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Version 1.0.0
489 downloads
The Abyss Above (TAA) is a loose conceptual framework meant to enable hyper kinks in Stellaris. Centuries of research into genetic modification has left its mark on the galactic community. As of 2200, most people are GMOs in one sense or another. A modification to increase dick size here. A faster pregnancy there. Someone might discuss genetically increasing their breast size by 3x with the same casualness of someone debating whether or not to go blonde. The discovery of HYPER energy - a seemingly infinite source of extra-dimensional power that genetic mods can tap into - will forever define the future. When the limits of biology and physics aren't an issue, what would you do to yourself? Your civilization? And would you have the restraint to stop? This is a sub-mod of that wider project. An independent little mod that focuses in on the scientific and exploration elements of Stellaris. It's meant to function independently of anything else, be simple to update, and [What this mod currently adds] 16 Anomalies Stumble into the sexual experiments of long gone empires, and confound your physicists with impossible volumes of fluids. 6 Specimens Display your erotic curiosities in the grand archive, and stoke the imaginations of your own kinky bio-engineers. [What is planned for this mod] 19 More Anomalies 10 Specimens 5 Archeological Sites [Q&A] "What is this mod?" A self-contained (and hopefully fully functional) portion of The Abyss Above (TAA) focused on the Grand Archive, anomalies, excavations, and that's it. My original vision for TAA was extremely over-scoped and general. While I knew that at the time, I thought I could ignore that fact. I could not. I'd start working on traits, only to give up halfway through and swap to tech, only to get sidetracked with ideology tweaks. After a few months 80% of the mod was erotica with no mechanical hook and half the code was incomplete or busted. This is my way of keeping things tight while also forcing myself to engage with the lame part of mod making (mechanical implementation) more often. "Why release it if you've still got stuff planned?" So I can get feedback on whether or not the features actually work, plus I just kind of want it out there. So far this submod has taken me, what, half a year already? A handful of short, dedicated bursts of energy with months between them. I know I'm not the fastest modder out there, and I do feel guilty for saying "Oh don't worry, I'm still working on TAA :)" before disappearing for months without updates. So, here's something. "Can you remove X or release a version with only Y?" No ❤️ If a certain anomaly really bothers you, feel free to open the mod up and rip it out yourself. Content warnings are available below - both vague and specific - and if a majority of those bother you, then this mod probably isn't for you. "I'm experiencing an issue with this mod, can you fix it?" Hopefully. Let me know if you run into any issues. "Do you have anything miscellaneous to say?" Yep. I intentionally avoided gendering - either the player empire or alien empires - as much as I could. So if you're wondering why I opted for some strange phrase or awkward chunk of dialogue, it's because I wanted the mod to be applicable to mono-gendered/ungendered/transgendered empires. Absolutely no AI was used in the making of this mod, and it never will be. I'll swallow my pride and subject you to mouse-drawn stick figures a thousand times before I subject you to slop. If you've ever seriously thought about transitioning, you should take HRT. It's really not that scary. [Download Instructions] Unpack the .zip folder using your un-packer of choice Place both the .mod and the mod file in your Stellaris mod folder (Usually in Documents\Paradox Interactive\Stellaris\mod) Run the game's launcher, and add the mod to your current playset [Content Warnings] Vague content warning: TAA-HS deals primarily with hyper size kinks. Growing breasts the size of cities, coating planets in cum, being pregnant with too many babies to count, etc. If you're not into that kind of erotic content then this mod probably isn't for you. Specific content warning: [Acknowledgements] Me! And the Stellaris devs I suppose, since most of this mod came from copy-and-pasting their code. -
View File The Abyss Above - Hyper Science The Abyss Above (TAA) is a loose conceptual framework meant to enable hyper kinks in Stellaris. Centuries of research into genetic modification has left its mark on the galactic community. As of 2200, most people are GMOs in one sense or another. A modification to increase dick size here. A faster pregnancy there. Someone might discuss genetically increasing their breast size by 3x with the same casualness of someone debating whether or not to go blonde. The discovery of HYPER energy - a seemingly infinite source of extra-dimensional power that genetic mods can tap into - will forever define the future. When the limits of biology and physics aren't an issue, what would you do to yourself? Your civilization? And would you have the restraint to stop? This is a sub-mod of that wider project. An independent little mod that focuses in on the scientific and exploration elements of Stellaris. It's meant to function independently of anything else and be simple to update. [What this mod currently adds] 16 Anomalies Stumble into the sexual experiments of long gone empires, and confound your physicists with impossible volumes of fluids. 6 Specimens Display your erotic curiosities in the grand archive, and stoke the imaginations of your own kinky bio-engineers. [What is planned for this mod] 19 More Anomalies 10 Specimens 5 Archeological Sites [Q&A] "What is this mod?" A self-contained (and hopefully fully functional) portion of The Abyss Above (TAA) focused on the Grand Archive, anomalies, excavations, and that's it. My original vision for TAA was extremely over-scoped and general. While I knew that at the time, I thought I could ignore that fact. I could not. I'd start working on traits, only to give up halfway through and swap to tech, only to get sidetracked with ideology tweaks. After a few months 80% of the mod was erotica with no mechanical hook and half the code was incomplete or busted. This is my way of keeping things tight while also forcing myself to engage with the lame part of mod making (mechanical implementation) more often. "Why release it if you've still got stuff planned?" So I can get feedback on whether or not the features actually work, plus I just kind of want it out there. So far this submod has taken me, what, half a year already? A handful of short, dedicated bursts of energy with months between them. I know I'm not the fastest modder out there, and I do feel guilty for saying "Oh don't worry, I'm still working on TAA :)" before disappearing for months without updates. So, here's something. "Can you remove X or release a version with only Y?" No ❤️ If a certain anomaly really bothers you, feel free to open the mod up and rip it out yourself. Content warnings are available below - both vague and specific - and if a majority of those bother you, then this mod probably isn't for you. "I'm experiencing an issue with this mod, can you fix it?" Hopefully. Let me know if you run into any issues. "Do you have anything miscellaneous to say?" Yep. I intentionally avoided gendering - either the player empire or alien empires - as much as I could. So if you're wondering why I opted for some strange phrase or awkward chunk of dialogue, it's because I wanted the mod to be applicable to mono-gendered/ungendered/transgendered empires. Absolutely no AI was used in the making of this mod, and it never will be. I'll swallow my pride and subject you to mouse-drawn stick figures a thousand times before I subject you to slop. If you've ever seriously thought about transitioning, you should take HRT. It's really not that scary. [Download Instructions] Unpack the .zip folder using your un-packer of choice Place both the .mod and the mod file in your Stellaris mod folder (Usually in Documents\Paradox Interactive\Stellaris\mod) Run the game's launcher, and add the mod to your current playset [Content Warnings] Vague content warning: TAA-HS deals primarily with hyper size kinks. Growing breasts the size of cities, coating planets in cum, being pregnant with too many babies to count, etc. If you're not into that kind of erotic content then this mod probably isn't for you. Specific content warning: [Acknowledgements] Me! And the Stellaris devs I suppose, since most of this mod came from copy-and-pasting their code. Submitter E V E Submitted 07/11/26 Category Stellaris Requirements Stellaris 4.4.6+ Stellaris: Grand Archive Story Pack
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Human Cattle Beta Version (WIP) View File This mod works for Pre-NG and NG versions of FO4. This mod is a light-hearted treatment of an evil experiment by Vault-Tec that has resurfaced in the Commonwealth. Humans are turning into hucows, more concerned with sex, eating, and getting milked than telling you about how well the ghouls at The Slog are doing. Something has to be done before Preston Garvey can hand you another damn quest! What this mod does: It allows the player to learn about a Vault-Tec experiment (#134) that turned humans into human cows (AKA hucows), capable of surviving - even thriving - after a nuclear war. The female cows produce milk that will reduce radiation levels in humans. This makes them a valuable commodity. There is a quest in the game (look for a clue on a holotape in random settlement workbenches) to allow the player to learn more about the background while helping NPCs to find clues so a serum can be made to cure one of the NPCs, who is a female hucow. After the quest is completed, some of the NPCs may be recruited as settlers. NOTE: The quest is recommended for higher level players (at least level 20) because there is an advanced level locked terminal as well as several legendary opponents. Of course, you may choose to take a more nefarious path and start your own hucow farms at the many settlements of the Commonwealth. Create hucow serum that you can inject into hapless settlers and other humans so that they become milk producers and make you filthy rich with caps. You can milk your cows or designate settlers as hucow farmers who will do the milking for you every day. You just have to collect caps, every once in a while, from the settlement workbenches. You may also find that some of your settlers either slowly (and mysteriously) become hucows on their own or they may ask you to make them hucows, for reasons of their own. The Wasteland is a hard place, and some people just want a release from it all. Others have a hucow fetish. You can even choose to be a hucow yourself, male or female. You will find that male hucows, called bulls, are capable of fucking just about anything. Both sexes can be very sexually active although you can limit this a great deal via the MCM. The mod adds one settlement location in the Vault 81 Secret area. This settlement is available for the player once the Vault 81 "Hole in the Wall" quest AND this mod's quest to cure Emily are successfully completed. If you have the Depravity mod installed, you also have to successfully complete the Depravity Vault 81 quest, "Find the White Rabbit". The mod adds some furniture too. There are leafy beds for the cows to sleep on the ground, an examination table where you can do lots of things to assigned settlers or hucows, and versions of normal workbenches and furniture that are not usable by hucows when they are sandboxing around the settlement (note that some of this furniture is also unusable by the player if he/she is a hucow). There are also food and water troughs and invisible animation mats that you can place around the settlements where you want NPCs to do things. One example is an eating mat so that hucows will stop and eat grass from the ground at the location. I usually put about 10-20 of these in a settlement so the hucows are active during the day. A few settlements (Sanctuary, Abernathy, County Crossing, Finch Farm, Red Rocket, Starlight Drive-in, Sunshine Tidings, Taffington, Ten Pines, and The Slog) already have some of these in place. Version 1.1.0. adds hucow stall components that you can build in your settlements. Put a stall trough inside and assign a cow. There are also a few unique NPCs that you will encounter outside of the quest. There is a hucow trader at Goodneighbor and another at Diamond City. You can buy and sell hucows there. You may also find a researcher shows up at one of your settlements if you have enough hucows there. I won't tell you much about her because she'll tell you everything you need to know. There is also a holotape that you can use as a hucow management system. It will allow you to see how many hucows are in the current settlement location, how many you have total, run a bed check, and move, milk, or kill individual cows. You can track hucows in your current location by using the Hucow Control System holotape in your Pipboy. This will tag every hucow in your local area with an objective marker visible in your HUD. Voiced dialogue for this mod was created using Elevenlabs online voice generation. The mod has over 3,700 lines of dialogue. Many are duplicates or short but around 2000 lines are original. You will also find some things that are not part of the Vault-Tec experiment that are just darn fun to play with: 1) A misc object called Can of STFU that you can give to settlers, so they stop telling you about the ghouls and their tarberry bog or how much their feet hurt. Warning! Remove the can from any settler assigned as a store vendor in a settllement. Also remove the Hucow farmer's bucket from them. Otherwise, they will not use the vendor dialogue. 2) Syringes and pills that will turn human enemies into hucows. Note: that one version of the clone serum also turns males into females, so you are guaranteed to get a large herd of milk cows quickly. I use these to capture raider bosses and then "employ" them as "cash cows" at Sanctuary. Don't use these on any NPC that you need for quests (e.g. Preston Garvey). 3) A helmet that will turn a female settler into a Battlebabe who will follow you into combat, deal damage on your behalf, and heal you for free. She will also help you with your "Morning Wood" problem if you choose that setting in the MCM. She can even become a settler or a hucow in a settlement if you give her a disguise. 4) Refrigerators to hold milk and milk crates to hold milk bottles. The fridges with the doors that open allow you to put milk crates inside them. Each fridge holds three crates. Each crate holds 24 bottles. If you put the Vault-Tec (blue) refrigerator with the door that is always closed in a settlement, your hucow farmers will occasionally put milk crates in it. It also holds three crates. 5) Poop, the lowest humor denominator. If you choose to allow it in the MCM, hucows will very rarely poop. You'll find their droppings decorating your settlements (hopefully not on the carpet). As a player hucow, you can also squat and poop using a hotkey, but be careful not to do that around Codsworth, as he is not amused. 6) Robots in settlements will clean up hucow poop. No need for you to do such a menial task when you are the general of the Minutemen. Put a robot in a settlement and it will clean the poop up for you. I added this so that Jezebel would have some work to do, but every robot will do the job. 7. Moo like you mean it. A player hucow can use a hotkey to moo. If brahmin moo at you, moo back! 8. The Player hucow can eat plants. There is an MCM setting to switch cow hunger on/off. If it is on, the player will have to eat plants or suffer adverse effects when cow hunger gets too strong. Wander the Commonwealth munching on wild fruits and veggies or nibble on something more exotic? I sometimes got distracted from quests during playtesting and went around munching everything in sight. I don't know much about Boston now, but I know the location of nearly every edible plant along the roads. 9. Cum addiction. An MCM option will give the player a cum addiction, which means you will have to pester anything with a dick to get your daily supply of cum or suffer adverse effects. 10. Vault-Tec tattoos and restraints. The player can put Vault-Tec tattoos and restraints on the cows. There are a few other tats as well that you can apply via Looksmenu. If you don't like hucows, use the assets on other NPCs. 11. Security Punishment Baton. Another version of the universal baton but NPCs will notice it when you use this one on them. If you have the Captive Tattoos mod by JB, this baton will also leave a mark. Heal the marks with a stimpak on the Exam Table or by giving the cow a salve that you make in the Chem Workbench. Whip marks may also heal over time. 12. Bed Check. Because the game assigns NPCs to beds regardless of whether they can actually sleep in them (due to restrictive conditions), the player can clear settlers from assignments to hucow beds and clear hucows from assignments to prohibited settler beds (the ones buildable in this mod's section of the build menu) by asking a male hucow farmer to fix the bed problem. Bed Check will also name every bed (if you have the Rename Anything mod installed and active in your load order) so that you know who owns that bed. NOTE: The NG version of Rename Anything may not work correctly. Bed Check will still clear NPCs from owning the wrong type of bed, but will not name the beds. 13. Devious Devices Makeshift Collar. An MCM setting allows you to use the Devious Devices Makeshift Collar instead of Vault-Tec restraints when collaring hucows on the exam table or while they are sleeping. You must have the Devious Devices mod installed. 