Jump to content

Recommended Posts

Posted (edited)
On 4/2/2022 at 9:18 AM, MysticDaedra said:

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?

yeah I am using yours, I'll try and redownloaded MME and Zaz 8+ and see if that fixes the issue.

edit:
image.png.c517ac3f60af12456115ed31723633de.png
when redownloading MME I didn't realize the setting down here was a thing, and this is exactly the issue i was having, so I just didn't download it properly.
gonna test my game now. 

Edit #2: didn't fix the issue will try something else.

Edited by DivineDefiance
more info
Posted

So, I am done with the update of the Udders Mesh and Texture (for now). It took some extra time because I decided to learn how implement them myself into Skyrim (allows for easier R&D and it's fun to learn ^_^). With that being said, this is the first mod package I've made (that is not just a texture swap), so I can't gurantee that I made it correctly, but I think it should. Also, I play on SE/VR, so that is what I have tested it with, I don't know if they need to be converted back to LE or something to work. So if anyone feel like doing that, be my guest. @botticelli you can include them with your next update of the Bac mod (if you want to).
Udders_stages.jpg.9c7de3c6a16f201f5355a8960fd56357.jpg

 

Make sure to choose bac_Udders_S/B/VB when you batch build with BodySlide.

bacNewUdders_SE_20220402.7z
 

Posted
1 hour ago, Addywil said:

So, I am done with the update of the Udders Mesh and Texture (for now). It took some extra time because I decided to learn how implement them myself into Skyrim (allows for easier R&D and it's fun to learn ^_^). With that being said, this is the first mod package I've made (that is not just a texture swap), so I can't gurantee that I made it correctly, but I think it should. Also, I play on SE/VR, so that is what I have tested it with, I don't know if they need to be converted back to LE or something to work. So if anyone feel like doing that, be my guest. @botticelli you can include them with your next update of the Bac mod (if you want to).
Udders_stages.jpg.9c7de3c6a16f201f5355a8960fd56357.jpg

 

Make sure to choose bac_Udders_S/B/VB when you batch build with BodySlide.

bacNewUdders_SE_20220402.7z
 

These are amazing nice work! 

Posted
2 minutes ago, SilentOption said:

Nevermind I fix it

 

Coul dyou tell us how you fixed it? It could help another user if they end up having your problem.

Posted
36 minutes ago, venomr said:

 

Coul dyou tell us how you fixed it? It could help another user if they end up having your problem.

You need to make the following changes to the SkyrimEditor.ini file, located in C:\...\Steam\SteamApps\common\skyrim as follows:

Add these to the end of the following section:
[General]
bAllowMultipleMasterFiles=1
bAllowMultipleMasterLoads=1

Copy and Paste the following into the [Archive] section:
SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa (Source:)https://steamcommunity.com/app/72850/discussions/0/357285562486927048/

Posted (edited)

Found another bug it seems that in my Being A Cow Update you made MCM Menu vanish. Am I supposed to use Original as well as your update?

Edited by SilentOption
Posted
On 4/1/2022 at 10:19 PM, venomr said:

 

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.

 

 

958369043_SkyrimSE2021-04-0911-03-30.png.5cb342d76fe00e9c5f6efde942fd3910.png

 

I was recommended that before, but its still Paul, I'd want someone like Alham or Adrianne to be my owner

Posted
7 hours ago, squiffyrogue said:

Here is the log. CTD right after tried to apply eyes mutation through mutator potion

Papyrus.0.log 169.24 kB · 0 downloads

The last thing in there is MME. The FaceCow3 (i .e. "eyes") mutation sets the eyes type preset to the 9th preset. Can you try this out in RaceMenu? It should have the same effect there.

			if HasCowFace3(acActor)
				acActor.GetActorBase().SetFacePreset(8, 2) ; 8 means 9th preset (starts with 0)
			endif

 

Posted
7 hours ago, Addywil said:

Make sure to choose bac_Udders_S/B/VB when you batch build with BodySlide.

