GuruSR Posted March 17, 2018 Posted March 17, 2018 Oh, yes, anyone know of a decent xml to fix the helicopter tail syndrome? Ā Walked into a store, Sofia turned around and her tail wiped the place out, stuff went flying everywhere... Ā GuruSR.
SleepyJim Posted March 17, 2018 Posted March 17, 2018 Having a slight problem with the hunters. If they beat her in combat my cow ends up standing upright on the back of the cart, unable to move, and the hunters just walk away. The only option seems to be loading a previous save. If I surrender she gets put into the milker correctly and everything plays out until the branding is done, then the main hunter stands and waits. To go forward I have to enable player controls in the ZAP mcm once all the milking is over, leave the machine, and talk to him manually. Everything then seems to work. Ā Also, would it be possible to prevent hunters appearing in player homes? The first time they showed up on this playthrough was after my dragonborn spent the night in Breezehome. They just walked in the front door after a morning tumble with Lydia. Should player homes be a safe zone? Ā Thanks.
LinksSword Posted March 17, 2018 Posted March 17, 2018 4 minutes ago, SleepyJim said: Having a slight problem with the hunters. If they beat her in combat my cow ends up standing upright on the back of the cart, unable to move, and the hunters just walk away. The only option seems to be loading a previous save. If I surrender she gets put into the milker correctly and everything plays out until the branding is done, then the main hunter stands and waits. To go forward I have to enable player controls in the ZAP mcm once all the milking is over, leave the machine, and talk to him manually. Everything then seems to work. Ā Also, would it be possible to prevent hunters appearing in player homes? The first time they showed up on this playthrough was after my dragonborn spent the night in Breezehome. They just walked in the front door after a morning tumble with Lydia. Should player homes be a safe zone? Ā Thanks. yes that happened to me.
TheFedaykin Posted March 17, 2018 Posted March 17, 2018 I have just completed Hunters questline and all events triggered fine for me using 1.6 including parade. I think she was supposed to be in the milk machine after the ambush and during the auction but she stood facing wall and free camera wouldn't engage. Also it did fade to black about 4 or 5 times during the ambush aftermath. Ā My first encounter with the hunters was in Redoran's retreat, she slept, milked her self with spell during this a hunterĀ appeared in the cave..there was a message hunter debug (1/6). During milking this message appeared until it said (6/6), when the milking animation stopped they turned hostile immediately. I killed 'em and they spawned later, so fine in the end. Ā
Ildon Posted March 17, 2018 Posted March 17, 2018 I still haven't managed to get the hunters to show up. I've progressed through the quest chain up to the point where you go back to the blacksmith with the objective of finding an owner or enjoying your freedom. I talk to him but decline ownership, the objective to find an owner/enjoy freedom pops back up again with the marker pointing at the blacksmith, but he has no further dialogues other than the one for shoes and nothing happens. I even spent a good two hours RL time wandering around and playing as normal to see if the hunters would eventually show up but no luck. EDIT: The above post reminded me that I DID see a message for "hunter debug" at one point, counting upward from 1/6 to 6/6, but nothing ever happened during or after that.
LinksSword Posted March 18, 2018 Posted March 18, 2018 so i assume that in the finished version, like what acolyte said about you becoming a fat speechless cow, that's actually going to happen in the end isn't it. Perhaps a final stage 19 maybe?
Reesewow Posted March 18, 2018 Posted March 18, 2018 32 minutes ago, LinksSword said: so i assume that in the finished version, like what acolyte said about you becoming a fat speechless cow, that's actually going to happen in the end isn't it. Perhaps a final stage 19 maybe? I'd love there to be a "bad end" like that as an option for endings to the mod in the final version.Ā Altho if that is the case I think it would be best for it to be a scene, followed by a "Game Over" text box.Ā Ā One quest modĀ had a bad end like that and actually forced a CTD right after the game over message to really hammer home that it was a bad end and you could not continue from that point, I personally thought that was a great touch.