14. ZazOut 4 crops. You can craft Zaz's latex and leather crop in the Chem Workbench and use them to punish hucows (or humans). You must have ZazOut 4 or the Repacked version of it installed. These versions of Zaz's crops cause minimal damage and do not make hucows hostile. Required mods: Fallout 4 All DLCs except Creations and the High Resolution Texture Pack AAF (Get it on the AAF Discord) Extended Dialogue Interface (XDI) Recommended (optional) mods: Commonwealth Captives (a prime source of future hucows, you could play FO4 without it, but why would you? Captive Tattoos Version 3.3. (for the security punishment baton to leave whip marks on humans) Cherie's Looksmenu Overlays Nice tramp stamps and the lactating breasts overlay used in Human Cattle CBBE Pubes (works for CBBE and FG, the au naturel pube is used in game) Devious Devices is needed if you want to use the Makeshift Collar instead of the Vault-Tec Restraint Set for collaring hucows. Immersive Human Overseer Barstow if you want to turn her into a hucow using the hucow serum syringe (not the clone syringe) Looksmenu (bodygen and overlays only function because of this mod) Mad Science for Dummies Dudemer's cow body mod for CBBE, use it if you want a more cow like body. Warning: Not for FG users and may have issues with crawling and/or kneeling. Dudemer is currently updating this mod and has added a patch for use with Human Cattle. I have not tested his mod or his patch! Mod Configuration Menu because without it you can't change options Place Everywhere is very handy for settlement building Rename Anything is a mod that allows you to name everything from hucows to troughs to beds to provisioners as well as items in your inventory. Zazout 4 Repack is the repacked and revised version of Zazout 4. It works much better. Needed to use the less damaging version of Zaz's crops. Thanks to the following people: Dagobaking for AAF and the AAF Discord Server All of the moderators and frequent visitors of the AAF Discord Server JB for adding his crawling system to this mod and giving me some tips about it. Alundra for enthusiastically cheering this mod on and making a few items for it. EgoBallistic, Niston, LarannKiar, Lee3310, and VaultBait for help in learning to make this mod Thanks to Timanca for making the original crawling animations. Big thanks to LarryJD8822 for helping me pay for my ElevenLabs subscription. Installing this mod Install using a mod manager like any other mod. Conflicts This mod was originally written for pre-NG FO4 and the archives (BA2s) are the old version but NG is backwards compatible so I don't expect any issues with this mod and NG FO4. Let me know if you find any problems. After version 1.25.2, I am using FO4 NG and its version of the Creation Kit. This mod should still work for pre-NG but if you experience issues, let me know in the forum. Try not to make any actors wearing high-heeled shoes into cows or turn off the height addition for them. Otherwise you may see them floating above the ground when they crawl. EDIT: DO NOT CHANGE THIS MOD ESP TO AN ESL. IT WILL BREAK THE MOD TEN TIMES WORSE THAN ANY OTHER MOD YOU HAVE EVER CHANGED INTO AN ESL!!!! This mod uses scripts, a lot of them, and also relies on pulling specific FORMIDs. When you convert a mod to an ESL it compacts the FORMIDs, changing many of them. That means this mod cannot find the specific FORMIDs that it needs to work when you ESLify this mod. This mod places objects on the ground in Sanctuary, Ten Pines, Sunshine Tidings, Abernathy Farm, Red Rocket, The Slog, Good Neighbor, and Diamond City. If you use a mod that changes these locations, you may find hucow NPCs clipping into any new mod placed objects. None of my objects are placed inside existing buildings or on existing roads except for Good Neighbor, where some objects are placed or moved at the shack on the end of the street by The Memory Den. Body mods: This mod can morph Atomic Muscle, CBBE, Fusion Girl, and BodyTalk bodies. Indeed, a lot of the mod is about changing those bodies. You can turn off the morphs in the MCM but it is all or nothing in this beta. If you turn off the morphs, you turn all of them off and you may find few changes in NPCs as they become hucows if there are no body morphs. I plan to tailor the MCM in the final version so that you can turn off the morphs for the male or female Player Character while allowing the body morph changes for NPCs. Hot Keys: This mod uses several keys when the Player is a hucow. These include G, H, N, and M on the English Qwerty keyboard. As of Version 1.0.5. you can change the hotkeys in the MCM. G key makes the player kneel ; Keycode 71 H key makes the player stand up ; Keycode 72 You can also stand just by opening and closing the Pipboy. M key makes the player moo ; Keycode 77 N key makes the player poop ; Keycode 78 Crawling: Your hucows do not have to crawl on all fours but it adds to the overall visual effect. Hucows that are following you will walk normally but revert to crawling when you assign them to settlements. As of Version 1.1.0. the Crawl on All Fours animation mod is no longer needed. You can choose to have hucows walk normally. Use the MCM to choose between the options. You may still have a few NPCs try to crawl in certain scenes but this will be minimal. The player will crawl too as hucow. To stand upright and move faster, equip a weapon. You can also move faster in First Person view with or without a weapon. Poop: This mod does not focus on bodily excretions/products as much as Invictusblade's milking mod, but I did add HuCow poop for laughs and to make Jezebel clean it up. You can disable pooping in the MCM and let all of your cows remain constipated. There is not a lot of poop if you allow it and it does make good fertilizer to make ammunition. Other AAF sex mods: This mod has its own ways to have sex so you don't need Autonomy or Sex Em Up unless you want twice as much random sex. This mod does not conflict with the other AAF mods but you may find it less distracting to just turn most of them off when you are in a settlement that serves as a hucow farm. This is a Beta version and Work in Progress (WIP)! I plan to improve this mod over time. You can add suggestions in the support forum. I make no promises to include anything suggested but I will consider everything. Keep in mind though that I am already working on the next mod and I also have the More Ways of Washing mod to keep updated so my attention is divided. Assets used from other mods? Having spent portions of three years working on this mod, I learned a lot by looking at how other mods and the base game did things. Along the way, I tried various assets from other mods and usually discarded them after learning how they worked. However, a few assets are still in this mod in some modified form. These include the poop nif and texture from JB's Nuka World and the milk bottle rack scripts from Wasteland Dairy Framework by Invictusblade (the rack and milk bottles are base game assets). I have slightly modified the nifs and scripts but most of those assets are the work of those mod authors and I am deeply indebted to them for their creation. My cloning script and the Human Cow Control System owes a lot to Ignoto_Virum's Just Business mod and to AAF's own cloning script functions (anyone learning Papyrus should take a good look at these mod scripts as well as any work by EgoBallistic). The classic Vault-Tec restraint set uses nifs and textures from Kimy's Devious Devices mod. I made a ground model for the set but most of the creative work was by Vioxsis, I believe. The troughs are heavily modified from the Better Brahmin Troughs mod created by Andrey4791 but his kind attention to taking better care of Brahmin was a huge influence on my troughs. The SWF for the You're a HuCow perk is made from art in Brine's Sex Tec Visual Assets mod. Original art by RuthlessPeasant. I had to do a lot of work to make the art usable for an SWF but the original work by Brine and RuthlessPeasant was incredible. The crawling animations come from Timanca's mod on Nexus but use a human subgraph, keyword, and functions created by JB. Check out his mod's Nuka Ride and Commonwealth Slaver's for more sexy FO4 fun! The milky boobs overlay was created from assets used for lactation armor in the mod Lactating Breasts by vax2k4. This looks exactly like lactation overlays in Skyrim so the original creator of the texture may be someone else. Whomever they are, I am thankful for their work. The overlay texture and material files were created by Cheri Song. And, of course, some assets are borrowed from the original FO4 game and/or its DLCs. I will probably never know who made them, but I thank them for their fine work. Permissions: You can edit this mod for your personal use to adjust it to your own tastes. You may find some assets inside that already do some things that you want but I did not include them as functional elements in this beta version. You can use assets or script functions for your own mods as long as you credit me for the help. I am happy to help other mod makers produce mods for everyone to enjoy. Do not post this mod on any other website! Do not share it as your own work. Frequently Asked Questions (F.A.Q.) How do the actors become hucows? The player becomes a hucow immediately by using the MCM option for it. HuCow serum and HuCow Clone serum syringes will instantly transform human NPCs that are hit by the syringe (unless they are wearing power armor). Human settlers can start a slow timed transformation (about 18 game hours) if they are assigned to the Examination Table and injected. Some Commonwealth Captives are already affected and will slowly transform over five game days. Human settlers may talk to the player about hucows and allow themselves to be injected. Their transformation is about 18 game hours. Doctor Hope will transform slowly if she is given serum via dialogue with the player. Her transformation stages are triggered when the player has sex with her. She will not fully transform until the player tells her that she is a cow. NOTE: You must have hucow serum syringes (craftable in the Chem Workbench) in your inventory in order to inject NPCs. Syringes that are loaded in the Syringer are not recognized by the game as being in your inventory. Keep a few loose in your inventory (minimum of two) if you want to inject NPCs at the exam table or during dialogue. How do I stop my settlers from randomly becoming hucows? Give them an immunity pill. These can be crafted in the Chem Workbench. How do I have sex with the hucows? Assuming you have a working AAF setup, you can sex with hucows using AAF's home key. You can also move close enough to hucows to see the Fuck or Blowjob activation buttons and start sex scenes by activating the button. Hucows are not always ready for sex unless the player is a bull. So you do not always see the buttons. You also cannot see the Fuck or Blowjob buttons unless the hucow has been milked because the Milk button overrides the Fuck and Blowjob buttons. Once Doctor Hope has taken hucow serum, she has to be milked before she will be horny for sex. Why did I make this mod? I began work on this mod in early 2021 in order to learn how to make a mod. At the time, I knew nothing about mod making, Papyrus, or any of the assets in mods. I knew little about AAF, XML, animations, or the tools/apps/programs used to create mods. Yes, I was that optimistic and naive but I wanted to make a mod to force me to learn all of the skills necessary for mod making. Now, three years later, I have learned a great deal and most of the time, mod making is easy though meticulous and time consuming work. I still find it entertaining so I will probably write another mod or two. Why a mod about hucows? Well, I needed a theme and I remember trying the Wasteland Dairy Framework back then and being a bit disappointed that it wasn't more like the hucows that I read about on Literotica. I also tried Mad Science's four titted hucow mod and while interesting, it still didn't seem right. So, I decided to make Human Cattle. What will your next mod be about? Supermutants, I want more for the big, green, meanies. They seem to be a comic foil for the Player Character right now, and I think they can be better. And they do love a good hucow. Maybe I can even teach them how to use soap? Submitter GrimGrim31 Submitted 07/20/24 Category Quests Requirements FO4, all DLCs, Extended Dialogue Interface (XDI), and AAF
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Human Cattle Beta Version 2.5.3 TRADUCCION AL ESPAÑOL View File Dime, ¿alguna vez has querido iniciar una granja pero que en vez de animales sean humanos? ¿no? Pues da igual, este increible mod te permite iniciar tu propia granja humana, donde podras conseguir carne y leche de las "Hucow" (Vacas humanas) al igual que puedes tener Toros que se encarguen de las necesidades sexuales de tus vacas, preñandolas y consiguiendo el doble de leche de las huwcow. (CUIDADO, PUEDEN ATACAR LUJURIOSAMENTE A CUALQUIER MUJER, SEA HUCOW O UNA SIMPLE COLONA). o por que no, tu puedes volverte una HUCOW y iniciar una extraña pero divertida partida. La mision principal del mod inicia en Sanctuary, en un buzon cerca de la entrada del mismo, lee la holocinta y despues de una pequeña pero entretenida mision podras iniciar tu aventura como granjera/o de Hucows o siendo una hucow xd Para que el mod funcione correctamente se necesita instalar primero el mod original el cual es: Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia Submitter lord mado Submitted 08/04/24 Category Quests Requirements https://www.loverslab.com/files/file/35186-human-cattle-beta-version/
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Version 2.5.3
948 downloads
Dime, ¿alguna vez has querido iniciar una granja pero que en vez de animales sean humanos? ¿no? Pues da igual, este increible mod te permite iniciar tu propia granja humana, donde podras conseguir carne y leche de las "Hucow" (Vacas humanas) al igual que puedes tener Toros que se encarguen de las necesidades sexuales de tus vacas, preñandolas y consiguiendo el doble de leche de las huwcow. (CUIDADO, PUEDEN ATACAR LUJURIOSAMENTE A CUALQUIER MUJER, SEA HUCOW O UNA SIMPLE COLONA). o por que no, tu puedes volverte una HUCOW y iniciar una extraña pero divertida partida. La mision principal del mod inicia en Sanctuary, en un buzon cerca de la entrada del mismo, lee la holocinta y despues de una pequeña pero entretenida mision podras iniciar tu aventura como granjera/o de Hucows o siendo una hucow xd Para que el mod funcione correctamente se necesita instalar primero el mod original el cual es: Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia -
Version 2.1.3
119506 downloads
A separate tats archive download is still necessary. The latest tats archive is 2.1.1. The loose files archive is no longer necessary, the BSA should include all files needed. There's a new cow color available, make sure to download the tats file as well! JSON format for the morph JSON file has changed. Use the 2.0.3 JSON for all versions 2.1.1 and below, use the matching 2.1.2 JSON file for versions 2.1.2 and above! Make a backup before installing if you don't want to lose your changes! The SE tails enclosed in the main archive are ported from Fantasy Creatures HDT SMP tails. The extra tails archive by @Unknown22923 is an alternate version! If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Make sure to have at least one Breastfeeding animation activated. Also make sure to allow creature sex and have at least one animation involving giants activated if you do not disable Ritual Cow side quest. Devious Devices - Assets, SE: DD 5.2 optionally (recommended) with DD-NG patch. Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. For SE/AE CBBE 3BA users, see this post to get MME using the appropriate morphs. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive You need at least one active sex animation with the tag "Breastfeeding". For the quest "Ritual Cow", at least one active creature sex animation involving a single giant is required, that quest can be disabled in the debug options, though. Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Backported Extended ESL Support ("BEES", older SE versions only) to make the SE 1.6.1170 esp work on older Skyrim SE versions like 1.5.97, etc. Face Discoloration Fix (SE only) to combat the blackfacing which occurs occasionally when changing face parts. Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Skyrim Phone Directory (SPD) (SE only) (have multiple mods renaming npcs work together) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three 2 archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes. -
Being a Cow (Alternate Version) View File A separate tats archive download is still necessary. The latest tats archive is 2.1.1. The loose files archive is no longer necessary, the BSA should include all files needed. There's a new cow color available, make sure to download the tats file as well! JSON format for the morph JSON file has changed. Use the 2.0.3 JSON for all versions 2.1.1 and below, use the matching 2.1.2 JSON file for versions 2.1.2 and above! Make a backup before installing if you don't want to lose your changes! The SE tails enclosed in the main archive are ported from Fantasy Creatures HDT SMP tails. The extra tails archive by @Unknown22923 is an alternate version! If you are upgrading from any version prior to 2.1.0: This version requires a clean save / fresh start, make sure to clean out any loose BAC scripts as stated under item #3 in the FAQ below and please do not forget to clean out data\meshes\bac before you run your BodySlide generation. For those of you SE users who want to keep their (edited) femaleheads, delete everything *except* data\meshes\bac\heads. This mod is a partial redevelopment of Being a Cow by @skyrimfet to whom we owe the base version and most of the ideas. Some years ago he has stopped working on it and I started making some changes on my own and rewriting most of the base scripts to significantly decrease script load and CTD rate. Since then I added some content - mostly mutations - and cleaned up the quests (thanks to @GuruSR for the milk pump activation code). Also, new meshes have been introduced thanks to @Addywil. So, what is this about? Well, its a bovine transformation mod for female characters. It won't work well on non humanoid races and it supports custom races with some attention from your side. It requires MilkMod Economy and starts the transformation around the time when the first milking occurs. There are some small quests to find out about your fate. Requirements (SE users need to find the corresponding SE mod, unless otherwise stated): SKSE Sexlab Make sure to have at least one Breastfeeding animation activated. Also make sure to allow creature sex and have at least one animation involving giants activated if you do not disable Ritual Cow side quest. Devious Devices - Assets, SE: DD 5.2 optionally (recommended) with DD-NG patch. Sexlab Aroused or Sexlab Aroused Redux ZaZ Animation Pack 8.0+ (SE version, scroll in this post until you reach "The packs of ZAP 8+ can be found here", the links are directly underneath, choose the one fitting your body replacer) "8.0+" means exactly this version with the plus sign, *not* "8.0 or above". Other versions Will. Not. Work. MilkMod Economy (BAC can be installed without MME but will not start). Make sure to install MME with the option to utilize ZaZ milk pumps (tick either "No Sandbox" or "Sandbox"). Else BAC quests will be stuck. For SE/AE CBBE 3BA users, see this post to get MME using the appropriate morphs. NiOverride or RaceMenu BodySlide to generate the dynamic meshes PapyrusUtil Fuz Roh D'oh (SE verion) and/or Project Echo Voice Pack (see optional files below) You need to install the main archive, the latest tats archive *and* the latest loose files archive Optional: Quad2Core's inventory functions (SE version,) (makes the single transformation processing much faster and thus immersive) Backported Extended ESL Support ("BEES", older SE versions only) to make the SE 1.6.1170 esp work on older Skyrim SE versions like 1.5.97, etc. Face Discoloration Fix (SE only) to combat the blackfacing which occurs occasionally when changing face parts. Schlongs of Skyrim (to query for some sex partner attributes regarding one mutation, if not available, this mutation will only work with creatures) Sexlab Inflation Framework (some things are not available if not found) SlaveTats (will not be used by this mod but the cow tats are made available for SlaveTats) MilkAddict (to help you discover your new bovine identity) PowerOfThree's Papyrus Extender (SE version) (to help retain face textures on CowHead mutation and better randomizer) Expressive Facegen Morphs (SE version) (to be able to adjust teeth and oral section to the large head, you'll then need to edit data\SKSE\plugins\chargen.ini (LE) or skee64.ini (SE) and change [FaceGen] fSliderMultiplier=50.0 to be able to move the Teeth-* and Oral-* sliders that appear in RaceMenu far enough) Project Echo Voice Pack (for fully synth voiced dialogue v1.9F1) Cow Life Services (should still work even though It's a bit aged now) Skyrim Phone Directory (SPD) (SE only) (have multiple mods renaming npcs work together) Optional Files: Beastess_Beast_Sneak_noEsp.7z: Sneak Animations on all fours originally from Beastess mod, just hkx files, no esp needed. BAC_2.0.3_BodyMorph_JSON.7z: editable Bodymorph settings as opposed to builtin BAC_2.0.5_DeniedFood_JSON.7z: food exceptions for Hungry effect (e. g. quest items) BAC_2.0.5_Grazeables_JSON.7z: Grazeable plants/ingredients to be extendible for 3rd party mods Faster HDT-SMP for SE,AE,VR for the tail physics to work (you still need the HDT SMP tail, though). Credits: @skyrimfet for the original mod and the idea @GuruSR for the milk pump activation code during scenes @Addywil for the awesome ears and udders and whatever else is to come to all those people already quoted in Being a Cow FAQ The tats are not appearing/partially appearing/body is blue Check your slavetats folder unter data\textures\actors\character\SlaveTats\bac. Even if you don't have SlaveTats installed, that's where the tat textures are located Check data\SKSE\Plugins\nioverride.ini. Enable face tats and make sure you have enough tat slots available on all body parts The quest furniture is not appearing Make sure you have the correct version of ZaZ installed (see above) The Hammerheart quest is starting but then nothing happens / Errors in papyrus.log like "Error: Property Cows not found on bac_actor. Aborting call and returning None stack" You probably have the loose scripts from the original version of BAC still lying around. They are no longer compatible. Remove all files matching patterns bac*.pex, pf_bac*.pex, qf_bac*.pex, and sf_bac*.pex from data\scripts if you're using Mod Organizer 2, check this post. The fur/mutation tats are not appearing/stop appearing You probably have too few slots assigned to overlays in data\SKSE\plugins\nioverride.ini (LE) or skee64.ini (SE). Make sure you change those settings in the file: section [Overlays] bEnableFaceOverlays to 1 instead of 0 and, if you want to use this on NPCs, bPlayerOnly to 0 instead of 1 section [Overlays/Body] iNumOverlays to 30 instead of 6 section [Overlays/Hands] iNumOverlays to 20 instead of 3 section [Overlays/Feet] iNumOverlays to 20 instead of 3 section [Overlays/Face] iNumOverlays to 20 instead of 3 This mod does not run/causes CTD with Skyrim version 1.6.x (AE) AE has a different SKSE plugin DLL header version as opposed to SE. Simply put: installing SE mods that bring a plugin DLL will cause CTDs in AE. You'll need to find the corresponding AE mod instead. BAC does not bring a DLL, but some required/optional mods do (like e. g. PO3). Hacks Installation Install the latest versions of all three 2 archives for your platform (base archive bac_x.x.x_[LE/SE].7z, loose files archive bac_x.x.x_[LE/SE]_loose_files.7z, and tats archive bac_x.x.x_LE+SE_tats.7z) with mod manager of your choice. The reason for splitting this up is the file size limit of LoversLab. The sounds archive is only necessary on SE/AE with CTDs caused by this problem. Do not forget to run BodySlide to (batch) generate all the dynamic meshes. Submitter botticelli Submitted 04/04/22 Category Other Requirements see text Special Edition Compatible Yes
