesn't get rid/replace the large ring Edited April 1, 2022 by DivineDefiance extra info
DivineDefiance Posted April 1, 2022 Posted April 1, 2022 (edited) Also does anyone know the scene id for this place, because the scene never starts and all the npcs just stand in place and do nothing I've tried almost about everything (except setstage) to make them move or do anything, but I'm wondering if the scene just isn't starting properly for them? like everything for this mod works fine for me except this area (I am on special edition) or if someone could just point me towards the dialogue lines for this part are located that would be fine as well. something else as well is the milking machine for me doesn't work either, same as the other milking machine area before this (as well as the cart) and on other playthroughs when I went to dragons reach (normal MME milking machines work for me though). Edited April 1, 2022 by DivineDefiance extra info
MysticDaedra Posted April 1, 2022 Posted April 1, 2022 35 minutes ago, DivineDefiance said: Also does anyone know the scene id for this place, because the scene never starts and all the npcs just stand in place and do nothing I've tried almost about everything (except setstage) to make them move or do anything, but I'm wondering if the scene just isn't starting properly for them? like everything for this mod works fine for me except this area (I am on special edition) or if someone could just point me towards the dialogue lines for this part are located that would be fine as well. something else as well is the milking machine for me doesn't work either, same as the other milking machine area before this (as well as the cart) and on other playthroughs when I went to dragons reach (normal MME milking machines work for me though). That's very odd. This scene works fine for me, although it's a bit fast (I will admit to it probably being buggy, but I have never had an issue with the NPCs not entering). Did your character enter the milk machine properly? That is a requirement for the NPCs to enter iirc.
DivineDefiance Posted April 1, 2022 Posted April 1, 2022 4 minutes ago, MysticDaedra said: That's very odd. This scene works fine for me, although it's a bit fast (I will admit to it probably being buggy, but I have never had an issue with the NPCs not entering). Did your character enter the milk machine properly? That is a requirement for the NPCs to enter iirc. no, for some reason each time my character activates the machine, they immediately stand up and do nothing, I did try to search why it wasn't working but to no avail. the milking machines that bac add dont work for me for some reason.
MysticDaedra Posted April 1, 2022 Posted April 1, 2022 45 minutes ago, DivineDefiance said: no, for some reason each time my character activates the machine, they immediately stand up and do nothing, I did try to search why it wasn't working but to no avail. the milking machines that bac add dont work for me for some reason. Hmm. Make sure you have the latest version of MME and Zaz 8+. Something about your installation/load order is incorrect for it to not be working. I assume you're using my 1.9D conversion?
venomr Posted April 2, 2022 Posted April 2, 2022 On 3/31/2022 at 6:06 PM, 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 ? You can use a mod like " NPC visual transfer" to turn paul into any NPC in your game (even if its a modded follower.) You can also change his dialogue and name in x edit if you wanted him to sound more like the NPC you turned him into. It wont mess up any of the quests since skyrim will simply play the dialogue and run the scripts without checking what's actually being said. Maybe later when everything in this mod is working 100%, someone can implement an addon that lets you choose a different owner, but for now you can edit Paul. 1
botticelli Posted April 2, 2022 Posted April 2, 2022 18 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. I didn't change anything about that tail and it works fine here. Does anyone else have problems with that, too? For the scene pump activation, I turn gushing off (to 0%) because if it is on, you'll be empty before the scene ends and then stand up breaking the scene. Also, mutations are suspended during the scenes because they make the character equip things like horns, and that also breaks the pump scenes. With the breast enlargement potions, breast size ()not base) should increase anyway. What do you want to achieve? Larger visual breasts or more capacity? The latter I can look into, the former is a setting in MME MCM you can change on your own. Base milk production (i. e. lactation) is already increased in the pump scenes and also with LactacidProducer. The higher your Lactacid score, the larger is your capacity max. But, depending on your Lactacid use setting in MME, it will diminish again. If you set that to -0.01, Lactacid will not be used up but instead make your production ever greater.
MysticDaedra Posted April 2, 2022 Posted April 2, 2022 2 hours ago, botticelli said: I didn't change anything about that tail and it works fine here. Does anyone else have problems with that, too? For the scene pump activation, I turn gushing off (to 0%) because if it is on, you'll be empty before the scene ends and then stand up breaking the scene. Also, mutations are suspended during the scenes because they make the character equip things like horns, and that also breaks the pump scenes. With the breast enlargement potions, breast size ()not base) should increase anyway. What do you want to achieve? Larger visual breasts or more capacity? The latter I can look into, the former is a setting in MME MCM you can change on your own. Base milk production (i. e. lactation) is already increased in the pump scenes and also with LactacidProducer. The higher your Lactacid score, the larger is your capacity max. But, depending on your Lactacid use setting in MME, it will diminish again. If you set that to -0.01, Lactacid will not be used up but instead make your production ever greater. Wait... mutations are suspended during the scenes? That's the whole point of the scenes! Need a fix for that ASAP so that mutations can occur during the scenes...
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