Cammy Posted March 18, 2018 Posted March 18, 2018 41 minutes ago, Reesewow said: I'd love there to be a "bad end" like that as an option for endings to the mod in the final version.Ā Altho if that is the case I think it would be best for it to be a scene, followed by a "Game Over" text box.Ā Ā One quest modĀ had a bad end like that and actually forced a CTD right after the game over message to really hammer home that it was a bad end and you could not continue from that point, I personally thought that was a great touch. You must be pointing out Thiefs Bad ends right? I agree with you in the Bad end scenario but instead of it forcibly kicking you out i'd rather be able to play in the situation to actually be able to see what my characters going through. Make the play unable to leave but able to witness whats happening to the PC to create some sense of *this is Her life now*
galgat Posted March 18, 2018 Posted March 18, 2018 Ā Thank you so much for your hard work, I have truly enjoyed your BAC, it has made MILK MOD actually entertaining for me, and I really thank you.
LinksSword Posted March 18, 2018 Posted March 18, 2018 56 minutes ago, Reesewow said: I'd love there to be a "bad end" like that as an option for endings to the mod in the final version.Ā Altho if that is the case I think it would be best for it to be a scene, followed by a "Game Over" text box.Ā Ā One quest modĀ had a bad end like that and actually forced a CTD right after the game over message to really hammer home that it was a bad end and you could not continue from that point, I personally thought that was a great touch. i'd like to play through the bad end as a cow. game over right away would be like coc.
Reesewow Posted March 18, 2018 Posted March 18, 2018 23 minutes ago, Cammy said: You must be pointing out Thiefs Bad ends right? I agree with you in the Bad end scenario but instead of it forcibly kicking you out i'd rather be able to play in the situation to actually be able to see what my characters going through. Make the play unable to leave but able to witness whats happening to the PC to create some sense of *this is Her life now* Could be fun, maybe I'm more worried that the average user would spam the forums with "quest broken, I can't move or leave, please fix".
Blur180 Posted March 18, 2018 Posted March 18, 2018 I really liked this mod. I made a before and after album of my character. Thought I'd share it here, idk if you guys are interested, but I enjoyed making it. Keep up the good work skyrimfet.Ā Ā Spoiler Spoiler Ā 2
GretaVonHochfels Posted March 18, 2018 Posted March 18, 2018 After I am told to meet Marc and his friends again at the Talos statue, I wait outside the city as some have suggested, then after midnight go inside but Marc keeps hanging around at the inn. He will not go to the statue.
carolight Posted March 18, 2018 Posted March 18, 2018 1 hour ago, GretaVonHochfels said: After I am told to meet Marc and his friends again at the Talos statue, I wait outside the city as some have suggested, then after midnight go inside but Marc keeps hanging around at the inn. He will not go to the statue. I had this same problem, I reloaded a save from when Marc is out on his trip... when Marc is at the whiterun, I talked to both him & Paul.... this time, I waited for Marc to get to riften then I fast traveled to the riften stables, wait out of Riften until a few minutes after midnight... entered Riften, Marc then does walk to the statue.
GretaVonHochfels Posted March 18, 2018 Posted March 18, 2018 14 minutes ago, carolight said: I had this same problem, I reloaded a save from when Marc is out on his trip... when Marc is at the whiterun, I talked to both him & Paul.... this time, I waited for Marc to get to riften then I fast traveled to the riften stables, wait out of Riften until a few minutes after midnight... entered Riften, Marc then does walk to the statue. I tried this, he still does not go to the statue.