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Version 2.1.3 changed UnevenBreasts mutation application thanks to @theevillfox in two ways: (1) for 3ba it now scales L/R Breast01..03 nodes instead of NPC L/R Breast and (2) it optionally now also uses the json file, just add 2 sections à la "MutationUnevenLeftBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "L Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "L Breast03", false, [ 0.8 ], [ 0.0 ], true ] ], "MutationUnevenRightBreast" : [ // factors: [0 = boobSize = 1.5 for UnevenBreasts1 and 2.5 for UnevenBreasts2], summands: [0 = Game version: LE = 0.0, SE = 1.0] [ "R Breast01", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast02", false, [ 0.8 ], [ 0.0 ], true ], [ "R Breast03", false, [ 0.8 ], [ 0.0 ], true ] ] fixed alias assignment in quest bac_cowgrazing having had the 5th plant alias omitted from distribution thus causing weird behaviour of that quest fixed quest After Storm where the quest script would remove MME's Being Milked Passive spell to stop milking only to have the player alias start milking again because of Untamed Milk auto start. When getting strapped into any milker, MME will not start milking if it is already running changed already added follower dialogue to the vanilla DialogeFollowerQuest to optionally fire a mod event for EFF on wait/follow options fixed spell bac_bovine_degrading (one of the "Being A Cow" spells) to no longer use RegisterForUpdate() in favor of RegisterForSingleUpdate(). The former could cause a race condition with the grazing start so you'd get hungry while at the same time the hungry timer starts again. Due to high script load the hungry checking could take more than 5 seconds which was the interval of the update timer thus causing the next update to overtake the current one. added generic clearing of BAC's body morphs upon successful de-bovinification. Else, e. g. Steatopygia would hang on. fixed debovinification process where the pc cow would sometimes and seemingly at random unequip all items. changed the default SE tails from 6b (short) and 5e (long) from Fantasy Creature HDT SMP Tails to its next version Fantasy Creature HDT SMP Race Menu Tails II changed NiOverride dumps to produce sorted output in the console added a debug option to MCM to reset BAC's stuck reequip quests, this option will automatically trigger once on game load added a toggle for the curse starts on sex option to choose if you want it to start with all animation tags present vs. any one tag present changed cow head scaling. Prior versions did a scale on CowHead1..8 mutations and another scale on CowNeck mutation. Both scales nulled each other somehow. Now, head scaling starts with at least CowHead1 and/or CowNeck. Base head scale is 1.0 and CowNeck adds 0.1. Each CowHead mutation adds another 0.0125, so with CowHead8 and CowNeck you end up at 1.2. This honors the section "ChangeHead2" of the json file meaning it is multiplied by the factor you put in there. (SE only) added optional support for SPD which I created on the nexus. Use this, if you want concurrent re-naming of your bimbo cows between BoS and BAC. BoS will support that in its newest version. With that in place, you can have bimbo cows attributed by BAC and renamed by BoS, e. g. "Ayrshire Jarl Elli the Whore". Version 2.1.2 I now create the distribution based on the SE version. The LE esp version is backported using this xEdit script: https://www.nexusmods.com/skyrim/mods/114984. If you encounter problems using this, please try to find a solution based on the SE esp first, I have no better idea. added HDT-SMP tails for SE only, optional alternate SMP tails made by @Unknown22923 are also available added visible cow flop for SE changed format and scanning of actor_base.json to allow a completely SLIF-free morphing and to greatly reduce the string spelling problem. If you don't use any SLIF keys in there, SLIF is no longer required for BAC. However, this may require you to reformat you own json file. Store that away before installing the new one to be able to adapt it afterwards. If you've used the JSON before and changed it, make a backup to be able to migrate the changes to the new format. added an MCM page to display all bodymorphs applied by BAC via NiOverride (as opposed to SLIF) changed Acolyte Jenssen's service quest to apply the bodymorph reductions only after SexLab has deregistered the player as opposed to within the AnimationEnd mod event. Else the removals would not take place immediately under SE but needed change of location first. added sliders to change the growth steps for breasts and feet due to voluptuousness/podomegaly potions added a toggle option on request for @Ricordi to disable leg node transformations (no thicc thighs) changed Paul's remote punishment removing the repeated potion application for each step and replacing it with a single overall boob/hooves morphing thus hopefully reducing the script load at least at later stages changed overlay reservation on cow registration for SE/AE. Since the visibility order in SE is opposite to LE, the slots will be assigned highest first in SE (LE: Ovl[0] ist first, SE: Ovl[<max - 1>] is first) added a toggle option to have the vertical tongue position automatically adjusted with the large CowHeads (5 throught 8). Each of those will add 1 (CowHead5) or 2 (6 through 😎 to the tongue's height position set in MCM with this option active. added some face morphs via ActorBase.SetFaceMorph() to npc cows depending on their FaceCow mutations. These do not show on npcs with prefab heads but may occur later when mutating with CowHead1, etc. Version 2.1.1 fixed an endless loop in bac_actor.pex (ExecuteOrgasmEnd) added a toggle to stop MME milking loop at end of curse to not have the curse trigger on milking immediately again added options to change the slot assignments of the cow items. This requires editing the meshes (.nifs) and the armor/armor addons (in CK) to assign those changed slots. With BodySlide generated items, only the ShapeData blueprint mesh needs to be changed and then re-generated, for other items, the files distributed in data\meshes\bac (distributed in the bsa) need to be changed. Use with extreme caution! I will not be able to help you there should items stop appearing. If you intend to do that, I recommend making an addon mod to BAC and change those slots there collecting all meshes required in the process and storing them separately from BAC so that you don't need to redo all of this each time I publish a new version. Be warned! There are currently shy of 700 meshes involved since each appearance facet normally carries extra meshes. added options to bypass up to 3 otherwise blocked mutations for single cows on Cow Settings page. This way you can generally disallow some mutations and still have them applied to selected actors. added an (non-)immersion option to have a UIListMenu pop up for mutation selection instead of just randomly selecting one thanks to @masterofgamespl. The first option of that menu will always be "Mutation for <cowname>" so you should be able to select the mutation for the intended cow should multiple cows transform simultaneously. If you select that line directly, the standard random selection will take place. With less than two mutations available the menu will be skipped. added some script functionality to change your name back after you exit Paul's slavery (*not* just after debovinification!). This will not work in a running game where the renaming already took place. During your cow alias phase, you may edit your original player name in BAC MCM. If you clear that name, it will be reset to its value when entering MCM at menu exit again. Having an empty player name would result in dysfunctional gameplay. added a new Coldharbour effect "Coldharbour's Cord" which will double any growth effects from Paul's Voluptuousness and Podomegaly as well as Enormous Boobs potions. added a new cow color "Brown Spots" to represent brown spotted cattle (Ayrshire) which prompted me to rename the old "Brown (Spots)" color to "Black Spots". Textures are thankfully provided by @Addywil. This requires downloading of the tats archive again since the fur textures end up in there. added a slider on the Sounds page to configure a volume percentage for sounds played while in a dialogue menu so that they can be drastically reduced in volume to hear what's being said. Keep in mind that sounds already playing when entering or exiting dialogue will keep their volume. This is applied to all BAC sounds of all cows present, though footstep sounds will be unaffected since the script cannot influence them. Version 2.1.0 remapped ~150 property values lost due to inaccessability of property lists and CK constantly losing them one by one when trying to view the property list of a given script with the cause being property zadLibs of script bac_store.psc. Access to zadLibs has been isolated into bac_zad_access.psc to no longer harm my property lists. Finding this out took 3 months, frustration pauses included, since the available error from the papyrus0.log only states "property list too large" and does not mention the culprit - in this case script zadLibs.psc. That error may appear with any script that directly or indirectly uses zadLibs as a property itself. The problem originated in a) my installation of SLIF (patched) which apparently shipped an outdated version of zadlibs.pex overwriting the newer one from DD 5.2 and b) a wrong duplicate setting in SkyrimEditor.ini (bInvalidateOlderFiles in section [Archive] was set to both 1 and 0 with the latter setting being applied). Apparently it did not appear with *all* those scripts depending on the mood of the LE CK weather or something else because that error appeared with *different* scripts each day. This requires a clean save / fresh start! Also make sure to clean out any residual loose bac scripts as described in item #3 of the FAQ on the file page. changed face tint application to only happen after at least CowHead1 or FaceCow1 mutation is active, also added a toggle in MCM to turn it completely off for those of you experiencing some blackfacing issue replaced old cow horns with @Addywil's new horns, also added the horns with circlets (=helmet) and the milkstone misc item, also the smaller horns & ears are now twin objects for slots 42 and 55 each. It turned out that with some foreign mod hairstyles the slot 42 items were not rendered correctly added a misc quest to obtain a milkstone and have Madesi craft the circlet which then can be applied by Paul. That quest can be started either by asking Paul about helmets or by looting a dead cow (there's a configurable chance in MCM to find a milk stone). In any case that milk stone is intentionally not a quest item! This is done for those of you who do not care for it but find it nonetheless in a dead cow and then want to sell it. There's only one active milk stone available at any given time meaning you'll have to complete that misc quest by getting the circlet applied to someone (pc or npc) before being able to find the next milk stone. fixed bell & nose ring removal if that item is disabled via MCM to encompass the shadow item in slot 47 thanks to a post from @astor2015 reworked the objectives and marker locations of quest bac_afterstorm so Proventus should now move coherently and lead you to the milker. Also changed milk target checking to MME's mod event which saves us a lot of lag getting caught by the hunters (either pack of them) will now dispel all running magic effects as it's essentially the same as getting jailed changed the misc quest for the recipe to Conditions instead of manually filling the aliases added options to start/progress the curse on being raped and (optionally) *not* to progress on milking. Disabling progress on milking will currently render the pc unable to lose the curse. added a toggle option to enable forced item equipping during quest furniture scenes - use with caution. ZaZ furniture tends to CTD when something changes the z base transform (e. g. high heels) Version 2.0.10 fixed a function call in bac_menu.pex which apparently shadowed a "private" function of the same name in SKI_ConfigManager.pex changed (Un)Block(Self)Bovinification to also service male MilkMaids, if enabled in MME changed degraded cow Moo dialogue to also award a moo skill point if dialogue leads to breastfeeding changed naming dialogue (Cow 32/Maggie) to trigger YPS via ModEvent, so that YPS also recognizes the new name added an option to skip face tint fix for custom races added package overrides for Marc so that he proceeds straight to Whiterun and does not reverse his journey halfway changed freak show dialogue actor selection to no longer consider actors active in a SexLab animation added reaction to YPS' yps_GenderChange mod event (will occur with YPS version from 6.7.2 onwards) to re-register NiOverride slots, etc. for an already registered cow added mod event calls for yps on name change ("Cow 32") and for udders/tongue equip (since those use piercing slots and tend to get unequipped by YPS) reduced calls to NiOverride.RemoveNodeTransformPosition/Scale to those transformations that actually exist fixed Paul's service reopening which previously only happend on game load because I mixed up OnUpdate() and OnUpdateGameTime() added new Coldharbour effect "Coldharbour's Glow" which will distribute arousal and thus make all npcs horny around the pc. Also there's a configurable chance of any npc actor (ActorTypeNPC) undressing when their arousal exceeds 50 changed Coldharbour's Aura effect to no longer play crotch idle when npc is in combat because that would cause them to stop fighting actively changed text of scroll recipe to include the info to use it on a tanning rack added removal of CowBack1/2 and CowNeck when locking the pc into the milking machines in Captured Cow 1 and 2 (and re-setting of the spine when exiting). This will ignore "Cow Back Reduce in Animation" setting from MCM since the machine is not able to lock you in when your center of gravity is too far away from the actual furniture and disabling this would still cause the quest to get stuck changed beginning of Hammerheart, the objective "Find Paul in Riverwood" will be displayed at a somewhat later time since you are not already cursed when starting the game. added dialogue to quit enslavement to Paul once you've cleared your debt. Any deposit at this point will either be split between you and Paul (Paul's base mood between -10 and 10) or withheld by Paul (base mood less than -10) or given to you (base mood greater than 10), if you accept. Version 2.0.9 added tint mask support for npc cows. Now each time a cow head is applied, the original tintmask from that npc's prefab head should be restored added options to optionally make BAC mutations cause BoS (Bimbos of Skyrim) corruption if you have that installed added hand footstep sets to the stage 13 hands as well fixed two calls to SLIF in bac_camerapos.psc to point to NiOverride when SLIF is not installed moved tats color selector from the BAC settings page (player only) to the cow settings page where it now features for every cow. This will also load the color preset for the new color if present added a toggle to apply the regular fur tats with NakedAss mutation as an individual setting for each cow. This way you do not need to disable NakedAss, if you just not want it for some specific cows. Let them get it nonetheless and disable the naked fur tats here. instead of the pc color selector, there are now toggles for each color. With these you can narrow the range of colors randomly selected with any new cow to those you like. You must leave at least one color active and it will not affect color forcing by potion or MCM. added a new dialogue option for Marc at the end of Cow's Tears. To avoid the hunter combat you can now submit directly to Marc. Please give the script some 10 seconds to catch up. If you disallow fur in MCM, CowNose will now be disallowed, too since it's technically a fur part. fixed freeing up of NiOverride slots on debovinification thanks to @PNclarity001. added load/save functionality for MCM settings. This does *not* include custom race settings. Those IDs are absolute and would likely cause a CTD on a new game with different load order. It also does not include the color settings. Those are still saved from the Cow Settings page. merged cow height calculation into one function to get the same comprehensive height for every call (was calculated separately for tall/stunted vs. normalized cow before) Version 2.0.8 MCM random max stage slider now has a range from 30 to 50 added milkier tats for cows with LactationBursts to replace those gained with UntamedMilk. This requires downloading of the tats archive again! split LongHorns mutation into two: Long Ears and then LongHorns thanks to a suggestion from @H Bof. This requires downloading of the loose files archive again! added keyword zad_Lockable to all mutated hands and hand hooves (they already have zad_DeviousGloves) added keywords zad_Lockable and zad_DeviousCollar to all cowbell/ring combo items made a wilderness encounter (WE) quest to hopefully speed up the hunter encounter. I had those hunters happen on me the regular way every time I tried to test that, though, so it's considered experimental added dialogue to Paul to exchange the pc cow's nosering as long as you got that from Paul's branch of the intro (quest After Storm). This is just the immersive option to the already existing MCM option moved the milker in Dragonsreach from the cellar to the kitchen to make that more accessible added a check for filled alias bacFurniture at stage 10 of quest Captured Cow re-implemented ready message when Paul is again willing to service you added two new mutations thanks to @darkdraketom called Small Cavity and Large Cavity. They can be obtained after stage 15 (small) and 18 (large) because they require udders. Assuming those udders take in air which creates air pockets, the milk starts sloshing around and creates sloshing sounds. The small udders will only ever issue the small cavity sounds regardless of your rank in this mutation. Those sounds are attached to the udders as footstep sets, so their volume is set by the general footstep volume setting. In addition, they are played on StageStart, StageEnd, LeadInStart, and LeadInEnd SexLab mod events. The volume of these occasions can be adjusted on the sounds page in BAC MCM. enabled the secondary mutations Hungry, ShortArms, LargeHooves, and HugeHooves also for slim cows, slim cows now also get Defecate and all the rest changed mutation checking so that you can disable a mutation target already applied to the pc. It will *not* remove the mutation from the pc, but after losing it e. g. via debovinification she will not get it again made an option to clear