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Posted

I love this mod.  Thank you so much for creating it.

 

I found out that souldgem oven will not let you birth soulgems with this installed, IE it plays the birthing animations, but no soulgem appears.  I loaded sexlab henitai pregnancy legendary edition, as the last mod I installed, and now soulgem oven works.  I set hentai pregnancy to zero chance of pregnancy, so basically it is off.  This worked for me, but both mods say they conflict with one another, so It may cause troubles, though so far no problems for me.

 

Also, if the brand Pauls cow does not show up on your butt, then turn off dirty cow in the MCM menu, as for me the brand showed up shortly after I did this.

 

Now, how do I get the cow nose and other face parts.  my toon is currently 21 of 20 progressed,  are the face parts random, and it is too late to get them?

 

 

Posted
6 hours ago, Arcturus7777 said:

my toon is currently 21 of 20 progressed,  are the face parts random

All change's are random, if you have add item menu you can go into the bac.esm and get some mutate potions that will force a change to happen, but again it will be random pick from what hasn't already been applied 

Posted
7 minutes ago, LatencyRemix said:

All change's are random, if you have add item menu you can go into the bac.esm and get some mutate potions that will force a change to happen, but again it will be random pick from what hasn't already been applied 

Thank you for the reply

Posted
10 minutes ago, Stuker said:

Ok, started a fresh game. No devices equipped this time and Paul timed out again... I guess I'm out of here...

Are you sitting in the ZAP 8 furniture in the stables?  A common issue people have had is not having ZAP 8 or higher installed, meaning the furniture Paul uses never spawns and his scene times out.  The mod wont crash with ZAP 7 but it breaks these scenes.

Posted
55 minutes ago, Reesewow said:

Are you sitting in the ZAP 8 furniture in the stables?  A common issue people have had is not having ZAP 8 or higher installed, meaning the furniture Paul uses never spawns and his scene times out.  The mod wont crash with ZAP 7 but it breaks these scenes.

ZAP 8 is installed. Not sitting in any furniture, besides the chair that's standing right there... After I take a seat, Paul spawns a lot of NPC's and then he walks away, doing some random stuff, like using the smithing gear. A few minutes after, the scene times out and the "Hammerheart" quest starts again. There's no mod trying to rape me in this moment or forcing some other kind of animation on me. He just don't brand and ring me...

Posted
26 minutes ago, Stuker said:

ZAP 8 is installed. Not sitting in any furniture, besides the chair that's standing right there... After I take a seat, Paul spawns a lot of NPC's and then he walks away, doing some random stuff, like using the smithing gear. A few minutes after, the scene times out and the "Hammerheart" quest starts again. There's no mod trying to rape me in this moment or forcing some other kind of animation on me. He just don't brand and ring me...

Yea, something is messing with your scene there then.  Only thing I can think of would be to click on Paul in console and use "moveto player" to bring him back to close proximity of your seated PC and see if it triggers, and possibly disabling/enabling him to see if that kickstarts the scene.

Posted

So i decided to see if males worked with this, sorta, i needed to go into racemenu after im a milkmaid switch gender to female then back to male and bac would register my character,

most items dont work, strangly the hands and feet do work, and slave tats works too and weight change. if you can add a male patch to the next version that be great, as this work around won't work on npcs. I would love a stud companion to follow my cow. ? And tats would just need a little work around you can see that the legs dont connect all the way.

20180723174851_1.jpg

Posted
On 7/13/2018 at 7:12 PM, <3GoAway<3 said:

Replace the 1.7g .esp with this one.

bac.esp

I used this regular hooves make no sound, the hs hooves do.

 

 

no sound with tail, hooves 2, no jingle with bell, only the armored hooves and hooves 1 work as in the sound effect plays when i move, plus disabling sound effects does not turn off the sound effects from the armored hooves.

 

not sure why, only mod that i have that would effect feet is cursed loot and yps fashion.

Posted
9 hours ago, LinksSword said:

I used this regular hooves make no sound, the hs hooves do.

 

 

no sound with tail, hooves 2, no jingle with bell, only the armored hooves and hooves 1 work as in the sound effect plays when i move, plus disabling sound effects does not turn off the sound effects from the armored hooves.

 

not sure why, only mod that i have that would effect feet is cursed loot and yps fashion.

I'll list out the sounds and what they're connected to so you can better identify the problem. My changes in the recent .esp only affect the first stage, horseshoed and armored variant, the second and third variant is Skyrimfet's default settings, also; the bell sound and horseshoe sound is controlled in your Skyrim's default audio settings menu under footsteps.

 

bac_hooves01AA = Default Barefoot Sound (changed from dog)

bac_hooves02AA = NPC Goat Footstep Sound (default)

bac_hooves03AA = NPC Elk Footstep Sounds (default)

bac_hoovesHSAA = BAC Horseshoe Sounds (changed from silent)

bac_hoovesHeavyAA = BAC Horseshoe Sounds (changed from silent)

 

Also,

If you have any mods that modify animals, sounds, SFX, nature, or apply any ambiance they could be changing the sounds of NPCs/animals which could break the default sounds BAC uses. Otherwise, you could try turning up your NPC footstep volume during these stages or look up possible sound-card errors/settings which would cause the engine not to load particular sounds. The tail and breath sounds are controlled by Skyrimfet's script. Personally, I've never heard the tail sound work for me.

