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Posted
17 hours ago, Chroom22 said:

I'm stumped then. I made sure BaC was later in the load order (I even put it last just to make sure) and I've even downloaded patches WITH the sound files with the same name and put them into BaC just to make sure that there wasn't any overwrite issues. Honestly though I would like to just play BaC without it crashing so often. I think this issue is different to the hoof noise one though. Might be to many animations loading or something.

I'm shocked that i was able to get 25 hours worth with how many mods i have and here i am 110 hours in and still rather playable, save files are 14mb which is perfectly acceptable i had 20 mb at 20 hours before in the past yeah... Only thing i noticed is bac comments are not working for me now strange, i was thinkin script lag but bac updates very quick like it always does and im not having issues with other mods and delay so, could be another mod with comments overwriting it though idk why it would in the last second half of my play-trough start to do that, Although i did check my save in save cleaner it has 2 script instances for some reason, even though i never uninstalled anything. Could be that after being enslaved from paul comments dont work? idk does anyone else have issues with npc comments? maybe its just my save and one of the mods i have is keeping them from appearing, 

Posted
18 hours ago, Chroom22 said:

I'm stumped then. I made sure BaC was later in the load order (I even put it last just to make sure) and I've even downloaded patches WITH the sound files with the same name and put them into BaC just to make sure that there wasn't any overwrite issues. Honestly though I would like to just play BaC without it crashing so often. I think this issue is different to the hoof noise one though. Might be to many animations loading or something.

and honestly before update 1.7g i never experienced issues with sound effects weird, i was able to get the bell and 2nd hooves sound to work by going into bsaopt and extracting the sounds from bac  into the folder im guessing DD overwrites, and bell sounds work now still cant get the first variation of hooves sound to work.

Posted
21 hours ago, Chroom22 said:

Sure. Keep in mind I haven't had a comprehensive guide for sexlab mod load orders so I've been replying on Loot which only goes so far. I'm sure it looks like a mess to anybody more familiar with modding.

  Reveal hidden contents

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
ApachiiHair.esm
hdtHighHeel.esm
SexLab.esm
CreatureFramework.esm
ZaZAnimationPack.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
SkyrimChainBeasts.esm
daymoyl.esm
actorEvents.esm
BeeingFemale.esm
RSkyrimChildren.esm
Schlongs of Skyrim - Core.esm
Devious Devices - Expansion.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
xazPrisonOverhaulPatched.esp
SkyUI.esp
FNIS.esp
12FemaleBrows.esp
RaceMenu.esp
RaceMenuPlugin.esp
XPMSE.esp
RSChildren.esp
RaceMenuMorphsCBBE.esp
HDT Havok Object.esp
UUNP Vanilla Outfits.esp
NonSexLabAnimationPack.esp
SOSRaceMenu.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDB.esp
SexLabNudeCreaturesDG.esp
MilkModNEW.esp
Jugs.esp
SerialStrip.esp
SerialStripper.esp
Auto Unequip Ammo.esp
MilkModNEW CF.esp
MilkModNEW HF.esp
UIExtensions.esp
MoreNastyCritters.esp
SexLab Aroused Creatures.esp
BeeingFemaleBasicAddOn.esp
SlaveTats.esp
Schlongs of Skyrim.esp
SOS - Smurf Average Addon.esp
GoToBed.esp
Feminine Females.esp
Change Follower Outfits Redux.esp
Captured Dreams.esp
HentaiCreatures.esp
SexLabSkoomaWhore.esp
SMIM-Merged-All.esp
Run For Your Lives.esp
SkyrimChainBeastsDB.esp
Deviously Cursed Loot.esp
SimpleSlavery.esp
bac.esp
SexLab-Parasites.esp
S_L_U_T_S.esp
MilkMod_MilkPumpsBasic.esp
The Dungeon.esp
iNeed.esp
FNISspells.esp
autotravel.esp
dcc-dm2.esp
SLA Monitor Widget.esp
SexLabArousedAnimations.esp
zzEstrus.esp
SLAnimLoader.esp
dD Enchanted Chests.esp
CD - Female Embassy Guards.esp
dvmb.esp
EstrusChaurus.esp
EstrusDwemer.esp
DD-HC-ArmorBlock.esp
MF_RadiantProstitution.esp
Devious Devices - BRRF.esp
DD - BRRF_Patch - Cursed Loot.esp
Alternate Start - Live Another Life.esp
ccas_starts.esp
Deviously Cursed Loot LAL AddOn.esp

 

Sporty Sexy Sweat and CBBE are unchecked.