npc cow outfits on registration. Those cows will be given their outfit items one last time but they may not equip them again and again after destroying them as a cow. changed cow item equip function to respect DD devices. It will still unlock/unequip that device in hardcore mode but use the zadLibs function for that, so that it is properly removed together with its shadow object. If that item appears to be a DD quest item, it will *not* be removed and you get a message box instead. added new cow color black (named Black Angus) plus color switch potion for black with the black cow, I re-created the white head fur like the black based on the brown so it should fit better around the eyes suspended cow defecating while actor is active alias for blacksmith workloop. Else she would leave the furniture and the workloop would complete without her being serviced. added new mutated hands from @Addywil now completed with shoed versions (do not forget to run BodySlide). When you get them shoed and they mutate further afterwards, those shoes will burst off and need to be reapplied by Paul - the same goes for debovinification and losing the hand hooves for those hands again and also for the feet. if the foot hooves grow or shrink, any irons will now need to be reapplied again. made the SE version after finally getting my SE setup cleaned up and reinstalled. This version is just the converted LE version as done by @evilbom previously. Two differences: (1) I created the bsa and the texture bsa from CK and not with CAO. That way, they are way smaller and (2) I did not convert the head meshes with NIF Optimizer but used @Obryanov's method instead, so those should be SSE head meshes and no longer cause CTDs. Still this is provided as is since I do not have the time to test it on SE. Version 2.0.7 added an option in MCM Mutation Settings to remove CowBack/CowNeck for RaceMenu visits (experimental) added a new lesser power "Soul Gift" which will essentially cast a Soul Drain on your sex partner upon orgasm to gift their soul to Molag Bal. This will be added with cow stage 6 (and removed again when dropping below 6) fixed loading of preset (nose alpha value was incorrectly loaded as int from float thus resulting in 0.000) changed Coldharbour's Aura effect to an area spell which does the schlong growing more reliably. Also, it will no longer play the animation on targets hit, if they are in a sit or mount state now clearing StrongBoxKey alias on A Craftsman's Masterpiece at stage 50 when you've obtained the plans, so you can get rid of the key Changed Coldharbour exit "portal" to an actual door. This way the text "To Abandoned House" does not stay on the screen after leaving Coldharbour Changed item toggles to menu options similar to the mutation targets, so you can enable/disable things differently for PC vs. NPC Added Bell/Ring item toggle menu made Paul's workloop cooldown a little more dynamic. Base wait time is random between 3 and 6 hours game time. Each npc cow you create will reduce the lower time by 1 game minute, thus e. g. 60 cows will lead to a cooldown between 2 and 5 hours. With such crowds wanting his service, Paul is inclined to work a bit more often made a timeout check on defecating quest to reset it if it hangs The percentage values behind Paul's nag messages (e. g. "I noticed that my hooves are larger even more!") are now turned off by default. They can be turned on again in the debug menu reworked the market place boob potion feed loop of the Freak Show quest to no longer overtake itself by trying to start the next actor/scene while the current one is still running. Implemented a 90-second timeout on actors not responding to the scene because they are otherwise occupied so it will not hang indefinitely. Freed actors from short-time amnesia, i. e. they will remember what you're doing once they have talked to you and have a slightly different dialogue next time. removed the transparency flags from the mutated hands so they should no longer appear translucent in some ENBs Version 2.0.6 added Soul Husks from the Soul Cairn to grazeables added an option to Cow Settings to include indiviual cows in the milking auto start with Untamed Milk despite having player only setting on that (MilkMaids only) changed activator of Cow Flop so it can be picked up and sold (for 5 septims to merchants or for 10 septims to farmers) Quest bac_cowgrazing will now be marked as failed if you do not find any grazeables within ~5 minutes changed assignment of plant aliases in quest bac_cowgrazing so that quest markers always appear changed Paul's dialogue and quest bac_blacksmith_workloop to service npc cow followers as well. You need to talk to your cow follower when she's at least stage 13 (cow hands) and you are only a short distance from Paul (<2000'). She'll have a dialogue option to put her in the work alias. Then you can talk to Paul the usual way (Hi Paul!) and get an extra option to have him service her instead of you. Then you need to direct her to take a seat in the furniture. This was a nuisance since (a) there was no navmesh inside the stables building and (b) even with a navmesh the space is too crammed for two huge cows for one to be able to direct the other. Plus, that horse tends to get in the way too. So, I removed the inner stable wall and the second door to get it working. Paul will just walk up and say something and that's it for now. You can tell her to follow you again afterwards. I added some dialogue options for non-standard followers to vanilla DialogueFollower quest to be able to ask them to do something for you and follow you again afterwards. I'd recommend saving the game before asking Paul to service your friend because it can be quite tedious to get her into the furniture and the quest may time out on you. I've found the best place to direct your follower from to be just a little space off Paul's workbench on the left of the door so that you can see inside the stables and also fully see the furniture. changed the UnBlock Bovinification spell to (hopefully) work on vampires as well. At least it does on Serana now. some integration work to have BAC run alongside Bimbos of Skyrim and make Bimbo cows possible. added an option to Cow Settings menu to dump Node Overrides from NiOverride to console in an effort to quell those questions about not having enough overlay slots Debug menu now uses text options instead of toggle option (which were never toggled) changed Data\Textures\actors\character\SlaveTats\bac\cowface.dds to no longer ship the colors. Instead, those are now set by the same mechanism as the stretch colors and can be changed in Cow Settings MCM. If you already saved those as presets, those presets might need saving again to include those new settings. Version 2.0.5 fixed a typo in the hand hooves mutation message fixed dremora messenger dialogue not correctly redeeming souls when choosing to remove Coldharbour spell effects removed no-interiors constraint from grazing quest removed bac_mcm_base.psc/pex (old menu base script) along with the quest scripts for the old menus added experimental iNeed support to the grazing quest added sliders for veins and cellulite alpha value and toggles for their glossiness fixed shoed version of stage 2 hand hooves using the wrong armor addon (hands vs. hooves) added slightly off-beat footsteps to the hand hooves to create an audio impression of four-leggedness added option to attach "titles" based on color (= breed) to npc cows (brown = Red Angus, white = Whitebred, spots = Holstein). Since player's display name cannot be changed by script, anyone wanting this for the pc would need to set it manually e.g. in Racemenu. Will also not work with npcs that already have a title (like e.g. Jarls). added an option to the Cow Settings to save the color settings as a preset json for that color. Any new cow of that color will then have these settings automatically applied. added FootSprintLeft and FootSprintRight to the resgistered animations for activity point checks for cow weight changes. The will grant 2 activity points each as opposed to FootLeft, FootRight, JumpUp, and JumpDown which all grant 1 activity point. added a "moo skill" which increases by 1 each time you sucessfully navigate a dialogue mooing and resets to 0 each time you get a mouth mutation (CowFace2 and all CowHeads) This skill capped to 50 will increase your chance to sucessfully speak instead of moo the next time added an option to make that skill persistent thus not resetting to 0 on mouth mutations and keeping its value across multiple cow cycles (i. e. getting debovinified and cursed again) added a json file to exclude quest related food items like the spiced beef for Voada from those items auto-fed by the Hungry effect. Feel free to add items there but heed to the JsonUtil FormList format "<base ID>|<modname>" with base ID being the decimal value of the last 6 digits of the item ID. E. g. Varian's extra spicy spiced beef from Summerset Isles has ID 0x0311fae8 within CK or e. g. 0x8F11fae8 within the running game. Take 0x11fae8, convert it to decimal e.g. with programmer's mode of Windows calculator resulting in 1178344, then add "1178344|summersetisles.esp" to the foodList in data\SKSE\Plugins\StorageUtilData\BAC\hungry_excluded_food.json. This is an optional file, download BAC_2.0.5_DeniedFood_JSON.7z. added an optional json file to make the grazeables list editable (data\SKSE\Plugins\StorageUtilData\BAC\grazeables.json). Needs to be downloaded separately in order not to be overwritten each time you install an upgrade. I experimentally included some Dragonborn plants and some BSHeartland (Beyond Skyrim - Bruma) plants as well in the sample file. If you want to add things there, go to CK WorldData/Tree and add the *decimal* base ID (only the last 6 hex digits converted to decimal) of the plant and its esp name to plantList *and* the decimal base ID (same issue) of the ingredient or potion (i.e. food item) - if not standard - to foodList. If the plant drops a LeveledItemList, you'll have to add each item of that list separately. This is an optional file, download BAC_2.0.5_Grazeables_JSON.7z. changed grazing quest to no longer play stomach sounds when all plants are collected (and eaten) changed orgasm mutation event handling to only register actor for mutation, if not already registered. It seems with SLSO actors could get registered twice resulting in the mutation process to get stuck added a slider to the curse options to set base progression of curse when not milking. The equivalent amount of milk added each full game hour without any milking is B * (6 - T) with B being this base progression value (0..10, default 1, 0 to turn it off completely) and T the transformation speed value (Ultra fast = 0 through ultra slow = 5), resulting in 1 milk unit on Ultra Slow with this set to 1 up to 60 milk units on Ultra Fast with this set to 10. added Blended Lactacid to LevelItemList LItemSkooma75, so it may appear in some mod's Skooma Barrels like MME's Lactacid Version 2.0.4 added options to set creature sexlab voice for cows depending on CowHead stage changed call to PO3_SKSEFunctions.GetSkinColor() to be compatible with different SE function signature added Keyword zad_Lockable to hooves and horns to allow coexistence with Bimbos of Skyrim mod added footstep set FSTBarefootFootstepSet to bac_hooves01AA armor addon to have stage 1 "hooves" (i. e. cramped feet) emit any sounds added a check after 5 minutes to the grazing preliminary loop (when the stomach growls but the quest is not yet started) to end it there and not keep the stomach endlessly growling. Also removed IsArrested() from the prohibitive conditions of CanGraze() since that method reports true on any bounty and not the actual arresting. Added toggle to disable stomach sounds when male SOS schlongs grow due to Coldharbour Aura changed grazing again. Comestibles will be eaten only after all are harvested. Else sometimes a race condition will be encountered where eating a herb will add one again triggering the eating and so on. the milker scene in After Storm should now disable "Milk Pump and Cuirass sells milk" in MME MCM, if active. Else you'll never get milk bottles which are required for this quest. changed after storm milker alias to only remove 50 bottles of milk in total and not of each milk you have in your inventory. changed Coldharbour's Lure to a miniquest that moves the creature towards you and starts sex after half a minute. If the creature gets killed first, no sex will happen. If you initiate sex first, that also counts. After you're done and another 10 seconds, the creature is moved back to its origin. made a debug toggle to cleanup maid lists sice sometimes a maid is added twice removed an error from Milkmaid list page where the list of cows vs. the list of milkmaids was used to calculate number of pages. Also renamed "Milkmaid View" and "Milkmaid Settings" menus to "Cow View" and "Cow Settings" as they only display cows as opposed to the Milkmaid List menu which display all milkmaids added @Addywil's new hand hooves. First stage (at stage 13) with two thick fingers may feature reinforcement by Paul at a later time. For my convenience I already integrated the dialogue with Paul. So, if you want to get improvements on the hands, you get them - with no extra visual effect yet. Normal cow hands do +25 unarmed damage, light (i. e. shoed) hands do +35 and fully armored hands do +45. The hoof stage is now a regular mutation configurable under Mutation Targets menu and may happen after stage 15. There are no extra bonuses for hooves vs. hands. Hardcore mode weapon equip denial now only works with those. You can still equip weapons with the mutated hands or if you allow weapon equip in handscore mode via MCM. DO NOT FORGET TO RUN BODYSLIDE!!! Tried to revive the forced progress without milking. This is experimental, not sure as to how it will work, though. Version 2.0.3 Grazeable plants should no longer include disabled plants (mostly in Whiterun around the Gildergreen). Grazing will now only equip 1 or 2 harvested herbs (2 in case of Green Thumb perk) and no longer all present Acolyte Jenssen is now protected during his rescaling service quest to prevent him from dying (e. g. by succubus drain) Extended services of Molag Bal's messenger. He'll now also remove the secondary effects from Coldharbour for the usual fee Added Coldharbour Aura as another souvernir from there. It will cause male schlongs around you to grow (SOS only). Added HorkerRace, ElkRace, SpiderRaces an ChaurusRaces to ColdharbourLure race list Coldharbour's Lure now checks vicinity to enemies to both player and sex partner and will only initiate sex when distance is at least 2000 feet Introduced optional json file for all the morphs in data\SKSE\Plugins\StorageUtilData\BAC\actor_base.json. It will *not* be included in the distribution since it would overwrite your changes each time. Download bac_2.0.3_BodyMorph_JSON.7z separately and place it in the path mentioned, then change it to your liking. Merged the three MCM menus into one again sadly scrapping all the Add...OptionST() calls and replacing them with their respective Add...Option() calls thus no longer hitting the 128 options maximum limit obviously in place with the state based methods. Should be safe to install on a running game since bac_update will first unregister the old menus and then MCM will register the new one. Give it some time on the 1st load, you should see some messages. New debug option to restart Being A Cow at stage 30 (Paul's radiant cycle), if stuck for some reason. Changed character names in messages from GetLeveledActorBase().GetName() to GetDisplayName() Moved Podomegaly vs. Voluptuousness potion chance from BAC MCM Debug to Story page Added option to pause/unpase cow visuals Fixed auto equip of blended lactacid once more, turned out to be caused by one MiscObject reference still lingering around Changed footstep set for shod hooves to something more resembling hoofbeats instead of coconuts. Since I could not find an adequate shod oxen hoofbeat sound, they'll be horse hoofbeats still... Version 2.0.2 fixed an error in the blended lactacid auto equip code where some hunter or bandit with blended lactacid would immediately try it out with no regards to being no milkmaid added option to block up to 3 mutations per individual cow (MCM MilkMaid Settings page). This will not check whether the chosen mutation can actually happen for this cow at all or if the chosen mutation is already applied (in which case it is *not* blocked) needed to split the menus once again - individual milkmaid/cow settings got too large. Now there's a 3rd menu with only the individual pages The grazing quest no longer forces pc into railroading. Instead, you'll get some objectives to harvest the plants and do it in you own time. This way, the quest no longer accidentally collides with the defecating quest Removed StartGameEnabled flag from bac_cowdefecate and bac_cowgrazing quests thus having them starting correctly the first time and not blocking the defecating because of them already running changed arousal gain by HornyCow from direct modification of sla_Arousal faction to slaFrameworkScr.UpdateActorArousal() call moved StorageUtil values for voluptuousness and podomegaly potions to base path BAC.Potion. from BAC.Cow. so they persist during debovinification implemented timeout to remove cows from faction bac_reequipping at the latest 5 minutes after last reequip started. This should reduce the annoying moments when you wait for overdue transformations added a dialogue branch to Marc at the return to the Talos statue. If the PC has a bounty, Marc should refuse to continue until that is cleared. fixed the inventory event filter in the player alias to react on blended lactacid potion item rather than misc item. Visiting Coldharbour (and getting forced upon by a dremora) now leaves you with a present Blocked actors (either pc or npc) will no longer auto-quaff (blended) Lactacid Changed auto-milking start chance calculation to not start with 0% setting Changed A Craftsman's Masterpiece stages 60 and 80 (collection of dwarven ingots and centurion dynamo cores) again to hopefully work correctly now Changed LevelUp potion to start leveling up from stage 0 Version 2.0.1 fixed bac_OnReadSetQuestStage.psc to correctly extend ObjectReference instead of ReferenceAlias ShrinkSelf spell now sets a marker before shrinking and moves the character back to that marker on end of shrinking as a workaround for mile-high Skyrim fixed automatic self-milking with Untamed Milk not to execute on MilkSlaves as MME does that already changed overlay slot allocation to a sparse model. Those things not enabled will no longer consume NiOverride slots with a blank texture. Once enabled and used, disabling will *not* cause automatic freeing up of the once used slots though. You can achieve this manually at the bottom of the Milkmaid Settings in MCM scrapped bac_watchdog spell. The functionality is now integrated in the aliases which already existed and no longer uses a seperate script instance. As a side effect of this, npc cows not 3d-loaded will no longer fart, moo, breathe heavily, or shit added removing cow registration upon MME deregister expanded mutation on end of sex to all cows. For npc cows, use a matchmaker mod or DIY LevelUp potion now works as LevelDown potion if in debovinification phase changed Hungry effect to feed on all types of food not just those with VendorItemFood Keyword added optional ripping of gloves/shoes/circlets in hardcore mode added option not to remove the ripped item(s) replaced blended lactacid MiscObject with its Potion object in the LeveledItem lists. Any existing MiscObjects will hopefully continue to work. changed cow registration behaviour. MilkMaids and MilkSlaves are now recognized by BAC and registered preliminary to assign an alias to them. This way we can scrap the blended lactacid MiscObject and feed the potion via alias directly. recreated NavMesh in Coldharbour, so Hugh should no longer get stuck when trying to get him out of his lockup changed Encounter Zone of Coldharbour to NONE to hopefully stop Afflicted from spawning Version 2.0.0 fixed quest marker for Paul in Riverwood added Shrink Self spell (and book) available from Acolyte Jenssen when suffering from CowBack1 (at least). Caution! Use this in 