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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!

Posted (edited)

i use mesh from version 1.9D1 LE and put on my Data Folder

look like dont work well on some NPC replacer  her hair turn into purple when start Cow Head Transform

 

Spoiler

20220404031105_1.jpg

 

-----------------------------------------------------

@botticelli pls tell me did i do something wrong ? i try to convert 1.9d1

Spoiler

20220404063009_1.jpg.c963bf4b3365b840cfc731b70fa1e940.jpg

 

Edited by evilbom
Posted
31 minutes ago, JXL5050 said:

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.

 

 

I was thinking about suggesting this as well.

 

At this point, @botticelli has done 4 major content updates, a few minor ones, and significantly changed the mod.

 

From what I remember, SkyrimFet already handed over permission to take over the mod in a comment in the thread earlier.

 

I see it as being like EC/EC+ handover; you can direct people to the old thread for more info (via hyperlink), but given that we're at page 192 now, a new thread and mod page would be warranted.

 

I think all that needs to be done is get the OK of whatever LL admin does the screening for mods, and create a new mod page and thread.

Posted

@botticelliJust wonder, how exactly does the defecation event work? is it random or at a set time? or does it work by how much you eat?

Also i think some npc reactions would be a nice additional feature to give a little more reactivity to the mod, Like perhaps npcs might come over and try to breastfeed you if you start crying out moos when full of milk, or perhaps you could get a bounty if someone catches you defecating in public? and disgusted reactions from nearby onlookers. Just a few ideas since we do have minimal npc reaction involved with this mod such as comments but some other npc interaction would be nice! ?

Posted

Found new dialog bug in 1.9D1

 

During Riften capture when going to the cell,  the master walks away cutting of diagloge to progress it to the timeskip and progres to the next part in town.

 

Geting out of the milker and talking to the master also doesnt have the diaglue to progress

Posted
28 minutes ago, LatencyRemix said:

Found new dialog bug in 1.9D1

 

During Riften capture when going to the cell,  the master walks away cutting of diagloge to progress it to the timeskip and progres to the next part in town.

 

Geting out of the milker and talking to the master also doesnt have the diaglue to progress

is there a fix for this?

Posted
14 minutes ago, SilentOption said:

is there a fix for this?

I've tried skiping stages, but it only finished the quest and didnt do anything else.  Also tried using previous versions of BAC but that just broke things even further.  

Posted
18 minutes ago, LatencyRemix said:

I've tried skiping stages, but it only finished the quest and didnt do anything else.  Also tried using previous versions of BAC but that just broke things even further.  

Yep found it. There are two possible topics after the master says "I'm impressed. I hope that this time you will not cause any more trouble.". One should pop up when the cow is stage 16+ and the other when she's below 16. Originally they were two separate topics causing the <16 topic to alway pop up making no sense with fully transformed cows. I merged the two into one obviously forgetting to set the link on the latter. At the end of the dialogue it sets stage 30 on the quest bac_capturedcow2, did you try that or another stage? It needs to go through stage 30 to continue correctly, though.

Posted
2 hours ago, w234aew said:

From what I remember, SkyrimFet already handed over permission to take over the mod in a comment in the thread earlier.

I didn't get that impression. I sent him a PM end of february but he has not answered since.

Posted (edited)
2 hours ago, evilbom said:

look like dont work well on some NPC replacer  her hair turn into purple when start Cow Head Transform

Hmm. BAC does not mess with hair, BUT it does mess with equip slots 42 for the horns, 55 for the ears. The actor in your picture wears neither, so I assume, KSSMP replaced them. Anyway the missing texture is a problem of the apparel mod and not BAC since BAC does not change the nif (cannot do that) and the apparel's nif points to its texture. You might want to check KSSMP mod in CK. The armor "KSSMP Runaway" should point to some ArmorAddon and that in turn should point to the nif. Look at the nif  e. g. with NifScope and the should be a block called BSShaderTextureSet containing texture paths looking like this. The paths are relative to the data folder:
grafik.png.8fcd6b5a97bcf10ad1313f8cef292051.png

Make sure they point to a valid folder (can be inside that mod's bsa, if that exists). Wouldn't be the first mod pointing to some texture of another mod which was not included in the package. Originally BAC did the same in some nifs...

Edited by botticelli
Posted
2 hours ago, LinksSword said:

Just wonder, how exactly does the defecation event work? is it random or at a set time? or does it work by how much you eat?

Right now, it's a timed event for fat cows occuring every 16/24/30 hours +x for fast/normal/slow metabolism cows with x being a random number of hours (0..19) with a cumulative 5% chance each hour to start. I do not plan to tie it to eating events because then my cow would be shitting every 5 seconds due to her having a "Hungry" perk from some other mod and eating continuously. Also I do not want the cow piles to clog up your save file and there is only one quest to be shared by all the cows you might have in the game. As soon as the first bowels thought message appears, you may use the Defecate lesser power to drop it off in some not so open spot . I do plan on some npc reaction if you shit in the public. A bounty is overdone I think, because in such a society you'd have horses shitting all over the place and there were manure hauling enterprises to collect that.

Posted
1 hour ago, botticelli said:

I didn't get that impression. I sent him a PM end of february but he has not answered since.

He had said his mailbox was full. Might try asking him again? Although in lieu of any copyright statement, it's probably completely safe to create a new thread with credit to him as the original creator.

Posted
1 hour ago, MysticDaedra said:

He had said his mailbox was full. Might try asking him again? Although in lieu of any copyright statement, it's probably completely safe to create a new thread with credit to him as the original creator.

He cleaned it out immediately and I could send my PM, but he didn't repond.

Posted
2 hours ago, SilentOption said:

hope this won't be an issue despite his lack of response.

honestly idk why they are not responding at all, i mean if you check their activity they are almost always logged in. 

Posted (edited)
13 hours ago, botticelli said:

Hmm. BAC does not mess with hair, BUT it does mess with equip slots 42 for the horns, 55 for the ears. The actor in your picture wears neither, so I assume, KSSMP replaced them. Anyway the missing texture is a problem of the apparel mod and not BAC since BAC does not change the nif (cannot do that) and the apparel's nif points to its texture. You might want to check KSSMP mod in CK. The armor "KSSMP Runaway" should point to some ArmorAddon and that in turn should point to the nif. Look at the nif  e. g. with NifScope and the should be a block called BSShaderTextureSet containing texture paths looking like this. The paths are relative to the data folder:
grafik.png.8fcd6b5a97bcf10ad1313f8cef292051.png

Make sure they point to a valid folder (can be inside that mod's bsa, if that exists). Wouldn't be the first mod pointing to some texture of another mod which was not included in the package. Originally BAC did the same in some nifs...

hm... Wig is work fine but hair on replacer mod it turn purple   vvvv i use this one vvvv
https://www.nexusmods.com/skyrimspecialedition/mods/61148     in picture is her replacer mod hair without cow head transform

Spoiler

20220404062649_1.jpg.152f45726730f98dac0c52f5d2f277e0.jpg


btw i'm gonna test another npc replacer mod

Edited by evilbom

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