 

 

im guessing alot of your crashes are coming from alot of WIP mods you have

Posted
3 hours ago, pebbles321 said:

im guessing alot of your crashes are coming from alot of WIP mods you have

Well if those mods aren't conflicting with any of the files I doubt it. After unchecking MME and BaC my games running a bit smoother. Though I wouldn't be surprised at all if some of the esp's on there are responsible for the quests in BaC crashing. That or I'm doing something terribly wrong with installing it or any of the other mods on MO. I'm still getting used to it and it was only a few days ago I learned how to generate HDT clothing meshes.

Posted

There seems to be an awful lot of script lag during the "offer yourself to five people" quest, up to the point it crashes. Not an big issue for me, but though i'd let you know.

Posted

I don't know how to mod, so I don't know if this is useful information, but I was looking at the MME source script and apparently on the MilkQUEST.psc there is a function called PiercingCheck.

Into the function it checks for armor on the slot 56 w/ the text 'Plug' , if this condition is true, milking can apparently be blocked.

 

But since I did not found any documentaton talking about its use in the source, I don't know if it works. Maybe the MME creator can help.

If the function works, creating an item for the slot 56 could be a way to block milking.

 

Posted
1 hour ago, Loki15kun said:

I don't know how to mod, so I don't know if this is useful information, but I was looking at the MME source script and apparently on the MilkQUEST.psc there is a function called PiercingCheck.

Into the function it checks for armor on the slot 56 w/ the text 'Plug' , if this condition is true, milking can apparently be blocked.

 

But since I did not found any documentaton talking about its use in the source, I don't know if it works. Maybe the MME creator can help.

If the function works, creating an item for the slot 56 could be a way to block milking. 

 

nice try you did goog job! :)
I still not checked but i think that in oryginal MME is used function HasWornKeyword(zaz_chastityBraKeyword) but im not sure - its is just more "reliable" solution for me ;)

Posted
32 minutes ago, vader634 said:

skyrimfet i found pre2zip but not prezip3 for the mod

becouse i still not uploaded pre3 (comming soon)

Posted

Is there any way to get the hooves to stop glowing in the dark? I've looked at the meshes and textures from every angle I can think of and can't figure it out.

Posted
13 minutes ago, kyrenne said:

Is there any way to get the hooves to stop glowing in the dark? I've looked at the meshes and textures from every angle I can think of and can't figure it out.

I'm just going to make a wild guess and ask if you're using an ENB. It might have something to do with that.

 

Otherwise what do you mean by "glowing"?. Is it just not being shaded properly and it looks awkward? I can't really help you but you might want to post a screenshot of the hooves so people can see for themselves what the issue might be.

Posted

If anyone else has been trying to get the tail physics to work in SSE, I managed to duct tape together a working mesh. You should know I have no idea what I'm doing, but it IS now working for me. It's very stiff near the spine of the tail because I am using the xml file from the SMP version of this (I have no idea how to create xmls for HDT, sorry) for the bones and the tail in this mod is obviously much larger, so I had to sacrifice the physics of the two bones near the spine. I'm not sure if the author of the wearable tail mod would want me to post the xml seperately without permission, so you'll have to download it yourself (The file directory for the xml set in nifscope is NOT \Data\SKSE\Plugins\hdtSkinnedMeshConfigs, it is set to \Data\Meshes\HDTTailsCelia\TailsFemaleXML, that is how the mod author set it up originally for their mod and I didn't think to change it, but I don't think it should cause any issues). If someone makes their own xml/nif edits and knows what they are doing, please lemme know and gimme your files.  

tail_cow_0.nif

tail_cow_1.nif

Posted
19 minutes ago, Chroom22 said:

I'm just going to make a wild guess and ask if you're using an ENB. It might have something to do with that.

 

Otherwise what do you mean by "glowing"?. Is it just not being shaded properly and it looks awkward? I can't really help you but you might want to post a screenshot of the hooves so people can see for themselves what the issue might be.

i made hooves wrong, im a lame and i never found correct model texture settings.  in some lights hooves looks like a pieces made from a  plastic:/
 

Posted

 

13 hours ago, Chroom22 said:

I'm just going to make a wild guess and ask if you're using an ENB. It might have something to do with that.