I had to extract them to objs and reeimport them. Hopefully I found all changed nif settings in BSLightingShaderProperty. The sets with_underscores_are_SE version, the sets without are LE version (e. g. "bac_udders_S" = SE, "bac udders S" = LE). That's one udderly hell of work you did there ?  Now how to convince you to make the hand hooves? Perhaps you could start by helping me figure out a way to attach the horseshoes to the feet bones instead of the toe bones and still not looking ridiculously out of place and then proceed to adjust the form and size of the heavy foot covering in a similar fashion. Perhaps even make a more comprehensive sort of shoes like this?

BAC_New_Udders_LE_SE.7z

Posted
44 minutes ago, botticelli said:

I had to extract them to objs and reeimport them. Hopefully I found all changed nif settings in BSLightingShaderProperty. The sets with_underscores_are_SE version, the sets without are LE version (e. g. "bac_udders_S" = SE, "bac udders S" = LE). That's one udderly hell of work you did there ?  Now how to convince you to make the hand hooves? Perhaps you could start by helping me figure out a way to attach the horseshoes to the feet bones instead of the toe bones and still not looking ridiculously out of place and then proceed to adjust the form and size of the heavy foot covering in a similar fashion. Perhaps even make a more comprehensive sort of shoes like this?

BAC_New_Udders_LE_SE.7z 8.23 MB · 2 downloads

 

Thanks for the LE conversion. :)

Are you talking about that the horseshoes are skinned/weighted to the toe bone, or are you talking about more visualy attached to the foot and not the toe? Sorry, I'm a bit confused (doesn't help that I just woke up either :P ). I never get the improved horse shoes in game, I play on VR and it crashes everytime I ask Paul about it. So I have just ignored them and don't know how they behave. All I can do is to inspect them in NIFskope or Outfit Studio.

Posted
2 hours ago, Addywil said:

 

Thanks for the LE conversion. :)

Are you talking about that the horseshoes are skinned/weighted to the toe bone, or are you talking about more visualy attached to the foot and not the toe? Sorry, I'm a bit confused (doesn't help that I just woke up either :P ). I never get the improved horse shoes in game, I play on VR and it crashes everytime I ask Paul about it. So I have just ignored them and don't know how they behave. All I can do is to inspect them in NIFskope or Outfit Studio.

The are indeed attached to the toe bones. I did some experimenting with attaching them to the foot bones but that makes them end up hovering below the ankle and not right under the hoof. The iron1.dds texture was 511x511 instead of 512x512. Maybe that's what causes your CTD in VR. I changed it to proper 512x512 though. Just got a breakthorugh doing it from scratch and importing the shoes as obj with the hoof as reference. But the UV map of the horseshoes ist crap. the just appear some uniform grey and not with the iron texture. It should look like #1  all around. Instead it looks like #2.
 

Also there is still the issure with the heavy cover I couldn't get in a shape matching the hooves and not intersecting with them. The attached "bac hooves_horseshoe.nif" is the version not yet out with the shoe attached to the foot bone as is the hooves_heavyarmor.nif. The textures should already be included in the bac version. So, if you could have a look at the UV mapping of the horseshoe as well as the placing and size of the cover (possibly even making a better one?), I'd be grateful.

grafik.png

grafik.png

bac hooves_horseshoe.nif hooves_heavyarmor.nif

Posted (edited)
8 hours ago, botticelli said:

The last thing in there is MME. The FaceCow3 (i .e. "eyes") mutation sets the eyes type preset to the 9th preset. Can you try this out in RaceMenu? It should have the same effect there.

			if HasCowFace3(acActor)
				acActor.GetActorBase().SetFacePreset(8, 2) ; 8 means 9th preset (starts with 0)
			endif

 

Yeah, I changed the eyes to 9th preset in RaceMenu and now IT WORKS! Mutator changes it a bit further, no CTD. 
Big thanks mate! I think it will be useful for people with same problem - to change the eyes preset to 9th when creating character for playing BAC
Also, is it possible to me to change that line to preset I currently use?
Again, thank you!
@Cammy - I saw you had a similar problem, this may be helpful

Edited by squiffyrogue
Posted (edited)
2 hours ago, SilentOption said:

I can't seem to edit and change the Custom Race Headpart Formlist ID I 

see video for sample. I manage to change the other two but not the third one on the list

 

Does the Temptress race not have a Vampire sub-race? Using the same FormID there could be mis-interpreted.