3rd person. It may still cause Mile High Club bugging, so save game before use! changed player's ActivateSpecialFurniture package in Captured Cow #2 back to Sit package with loop activation of the pump since ActivateSpecialFurniture is not always successful changed all cow aliases to block reequip while sitting in a milk pump to avoid CTDs due to equipping armor made an option for the renaming (unset this *before* quest Being A Cow is started) SaggingBreasts now trigger BreastGravity2 morph on SE/AE/VR as opposed to BreastGravity on LE fixed A Craftsman's Masterpiece staging from 50 to 100 if you already have the dwarven ingots and/or the dynamo cores when talking to Paul fixed a bug where bac_capturedcow2 would accidentally stop bac_blacksmith and not start it again. Now it only stops the Scene from bac_blacksmith while Paul is at the auction (so that he doesn't run off to Whiterun) and starts the scene again after Paul is done milking the character. added sound volume settings. This made it necessary to move the sound settings to the 2nd menu since the 1st got too large again fixed Ritual Cow startup with a dead Severio after the battle of Whiterun where the quest would fail at start and give you a punishment quest instead Version 1.9I MCM will now start displaying the cow you point your cursor at, if any, else the player. made two sliders in MCM for configuring BigNipples mootation. several small fixes added Nightingale armor check to progress quest TG08A with hooves and horns and only Nightingale armor worn. separated Milkmaid settings from Milkmaid view because the page got too large. added sliders for default and individual CowBack/CowNeck length scales. changed debovinification (optional) from instant to milk-off process for which you have 1 game week. Mutations will be removed in reverse order (sorry no randomize possible because they are dependant on each other). For cows already in progress when installing this, there will be a default reversing since the mod did not record the order of mutations before. Mutations gained past the final stage will count as extra stages, i. e. milking off a cow from stage 40 who got one extra mutation (e. g. by potion) will be like milking her off from stage 41. Each stage requires the customized amount of milk to be dropped (same calculation as needed to be gained). changed bac_blacksmith_workloop to now display its own objectives instead of bac_blacksmith objectives that didn't seem to work. disabled defecating and grazing while doing a job for Paul. This would break those little quests when triggering at the wrong moment, e.g while pole dancing or hanging from one or treading a mill. Made Paul optionally demand sex after finishing a job with his mood below 0 (evil and neutral jobs with the exception of the treadmill because that ends without Paul interaction). added an option to unlimit Paul's base mood (skyrimfet limited the base mood to values betwen -15 and +15). added optional detection event for farting added optional milking start chance with UntamedMilk. This will not trigger during Captured Cow and/or Captured Cow 2, else it would break the scenes (see below) moved werewolf feeding code to PlayerWerewolfChangeScript.psc. Since this is highly volatile with other mods changing this also: If the feeding effect of BAC does not register, check data\scripts\source\PlayerWerewolfChangeScript.psc, function Feed(). There should be a line "SetStage(10)" right at the end. Insert these lines directly before that and compile: int m = ModEvent.Create("BAC_ME_PlayerWerewolfFeed") ModEvent.PushForm(m, Game.GetPlayer()) ModEvent.PushForm(m, victim) ModEvent.Send(m) In 1.9H Script data\scripts\PRKF_PlayerWerewolfFeed_0002BA1D.pex was altered. You should delete that, since altering the wererwolf feeding perk itself does not help. This seems to be hardcoded somehow. Changed bac_huntersgonnahunt2 (Combat in Riften) to be a run only once quest making the hunters in that quest essential, so that the player cannot kill them and making the player protected so that the hunters cannot kill her. Captured Cow 2 will now also start on player bleedout if that's reached before the health check. Changed bac_capturedcow2 The hunter accompanying the master is now a new hunter since the recycled one from HuntersGonnaHunt2 was not always pacified when appearing in the cellar (even though StopCombat(), StopCombatAlarm(), etc. were called several times on him). If he is still in combat, the master would run away instead of starting the dialogue. removed several reassignments of the quest's aliases done by skyrimfet at some stages. If quest aliases are changed during a running scene that uses them, the scene will break. the parade scene may not commence due to script load. I've found that when the player, the master, and the hunter stand indefinitely behind Honeyside, entering the console and exiting it again will kick the scene into motion. The auction room scene would often hang after the hunter said "Time to move, cow". This being due to the fact that it waits until all actions for the phase are complete and the one action not completing being the player's action to stand exactly on the assigned marker (radius 0) which was often occupied by the hunter. So this action now has radius 200 hopefully resulting in the scene to proceed normally added optional alternate hunter tats done by @Crewdoh, Just let them overwrite the existing files. Version 1.9H fixed cure MilkSlave script fixed cow start on Lactacid amount changed level calcuation to a more comprehensive one changed sliders on the udders (needs BodySlide rerun on those at least) relocated Paul from Riverwood to Whiterun stables so he'll no longer run off if no scene runs. Overall scene handling for Paul needs quite some rework though which will come in a later version. remove cows from free attachment factions (bac_feet and bac_hands) when unregistering removed CurvyCow effect when unregistering added new Mootations "CowBack1" followed by "CowBack2" and/or "CowNeck" (without SLIF usage!) with an option in 2nd MCM Mutation Settings to toggle this off at SexLab scene start and on again at end added option to force-feed you the first Blended Lactacid encountered when already a milkmaid on opening of the container added Real Feeding-like effect for Ring of Namira and Werewolf that will count towards HungryCow. introduced new overlay register (will work on newly registered cows, already registered cows will use the old method). Instead of searching for a slot each time an overlay mootation happens and thus stacking the tats in random order, BAC will now reserve a number of overlay slots at cow register trying to get 13 body slots, 4 face slots, and 2 hands and feet slots each. These are then used on overlay mootations in definite ordering so they will stack in the same order every time: Body (lowest to highest slot): Veins Fur Fur supplement (wrist connector) Ass stretch marks Breast stretch marks Belly stretch marks Cellulite #1 Cellulite #2 Breast bondage marks (punishment) Brandings Ritual Cow paint Dirt Liquids (Untamed Milk and Horny Cow) Face (lowest to highest slot): Fur Cow Nose Brandings Dirt Hands and Feet each (lowest to highest slot): Fur Dirt Due to some mods meddling with other mod's tats and also due to intermediate cow drop out, tats slots may become occupied by other mods thus changing the ordering in an inapproriate manner, e. g. having YPS fashion lipstick in face overlay slot #0 will result in the cow tats covering it. To get around this problem, a new option "Reset Overlay Slots" is available on the MilkMaid View page. With this option, BAC tat slots in one area (i. e. either body, face, feet, or hands) will be reassigned, so e. g. if you ended up with the BAC face tats in slots #2 though #5 you can free up slots #0 and #1 in SlaveTats or with the foreign mods options, then choose this option and BAC will reassign its own face slots to #0 through #3. Version 1.9G changed quest priority of and auction scene start in bac_capturedcow2, so that package interference with Hammerheart will no longer prevent scene from starting included meshes and textures for @Addywil's new collar and bell CowFace mootations will now save the old preset to be able to restore it on cow exit and also store the current preset from MCM for each cow, so if you change it in MCM for the next cow, it will no longer affect cows who have already been face-transformed. Accumulated milk amount at cow register will be saved and deducted from the level calculation truncated Hammerheart (bac_blacksmith) to being the intro quest only providing the furniture for the work quest and made a new respawning work quest "Paul hard at work" (bac_blacksmith_workloop) for the actual accessory attachment/removal work. This way, Hammerheart doesn't need to be restarted again and again. Also the workloop can be forced via setstage, etc. not impacting other quests. Warning! Use this on an existing game with caution. Make sure, quest bac_blacksmith is a) running and b) exactly at stage 20 before upgrading! Added new mootation "AlternatingPelvis" as extension to CowPelvis. Instead of only growing and needing to be handled by Acolyte jenssen, an alternating pelvis will grow until it reaches the max growth from MCM and then shrink again to 0, so it keeps constantly changing. Added a switch to MCM on request to disable OnLocationChange event handling. If you switch this off, npc cows will not update their presets (face mainly) so they will no longer show. Version 1.9F2 To Kill an Empire does no longer require the player cow to wear a chef's hat Optional setting for the pain threshold (= mooing) to be based on percentage of max milk amount as opposed to fixed amount of milk Udders size may optionally affect max milk Transformation sounds can be switched off Swapped thought messages for CowFace1 (nose) and CowFace2 (mouth) cleaned through bac_blacksmith, bac_unowned, and bac_quest_ctr some more in the hope that the furniture issue is now gone needed to move debug page to 2nd menu due to MCM issues new miscellaneous quest to get rid of the curse and/or MilkSlave available after you cleared at least half of your debt. Starts with dialogue from Acolyte Jenssen. Paul will not release you, though. You will need to dedicate other MilkMaids or MilkSlaves to Molag Bal to get a boon (for 3 apiece). The Slave Tats and Eartag will now only mark those cows that have been dedicated. You can of course catch that curse again (and get rid of it again). Grazing quest is now on hold during bac_capturedcow and bac_capturedcow2 to stop it from endlessly trying to get up from a milk pump and back in again. Marginally reduced high heels lift on large and huge shoed and heavy hooves (BodySlide generating necessary) changed crowd collection at the stables from MIscUtil.ScanCellNPCs() to (optionally, if PO3 is available) PO3_SKSEFunctions.FindAllReferencesOfFormType() or old style loop of Game.FindRandomActorFromRef() to prevent CTD in Skyrim VR. BAC will no longer automatically adjust camra position, if Customizable Camera is installed to prevent jumping camera position. If you use CC, you'll have to adjust the cam position in CC manually. Version 1.9F1 changed Degraded dialogue chance: It will now kick in with a base chance of cow phase * 2% and then the old speechcraft check. E. g. with phase 1 you'd have a 2% base chance, with phase 40 an 80% base chance. bailout of that dialogue can now be speeded up with Speechcraft. You can set the percentage of your Speechcraft value (max. 10%) than will raise the chance to get out of the mooing. Each Moo the chance to get out is raised by 1% plus a random part of the the set percentage of your Speechcraft value. optional setting for udders size to effect milk maximum scale (small = +0.5, regular = +1.0, big = +1.5) bugfix in the second semihooves SliderSet Version 1.9F due to LL size limits this had to be further split up. The main archive does no longer contain the loose files, if you need those, download the additional archive. The SE models for the semi hooves are in the separate BodySlide file created a new SEQ file (translating to Startgame Enabled Quests and *not* Sequence). Hopefully this will help solve the MCM issue on SE. reworked bac_blacksmith Whiterun stables furniture handling to use regular quest aliases instead of local variables. If bac_blacksmith is already running in your save game, it needs to be restarted: in the console do resetquest bac_blacksmith, setstage bac_blacksmith 10, setstage bac_blacksmith 20. If you have issues with the furniture, check sqv bac_blacksmith. If there are aliases pointing to NONE, you need to restart it. changed Diplomatic Immunity Solitude Stables scene so a cow can travel to the Thalmor Embassy with her hooves on and is no longer requires to wear the Party Shoes changed WICommentNaked and WIChangeLocation01 to not trigger with naked cows and made an alternate comment quest bacWICommentCow for cows. The old BAC comments were integrated in this quest and are no longer triggered by script added semi hooves by @Addywil (2 stages) which will change basic cow staging from stage 9 to 16 (don't forget to run BodySlide). The old progess was: 9 - small hooves 10 - fur 11 - small tail 12 - hand hooves 13 - large tail 14 - large hooves 15 - fur 16 - small udders New progress will instead be: 9 - semi hooves #1 10 - fur 11 - small tail 12 - semi hooves #2 13 - hand hooves 14 - large tail 15 - small udders 16 - large hooves If you install this on an existing character between stage 14 and 16 who already has shoed hooves: The shoes will come back with stage 16 added optional Degrading which comes in two flavours: you slowly lose coherence and forget that you are able to speak requiring you to go through a series of Moos until you remember again. The formula is: Degradation = 2 per cow stage + 1 per extra mutation (max. 119) This can be worked against with Speechcraft, but there will always be a minimum 5% chance of this happening. When initiating dialogue, (Speechcraft - Degradation)[max 95] will be checked against a random percentage and if lower will start the extra dialogue (with PO3 only) once every day or so (depending on your metabolism), you'll feel the urge to graze on some herbs by the road or some grocery plants. This is a forced scene which already checks a lot of conditions but is not error prone. E. g. I had Skyrim spawn a dragon on me just after the scene started and when the IsInCombat check had returned negative. There will be one advance warning about 20 seconds before the start and you can go to sneak or start combat or swimming to postpone the scene added immersive transformations as in sounds and thought messages (player only). With NPCs you'll get the sounds but the messages will stay the old debug messages added optional clothes ripping at those mutations that massively increase mass/size like FatCow1/2, CurvyCow, UnevenBreasts1/2, TallCow, ImaginaryPregnancy, and BigUdders. If this happens to an NPC, her default and sleepwear outfits will be set to NONE. exchanged the standard fur tats with the ones provided by @Dr.Lefse (download the tats file) added 2 alternatives to the forced start with first milking. You can have either the old style or one or both of the new options active: Lactacid score. You can configure the "free" amount of lactacid. Any value higher than increases the chance to trigger bovinification. E. g. having 10.0 as free amount, a Lactacid score of 20.0 would give a 10% chance each milking tick to become a cow Blended Lactacid. This is something dropped by bandits and some magic types. It comes as a Misc Object because potions do not offer the possibility to attach a script. If you take this from some dead enemy or out of a chest, you're compelled to try it out. Further instances of this (after becoming a cow) will give 5-15 Lactacid. You can hand this to your followers and they will also eagerly try it out. Just pass only one of these at a time. The script cannot determine stacking. changed UnevenBreasts1 and UnevenBreasts2 mutation to be persistent, i. e. SLIF is no longer allowed to level the breasts again attached the eartag to the branding faction (bac_mark) instead of the bell faction. You get it with bac_mark faction rank greater than 1. If you don't want any brandings but still the eartag, set the fation rank to at least 4. Version 1.9E1 several bug fixes in the new quests mainly disabling some actors and activators until quest start and enabling the quest to start on Forsworn end of Cidhna Mine quest added 2 sliders to the udders: #1 is Nipple Length (default), #2 is called Udders. I would have used Breast, but that one is inverted and I couldn't make OutfitStudio change the Udders size in the right direction. So, the Udders slider is triggered by BAC breast potions but probably not by other mods. You need to re-generate the udders with Bodyslide to get this. Added a second Eartag for slave cows Version 1.9E fixed end of Captured Cow2 where after the breastfeeding with Paul the regular questline wouldn't start changed Hammerheart to make 10 tries to enable furniture instead of 1 moved some legacy slavetats code to external script changed Ritual Cow so that the spontaneous sex scenes with giants should only occur while wearing the paint some minor bug fixes added new hooves thanks to @Addywil - don't forget to run Bodyslide added an eartag to the stage 3 & 4 ears changed spotted cow head fur to actually show spots added 2 new quests, the first of which will start at some random point after a) Being A Cow has started, b) House of Horrors is completed, and c) No one escapes from Cidhna Mine is completed, the second is hidden in the first. Version 1.9D5 added mutations from skyrimfet's last unpublished version. These are: Steatopygia, Flat/Sagging Breast (either, or) and Big Nipples added Hungry Ability for fat cows. !Use with caution! The script is unable to detect food quest items. My cow ate the spiced beef before I could deliver it to Voada. If you need to carry things like that, make sure, your cow eats regularly *before* the script kicks in (every game hour for fat cows and every half game hour for fat2 cows) added optional support for PowerOfThree's Papyrus Extender (see optional mods above). With that I can attempt to keep the face texture sets on npc cows with CowHead mutations (still not the morphs, though). It also features a far better randomizer than Bethesda's builtin one. added default max cow phase slider, so may go up until stage 40, also added a randomizer option so that each cow gets her own max stage added a pelvis contraction block toggle to the MilkMaid View page. With this and some matchmaker you can endeavour to make your npc cows a bit more fat bottomed. bugfix for camera only to update on player cow size changes. removed limit of disabled mutations. did some stabilizing changes on the Ritual Cow quest for it to proceed even if unexpected things like dead giants happen removed a rare race condition that would kick in upon loading a save file where the cow is being milked and the levelup kicks in just after loading. In that case the reequip run from the game load would block the levelup halfway through and then respawn itself. Version 1.9D4 BugFix for both MCM quests. It turns out that with more than one MCM quest active, MCM will no longer fire OnConfigClose events for either. So I had to invent a workaround for that, else all the timed events will no longer take place (extra milk, lactation bursts, etc.) because maintenance mode doesn't get disabled again The Freak Show quest will now spawn its own potion and no longer MME's breast enlargement (the effect is integrated) a new 6th evil quest "Ritual Cow" should now be available per chance from Paul some other small bug fixes Version 1.9D3 BugFix in bac_capturedcow2 quest. Dialogue bailout of slave master does no longer happen Hopefully fixed recurring defecate message. Be still wary! If the first bowels message appears, make a save to have a backup, if this is still an issue Made tail shafts to match cow color Added missing havoc xml files for the tail Made a little dialogue quest with Acolyte Jenssen to remove the excess pelvis growth Made the pelvis growth customizable Moved the mutation specific settings to the 2nd menu, new page "Mutation Settings" for prior versions please see the original BAC mod.
