botticelli Posted June 24, 2018 Posted June 24, 2018 1 hour ago, w234aew said: I don't know, I personally like the effect, it makes the "Cellulite" effect more visible. The only reason I wanted to remove the "Dirty Cow" ability was the conflict with Bathing in Skyrim. The only problem I could see is if it conflicts with another mod. The old SlaveTats based version of this effect actually conflicted with Sexlab Hormones, causing all of the effects to be invisible, leaving me with a perfectly human character sporting cow ears, horns and an udder. The effect in itself is perfectly ok. Only, if it would not happen so frequently, it would not be so dominant and thus annoying. Btw.: Could you make the comments only trigger when the npc is actually noticing the player. Sneaking past lots of Forsworn who do not see me but react to the cow is a little weird... 1
LooseCannon Posted June 24, 2018 Posted June 24, 2018 13 hours ago, skyrimfet said: so many persons report problem with this scene. too many to ignore it. ok, i need to find a good save and test it and reproduce this issue in my game. are you using mod's that can fire interaction between zaz furnitures and npc? no idea devious framework or something? logs (papyrus) could help me too Nope. I also just made a clean game and only installed the mods that are necessary (all requirements etc) and i still had the same problem. Added the logs from yesterday Papyrus.0.log Papyrus.1.log Papyrus.2.log
botticelli Posted June 24, 2018 Posted June 24, 2018 On 6/21/2018 at 8:10 PM, botticelli said: It looks like "Slim Arms" and "Naked Ass" are issued as a single mutation. Is this intended? I had my cow quaff a single cow's mutagen and she got both... The code block for arm deformations in function randomAttribute() is missing a "return" at the end in bac.bsa if Utility.randomInt(jump,max)==max && npcs_fatCow[slot] == true && npcs_curvyCow[slot] == true && BACConfig.allowToLegsDeformation == true npcs_lymphedema[slot] = true NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC L UpperArm [LUar]","BAC") NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC L Forearm [LLar]","BAC") NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC R UpperArm [RUar]","BAC") NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC R Forearm [RLar]","BAC") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC L UpperArm [LUar]") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC L Forearm [LLar]") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC R UpperArm [RUar]") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC R Forearm [RLar]") reequipItems(slot,false) endif 1
BobgorT Posted June 24, 2018 Posted June 24, 2018 I've been playing for ages with the 'Hunters Gonna Hunt' quest active but havn't seen them after many many hours.. Any way I can force the hunters to find me?
GuruSR Posted June 24, 2018 Posted June 24, 2018 Just a note, Paul can't get to you sometimes if NPCs are in the way, no clue why there were guards and my two followers hanging around, but they were. So, he was stuck walking towards the workbench farthest from where you're waiting. I had to toggle cam, zoom in to him, click on him, re-toggle the cam and move him to the player, he then walked away and the fade out happened. Also, a notice of the mutagen on the cow as it's about to happen may be nice to see. Also, how do we get NPCs to take these? I gave one as a gift and it sits there. BUG: 21/20 Transformation stage, currently at 105% of transformation, perhaps that was caused by a Mutagen? Can't tell, took one, can't see anything changed. GuruSR.
botticelli Posted June 24, 2018 Posted June 24, 2018 NPC face changes do take place. See here Idgrod's eyes: However, the face changes do not survive save & load ?