 

 

Edited by w234aew
Posted
3 hours ago, squiffyrogue said:

Also, is it possible to me to change that line to preset I currently use?

I'm working on that.

 

2 hours ago, SilentOption said:

I can't seem to edit and change the Custom Race Headpart Formlist ID I 

see video for sample. I manage to change the other two but not the third one on the list

Are you sure that the ID you entered is the correct FormList ID? Because what I do with your input is just a GetFormFromFile(<your ID>, <your selected mod>) AS FORMLIST. If the ID does not resolve into a FormList, this will result in nothing which in turn results in me clearing your input.

 

6 minutes ago, w234aew said:

Does the Temptress race not have a Vampire sub-race? Using the same FormID there could be mis-interpreted.

That actually doesn't matter as long as you do not actually play a vampire. There only need to be 2 race antries per race in my list.

Posted
11 minutes ago, botticelli said:

I'm working on that.

 

Are you sure that the ID you entered is the correct FormList ID? Because what I do with your input is just a GetFormFromFile(<your ID>, <your selected mod>) AS FORMLIST. If the ID does not resolve into a FormList, this will result in nothing which in turn results in me clearing your input.

 

That actually doesn't matter as long as you do not actually play a vampire. There only need to be 2 race antries per race in my list.

I did look at maybe it's because she hadn't transformed yet that could be it.

Screenshot 2022-04-03 130009.jpg

Posted
1 minute ago, botticelli said:

That actually doesn't matter as long as you do not actually play a vampire. There only need to be 2 race antries per race in my list.

 

I was actually wondering that as well; there are mods where the Vampire race breaks mod features (ex. YPS fashion), due to the way NiOverrides and headparts are handled, so I typically don't use the Vampirism features.

 

Another note, @Addywil's new udder meshes are a huge improvement!

 

Those ones I made (years ago at this point) were with little experience with Blender, they were in dire need of replacement.

 

The only things I wanted to mention were some ideas, and a "bug"

 

1.  The "bug": When a character is crouching, the back of the mesh ("udders B") is revealed as open; I'm not sure about the other meshes, I'll check them, and get pictures. 

 

From what I recall, I had a similar issue with the first version of the udders (the reason the OG meshes are called "uddersnewbig" and "uddersnewsmall" is they're actually the 2nd version)); the trick was to close the meshes as much as I could, and bring in the base of the udder.

 

2. One thing I considered the "next step", other than improving the meshes/textures themselves, was incorporating physics; I have no experience with doing that, so I never got around to it.

Posted
33 minutes ago, botticelli said:

I'm working on that.

 

Are you sure that the ID you entered is the correct FormList ID? Because what I do with your input is just a GetFormFromFile(<your ID>, <your selected mod>) AS FORMLIST. If the ID does not resolve into a FormList, this will result in nothing which in turn results in me clearing your input.

 

That actually doesn't matter as long as you do not actually play a vampire. There only need to be 2 race antries per race in my list.

I even activated the quest by still I can't change the form id on the MCM Menu

Posted
17 minutes ago, SilentOption said:

I did look at maybe it's because she hadn't transformed yet that could be it.

 

I just checked the video with that picture; you entered the FormID of one of the Formlist's members (401F4D2, Stage 1), whereas BAC wants the ID of the FormList itself.

 

The FormList itself is what you get after making that list, clicking OK, and looking at The 2nd row next to the name you gave the FormList in the main CK window:

 

Here.thumb.png.89338b58205122946a11e07bd47e64f3.png

 

Make sure you save it in the CK, too.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...