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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.

Posted (edited)
9 minutes ago, w234aew said:

 

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.

it this what I'm looking for?

Screenshot 2022-04-03 130009.jpg

Edited by SilentOption
Posted
1 minute ago, SilentOption said:

I did save it. But I'll try it your suggestion

 

As long as you clicked OK to create the FormList and saved it, all you need to do is go into that window I showed and copy down that FormList's ID. That should fix it.

Posted
7 hours ago, botticelli said:

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.


If the texture does not show up on a mesh but instead show a uniform colour, that is almost always due to missing UV's or UV's that have little to no space in the UV tile. I took a look at the the horseshoe; and it does indeed miss some UV's. I could have a try to make some shoes similar to the one you shows in the link, because ever since you showed me that link, it has annoyed me that the cow feet has horse shoes :P . But that will most likely be at least a week away. I have neglected some of my other creative projects this week that I want to catch up with. I will have a think on the heavy armor as well, but as usual, can't promise anything comes out of that.
 

21 minutes ago, w234aew said:

 

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.


Glad you liked them.
A pictures would be appreciated. I have not noticed what you described, but it is a bit more difficult to inspect things in VR. Do you use the SE or LE version? I thought I did not have to close the mesh as it was adhering to the body scale and belly sliders, but maybe I missed something.

I did consider physics of the teats, but I thought that was something for the future. I will try to look into it. To have movement in the udders would be more immersive, especially for the bigger versions.

Posted
54 minutes ago, SilentOption said:

it this what I'm looking for?

 

I can't tell what menu it's under, so I don't know, but my guess is no.

 

Where is the one you made with the CK? Those just look like the default headpart lists; does either of them contain the stage 1-8 parts you made?

Posted (edited)
1 hour ago, SilentOption said:

it this what I'm looking for?

Probably not. As stated in the PDF, you have to create a new Formlist, not take an existing one. The one you show here has an ID just offset 7  from the race ID which suggests that it came packed with the mod. Read the PDF, make a new Formlist and fill it with a) the standard temptress HeadPart and then b) your HeadParts in ascending order by dragging them into that little popup which costitutes the FormList. You might want to move that FormList popup off the Object Window before adding anything, else it will be a popunder, not a popup, and you won't be able to fill it.

Edited by botticelli
Posted
42 minutes ago, Addywil said:

I could have a try to make some shoes similar to the one you shows in the link, because ever since you showed me that link, it has annoyed me that the cow feet has horse shoes :P . But that will most likely be at least a week away

...my point exactly (cow with horseshoes). No worries about time, though. Any modelling you do for this mod is much appreciated and infinitely more than we've had in the past, so take your time.

Posted
26 minutes ago, botticelli said:

Probably not. As stated in the PDF, you have to create a new Formlist, not take an existing one. The one you show here has an ID just offset 7  from the race ID which suggests that it came packed with the mod. Read the PDF, make a new Formlist and fill it with a) the standard temptress HeadPart and then b) your HeadPart in ascending order by dragging them into that little popup which costitutes the FormList. You might want to move that FormList popup off the Object Window before adding anything, else it will be a popunder, not a popup, and you won't be able to fill it.

so I miss a step. I think I got it now

Posted

Hey. First off, I wanna say thanks to botticelli and everyone else working to update this mod and fix it up. The new features and models look amazing.

But trying to read through pages of forum posts to find all the parts, as well as understand all the dependencies, is kinda a pain for someone whose coming back to the mod after a long hiatus from the game. Any chance you can make a summary post? Or better yet, create a new mod thread on the site? That way all the updates, FAQs, and dependencies can be found and understood from a single place? I know this is originally authored by another modder, but there are several instances of mod 'patches' or overhauls being made into new mods.

Either way, cheers and keep up the good work!

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