skyrimfet Posted June 24, 2018 Author Posted June 24, 2018 52 minutes ago, botticelli said: NPC face changes do take place. See here Idgrod's eyes: However, the face changes do not survive save & load ? sorry, dont understand? xD all seems good, she had no luck and got poor eyes oR? 1 hour ago, GuruSR said: Just a note, Paul can't get to you sometimes if NPCs are in the way, no clue why there were guards and my two followers hanging around, but they were. So, he was stuck walking towards the workbench farthest from where you're waiting. I had to toggle cam, zoom in to him, click on him, re-toggle the cam and move him to the player, he then walked away and the fade out happened. Also, a notice of the mutagen on the cow as it's about to happen may be nice to see. Also, how do we get NPCs to take these? I gave one as a gift and it sits there. BUG: 21/20 Transformation stage, currently at 105% of transformation, perhaps that was caused by a Mutagen? Can't tell, took one, can't see anything changed. GuruSR. i tested it many time and never got same problem - if other npcs locked him - it means that skyrim AI can not resolve path. i can change distance in scene between npc and player to make bigger distance and more place for paul. 6 hours ago, botticelli said: The code block for arm deformations in function randomAttribute() is missing a "return" at the end in bac.bsa if Utility.randomInt(jump,max)==max && npcs_fatCow[slot] == true && npcs_curvyCow[slot] == true && BACConfig.allowToLegsDeformation == true npcs_lymphedema[slot] = true NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC L UpperArm [LUar]","BAC") NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC L Forearm [LLar]","BAC") NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC R UpperArm [RUar]","BAC") NiOverride.RemoveNodeTransformScale(npcs_ref[slot],False,True,"NPC R Forearm [RLar]","BAC") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC L UpperArm [LUar]") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC L Forearm [LLar]") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC R UpperArm [RUar]") NiOverride.UpdateNodeTransform(npcs_ref[slot], false, True, "NPC R Forearm [RLar]") reequipItems(slot,false) endif thx a lot! yes - you found issue, i planed to check code today, i will check other if's and reupload fix asap 16 hours ago, botticelli said: The effect in itself is perfectly ok. Only, if it would not happen so frequently, it would not be so dominant and thus annoying. Btw.: Could you make the comments only trigger when the npc is actually noticing the player. Sneaking past lots of Forsworn who do not see me but react to the cow is a little weird... eh, yes - good idea - i will add something to check FOV between npc and player + some other condition's isSneak() or something. good! im going to start today new game, i need to test many things in devious training and being a cow - im going to be defeted by hunter's and check again all reported scenes. cross fingers
dryer3 Posted June 24, 2018 Posted June 24, 2018 i think i found a glitch i think in the quest cow's tears i talked to mark under the statue and payed him but my quest objective has the mark icon was not ticked ( the complication mark) and i did not revive the next quest objective. what do i do?
S.MayLeR Posted June 24, 2018 Posted June 24, 2018 I do not understand something or it really is a bug. Hunters do not attack, they just stand near Mandy's house. And they are not Redguards, but Orcs. I know that this question was asked above, but I could not find an answer (it's not convenient to sit with the phone ...)
skyrimfet Posted June 24, 2018 Author Posted June 24, 2018 5 minutes ago, MaykeReR said: I do not understand something or it really is a bug. Hunters do not attack, they just stand near Mandy's house. And they are not Redguards, but Orcs. I know that this question was asked above, but I could not find an answer (it's not convenient to sit with the phone ...) my fault - they should be hidden - i forget to disable them and they just wait. need to fix it. ignore it...
GuruSR Posted June 24, 2018 Posted June 24, 2018 51 minutes ago, skyrimfet said: i tested it many time and never got same problem - if other npcs locked him - it means that skyrim AI can not resolve path. i can change distance in scene between npc and player to make bigger distance and more place for paul. Not sure what to say, do you have a navmesh for him? Not entirely sure why, but he seems to "hang out" at the furthest stall from where you have to go, yet there's a table right around the wall from it. I also have Sofia, she seems to "live" in that open ended stall on the opposite end to where the cow goes for outfitting, perhaps something that has is causing grief, but the NPC followers seem to have no troubles getting there. Perhaps a quest timeout to "pop" him to the location he needs to be, it's not elegant or pretty, but it doesn't stick the quest in that spot until something has to manually be done, have also seen other quests do that too. GuruSR.
dryer3 Posted June 24, 2018 Posted June 24, 2018 I found a glitch i think in the quest cow's tears i talked to mark under the statue and payed him but my quest objective has the mark icon was not ticked ( the complication mark) and i did not revive the next quest objective. what do i do?
