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Posted

So far as i saw, this version works good but some things:

 

Marc seems total uninterested to meet you at the Talos statue in Rifton. He walks arround the town, and spend most of his time in the inn at night, never coming out. After a week (ingame of course) i tried the option to reset Marc and put him to my location just right to midnight (or little after). After spawning he was walking back to the inn (i guess) but then - and only then - he changed his course and went to the statue. I think it worked better before the pre1.8 versions.

 

You wanted to make the hunters stronger, that´s okay ^^

They are not immortal or unbeatable. I was level 10 this time and i had a hard time trying to beat them (and they killed half dawnstar chasing me :P). But after i was enslaved and tried to escape (where you have to kill them, to continue the quest), it feels a little hard and i managed it just with hit and run tactics and so on. Nothing i prefer.

 

I suggest there should be the option to a) abandon your stuff and just move away to Paul, b) just ignore them and run for you live with your stuff to Paul or c) a second scenario, where you get caught again and end, wherever they put you next on their way. I think its unlikely that if you cant beat them once, that you do much better a few minutes later. It is possible, but It just feels a little strange.

Posted
3 minutes ago, Femmex said:

So far as i saw, this version works good but some things:

 

Marc seems total uninterested to meet you at the Talos statue in Rifton. He walks arround the town, and spend most of his time in the inn at night, never coming out. After a week (ingame of course) i tried the option to reset Marc and put him to my location just right to midnight (or little after). After spawning he was walking back to the inn (i guess) but then - and only then - he changed his course and went to the statue. I think it worked better before the pre1.8 versions.

 

You wanted to make the hunters stronger, that´s okay ^^

They are not immortal or unbeatable. I was level 10 this time and i had a hard time trying to beat them (and they killed half dawnstar chasing me :P). But after i was enslaved and tried to escape (where you have to kill them, to continue the quest), it feels a little hard and i managed it just with hit and run tactics and so on. Nothing i prefer.

 

I suggest there should be the option to a) abandon your stuff and just move away to Paul, b) just ignore them and run for you live with your stuff to Paul or c) a second scenario, where you get caught again and end, wherever they put you next on their way. I think its unlikely that if you cant beat them once, that you do much better a few minutes later. It is possible, but It just feels a little strange.

i would like to see more quests involving the hunters, If you fail to get away from them.

Posted
6 minutes ago, LinksSword said:

i would like to see more quests involving the hunters, If you fail to get away from them.

Agreed.

Posted

Anyone have trouble trying to use this with mod organizer? Do the required mods need to be installed directly into the skyrim data folder? I've tried starting the cow process through the milk maid mod, but it does not begin. I've tried using the mutagen and level up potions, but I get notification "effect start" for the mutagen and "spell levelup - slot --1" for the level up potion.

Posted
1 hour ago, H3LI0S said:

Greetings! Can someone please tell me how to correctly update BAC? I am not realy good with installing mods :(

If you just want an update: Just drop everything from Heretical Resources BB CBBE into the skyrim "data" folder and then everything from the two new BAC "data" folders into it and override everything if necessary. Works fine for me.

Posted
10 hours ago, skyrimfet said:

i wrote in description - you can turn off only inactive mutations - if you still suspecting odd behavior let me know

Nah, I think I was seeing the same thing he's reporting.

 

Net new game, all but the top-most mutation are greyed out (can't change the state between enabled/disabled). As I disable mutations, the next one in the list applies. If I disable the first three (wet cow and the two under it), then I get the chance to disable the next one.

 

If I get a chance tonight I'll try to grab a couple of screenshots.

Posted
26 minutes ago, Eskella said:

Nah, I think I was seeing the same thing he's reporting.

 

Net new game, all but the top-most mutation are greyed out (can't change the state between enabled/disabled). As I disable mutations, the next one in the list applies. If I disable the first three (wet cow and the two under it), then I get the chance to disable the next one. 