 

Otherwise what do you mean by "glowing"?. Is it just not being shaded properly and it looks awkward? I can't really help you but you might want to post a screenshot of the hooves so people can see for themselves what the issue might be.

https://i.imgur.com/kidFCM3.png

 

Actually not using an ENB, but using ENBoost

Posted
10 hours ago, jstansberry said:

If anyone else has been trying to get the tail physics to work in SSE, I managed to duct tape together a working mesh. You should know I have no idea what I'm doing, but it IS now working for me. It's very stiff near the spine of the tail because I am using the xml file from the SMP version of this (I have no idea how to create xmls for HDT, sorry) for the bones and the tail in this mod is obviously much larger, so I had to sacrifice the physics of the two bones near the spine. I'm not sure if the author of the wearable tail mod would want me to post the xml seperately without permission, so you'll have to download it yourself (The file directory for the xml set in nifscope is NOT \Data\SKSE\Plugins\hdtSkinnedMeshConfigs, it is set to \Data\Meshes\HDTTailsCelia\TailsFemaleXML, that is how the mod author set it up originally for their mod and I didn't think to change it, but I don't think it should cause any issues). If someone makes their own xml/nif edits and knows what they are doing, please lemme know and gimme your files.  

tail_cow_0.nif

tail_cow_1.nif

Thank you for trying to fix the Tail.

I m sorry I did not quite understand what to do?

I need to download and install the HDT Tail Celia mod?

Or do I just extract the cow tail xml from HDT tails? 

Where to put your Tail cow nifs (to bac meshes?)? 

Thank you

 

Also  if someone knows a working UUNP version of the multibreast variants, I would like to know where to get that.

 Right now I m using an older self ported version without the black and white vision.

Posted
14 hours ago, jstansberry said:

If anyone else has been trying to get the tail physics to work in SSE, I managed to duct tape together a working mesh. You should know I have no idea what I'm doing, but it IS now working for me. It's very stiff near the spine of the tail because I am using the xml file from the SMP version of this (I have no idea how to create xmls for HDT, sorry) for the bones and the tail in this mod is obviously much larger, so I had to sacrifice the physics of the two bones near the spine. I'm not sure if the author of the wearable tail mod would want me to post the xml seperately without permission, so you'll have to download it yourself (The file directory for the xml set in nifscope is NOT \Data\SKSE\Plugins\hdtSkinnedMeshConfigs, it is set to \Data\Meshes\HDTTailsCelia\TailsFemaleXML, that is how the mod author set it up originally for their mod and I didn't think to change it, but I don't think it should cause any issues). If someone makes their own xml/nif edits and knows what they are doing, please lemme know and gimme your files.  

tail_cow_0.nif

tail_cow_1.nif

The issue I had with doing this is that HDT SMP for SE messes with the character's turning animations. The character will turn using an animation but any equipped items like a sword or torch will turn instantly, floating off to the side of the character for a moment while the player catches up. Turning the character using the camera only doesn't work either, causing the item to have a seizure. It's the one issue keeping me on oldrim.

Posted

It would be cool if we could get an unarmed bonus after getting the hand hooves transformation, like what you get from the gloves of the pugilist. It seems like hooves would hurt a lot more than normal fists.

 

And again, thank you for your work on this mod. It really is awesome as is, and I look forward to whatever you add in the future.

Posted
Just now, CopaceticEmu said:

It would be cool if we could get an unarmed bonus after getting the hand hooves transformation, like what you get from the gloves of the pugilist. It seems like hooves would hurt a lot more than normal fists.

 

And again, thank you for your work on this mod. It really is awesome as is, and I look forward to whatever you add in the future.

i think that unoficial version 1.8pre (1 and 2) support this feature, check older my post on this topic to find download link ;)

Posted
19 minutes ago, skyrimfet said:

i think that unoficial version 1.8pre (1 and 2) support this feature, check older my post on this topic to find download link ;)

Will you make updating the tail to your hair color more quick, i always have to wait awhile before my tail matches the color of my hair and it breaks immersion.

Posted
20 minutes ago, lich099 said:

i have problem with a cow texture,how to fix it ?

20181008162103_1.jpg

check download section and find/download/install tatspack

Posted
9 minutes ago, green3 said:

sorry my anglis . i have problem . in stage 15 or 16 is one brest biger as other vhat is wrong ver 18pre2 thanks

 

it is one of mutation - you had badluck ;)

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