 

TLDR:

Turn up player and NPC footstep volume in skyrim's audio menu. If that doesn't work, read above.

I didn't change tail and breath sounds. Ask Skyrimfet, his script runs them.

Hope that helps.

Posted
16 hours ago, <3GoAway<3 said:

I'll list out the sounds and what they're connected to so you can better identify the problem. My changes in the recent .esp only affect the first stage, horseshoed and armored variant, the second and third variant is Skyrimfet's default settings, also; the bell sound and horseshoe sound is controlled in your Skyrim's default audio settings menu under footsteps.

 

bac_hooves01AA = Default Barefoot Sound (changed from dog)

bac_hooves02AA = NPC Goat Footstep Sound (default)

bac_hooves03AA = NPC Elk Footstep Sounds (default)

bac_hoovesHSAA = BAC Horseshoe Sounds (changed from silent)

bac_hoovesHeavyAA = BAC Horseshoe Sounds (changed from silent)

 

Also,

If you have any mods that modify animals, sounds, SFX, nature, or apply any ambiance they could be changing the sounds of NPCs/animals which could break the default sounds BAC uses. Otherwise, you could try turning up your NPC footstep volume during these stages or look up possible sound-card errors/settings which would cause the engine not to load particular sounds. The tail and breath sounds are controlled by Skyrimfet's script. Personally, I've never heard the tail sound work for me.

 

TLDR:

Turn up player and NPC footstep volume in skyrim's audio menu. If that doesn't work, read above.

I didn't change tail and breath sounds. Ask Skyrimfet, his script runs them.

Hope that helps.

oh damn it might be the zelda music pack that i have from workshop on steam since it edits some sounds. But before the change in how the audio is playbacked  i played with the music pack in like version 1.7e i swear i never had this issue with that mod installed.  But this was the first time i had hooves in awhile playing 1.7g so i noticed something was wrong when i know they had sounds before in a previous run. 

Posted

Loving the mod so far, but i was wondering if it was possible to remove the "milk cow 32" tats that you get during the Unowned quest? 

I did the quest only for the nose ring and the bell, and i don't really want my pc to be milk cow 32 forever

Posted
17 hours ago, <3GoAway<3 said:

I'll list out the sounds and what they're connected to so you can better identify the problem. My changes in the recent .esp only affect the first stage, horseshoed and armored variant, the second and third variant is Skyrimfet's default settings, also; the bell sound and horseshoe sound is controlled in your Skyrim's default audio settings menu under footsteps.

 

bac_hooves01AA = Default Barefoot Sound (changed from dog)

bac_hooves02AA = NPC Goat Footstep Sound (default)

bac_hooves03AA = NPC Elk Footstep Sounds (default)

bac_hoovesHSAA = BAC Horseshoe Sounds (changed from silent)

bac_hoovesHeavyAA = BAC Horseshoe Sounds (changed from silent)

 

Also,

If you have any mods that modify animals, sounds, SFX, nature, or apply any ambiance they could be changing the sounds of NPCs/animals which could break the default sounds BAC uses. Otherwise, you could try turning up your NPC footstep volume during these stages or look up possible sound-card errors/settings which would cause the engine not to load particular sounds. The tail and breath sounds are controlled by Skyrimfet's script. Personally, I've never heard the tail sound work for me.

 

TLDR:

Turn up player and NPC footstep volume in skyrim's audio menu. If that doesn't work, read above.

I didn't change tail and breath sounds. Ask Skyrimfet, his script runs them.

Hope that helps.

I reverted to 1.7e where sounds work perfect, with my music pack on and off, going back to 1.7g sound doesn't work for most things. And i have all my volume mixers set to max.

 

Breath and Tail sounds do work, both armored variants of hooves make sounds. default footsteps from boots and bare feet work fine. The 3rd hooves with original esp, sound works, with your esp they don't, so for some reason the bell and that footstep wont play for me.

 

Also i spawned in a goat and elk to test and see if animals were effected but they were not. I could hear the bell jingle from the goat and its footsteps fine. same with the elk so animals are ruled out.

 

 

Posted

Hey guys, it looks like I wasn't probably able to manage settings of either MME or BAC properly and my character won't grow larger even at stage 20. After updating to new version of MME my character is showing right size of breast atleast during milking (not breastfeeding). I was able to make this work somehow only with one armor from Sisterhood of Dibella mod. Anyone had same problem? I have Zaz 8.0 and SLIF installed.

Posted
15 hours ago, LinksSword said:

I reverted to 1.7e where sounds work perfect, with my music pack on and off, going back to 1.7g sound doesn't work for most things. And i have all my volume mixers set to max.

 

Breath and Tail sounds do work, both armored variants of hooves make sounds. default footsteps from boots and bare feet work fine. The 3rd hooves with original esp, sound works, with your esp they don't, so for some reason the bell and that footstep wont play for me.