S.MayLeR Posted June 24, 2018 Posted June 24, 2018 1 hour ago, skyrimfet said: my fault - they should be hidden - i forget to disable them and they just wait. need to fix it. ignore it... Of course, "we" can use stage 20 at bac_huntersgonnahunt, but in that case they will appear aggressive, a dialogue with Paul will not move forward, and the stage will again become 10
skyrimfet Posted June 24, 2018 Author Posted June 24, 2018 16 minutes ago, MaykeReR said: Of course, "we" can use stage 20 at bac_huntersgonnahunt, but in that case they will appear aggressive, a dialogue with Paul will not move forward, and the stage will again become 10 this quest is scripted, you can set stage but it will no fire some script's stage 10 means that hunters are active and alive and looking for you.
LinksSword Posted June 25, 2018 Posted June 25, 2018 Currently 41 hours in my game not to many ctds i may have had maybe 5 or 6 most stable game i;ve ever had honestly ?, i am level 14 cow "lydia is level 4 cow, Im a level 17 in combat, Doing the quest to find the elder scrolls, ran into dwemer enemies had a hard time, But made it back, I think im around half way through the main quest? ? My sexy cow
LinksSword Posted June 25, 2018 Posted June 25, 2018 6 hours ago, botticelli said: NPC face changes do take place. See here Idgrod's eyes: However, the face changes do not survive save & load ? What mod did you use to change her hair? I'd like to give lydia some hair from ks hairdos.
LinksSword Posted June 25, 2018 Posted June 25, 2018 Made Female link and this is my before and after her transformation. 1
GuruSR Posted June 25, 2018 Posted June 25, 2018 Not entirely sure what to say, as I did not try the multi-rows of breasts with the SlaveTats before you switched off of them, but I am seeing weirdness with the new system with the multi-rows of breasts, anyone has any ideas, suggest away. Also, with the SexLab stuff in there, the multi-rows unequip during sex scenes as do the udders, but the udders re-equip, have added them all to the strip editor for don't unequip. Also all the "xTIT" tops are "playable" and show up in inventory. Also, people getting on a horse rapidly after switching load areas OR having a menu open do not properly configure as a Cow, their Cow stuff is removed but not re-equipped either due to a menu open or on a mount. GuruSR.
botticelli Posted June 25, 2018 Posted June 25, 2018 10 hours ago, LinksSword said: What mod did you use to change her hair? I'd like to give lydia some hair from ks hairdos. I use ApachiiSkyHair NPC Overhaul, but I don't think it will support KS hairdos...
botticelli Posted June 25, 2018 Posted June 25, 2018 16 hours ago, skyrimfet said: sorry, dont understand? xD all seems good, she had no luck and got poor eyes oR? The changes work ok. Only, after reloading the game, the face changes are gone (i. e. the eyes appear normal again). Could you possibly reapply npc face changes after reload? After reload she looked like this:
skyrimfet Posted June 25, 2018 Author Posted June 25, 2018 26 minutes ago, botticelli said: The changes work ok. Only, after reloading the game, the face changes are gone (i. e. the eyes appear normal again). Could you possibly reapply npc face changes after reload? After reload she looked like this: ok - it is also easy to fix - thx!
Nazzzgul666 Posted June 25, 2018 Posted June 25, 2018 Short question potentially ratherto users than Skyrimfet: Is it safe to upgrade? (from 1.7a currently). Actually i wanted to start this mod and just play straight, got distracted because my brother added Subnautica to his Steam library.
skyrimfet Posted June 25, 2018 Author Posted June 25, 2018 22 minutes ago, Nazzzgul666 said: Short question potentially ratherto users than Skyrimfet: Is it safe to upgrade? (from 1.7a currently). Actually i wanted to start this mod and just play straight, got distracted because my brother added Subnautica to his Steam library. some people report issues during scenes, im just stated a new game to check it personaly - IHMO is safe, maybe another user will help you more with this question
_SpaceHamster_ Posted June 25, 2018 Posted June 25, 2018 This suggestion of mine isn't related to the mod but more of a QoL users who download mostly every update. Would it be possible to add a base tats pack download + downloads for single tats every time there's an update for it? Right now when the tats pack is updated, I have to constantly download the whole tats pack over and over This way I can just download a patch of the tats pack and save on data consumption, and overall disk space.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now