 

If I get a chance tonight I'll try to grab a couple of screenshots.

i made small mistake in code - this menu works correctly only when player is detected as cow (1stage is ok)

Posted
5 hours ago, skyrimfet said:

i made small mistake in code - this menu works correctly only when player is detected as cow (1stage is ok)

Yeah, sorry, it took me a while to figure that out, and I couldn't get back to post till now. Apparently you have to start the process of becoming a cow to unlock everything in that menu. I think I had some other issues, because when I would disable some changes, sometimes it would disable all, other times it wouldn't, sometimes it would disable something I didn't choose (I don't mean the sub-mutations that are directly beneath, but whole new mutations, like disabling the face would sometimes disable big udders, but not the face, something like that). I got irritated, uninstalled, reinstalled, and uninstalled a couple other mods that were giving me grief, and it worked alright after that. So it may be necessary to make a note that you need to have had your first transformation to unlock the mutation menu, but my other issues seemed to have been some weird, faulty install or something.

I still think there shouldn't be a limit on the number of mutations you should be able to lock, if anything there should be more options to tailor how much transformation in addition to locking mutations. But that's just me, I may well be in the minority, and I'm not going to try to move you on it, whether it's a blue balling issue or not.

Still willing to go through your dialogue and deal with the English if you ever want someone to, or write some sadistic content or give some ideas on how to progress.

(For example, I'd love to see an option to have the PC kept as an abused cow in an actual pen with radiant quests every 3-4 hours until she's left alone for the night. I think your current way is creative, but it's called Being A Cow. The way it is now, you have a radiant quest, then a few days, then a radiant quest, repeat. That gives you a lot of time to not be a cow.... when you're a cow and shouldn't really be able to do much other than be a cow. But maybe you're building up to something, which would also be cool.)

Posted
On 10/20/2018 at 5:00 PM, skyrimfet said:

Ok, here is BAC 1.8pre3 - (2 files)

1 - mod: just update older version as always or .. you know what to do, you are smart
2 - path: merge with current TatsPack

IMPORTANT - download HereticalResurces - You dont need install mod, you need only bodyslide to generate few items. EDIT: Use: "Heretical Resources BB CBBE.rar"

What's new?
Mutations manager in mcm - read more

Few fixes (Marc related scenes (i hope))
Few new quests if you owned

Changed bodyweight formula - now is easer to lost some weight

 

enjoy and have fun!
 

Skyrim - Being a Cow 1.8pre3.zip

Skyrim - Being a Cow Tats 1.8pre3- Path.zip

 

Am getting purple textures with this release (not previous ones), any ideas?

Posted

I had an idea about unwanted mutations that might be intresting, but honestly i'm not even sure myself:

Maybe Paul (or another character) might remove them if you do a quest for him. The main reason i have doubts about this is that imho continuing the story is certainly more important and both costs time to implement, but maybe some short radiant quests... something like

- walk through the town and ask X people to milk you, or maybe the local inn run out of milk so you need to ask the guests if they want any and give it to them.

- go to that farmer, he said he needs a cow. (Because the lack of bulls) the farmer is angry and says he wanted a mare, but he'll use you anyways to give his stalllion some relief)

- go through town and show people what a good cow you are (not sure how^^)

- (go to milk machine and) deliver X amounts of milk to Paul

 

Imho it would be totally ok to make quests that take some time, or they are only avaivable after some time, but not forever.  They might be more complicated and/or have specific tasks for specific mutations but as i mentioned, continuing the story has priority. Also it's not really necessary because we can already disable them, but for me it would be a bit nicer because i can try them and change stuff if i doesn't like it without reloading.

So overall this is rather a suggestion for the case if everything else is done and skyrimfet isn't sure how to continue and needs time to think about or considers the story finished. Actually i hope both will never happen, but just in case... ;)

Posted

Mmm....  I've got a question @skyrimfet

 

I wonder if you plan to create a "mandy like" quest branch, maybe something activated in option to not force people ? 

I ask that because I find logical that Paul punish you if you resist, but if you submit I find logical that you're become more cow/mandy like. Maybe docile and simple mind with mooing more than talking and "finishing" in a farmlife style with a stable as bedroom and task in the farm for Paul (milking, and other farm tasks for a docile cow).