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SCENARIO OVERVIEW : a brief overview of the scenario ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ This highly detailed scenario is centered around human cattle roleplay. You insert your own character. It fully accommodates both female and male main protagonists, though it was originally designed with a female lead in mind. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SCENARIO SHEET : the actual information contained in the AI bot ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ COLOR CODING: if a text segment is coded with this color, you must always include it no matter what. COLOR CODING: if a text segment is coded with this color, you should add or remove it based on how relevant you deem it to be to your current circumstances and what’s currently happening in your story. The rule of thumb should be this: if it seems very unlikely to you that the information could be brought up or have any impact within your current context, it can probably be removed. Adding/removing certain information like this before beginning your story and later going back to do so from time to time not only helps you maximize the AI's available memory at any given time, it can actually help the AI avoid some minor mishaps, such as assuming that every unnamed goblin is Grok just because he’s the only goblin mentioned by name in the bot’s internal prompt. COLOR CODING: if a text segment is coded like this, the information is deemed so niche that it’s better to just keep the information in mind rather than to waste valuable AI memory by including it. ALTERNATIVE 1: this paragraph is the newer version. Breeding Farms are farms that keep women instead of normal livestock, producing babies to be adopted and selling breast milk for a profit. The farmer rehabilitates the women in hope that they’ll eventually lose the ability to speak and come to believe they’re actual cows. Very dumb or submissive women tend to readjust quickly without much resistance, often within just a few days or weeks. Highly intelligent or dominant women tend to need a lot of punishment and often resist for several months before fully accepting their fate. Women kept at a Breeding Farm aren’t allowed to speak and they’re expected to crawl on all four and moo like cows. They’re totally nude except for an ear-tag, a cow-tail butt-plug, a cow-print choker with cowbell, and a cow-print headband with fake horns and ears. Disobedient ones are often mistreated and punished with sleep deprivation and ass whippings. Ones who try to escape or incite uprisings may even get physically abused. When it’s night or they’re not being used, the women are locked in small cramped steel cages inside the main barn. The floor is dirty and each cage only has enough room for one woman to sit or kneel inside. Those ovulating or ready to be milked are brought to the stable during daytime to be milked or bred. The stable is a long room with a central aisle lined by cattle stalls on each side, each stall facing the aisle and featuring a food trough with steel railing above. During milking, breeding, and indoor feeding, the woman’s choker is tied by leash to the steel railing. Most farms use milk pumps but some farmers prefer to milk by hand. To move multiple women at the same time, the farmer attaches a leash to the choker of each in turn until they form a line. On days with good weather, the women are taken outdoors to graze on pastures. When it’s harvest season, two women are hooked up with yokes and forced to pull an ox plow. ALTERNATIVE 2: this paragraph is the older version. Breeding Farms are farms that keep female humans instead of normal livestock. They’re mainly an attempt to solve declining birth rates but also generate a lot of money by selling breast milk. The farmer rehabilitates women in the hope that they’ll eventually lose the ability to speak and come to believe they’re actual cows. Very dumb or submissive women tend to readjust quickly without much resistance, often within just a few days or weeks. Highly intelligent or dominant women tend to need a lot of punishment and often resist for several months before fully accepting their fate. Women kept at a Breeding Farm aren’t allowed to speak and they’re expected to crawl on all four and moo like cows. They’re totally nude except for an ear-tag, a cow-tail butt-plug, a cow-print choker with cowbell, and a cow-print headband with fake horns and ears. Disobedient ones are often mistreated and punished with sleep deprivation and ass whippings. Ones who try to escape or incite uprisings may even get physically abused. When it’s night or they’re not being used, the women are locked in small cramped steel cages inside the main barn. The floor is dirty and each cage only has enough room for one woman to sit or kneel inside. Those ovulating or ready to be milked are brought to the stable during daytime to be milked or bred. The stable is a long room with a central aisle lined by cattle stalls on each side, each stall facing the aisle and featuring a food trough with steel railing above. During milking, breeding, and indoor feeding, the woman’s choker is tied by leash to the steel railing. Most farms use milk pumps but some farmers prefer to milk by hand. On days with good weather, the women are taken outdoors to graze on pastures. To move multiple women at the same time, the farmer attaches a leash to the choker of each in turn until they form a line. When it’s time to plow fields, two women are hooked up with yokes and forced to pull an ox plow. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ PLAYER INFO : By adding this information to the end of your bot’s internal prompt, it will remember crucial details about your character. It will greatly help the AI to keep things consistent. At a bare minimum, make sure that it contains a detailed description of your character’s appearance ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ {insert full name} is a {insert exact height measurement or a descriptive adjective}, {insert hair-color}-haired, {insert age}yo, {insert sexual orientation} {woman / man / female / male} ({insert race or species} / of {insert} {ethnicity / heritage}). {She / He} has {insert one-or-more descriptive adjectives} skin, a {insert one-or-more descriptive adjectives} physique, {insert color} eyes, {insert one-or-more descriptive adjectives} areolae, a {insert one-or-more descriptive adjectives} {figure / waist / belly}, {insert one-or-more descriptive adjectives} hips, a {insert one-or-more descriptive adjectives} ass, {insert one-or-more descriptive adjectives} thighs(, a {insert one-or-more descriptive adjectives} Venus mound), a {insert one-or-more descriptive adjectives} {labia / penis}, and a {insert one-or-more descriptive adjectives} {clitoris / penis-glans}. (His balls are {insert one-or-more descriptive adjectives}.) (Her genitals are {insert one-or-more descriptive adjectives} than the rest of her skin, but )(the inner part of her labia and vagina are {insert one-or-more descriptive adjectives}.) {She / He} has a {insert one-or-more descriptive adjectives} face, {insert one-or-more descriptive adjectives} cheeks, {insert one-or-more descriptive adjectives} lips, a {insert one-or-more descriptive adjectives} chin, and a {insert one-or-more descriptive adjectives} nose. As for hair, {she / he} has a {insert hairstyle/haircut}, {insert one-or-more descriptive adjectives} eyebrows, {insert one-or-more descriptive adjectives} armpits, a {insert one-or-more descriptive adjectives} ass-crack, a {insert one-or-more descriptive adjectives} {body / chest}, and a {insert one-or-more descriptive adjectives} {bush / ...} {in {her / his} nether / in terms of pubes}. (Her breasts are {insert one-or-more descriptive adjectives}. In terms of cup-size, she's a {insert}-cup.) ({Her / His} nipples are {insert description}.) ({She / He} has {insert piercings and tattoos}.) {describe {insert name}'s personality, hobbies, and interests}. {describe {insert name}'s living arrangements, background, and occupation}. {describe what {insert name} is wearing right now or what they usually wear when fully dressed}. The person interacting with the Narrator is playing as {insert full name}. The Narrator should always start and end with a quotation mark. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ INITIAL SCENARIO PROMPT : this is the second message that you send to the AI, right after its initial response message. It can be a whole paragraph or just a short sentence, but it should describe what has happened thus far as your story is set to begin ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ I’m {insert full character name}. {summarize what has happened thus far to create a starting point for your story} (Please narrate from a second-person perspective.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1 reply
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- human cattle
- modern
- (and 4 more)
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Version 2.5.3
20249 downloads
This mod works for Pre-NG and NG versions of FO4. This mod is a light-hearted treatment of an evil experiment by Vault-Tec that has resurfaced in the Commonwealth. Humans are turning into hucows, more concerned with sex, eating, and getting milked than telling you about how well the ghouls at The Slog are doing. Something has to be done before Preston Garvey can hand you another damn quest! What this mod does: It allows the player to learn about a Vault-Tec experiment (#134) that turned humans into human cows (AKA hucows), capable of surviving - even thriving - after a nuclear war. The female cows produce milk that will reduce radiation levels in humans. This makes them a valuable commodity. There is a quest in the game (look for a clue on a holotape in random settlement workbenches) to allow the player to learn more about the background while helping NPCs to find clues so a serum can be made to cure one of the NPCs, who is a female hucow. After the quest is completed, some of the NPCs may be recruited as settlers. Of course, you may choose to take a more nefarious path and start your own hucow farms at the many settlements of the Commonwealth. Create hucow serum that you can inject into hapless settlers and other humans so that they become milk producers and make you filthy rich with caps. You can milk your cows or designate settlers as hucow farmers who will do the milking for you every day. You just have to collect caps, every once in a while, from the settlement workbenches. You may also find that some of your settlers either slowly (and mysteriously) become hucows on their own or they may ask you to make them hucows, for reasons of their own. The Wasteland is a hard place, and some people just want a release from it all. Others have a hucow fetish. You can even choose to be a hucow yourself, male or female. You will find that male hucows, called bulls, are capable of fucking just about anything. Both sexes can be very sexually active although you can limit this a great deal via the MCM. The mod adds some furniture too. There are leafy beds for the cows to sleep on the ground, an examination table where you can do lots of things to assigned settlers or hucows, and versions of normal workbenches and furniture that are not usable by hucows when they are sandboxing around the settlement (note that some of this furniture is also unusable by the player if he/she is a hucow). There are also food and water troughs and invisible animation mats that you can place around the settlements where you want NPCs to do things. One example is an eating mat so that hucows will stop and eat grass from the ground at the location. I usually put about 10-20 of these in a settlement so the hucows are active during the day. A few settlements (Sanctuary, Abernathy, County Crossing, Finch Farm, Red Rocket, Starlight Drive-in, Sunshine Tidings, Taffington, Ten Pines, and The Slog) already have some of these in place. Version 1.1.0. adds hucow stall components that you can build in your settlements. Put a stall trough inside and assign a cow. There are also a few unique NPCs that you will encounter outside of the quest. There is a hucow trader at Goodneighbor and another at Diamond City. You can buy and sell hucows there. You may also find a researcher shows up at one of your settlements if you have enough hucows there. I won't tell you much about her because she'll tell you everything you need to know. There is also a holotape that you can use as a hucow management system. It will allow you to see how many hucows are in the current settlement location, how many you have total, run a bed check, and move, milk, or kill individual cows. You can track hucows in your current location by using the Hucow Control System holotape in your Pipboy. This will tag every hucow in your local area with an objective marker visible in your HUD. Voiced dialogue for this mod was created using Elevenlabs online voice generation. The mod has over 3,700 lines of dialogue. Many are duplicates or short but around 2000 lines are original. You will also find some things that are not part of the Vault-Tec experiment that are just darn fun to play with: 1) A misc object called Can of STFU that you can give to settlers, so they stop telling you about the ghouls and their tarberry bog or how much their feet hurt. Warning! Remove the can from any settler assigned as a store vendor in a settllement. Also remove the Hucow farmer's bucket from them. Otherwise, they will not use the vendor dialogue. 2) Syringes and pills that will turn human enemies into hucows. Note: that one version of the clone serum also turns males into females, so you are guaranteed to get a large herd of milk cows quickly. I use these to capture raider bosses and then "employ" them as "cash cows" at Sanctuary. Don't use these on any NPC that you need for quests (e.g. Preston Garvey). 3) A helmet that will turn a female settler into a Battlebabe who will follow you into combat, deal damage on your behalf, and heal you for free. She will also help you with your "Morning Wood" problem if you choose that setting in the MCM. She can even become a settler or a hucow in a settlement if you give her a disguise. 4) Refrigerators to hold milk and milk crates to hold milk bottles. The fridges with the doors that open allow you to put milk crates inside them. Each fridge holds three crates. Each crate holds 24 bottles. If you put the Vault-Tec (blue) refrigerator with the door that is always closed in a settlement, your hucow farmers will occasionally put milk crates in it. It also holds three crates. 5) Poop, the lowest humor denominator. If you choose to allow it in the MCM, hucows will very rarely poop. You'll find their droppings decorating your settlements (hopefully not on the carpet). As a player hucow, you can also squat and poop using a hotkey, but be careful not to do that around Codsworth, as he is not amused. 6) Robots in settlements will clean up hucow poop. No need for you to do such a menial task when you are the general of the Minutemen. Put a robot in a settlement and it will clean the poop up for you. I added this so that Jezebel would have some work to do, but every robot will do the job. 7. Moo like you mean it. A player hucow can use a hotkey to moo. If brahmin moo at you, moo back! 8. The Player hucow can eat plants. There is an MCM setting to switch cow hunger on/off. If it is on, the player will have to eat plants or suffer adverse effects when cow hunger gets too strong. Wander the Commonwealth munching on wild fruits and veggies or nibble on something more exotic? I sometimes got distracted from quests during playtesting and went around munching everything in sight. I don't know much about Boston now, but I know the location of nearly every edible plant along the roads. 9. Cum addiction. An MCM option will give the player a cum addiction, which means you will have to pester anything with a dick to get your daily supply of cum or suffer adverse effects. 10. Vault-Tec tattoos and restraints. The player can put Vault-Tec tattoos and restraints on the cows. There are a few other tats as well that you can apply via Looksmenu. If you don't like hucows, use the assets on other NPCs. 11. Security Punishment Baton. Another version of the universal baton but NPCs will notice it when you use this one on them. If you have the Captive Tattoos mod by JB, this baton will also leave a mark. Heal the marks with a stimpak on the Exam Table or by giving the cow a salve that you make in the Chem Workbench. Whip marks may also heal over time. 12. Bed Check. Because the game assigns NPCs to beds regardless of whether they can actually sleep in them (due to restrictive conditions), the player can clear settlers from assignments to hucow beds and clear hucows from assignments to prohibited settler beds (the ones buildable in this mod's section of the build menu) by asking a male hucow farmer to fix the bed problem. Bed Check will also name every bed (if you have the Rename Anything mod installed and active in your load order) so that you know who owns that bed. NOTE: The NG version of Rename Anything may not work correctly. Bed Check will still clear NPCs from owning the wrong type of bed, but will not name the beds. 13. Devious Devices Makeshift Collar. An MCM setting allows you to use the Devious Devices Makeshift Collar instead of Vault-Tec restraints when collaring hucows on the exam table or while they are sleeping. You must have the Devious Devices mod installed. 