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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. ;)


 

Posted
5 hours ago, TheSpirit said:

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. ;)


 

There is still the change fat to slim and vice versa potion (only addable via console, though)...

Posted

So i noticed the menu still

On 7/26/2018 at 3:56 AM, <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)

So one thing i definitely noticed was that an older save which was using 1.7e, and updated to 1.7g the sounds for the bell actually works, yet on an new save it doesn't remind you i did use the player.equipitem spell in a new save so maybe the sounds don't work if you do that. But i know i did that in the past and it worked, idk why the old save is working correctly maybe one of the mods i have that wasn't there before is causing issues? but i can't think why especially since sounds worked when i downgraded. and the only sound altering mod i can think of that i have is zeldaocarinaoftimemusic.esp but i tried with that on and disabled and no difference so i think it's safe to rule out that its that mods fault. and i don't think sexlab hormones or sexlab parasite or even immersive fashion yps is the issue tho yps does have high heel training feature but i don't think that would block out the sounds.

 

even though i'm having sound issues im still glad the fundamentals are still working.

Posted

Been messing about with the new version,  Nice work.  The new sound's for hooves / bell are real nice.  

 

*Possible Bug* 

Slim Arm's - Made the arm's bigger,  is this how it was supposed to go?  (line 961,  966 bac_actor.psc arm value was meant as -2?"

 

*Suggestion* ^_^

I was looking through the .psc and saw something amazing.  Would it be possible to get the debug.messagebox comment's for the various mutations and stages to appear as a MCM scroll message?

Posted

Trying this mod for the first time, and when my character reaches stage 8/20, her body skin turns blue.  I've removed my other skin texture mods and reinstalled BAC.  Any other tips on what might be causing this problem?  I am a very junior modder, so there are probably several options I have not considered.

Posted
3 hours ago, Thrasher926 said:

Trying this mod for the first time, and when my character reaches stage 8/20, her body skin turns blue.  I've removed my other skin texture mods and reinstalled BAC.  Any other tips on what might be causing this problem?  I am a very junior modder, so there are probably several options I have not considered.

You must install the tats textures too, currently named "Skyrim - Being a Cow - Tats 1.7e.7z".

Posted
On 7/23/2018 at 6:18 PM, 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.

I have the same problem like Stuker before: Paul doesn't attach my ring. Could you guide me step by step through what's supposed to happen?

I'll tell you what it does for me: 

I take a seat on this chair:chair.thumb.jpg.bc09288a8579008ff0843eac71675c3d.jpg

Then Paul walks away, usually to the carriage driver and NPCs around start to follow him and clap. Last try he walked to his work bench instead. If he makes it back before time out he starts smithing at the amboss there or sits on the other chair.

Is he supposed to do anything of that at all?

Posted
17 minutes ago, DrVec said:

Its the wrong chair. You need to look in one of the other Boxes. Its the left one :)

That explains something^^

Could you show me a screenshot? Appearently my ZAP  installation somehow fucked up, i can't find another furniture. Or maybe it's bac, here is my papyrus log which shows some errors related to bac.

 

Papyrus.2.log

Posted

So yea, I really enjoyed this mod, so I was thinking if I could try to improve on the mod as well. So if I´d wanted to change core functionalities with this mod and wanted to learn how to do that, where would I need to look?

Posted
7 hours ago, Nazzzgul666 said:

That explains something^^

Could you show me a screenshot? Appearently my ZAP  installation somehow fucked up, i can't find another furniture. Or maybe it's bac, here is my papyrus log which shows some errors related to bac.

 

Papyrus.2.log

Yeah, there is no other furniture... wait,... maybe there is... Bondage Furniture World? I remember a wooden pony standing in one of the boxes... I'm gonna test it right now!

Posted
8 hours ago, Nazzzgul666 said:

That explains something^^

Could you show me a screenshot? Appearently my ZAP  installation somehow fucked up, i can't find another furniture. Or maybe it's bac, here is my papyrus log which shows some errors related to bac.

I don't have a screenshot to share, but once Paul tells you to get into the furniture, the stall on the far side of your screenshot (nearest the house and the workbench) should spawn a ZAP 8 furniture item.  What item spawns depends on what he's going to put on you, it is different each time.  Once you get into that furniture he should stop wandering and a crowd should show up, and he installs the nose ring/bell/brand ect.  The issue some people were having was they were using ZAP 7, which won't crash the game due to missing masters but doesn't actually have the furniture used in those scenes, so they couldn't complete and just timed out.

Posted

Kicked BFW out of my load order and now it worked just fine. Got my ring from Paul and it looks hot af.^^

 

Last problem now is that feeding animations are not running after dialogues. But I don't even know where to look at. BAC? MME? JUGS? FFS...

Posted
On 8/1/2018 at 11:13 AM, Tyrantula said:

I'm just going to say it, not a fan of the nose texture.. Is it possible we could have it optional? Thanks!

I don't mind the facial textures for the mutations, but similarly I don't like getting the "naked ass" mutation. My current playthrough of the mod I found myself saving after every mutation so I could return to my last save if I got "naked ass".

 

An option to disable certain mutations (before the transformation starts) would be nice.

Posted
22 hours ago, Stuker said:

Kicked BFW out of my load order and now it worked just fine. Got my ring from Paul and it looks hot af.^^

 

Last problem now is that feeding animations are not running after dialogues. But I don't even know where to look at. BAC? MME? JUGS? FFS...

Try sexlab dialogue i think that has a feeding option.

Posted
2 hours ago, Stealthfroob said:

Try sexlab dialogue i think that has a feeding option.

Oh no... It's not the lack of options for starting a feeding animation. They don't start after some dialogues. I guess it's JUGS that don't work properly but I have to look into it before I start throwing dirt around^^

Posted
On 8/2/2018 at 4:56 PM, Stuker said:

Kicked BFW out of my load order and now it worked just fine. Got my ring from Paul and it looks hot af.^^

 

Last problem now is that feeding animations are not running after dialogues. But I don't even know where to look at. BAC? MME? JUGS? FFS...

Fixed for me too, i was simply either using wrong furniture or searching for it without asking Paul, expecting to find something anyways... Thanks @Reesewow :)

What do you mean by feeding, though? Breast feeding NPCs? 

 

And another question: when captured by the hunters



do i have to win fights against them? I've tried multpiple times, the first time i had some minor problems because of DCUL triggered some stuff, the next try i got my stuff back from the chest and they immediatly attacked me and triggered Defeat, with Defeat and Daymol disabled they just killed me... how is it supposed to work?

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