 

Maybe it's too much work ? I'm not an expert about modding so excuse me if i'm going to far ^^

Posted
4 hours ago, bunnyguy said:

Yeah, sorry, it took me a while to figure that out, and I couldn't get back to post till now. Apparently you have to start the process of becoming a cow to unlock everything in that menu. I think I had some other issues, because when I would disable some changes, sometimes it would disable all, other times it wouldn't, sometimes it would disable something I didn't choose (I don't mean the sub-mutations that are directly beneath, but whole new mutations, like disabling the face would sometimes disable big udders, but not the face, something like that). I got irritated, uninstalled, reinstalled, and uninstalled a couple other mods that were giving me grief, and it worked alright after that. So it may be necessary to make a note that you need to have had your first transformation to unlock the mutation menu, but my other issues seemed to have been some weird, faulty install or something.

I still think there shouldn't be a limit on the number of mutations you should be able to lock, if anything there should be more options to tailor how much transformation in addition to locking mutations. But that's just me, I may well be in the minority, and I'm not going to try to move you on it, whether it's a blue balling issue or not.

Still willing to go through your dialogue and deal with the English if you ever want someone to, or write some sadistic content or give some ideas on how to progress.

(For example, I'd love to see an option to have the PC kept as an abused cow in an actual pen with radiant quests every 3-4 hours until she's left alone for the night. I think your current way is creative, but it's called Being A Cow. The way it is now, you have a radiant quest, then a few days, then a radiant quest, repeat. That gives you a lot of time to not be a cow.... when you're a cow and shouldn't really be able to do much other than be a cow. But maybe you're building up to something, which would also be cool.)

something is bugged in your mcm i think - i tested this tab many times - without issues,

about other part in your post:
it's your point of view - being  a cow is still being a cow - no matter how much quest per hours/week will be runned. currently you have choice between 3-7days its more than i planed at start. more frequent rate will be boring after few hours of gameplay.

Posted
51 minutes ago, Nazzzgul666 said:

I had an idea about unwanted mutations that might be intresting, but honestly i'm not even sure myself:

Maybe Paul (or another character) might remove them if you do a quest for him. The main reason i have doubts about this is that imho continuing the story is certainly more important and both costs time to implement, but maybe some short radiant quests... something like

- walk through the town and ask X people to milk you, or maybe the local inn run out of milk so you need to ask the guests if they want any and give it to them.

- go to that farmer, he said he needs a cow. (Because the lack of bulls) the farmer is angry and says he wanted a mare, but he'll use you anyways to give his stalllion some relief)

- go through town and show people what a good cow you are (not sure how^^)

- (go to milk machine and) deliver X amounts of milk to Paul

 

Imho it would be totally ok to make quests that take some time, or they are only avaivable after some time, but not forever.  They might be more complicated and/or have specific tasks for specific mutations but as i mentioned, continuing the story has priority. Also it's not really necessary because we can already disable them, but for me it would be a bit nicer because i can try them and change stuff if i doesn't like it without reloading.

So overall this is rather a suggestion for the case if everything else is done and skyrimfet isn't sure how to continue and needs time to think about or considers the story finished. Actually i hope both will never happen, but just in case... ;)

thx for post. I implemented in pre2 some features in quest randomizer - for example: if you are slim and owners mod is "cruel" or "crude" - He can order you to be more fatty cow (eat, eat eat eat) -it happens only with extra conditions. one thing - more conditions means low chance for quest - so many time working for quests that can never occur is not a good deal. :)

i decided to abandon (temporarily?) concept of cure mutations via quest - i have no personal interest with and too many people are putting pressure on MCM options. so: this or this. for me it was a perfect deal - 2h with papyrus scipts and almost all are happy - it's sounds better than hours, many hours with creating quest which (almost) nobody will appreciate.

 

anyway thx for tips and ideas - i planed something like that - freash milk delivery - freash milk directly from breasts

Posted
33 minutes ago, JBackfire said:

Mmm....  I've got a question @skyrimfet

 

I wonder if you plan to create a "mandy like" quest branch, maybe something activated in option to not force people ? 

I ask that because I find logical that Paul punish you if you resist, but if you submit I find logical that you're become more cow/mandy like. Maybe docile and simple mind with mooing more than talking and "finishing" in a farmlife style with a stable as bedroom and task in the farm for Paul (milking, and other farm tasks for a docile cow).