14. ZazOut 4 crops. You can craft Zaz's latex and leather crop in the Chem Workbench and use them to punish hucows (or humans). You must have ZazOut 4 or the Repacked version of it installed. These versions of Zaz's crops cause minimal damage and do not make hucows hostile. Required mods: Fallout 4 All DLCs except Creations and the High Resolution Texture Pack AAF (Get it on the AAF Discord) Extended Dialogue Interface (XDI) Recommended (optional) mods: Commonwealth Captives (a prime source of future hucows, you could play FO4 without it, but why would you? Captive Tattoos Version 3.3. (for the security punishment baton to leave whip marks on humans) Cherie's Looksmenu Overlays Nice tramp stamps and the lactating breasts overlay used in Human Cattle CBBE Pubes (works for CBBE and FG, the au naturel pube is used in game) Devious Devices is needed if you want to use the Makeshift Collar instead of the Vault-Tec Restraint Set for collaring hucows. Immersive Human Overseer Barstow if you want to turn her into a hucow using the hucow serum syringe (not the clone syringe) Looksmenu (bodygen and overlays only function because of this mod) Mad Science for Dummies Dudemer's cow body mod for CBBE, use it if you want a more cow like body. Warning: Not for FG users and may have issues with crawling and/or kneeling. Dudemer is currently updating this mod and has added a patch for use with Human Cattle. I have not tested his mod or his patch! Mod Configuration Menu because without it you can't change options Place Everywhere is very handy for settlement building Rename Anything is a mod that allows you to name everything from hucows to troughs to beds to provisioners as well as items in your inventory. Zazout 4 Repack is the repacked and revised version of Zazout 4. It works much better. Needed to use the less damaging version of Zaz's crops. Thanks to the following people: Dagobaking for AAF and the AAF Discord Server All of the moderators and frequent visitors of the AAF Discord Server JB for adding his crawling system to this mod and giving me some tips about it. Alundra for enthusiastically cheering this mod on and making a few items for it. EgoBallistic, Niston, LarannKiar, Lee3310, and VaultBait for help in learning to make this mod Thanks to Timanca for making the original crawling animations. Big thanks to LarryJD8822 for helping me pay for my ElevenLabs subscription. Installing this mod Install using a mod manager like any other mod. Conflicts This mod was originally written for pre-NG FO4 and the archives (BA2s) are the old version but NG is backwards compatible so I don't expect any issues with this mod and NG FO4. Let me know if you find any problems. After version 1.25.2, I am using FO4 NG and its version of the Creation Kit. This mod should still work for pre-NG but if you experience issues, let me know in the forum. Try not to make any actors wearing high-heeled shoes into cows or turn off the height addition for them. Otherwise you may see them floating above the ground when they crawl. EDIT: DO NOT CHANGE THIS MOD ESP TO AN ESL. IT WILL BREAK THE MOD TEN TIMES WORSE THAN ANY OTHER MOD YOU HAVE EVER CHANGED INTO AN ESL!!!! This mod uses scripts, a lot of them, and also relies on pulling specific FORMIDs. When you convert a mod to an ESL it compacts the FORMIDs, changing many of them. That means this mod cannot find the specific FORMIDs that it needs to work when you ESLify this mod. This mod places objects on the ground in Sanctuary, Ten Pines, Sunshine Tidings, Abernathy Farm, Red Rocket, The Slog, Good Neighbor, and Diamond City. If you use a mod that changes these locations, you may find hucow NPCs clipping into any new mod placed objects. None of my objects are placed inside existing buildings or on existing roads except for Good Neighbor, where some objects are placed or moved at the shack on the end of the street by The Memory Den. Body mods: This mod can morph Atomic Muscle, CBBE, Fusion Girl, and BodyTalk bodies. Indeed, a lot of the mod is about changing those bodies. You can turn off the morphs in the MCM but it is all or nothing in this beta. If you turn off the morphs, you turn all of them off and you may find few changes in NPCs as they become hucows if there are no body morphs. I plan to tailor the MCM in the final version so that you can turn off the morphs for the male or female Player Character while allowing the body morph changes for NPCs. Hot Keys: This mod uses several keys when the Player is a hucow. These include G, H, N, and M on the English Qwerty keyboard. As of Version 1.0.5. you can change the hotkeys in the MCM. G key makes the player kneel ; Keycode 71 H key makes the player stand up ; Keycode 72 You can also stand just by opening and closing the Pipboy. M key makes the player moo ; Keycode 77 N key makes the player poop ; Keycode 78 Crawling: Your hucows do not have to crawl on all fours but it adds to the overall visual effect. Hucows that are following you will walk normally but revert to crawling when you assign them to settlements. As of Version 1.1.0. the Crawl on All Fours animation mod is no longer needed. You can choose to have hucows walk normally. Use the MCM to choose between the options. You may still have a few NPCs try to crawl in certain scenes but this will be minimal. The player will crawl too as hucow. To stand upright and move faster, equip a weapon. You can also move faster in First Person view with or without a weapon. Poop: This mod does not focus on bodily excretions/products as much as Invictusblade's milking mod, but I did add HuCow poop for laughs and to make Jezebel clean it up. You can disable pooping in the MCM and let all of your cows remain constipated. There is not a lot of poop if you allow it and it does make good fertilizer to make ammunition. Other AAF sex mods: This mod has its own ways to have sex so you don't need Autonomy or Sex Em Up unless you want twice as much random sex. This mod does not conflict with the other AAF mods but you may find it less distracting to just turn most of them off when you are in a settlement that serves as a hucow farm. This is a Beta version and Work in Progress (WIP)! I plan to improve this mod over time. You can add suggestions in the support forum. I make no promises to include anything suggested but I will consider everything. Keep in mind though that I am already working on the next mod and I also have the More Ways of Washing mod to keep updated so my attention is divided. Assets used from other mods? Having spent portions of three years working on this mod, I learned a lot by looking at how other mods and the base game did things. Along the way, I tried various assets from other mods and usually discarded them after learning how they worked. However, a few assets are still in this mod in some modified form. These include the poop nif and texture from JB's Nuka World and the milk bottle rack scripts from Wasteland Dairy Framework by Invictusblade (the rack and milk bottles are base game assets). I have slightly modified the nifs and scripts but most of those assets are the work of those mod authors and I am deeply indebted to them for their creation. My cloning script and the Human Cow Control System owes a lot to Ignoto_Virum's Just Business mod and to AAF's own cloning script functions (anyone learning Papyrus should take a good look at these mod scripts as well as any work by EgoBallistic). The classic Vault-Tec restraint set uses nifs and textures from Kimy's Devious Devices mod. I made a ground model for the set but most of the creative work was by Vioxsis, I believe. The troughs are heavily modified from the Better Brahmin Troughs mod created by Andrey4791 but his kind attention to taking better care of Brahmin was a huge influence on my troughs. The SWF for the You're a HuCow perk is made from art in Brine's Sex Tec Visual Assets mod. Original art by RuthlessPeasant. I had to do a lot of work to make the art usable for an SWF but the original work by Brine and RuthlessPeasant was incredible. The crawling animations come from Timanca's mod on Nexus but use a human subgraph, keyword, and functions created by JB. Check out his mod's Nuka Ride and Commonwealth Slaver's for more sexy FO4 fun! The milky boobs overlay was created from assets used for lactation armor in the mod Lactating Breasts by vax2k4. This looks exactly like lactation overlays in Skyrim so the original creator of the texture may be someone else. Whomever they are, I am thankful for their work. The overlay texture and material files were created by Cheri Song. And, of course, some assets are borrowed from the original FO4 game and/or its DLCs. I will probably never know who made them, but I thank them for their fine work. Permissions: You can edit this mod for your personal use to adjust it to your own tastes. You may find some assets inside that already do some things that you want but I did not include them as functional elements in this beta version. You can use assets or script functions for your own mods as long as you credit me for the help. I am happy to help other mod makers produce mods for everyone to enjoy. Do not post this mod on any other website! Do not share it as your own work. Frequently Asked Questions (F.A.Q.) How do the actors become hucows? The player becomes a hucow immediately by using the MCM option for it. HuCow serum and HuCow Clone serum syringes will instantly transform human NPCs that are hit by the syringe (unless they are wearing power armor). Human settlers can start a slow timed transformation (about 18 game hours) if they are assigned to the Examination Table and injected. Some Commonwealth Captives are already affected and will slowly transform over five game days. Human settlers may talk to the player about hucows and allow themselves to be injected. Their transformation is about 18 game hours. Doctor Hope will transform slowly if she is given serum via dialogue with the player. Her transformation stages are triggered when the player has sex with her. She will not fully transform until the player tells her that she is a cow. NOTE: You must have hucow serum syringes (craftable in the Chem Workbench) in your inventory in order to inject NPCs. Syringes that are loaded in the Syringer are not recognized by the game as being in your inventory. Keep a few loose in your inventory (minimum of two) if you want to inject NPCs at the exam table or during dialogue. How do I stop my settlers from randomly becoming hucows? Give them an immunity pill. These can be crafted in the Chem Workbench. How do I have sex with the hucows? Assuming you have a working AAF setup, you can sex with hucows using AAF's home key. You can also move close enough to hucows to see the Fuck or Blowjob activation buttons and start sex scenes by activating the button. Hucows are not always ready for sex unless the player is a bull. So you do not always see the buttons. You also cannot see the Fuck or Blowjob buttons unless the hucow has been milked because the Milk button overrides the Fuck and Blowjob buttons. Once Doctor Hope has taken hucow serum, she has to be milked before she will be horny for sex. Why did I make this mod? I began work on this mod in early 2021 in order to learn how to make a mod. At the time, I knew nothing about mod making, Papyrus, or any of the assets in mods. I knew little about AAF, XML, animations, or the tools/apps/programs used to create mods. Yes, I was that optimistic and naive but I wanted to make a mod to force me to learn all of the skills necessary for mod making. Now, three years later, I have learned a great deal and most of the time, mod making is easy though meticulous and time consuming work. I still find it entertaining so I will probably write another mod or two. Why a mod about hucows? Well, I needed a theme and I remember trying the Wasteland Dairy Framework back then and being a bit disappointed that it wasn't more like the hucows that I read about on Literotica. I also tried Mad Science's four titted hucow mod and while interesting, it still didn't seem right. So, I decided to make Human Cattle. What will your next mod be about? Supermutants, I want more for the big, green, meanies. They seem to be a comic foil for the Player Character right now, and I think they can be better. And they do love a good hucow. Maybe I can even teach them how to use soap? -
Twerk and Work: Cum Milker by Villian Corp View File Twerk & Work: Cum Milker: "With its sister product, the "V1 Milking Station" in full production, Villian Corps makes sure to demonstrate its firm belief in equality by providing its loyal customers with the Twerk and Work: Cum Milker! With thousands of hours of simulated gelatinous movement, On board vacuum suction, Ribbed bearings that spin and contract, as well as heated vibrating rods along the vaginal sleeve. Your precious bodily fluids can be stored in ecstasy instead of a sock under your bed!" [3/18/2021 Special Thanks to @MISSME12 for fixing the LOD issues] Animators that use this mesh: MISSME For those that have any questions don't be afraid to reach out to me either here or on my Discord [The Cruxmyth Family]. Submitter Villianize Submitted 01/20/2021 Category Objects Requires Base Game
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V1 Milking Station by Villian Corps View File THE V1 MILKING STATION: Bringing the industrial milking experience and benefits to the common household, Villian Corps Presents the V1 Milking Station! Our cold Steel alloys and superior cryo algorithms ensures all Milk extracted will be in peak condition, and the precipice of flavorized perfection from nipple to taste buds in true Villian Corps fashion! With endorsements from professional lactators such as Messy Bessy the V1 milking station is the last stop any household needs for the Milking Desires! [3/18/2021 UPDATE: Special Thanks to @MISSME12 for fixing the LOD issues] Animators that use this mesh: MISSME For those that have any questions don't be afraid to reach out to me either here or on my Discord [The Cruxmyth Family] Submitter Villianize Submitted 01/19/2021 Category Objects Requires Base Game
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[Simpossible] Dynamic Fetish Tips 💬 (Yes, they are DYNAMIC now!) View File Hiya, my name is Simpossible and I create adult mods for the Sims 4 💜 All my creations are FREE. If you like them, please consider supporting me on Patreon for early access and additional benefits! 🎁 Here is a collection of 1450 fetish tips in total - they will replace all base game loading screen tips with something more... passionate, so you won't hear about free earbuds anymore. Hope this is OK for you. How to install my Dynamic Fetish Tips: 1. Download the @NISANE's Dynamic Loading Screen Core .package file and move it to the Mods folder 2. Download any dynamic tip packs that you want and move them to the Mods folder, you can use all packs at the same time Link to advanced configuration guide for experienced users ⚠️ Make sure to delete my old standalone tip packs, otherwise they will override the dynamic ones! SFW: Baddie 👑 E-Girl 💕 Gold Digger 💰 NSFW: Bimbo 🍭 Boobs Lover 🍈 Bratty Butt Lover 🍑 Cock Lover 🍆 Cuckold 🖕 Dominant Foot Fetish 🦶 Hotwife 🔥 Hucow 🥛 Pussy Lover 🍓 Sissy 🩰 Submissive Kinky Languages: Kinky Japanese 🇯🇵 Hardcore: Alien Abduction (Female) 👽 Alien Abduction (Male) 👽 Chastity (Female) 🔒 Chastity (Male) 🔒 Cheap Whore 🚬 Queen Of Spades ♠️ Tip Packs examples: Submitter Simpossible_xx Submitted 01/16/2024 Category Extensions Requirements Base Game
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- nsfw sims 4
- loading screen
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hucow BAC Converted to SE
finn_fann posted a topic in Downloads - Skyrim: Special Edition Adult Mods
BAC Converted to SE View File This is a port from the original mod presented with the original authors' permission. The version I have uploaded does not have the cow bell sound in it. I will add the bell back in and upload that one as well. Here is a link to the original mod. This is my first attempt at porting a mod. I have played through this once already with only minor issues, a few cut scenes got stuck, but the fixes in the original mod resolved them. There are also a few scenes where you will want to disable any Death alternatives or Alternate defeat mods or functions like Sexlab defeat. It's pretty obvious at what point in the quest line you'll want to do so, but you can also change the threshold in the BAC menu to be much higher than the other defeat, or death alternative mods. I have not tried that method, but it should work as well. Requirements are the same as the original, Milk Mod Economy for SE, Slavetats for SE and the slavetats file in the downloads section and all of their respective dependencies. None of the scripting was modified, so if there are issues/conflicts outside of what has been posted by the original author, I probably won't be able to help you Submitter finn_fann Submitted 10/19/2019 Category Adult Mods Requires https://www.loverslab.com/files/file/6103-milk-mod-economy-se/ and all dependencies, https://www.loverslab.com/topic/105555-slavetats-by-murfk-ported-to-se/ Regular Edition Compatible No- 226 replies
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- cattle
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Version 1.8c
33208 downloads
This is a port from the original mod presented with the original authors' permission. The version I have uploaded does not have the cow bell sound in it. I will add the bell back in and upload that one as well. Here is a link to the original mod. This is my first attempt at porting a mod. I have played through this once already with only minor issues, a few cut scenes got stuck, but the fixes in the original mod resolved them. There are also a few scenes where you will want to disable any Death alternatives or Alternate defeat mods or functions like Sexlab defeat. It's pretty obvious at what point in the quest line you'll want to do so, but you can also change the threshold in the BAC menu to be much higher than the other defeat, or death alternative mods. I have not tried that method, but it should work as well. Requirements are the same as the original, Milk Mod Economy for SE, Slavetats for SE and the slavetats file in the downloads section and all of their respective dependencies. None of the scripting was modified, so if there are issues/conflicts outside of what has been posted by the original author, I probably won't be able to help you-
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Version 1.1
34733 downloads
Twerk & Work: Cum Milker: "With its sister product, the "V1 Milking Station" in full production, Villian Corps makes sure to demonstrate its firm belief in equality by providing its loyal customers with the Twerk and Work: Cum Milker! With thousands of hours of simulated gelatinous movement, On board vacuum suction, Ribbed bearings that spin and contract, as well as heated vibrating rods along the vaginal sleeve. Your precious bodily fluids can be stored in ecstasy instead of a sock under your bed!" [3/18/2021 Special Thanks to @MISSME12 for fixing the LOD issues] Animators that use this mesh: MISSME For those that have any questions don't be afraid to reach out to me either here or on my Discord [The Cruxmyth Family]. -
Version Kinky Japanese Update 🇯🇵
107159 downloads
Hiya, my name is Simpossible and I create adult mods for the Sims 4 💜 All my creations are FREE. If you like them, please consider supporting me on Patreon for early access and additional benefits! 🎁 Here is a collection of 1450 fetish tips in total - they will replace all base game loading screen tips with something more... passionate, so you won't hear about free earbuds anymore. Hope this is OK for you. How to install my Dynamic Fetish Tips: 1. Download the @NISANE's Dynamic Loading Screen Core .package file and move it to the Mods folder 2. Download any dynamic tip packs that you want and move them to the Mods folder, you can use all packs at the same time Link to advanced configuration guide for experienced users ⚠️ Make sure to delete my old standalone tip packs, otherwise they will override the dynamic ones! SFW: Baddie 👑 E-Girl 💕 Gold Digger 💰 NSFW: Bimbo 🍭 Boobs Lover 🍈 Bratty Butt Lover 🍑 Cock Lover 🍆 Cuckold 🖕 Dominant Foot Fetish 🦶 Hotwife 🔥 Hucow 🥛 Pussy Lover 🍓 Sissy 🩰 Submissive Kinky Languages: Kinky Japanese 🇯🇵 Hardcore: Alien Abduction (Female) 👽 Alien Abduction (Male) 👽 Chastity (Female) 🔒 Chastity (Male) 🔒 Cheap Whore 🚬 Queen Of Spades ♠️ Tip Packs examples:-