mEdge Posted March 18, 2018 Posted March 18, 2018 10 hours ago, Cammy said: You must be pointing out Thiefs Bad ends right? I agree with you in the Bad end scenario but instead of it forcibly kicking you out i'd rather be able to play in the situation to actually be able to see what my characters going through. Make the play unable to leave but able to witness whats happening to the PC to create some sense of *this is Her life now* I'm of the same thought. Bad-ends are great, and a good one would easily make this one of the best mods on LL but a ctd would be very abrupt and break the atmosphere. Ā I'm having the same issue with Marc not going to the statue for the ambush in the last update. Problems aside though, I do want to let the modder (skyrimfet) know that this is a really good mod. My favorite on the forum so far. Ā Ā
SleepyJim Posted March 18, 2018 Posted March 18, 2018 I definitely agree: this is a fantastic mod. I've just finished a run through of all the quests and it's been a lot of fun and works very well. Ā I've made note of a few bugs and things that might be bugs, and I thought I'd list them. (Some of them I've mentioned before, but hopefully it will help to have them collected together.) This is absolutely intended as constructive criticism, not negativity. As I said, the mod is great! Ā Tail sounds: It seemed as though these were always active, even with the option disabled in the mcm, and even when my character hadn't grown her tail yet. There were lots of swishing noises, and I can't think of anything else they could be. If I activated the tail sounds in the mcm there appeared to be no difference. Hunters can spawn inside player homes: This might be a feature - making nowhere safe - but I would have liked at least one refuge where I didn't have to worry about being enslaved. I was also left with a huge mess to clean up in Breezehome! (A full Fus Ro Dah was a bad idea) Being taken by the Unowned hunters: When my cow was defeated in combat she found herself standing upright on the back of the cart, unable to move. Nothing happened and a previous save had to be reloaded. When she instead agreed to go with them she was placed into the proper milking position but the controls were never unlocked once she'd been branded and milked dry. I had to re-enable player controls in the ZAP mcm, get down off the cart, and talk to the lead hunter to progress. Tattoos: Is there any chance of getting unp fur textures? On a unp body there are bad seams around hips, buttocks and up the sides of the torso. I tried searching for tutorials on how to convert cbbe textures to unp but found nothing. Bell: The big bell clips through the cow's chest. (The chest itself, not the breasts.) Marc: Should he have the Khajiit voice type? It sounds a little strange hearing him give generic greetings with one of the human voices. The Cow's Tears ambush: Is it intended to be possible to beat the slavers when they attack you before the parade and auction? I did manage it (thanks to the tragic, noble sacrifice of many Riften guards) but the quest remained active with no objective set and Paul didn't have any dialogue regarding it. Grey face bug: most of the npcs have the grey face. I exported their Face Gen Data in the creation kit (ctrl+f4 when they're highlighted in the Actors window) and that fixed it for me. Ā I just want to repeat: the mod is fantastic. I'm just listing these in the hope they can help. Ā Thanks!
botticelli Posted March 18, 2018 Posted March 18, 2018 I'm now experiencing recurring CTD when Quest "Enslaved Cow" starts on the cart. The hunter dialogue worlks fine, I get transported on the cart (Breast Enlarge potions added), the message Starting Quest: Enslaved Cow appears and then the game crashes with Microsoft problem report :-( Ā Bringing the quests bac_huntersgonnahunt and bac_capturedcow forward with setstage works only partially. I did get the tattoos, but no ring and no bell. Adding those via console (equipitem) only helps until next MCM mod cycle. Then they are removed again.
botticelli Posted March 18, 2018 Posted March 18, 2018 28 minutes ago, botticelli said: I'm now experiencing recurring CTD when Quest "Enslaved Cow" starts on the cart. The hunter dialogue worlks fine, I get transported on the cart (Breast Enlarge potions added), the message Starting Quest: Enslaved Cow appears and then the game crashes with Microsoft problem report :-( Ā Bringing the quests bac_huntersgonnahunt and bac_capturedcow forward with setstage works only partially. I did get the tattoos, but no ring and no bell. Adding those via console (equipitem) only helps until next MCM mod cycle. Then they are removed again. I suspect EZ2C dialogue mod, since that was the only mod I added since last timt, but now I get the same CTD even after removing it.