 

Maybe it's too much work ? I'm not an expert about modding so excuse me if i'm going to far ^^ 

i believe that this mod should works like addon to gameplay - i'm not planning cow's sandbox - because my hours of work with it are not worth of 15 min of fun in game;)

Posted
16 minutes ago, skyrimfet said:

i decided to abandon (temporarily?) concept of cure mutations via quest - i have no personal interest with and too many people are putting pressure on MCM options. so: this or this. for me it was a perfect deal - 2h with papyrus scipts and almost all are happy - it's sounds better than hours, many hours with creating quest which (almost) nobody will appreciate.

 

Yeah, my assumption was that most people have at least one or two mutations they don't like (as much as others), so changing them by random quests not connected to a specific mutation would be a compromise of not too much work vs having no quests. But as i said, it was rather an idea for a time where you don't have anything else to do since i consider pretty much everything else more important for myself and i'm totally happy if it never gets implemented because you won't run out of inspiration.^^

 

*edit: not sure how much you want to go into bestiality, another idea i had for a while would be that, well... you know those random vanilla encounters where a farmer brings a cow to giants as a sacrifice? I always wanted a mod that replaces this cow with my toon. :D

Somewhere in ZAP 8 there should be a furniture i requested with this idea in mind, a stone altar with the player tied to it with legs spread, i don't have any clue about an ID or something, though.

Posted

Hello. Great mod, but is there a way not to apply tats to character? I mean i have "allow tats" option unchecked but hands and feet are covered with fur anyway. Did i mess something up or thats how it supposed to be?

  

Posted
14 minutes ago, voberon said:

Hello. Great mod, but is there a way not to apply tats to character? I mean i have "allow tats" option unchecked but hands and feet are covered with fur anyway. Did i mess something up or thats how it supposed to be?

  

need to check - maybe i miss something - it's old option - im not testing everything everytime and many things from this time was changed - if i find problem i will fix it in next version
sorry for problems!

Posted

Mh, i just upgraded from 7g to 1.8pre3 and some things seem weird, but i'm not sure if it's because upgraded messed something up or that's how it's supposed to be and i missed any background story for not replaying it, or a conflict with another mod.

Mainly i have a kind of gag and breast chains equipped that don't appear in inventory. The breast chains make my breasts smaller and don't seem to respond to morphs due to MME (or they make them much smaller? not sure) but increasing them in general works, the quest with the enlargement potions did their thing. Should i maybe ru bodyslide again? Any hints what to look for, i have so many things in bodyslide...

I don't have options to change them with Paul either.

 

If that's how it's supposed to work for now it's ok, i'm mainly asking if something is wrong, in this case i'd just uninstall the upgrade for now, if not i'll keep playing a bit longer before i start a new game anyways. Later (in a 1.8 final or something) I'd like a way to remove them, or some choices about it.

Posted
6 minutes ago, Nazzzgul666 said:

Mh, i just upgraded from 7g to 1.8pre3 and some things seem weird, but i'm not sure if it's because upgraded messed something up or that's how it's supposed to be and i missed any background story for not replaying it, or a conflict with another mod.

Mainly i have a kind of gag and breast chains equipped that don't appear in inventory. The breast chains make my breasts smaller and don't seem to respond to morphs due to MME (or they make them much smaller? not sure) but increasing them in general works, the quest with the enlargement potions did their thing. Should i maybe ru bodyslide again? Any hints what to look for, i have so many things in bodyslide...

I don't have options to change them with Paul either. 

 

If that's how it's supposed to work for now it's ok, i'm mainly asking if something is wrong, in this case i'd just uninstall the upgrade for now, if not i'll keep playing a bit longer before i start a new game anyways. Later (in a 1.8 final or something) I'd like a way to remove them, or some choices about it.

bodyslide is important :) i mentioned it in pre3 post :)
yes - it's punish stuff - did you fail your master few times - you got it becouse you are rebel cow, or?
paul will remove it only when you will be obey and he will be in a good mood ;)

im planing to add it (removing) also as reward for good job - but it is in TODO list with "maybe" status

Posted
37 minutes ago, skyrimfet said:

bodyslide is important :) i mentioned it in pre3 post :)
yes - it's punish stuff - did you fail your master few times - you got it becouse you are rebel cow, or?
paul will remove it only when you will be obey and he will be in a good mood ;)

im planing to add it (removing) also as reward for good job - but it is in TODO list with "maybe" status