 

Also i spawned in a goat and elk to test and see if animals were effected but they were not. I could hear the bell jingle from the goat and its footsteps fine. same with the elk so animals are ruled out.

 

 

I also have no extra sounds from stage 13 hooves w/o improvements with the extra bac.esp. With irons, the sounds are ok. Bell sound functions, though.

Posted

So I have a little Problem with the Body scaling. Breast and belly Are scaling But nothing else. Shes Not „fat“.

I used cbbe-hdt in bodyslide and the skeleton from groovetama.

thaanks :)

Posted
2 hours ago, botticelli said:

I also have no extra sounds from stage 13 hooves w/o improvements with the extra bac.esp. With irons, the sounds are ok. Bell sound functions, though.

Yes except for me ?, hooves 2nd stage, the bell have no sounds with and without improved esp, hooves 1st stage 3rd in original esp and both armored work perfectly fine, also both tail stages play sounds like they should, also other point where i remember GoAway said they had the issue of the tail not playing sounds which i don't have. ?

 

personally i tried everything i could think of to fix it, And i have no mods that enhance the sounds or add new sounds to animals so i'm quite stumped to say the least. ?

 

also from what i can tell Seems to be some sounds are not working for some people well others are ?, when the sounds were attached to scripts these problems never existed from my knowledge. Maybe scripted sounds should be put back in to avoid these issues? ?. i've never had this problem ever before the change where sound is link to the item rather then the script. ??

Posted
13 hours ago, LinksSword said:

Yes except for me ?, hooves 2nd stage, the bell have no sounds with and without improved esp, hooves 1st stage 3rd in original esp and both armored work perfectly fine, also both tail stages play sounds like they should, also other point where i remember GoAway said they had the issue of the tail not playing sounds which i don't have. ?

 

personally i tried everything i could think of to fix it, And i have no mods that enhance the sounds or add new sounds to animals so i'm quite stumped to say the least. ?

 

also from what i can tell Seems to be some sounds are not working for some people well others are ?, when the sounds were attached to scripts these problems never existed from my knowledge. Maybe scripted sounds should be put back in to avoid these issues? ?. i've never had this problem ever before the change where sound is link to the item rather then the script. ??

Only the horseshoed and armored variant were attached to scripts. The others are default Skyrim sounds that are run/called by Skyrim's engine. and are not changed in any version of BAC.

 

If they worked before in previous versions, they're shouldn't be a reason why they wouldn't work now.

 

EDIT: Also be sure that you've removed all the previous files from older versions before upgrading as you might have old files leftover. Also, try using a save-cleaner to remove any possible instances of the old scripts still running on your save. (which could cause allot of problems)

Posted

Just wanted to pop in and say that this is probably one of the cooler mods on here, and by far one of the most stable. I've only ran into a few freezes (that were undoubtedly caused by something else) while playing this mod so far. My only complaint would be how slowly your character progresses from human to cow, and well, the grammar. That being said, how do you get the cow level up potions? I'm assuming those are what helps progress the transformation without having to be milked. I did the help "s levelu" command but i'm not really sure what else to do, i'm not that well versed in console commands. Anyway, if you guys ever want someone to proof read or help edit the dialogue for the mod i'd be happy to help! keep up the great work i can't wait to see more.  

Posted
12 hours ago, <3GoAway<3 said:

Only the horseshoed and armored variant were attached to scripts. The others are default Skyrim sounds that are run/called by Skyrim's engine. and are not changed in any version of BAC.

 

If they worked before in previous versions, they're shouldn't be a reason why they wouldn't work now.

 

EDIT: Also be sure that you've removed all the previous files from older versions before upgrading as you might have old files leftover. Also, try using a save-cleaner to remove any possible instances of the old scripts still running on your save. (which could cause allot of problems)

idk either sound works in 1.7e but doesn't in 1.7g

Posted

I don't know if you plan on adding new mechanics into the mod (or expanding on some of already added mutations), but I'd love to suggest something...

 

I like the random mutations, I just dislike the fact that as a player I have no way of combating them. Especially the Slim/Fat mutations.

These are too simplistic for me and could force me to replay a character just because she got Slim II and she really wasn't supposed to be a skinny, starved to death piece of cow. 

 

However I do like the notion of one cow having a stronger tendency for gaining weight than the other. I would simply suggest it not being just a max weight cap, but instead, a 'metabolism' system.

Basically: Eat Food -> Gain Weight / Don't Eat -> Lose Weight

 

For a Slim II Cow it would be very hard to put on weight, while a Fat I Cow might find it slightly easier to put weight on than to lose it.

 

This would simulate the cows specific random mutation by giving her a tendency towards being fat or skinny, while also giving the player a fair system of "If you want your cow to be X do A". This would give the player control, while still forcing them to work with whatever random mutation their cow picked up.

 

When it comes to numbers... I was of thinking of two options.

1. Count the weight of eaten food in a day.

2. Count how many pieces of food were eaten in a day.

 

Options #1 is my personal favorite as it's more realistic, but it's also probably much more work and having such a system at all would be F'ing amazing no matter the way it's calculated. ;)


 

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