Tunarunner Posted March 18, 2018 Posted March 18, 2018 Is there a list of stages somewhere? They pop up but I don't really notice some of them. Thanks Spoiler Ā Ā
Tunarunner Posted March 18, 2018 Posted March 18, 2018 41 minutes ago, Tunarunner said: Is there a list of stages somewhere? They pop up but I don't really notice some of them. Thanks Ā Hide contents Also. I am at the point where I can get the bell removed in tears but Marc never leaves the in. Halo? Ā So new issue. The tail doesn't exactly stick to the model. It is there but it clips to the floor
GuruSR Posted March 18, 2018 Posted March 18, 2018 Paul doesn't like that Unicorn! Ā Wants to attack it, thats the Player's current mount! Ā Not sure what he hates about it, but he's the only one. Ā The unicorn is from hereĀ Custom Race Mods ~ by Trykz (TCRA Update 1/19/14). Ā It's the safest way to get cows around, because anything that attacks that unicorn, it deflects 100% of the damage back to the attacker, is indestructible and never tires. Ā GuruSR.
LinksSword Posted March 18, 2018 Posted March 18, 2018 6 hours ago, SleepyJim said: I definitely agree: this is a fantastic mod. I've just finished a run through of all the quests and it's been a lot of fun and works very well. Ā I've made note of a few bugs and things that might be bugs, and I thought I'd list them. (Some of them I've mentioned before, but hopefully it will help to have them collected together.) This is absolutely intended as constructive criticism, not negativity. As I said, the mod is great! Ā Tail sounds: It seemed as though these were always active, even with the option disabled in the mcm, and even when my character hadn't grown her tail yet. There were lots of swishing noises, and I can't think of anything else they could be. If I activated the tail sounds in the mcm there appeared to be no difference. Hunters can spawn inside player homes: This might be a feature - making nowhere safe - but I would have liked at least one refuge where I didn't have to worry about being enslaved. I was also left with a huge mess to clean up in Breezehome! (A full Fus Ro Dah was a bad idea) Being taken by the Unowned hunters: When my cow was defeated in combat she found herself standing upright on the back of the cart, unable to move. Nothing happened and a previous save had to be reloaded. When she instead agreed to go with them she was placed into the proper milking position but the controls were never unlocked once she'd been branded and milked dry. I had to re-enable player controls in the ZAP mcm, get down off the cart, and talk to the lead hunter to progress. Tattoos: Is there any chance of getting unp fur textures? On a unp body there are bad seams around hips, buttocks and up the sides of the torso. I tried searching for tutorials on how to convert cbbe textures to unp but found nothing. Bell: The big bell clips through the cow's chest. (The chest itself, not the breasts.) Marc: Should he have the Khajiit voice type? It sounds a little strange hearing him give generic greetings with one of the human voices. The Cow's Tears ambush: Is it intended to be possible to beat the slavers when they attack you before the parade and auction? I did manage it (thanks to the tragic, noble sacrifice of many Riften guards) but the quest remained active with no objective set and Paul didn't have any dialogue regarding it. Grey face bug: most of the npcs have the grey face. I exported their Face Gen Data in the creation kit (ctrl+f4 when they're highlighted in the Actors window) and that fixed it for me. Ā I just want to repeat: the mod is fantastic. I'm just listing these in the hope they can help. Ā Thanks! How do you get the cow tear parade and auction? i've been waiting around riften and nothing has happened yet? just my master standing around by the market area.
skyrimfet Posted March 18, 2018 Author Posted March 18, 2018 7 minutes ago, LinksSword said: How do you get the cow tear parade and auction? i've been waiting around riften and nothing has happened yet? just my master standing around by the market area. parade starts after ambush. i'm going to play from a to z this night to test every element of questline. well. when marc back from hammerfel you will meet with him in talos statue, then abush, then defeat, then huntershideout, parade, auction and quest end near whiterun. i need exacly what's doesnt work. mark not come by night? let's try type in console: helpĀ bac_tea then getstage (quest id) let me know about stage number and time in game. to help i need some detail's. i will check some settings, for example every person that report problem with marc had combat in riften? for example vampieres attack? maybe AI of marc is overwriten now and scene is broken?
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