I'm already wearing it immediatly after loading my old save with the update added, that's why i'm confused.^^

 

I had heretical resources in my load order ever since, but appearently i missed a > 1 year old update for heretical resources for CBBE bodyslide. So that explains the small breasts part.^^

Posted
8 minutes ago, Nazzzgul666 said:

I'm already wearing it immediatly after loading my old save with the update added, that's why i'm confused.^^

oh - so something went wrong - i need to check update code - you should get it only as punish gear
one question - why someone else doesnt report this issue too - pre3 is avaliable from few days :|

Posted
3 hours ago, skyrimfet said:

oh - so something went wrong - i need to check update code - you should get it only as punish gear
one question - why someone else doesnt report this issue too - pre3 is avaliable from few days :|

I'm not sure how or why it happened, but they were gone after i installed the heretic bodyslide CBBE file and build the items, imho it doesn't make much sense that this file missing would cause them beeing equipped but it seems it did anyways.^^

 

Or i guess most others were updating more regularly than me and had pre1 and 2 too, or maybe just something went wrong during update progress on my end due to script lag or something... a short look might not hurt, but don't bother too much if you can't find anything at first glance.

 

Something else i've noticed that i guess shouldn't be that way but probably rather because of a conflict than a bug in your code:

during and after the breast enlargement quest, they shrink back to "normal" size, i.e. all edits by MME, SGO and cursed loot are effective but the effect from potions is gone. My best guess is that something updates and removes your edits for some reason, possibly because i'm playing without SLIF which wasn't a problem so far, it's fine for all other mods which is the reason i don't use SLIF. Again - don't bother too much about that since i guess it's something on my side (although i'd be glad about hints ;) ) but it gave me an idea:

 

While having those breasts for a while would be nice, i wouldn't want those breasts forever either, so one solution to this that imho makes a lot of sense:

If you get the race quest, add a dialogue option (between "i will" and "i won't": "I'd like to obey master, but my breasts are so big, i can't run very fast with those..."

Paul answers: "I see... I really like your breasts the way they are, but i like money even more!"

Then you will get a potion to reduce them to default size + time to get into a milking machine (which might be added somewhere close around the stables) to remove your additional weight before starting the race. That way it would be more or less up to the player if they will keep them or not before going further to the next stage, not sure if they are offered later.

 

Other ideas i had:

1. I'd really like to get captured more often.^^ 

Doesn't have to be the redguards every time, what i thought should work is:

You become a cow. Instead of beeing told that bandits might capture you, you'll learn that the hard way! Random encounter on the roads, you'll find yourself surrounded by bandits. They start talking to you and themselves, something like...

Bandit1: "Is that a cow women?"

Bandit2: "She seem to be... i really like her udders."

Bandit3 forcegreets you: "Hey you! If i suck your tits, will i get milk out of them?"

You: "(shy) Yes... please don't hurt me."

/Dialogue finished

Bandit1: "I'm not sure anymore who of you both is the bigger milk drinker... but you'll come with us."

Then either fight or just fade to black, with a popup that tells you that you've been knocked out. Wake up captured by bandits, a good place imho would be the fort near the road from Whiterun to Rorikstatt, it has plenty of space indoors and outdoors to add some furnitures. Bandits have some fun with you and your tits, then they bind you again an go to sleep. Struggle your way out, or maybe there is an NPC that pities and frees you, or maybe they learn that a cow needs a lot of food to maintain her milk and they throw you out after they're tired.

 

Then you go to Paul, tell him about it, get your certificate... just to learn the hard way again that bandits aren't impressed by some papers.^^ Be captured again, get your nose ring and (maybe after another encounter) your bell.

Second encounter could just be the same bandits again or something entirely different, like a slaver who puts a leash on you and parades you through town before Paul finds you and proves the guards that he is your legitimate owner. The slaver might even be a women who - as a punishment - will be Pauls slave now to have some more fun with. Would offer the option to start races between you and her.^^

Posted

hey wondering if there is a way to manually start the hunter scene where they capture you? i started a new game with the 1.8 pre's and ive gotten to the hunters gunna hunt quest and now nothing is happening its been about a week in game of me just wandering around doing random quests?

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