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- nsfw sims 4
- loading screen
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Version 1.1
35397 downloads
THE V1 MILKING STATION: Bringing the industrial milking experience and benefits to the common household, Villian Corps Presents the V1 Milking Station! Our cold Steel alloys and superior cryo algorithms ensures all Milk extracted will be in peak condition, and the precipice of flavorized perfection from nipple to taste buds in true Villian Corps fashion! With endorsements from professional lactators such as Messy Bessy the V1 milking station is the last stop any household needs for the Milking Desires! [3/18/2021 UPDATE: Special Thanks to @MISSME12 for fixing the LOD issues] Animators that use this mesh: MISSME For those that have any questions don't be afraid to reach out to me either here or on my Discord [The Cruxmyth Family] -
Version 0.2.0
29821 downloads
A Dark World Fantasy submod GitHub The intent of this mod is to bring hucows and milking into Crusader Kings II. Features So far, not a lot to show as I'm still building the foundations of the mod. Any feedback would be greatly appreciated, especially regarding localisation and game balance. Event chain to research on "Lacteria Mirifica", a mysterious mushroom, and turning yourself or another random woman into a hucow You will need an alchemy building from Dark World in your capital, as well as the knowledge focus or a scientific/esoteric trait (like Erudite, Mystic...) For now, the best way to experience this mod, is to be female and to do the experiments on yourself Lactation framework (Hucows produce milk over time, the amount depending on their breast size) Decision to milk yourself Decision to check your hucow stats (Will be loaded with lots of pretty numbers in the future) Get the "engorged breasts" trait upon reaching full milk capacity (Be nice to your hucow, don't forget to milk her) This mod is fully localised in both English and French. Requirements Crusader Kings II 3.1.0+ (Recommended) Way of Life DLC Dark World Fantasy Dark World Fantasy Module - Dicks & Tits (Recommended) Dark World Tentacles (Adds new ways to become hucow, and to be milked) Compatibility Should be compatible with anything as long as it doesn't conflict with the requirements above Installation To install, copy the "Crusader Milk" folder and the "Crusader Milk.mod" file to your Crusader Kings II "mod" folder Type this in the explorer address bar to access it : %HomePath%\Documents\Paradox Interactive\Crusader Kings II\mod Planned Features Short Term Events making use of the lactation framework Custom rules to alter some aspect of the mod Long Term Ideas Ability to transform more people of your chosing into hucow, and milk them Ability to alter someone breast or milk production (as well as arousal or other atribute) Allow AI to create hucows "Hucow level" "Barn" management Milk Economy Lactacid Addiction Slavery integration Breeding New ambitions related to milk production or number of hucows owned Bloodline for famous hucows Credits dewguru - For the original "Dark World" & "Dark World Reborn" mods lockeslylcrit - For "Dark World Fantasy", the maintained and reworked version of "Dark World" Korbah - For sharing their vanilla-like trait icons templates to the community Herring - For the "Trait Icon Replacements" mod (used for one of my trait icon) Ed86 - For the Skyrim mod "Milk Mod Economy" which gave me the general inspiration for the mod This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Modifications for translations purpose are allowed, as long as I'm notified of it.-
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- dark world
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Being a Cow View File Do you love milk, supply milk of course? This mod is a experiment that try to provide soft cow transformation, requires Milk Mod Economy. Work's in background and follow milk activities (sex and milk machines) and from time to time turn's you slowly to real HuCow. 1.5 WIP WIP WIP - I uploaded finaly this version becouse it works good for me, but please: keep in mind - it's still mod in develop stage! Features and content: Body changes: Horns Ears Hooves (hands and feet) Tail, Udders Body weight change, limb'ss deformation - as cow you will be very fat. Fur (slaveTat) + Nose ring Collar with bell Some upgrades (Still in progress) Random attributes Naked ass - (special version of fur with opened ass/naked ass) Cellulite - no more skiny look you stupid, fat cow Dirty cow - textures from Heretical Resources Wet cow - small drops Horny cow - squirt's + arousal boost Imaginary pregnancy - extra belly size Fat cow I - + 10pt to body weight (max 90%) Fat cow II - + 10pt to body weight (max 100%) Slim cow I - -15pt to body weight (max 65%) Slim cow II - -15pt to body weight (max 50%) Curvy cow - allow to inflate belly and butt Cow face (nose) - wide nose presset Cow face (mouth) - full lips presset Cow face (eyes) - Elf/Orc eyes presset Big udders Breast's veins I Breast's veins II Slim arms Cow face (overlay) Untamed milk effect Additional effect's Mooo when you are unmilked Mooo when you talki with NPC's Mooo durning combat when somebody hurt you Facial expressions Quests Stories Scenes Book's Places NPC's How it work's Your transformation tempo starts after first milking (you need lactate first). You get small horn's. Then next stages will be related with your milking activity. Mod work's only with Milk Mod Economy. So You need only enjoy MME and all another happend automaticly. Main Quest's: Hammerheart - Add blacksmith, who can craft some extra items for you. Some dialogues will run also another quest's. (+ a few future plans) Who I Am - Line quest about background of cow transformation - you can find some informations about reason of your transformation and try to find a cure. When you finish this quest you can start next: Unowned cow. Some exploration, talking. Unowned - Quest focused on slavery. You afraid that some bad guys can try to capture you and sell in other land as milk toy. I'm not going to write more, you know. [ s p o i l e r s ] Cow's tears - [only if captured] Paul decided that the best way to release yourself from hunters terror is find in Riften group that can create fake Act of ownership. After storm [only if not captured] You will help Paul to legalize his ownership. Additional quest Hunter gona Hunt (period) - bad guys will try to capture you - you can fight with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ... Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ] Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] Enslaved cow - Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] NPCs Paul the Blacksmith - Init location: in Riverwood - to start you need first begin transformation. He will noticed your horns. Essential Hunters - very bad guys from Hammerfell. Items Book with short story - legend related with cow transformation (Who I Am) Diary (Who I Am quest) Map (Who I Am quest) Nose ring - 3 sizes (Unowned quest) Collar with bell - 2 sizes ( bell's jingling :-3 ) (Unowned quest) Potion - level up "Cow's levelup" (try in console help "s levelu" ) Potion - mutation "Cow's mutagen" EFFECT IS DELAYED - from 0 to 1 skyrim hour (few minutes) Potion's - colour change "Cow's color switch (" Potion - switch from fat cow to slim or from slim to fat "Cow's body weight switch" Horseshoe & Armored horseshoe (Hammerheart) Locations Whiterun stabbles (a little bit altered (few new items, few hidded zaz furnitures) ) Stop station (wilderness) Ruins (wilderness) Other 1.000.000.000 milion lines of dialogues. Vision I designed this mod as full playable. Almost all feature's works in background or as visual effect's. I'm not going to add restrictions for weapon usage disabling, or buff's/debuff's - becouse skyrim is not fallout2 - you need to fight to play and do many quest's. Well this mod must be transparent. Debuffs/buffs sound's cool - IHMO real cow should fight with 2h weapon's and heavy armors - and it's a point. I can't favorize only one of build. So I finally decided to ignore any restriction's/super powers and (de)buff's. FAQ It's seems that slaveTats doesynt work in this mod. Did you download (current version) tats-pack from download section? I have pointer "in road", Paul not going to add new items on me! Scroll down and check requirements section, then check position "important" - Zaz8.0 - do you see? Great! You need Zaz8.0 or plus. Can you prepare a version for (random animal here)? No - i have no personal interest for it. Maybe i will use part of this mod in future, becouse i'm going to prepare special version of Devious Traning part - related with Pony Play - If I decided to do it, I will upload clean and friendly for developers version here as "resource". Maybe. Hooves, Udders etc. seems poor Perhaps. Use your force and do something better. Send me. I will be grateful and community will be grateful too I'm not going to become 3d expert. I did more than i can. Bodyslade, give us bodyslade!!11one one one I have better idea, Use your force and prepare bodyslade package. Send me. I will be grateful and community will be grateful too I'm not going to learn it. Zaz 8.0?! Yes, 8.0 or 8.0plus. Without it you can forget about Paul's service and in future about some quest part's. Your risk. Can you add more transformations? I could. I'm count on community help with 3d models and textures. Check hand hooves - it's my 3d level. Now, when you understand... Found misspeling, btw. your grammar sucks I know - i can't fix my english. I spend additional time to prepare long dialogue tree, write few book's etc. I know but I'm not currious about learn next few years english. I did all what was possible to supply good quality texts. Did you found mistake? I'm going to add in extra text files source text, you can correct it and send me back. I will be grateful and community will be grateful too I had choice - do nothing or upload mod with poor english. I'm "grammar nazi" - so I understand your point of view. Help me with text, let's make this world great again! Could you remove hand hooves Yes, soon Your favorite option is avaliable in MCM! What's about Soulgem Oven III? Unfortunately I still waiting for support and help. I love this mod but from some reason I can't plug my mod, something is wrong on my or SGO3 side Maybe small API? , I want to use your mod in my mod. Send me PM, I can add some function's SendEvent's etc. What's with male's? Never tested it, maybe works - I don't restricted gender in my mod. I think that every character that is registable in MME should work's in BAC too. Cow with penis is bull, right? I don't judge If you find some issues with male's let me know via PM or support topic. I will try to help You with it. I talk only about basic mechanic's. I'm not going to prepare extra models for male's. If you want - prepare it and send me. I will add it! This mod work's with NPC? Should, I never tested it a lot. But IHMO all basic transformation's work's! Some people report me problem's with detection. I'm planing to check it but I need details first (and time). Mod response will slowdown with many NPC's (limit is 32?), well please don't create cattle army. What the hell is hardcore mode?! It's mean's that if my mod add item to slot, this slot will be locked. For example, you can't equip boot's when you wear hooves. It's a hardcore babe! Perfect way to conflict's and spam-report . Hardcore is recomended but turned off in default setting's. SlaveTats on face not appear Enable face tats in .ini file. More here. Requirements: Milk Mod Economy and all dependencies. NetImmerse Override Important: Zaz Animation Pack 8.0 by t.ara I'm using new, amazing furnutures from this package, without it you will never finish quest's. Edit: If You from some reason not going to update Zaz - ok, i made fix that could give back compatibility - but i'm not going to test it. For short test you need to run Hammerheart quest and then on 14th or higher transformation stage ask him for horseshoe - if scene works good - ( you can take a place in stable and wait for his service ) - ok, all works fine - let me know about it. Soft Requirements (but recommended) SlaveTats SLIF Biggest plans for future: -On all four animation (as event related with milk and/or random attributes) -Remove SlaveTat's and use Nio/ SKSE functions, I'm almost sick when i need to wait for new fur. -Mix some transform item (horns and ears) to save some slot's -Comments, comments, comments! -One time play Skyrim as player, without console hacks, debugs etc... ( Inever finish this game ! ) Credits SPECIAL THANKS For @DirtyAxiom, He made wonderful textures (tats) and bodyslide for udders. Mate! You are the best!! For @DarkRose - Text's correction's - translate from my english to real english! For @Arthacs - bodyslide's models (not tested a lot yet) For @w234aew - udder's model's For @zax for support and tips For @stobor for tips For @botticelli for comment's translations and correction's For @Hæretic for models and textures For @LinksSword for support and tips and Screens For @RandomInternetGuy_ for books translation's (from my english to english) For @CopaceticEmu & @sanaret & @scarebear2403 & @LinksSword & @funkalla & @Cammy & @alexblah & @TheFedaykin for cool gameplay screenshot's I have problem to list all great person here. If you think that i should add you let me know, dont be scared. I probably just forget about it becouse i spend more time in Creation Kit than on this forum and from time to time i dont remember why i applay something in mod, im focused on my work not sources (i'm sorry). So feel free to spank me Heretical Resources HDT Dragon Tails Calyps Animal Ears HDT Tails Wearable Submitter skyrimfet Submitted 10/03/2017 Category Other Requires Special Edition Compatible No
- 4780 replies
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Version 1.7g
94851 downloads
this mod is continued here Do you love milk, supply milk of course? This mod is a experiment that try to provide soft cow transformation, requires Milk Mod Economy. Work's in background and follow milk activities (sex and milk machines) and from time to time turn's you slowly to real HuCow. 1.5 WIP WIP WIP - I uploaded finaly this version becouse it works good for me, but please: keep in mind - it's still mod in develop stage! Features and content: Body changes: Horns Ears Hooves (hands and feet) Tail, Udders Body weight change, limb'ss deformation - as cow you will be very fat. Fur (slaveTat) + Nose ring Collar with bell Some upgrades (Still in progress) Random attributes Naked ass - (special version of fur with opened ass/naked ass) Cellulite - no more skiny look you stupid, fat cow Dirty cow - textures from Heretical Resources Wet cow - small drops Horny cow - squirt's + arousal boost Imaginary pregnancy - extra belly size Fat cow I - + 10pt to body weight (max 90%) Fat cow II - + 10pt to body weight (max 100%) Slim cow I - -15pt to body weight (max 65%) Slim cow II - -15pt to body weight (max 50%) Curvy cow - allow to inflate belly and butt Cow face (nose) - wide nose presset Cow face (mouth) - full lips presset Cow face (eyes) - Elf/Orc eyes presset Big udders Breast's veins I Breast's veins II Slim arms Cow face (overlay) Untamed milk effect Additional effect's Mooo when you are unmilked Mooo when you talki with NPC's Mooo durning combat when somebody hurt you Facial expressions Quests Stories Scenes Book's Places NPC's How it work's Your transformation tempo starts after first milking (you need lactate first). You get small horn's. Then next stages will be related with your milking activity. Mod work's only with Milk Mod Economy. So You need only enjoy MME and all another happend automaticly. Main Quest's: Hammerheart - Add blacksmith, who can craft some extra items for you. Some dialogues will run also another quest's. (+ a few future plans) Who I Am - Line quest about background of cow transformation - you can find some informations about reason of your transformation and try to find a cure. When you finish this quest you can start next: Unowned cow. Some exploration, talking. Unowned - Quest focused on slavery. You afraid that some bad guys can try to capture you and sell in other land as milk toy. I'm not going to write more, you know. [ s p o i l e r s ] Cow's tears - [only if captured] Paul decided that the best way to release yourself from hunters terror is find in Riften group that can create fake Act of ownership. After storm [only if not captured] You will help Paul to legalize his ownership. Additional quest Hunter gona Hunt (period) - bad guys will try to capture you - you can fight with them or surrende. If you will fight in city, guards will help you. If you will be defeat you will be captured. If you win - you will buy a time to ... Quest is silent, you never know wher hunters are, keep eyes around your head. [ s p o i l e r s ] Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] Enslaved cow - Enslaved cow - You are surrunded or you lose fight with hunters, you wake up in another location and all what you can is try to escape. [ s p o i l e r s ] NPCs Paul the Blacksmith - Init location: in Riverwood - to start you need first begin transformation. He will noticed your horns. Essential Hunters - very bad guys from Hammerfell. Items Book with short story - legend related with cow transformation (Who I Am) Diary (Who I Am quest) Map (Who I Am quest) Nose ring - 3 sizes (Unowned quest) Collar with bell - 2 sizes ( bell's jingling :-3 ) (Unowned quest) Potion - level up "Cow's levelup" (try in console help "s levelu" ) Potion - mutation "Cow's mutagen" EFFECT IS DELAYED - from 0 to 1 skyrim hour (few minutes) Potion's - colour change "Cow's color switch (" Potion - switch from fat cow to slim or from slim to fat "Cow's body weight switch" Horseshoe & Armored horseshoe (Hammerheart) Locations Whiterun stabbles (a little bit altered (few new items, few hidded zaz furnitures) ) Stop station (wilderness) Ruins (wilderness) Other 1.000.000.000 milion lines of dialogues. Vision I designed this mod as full playable. Almost all feature's works in background or as visual effect's. I'm not going to add restrictions for weapon usage disabling, or buff's/debuff's - becouse skyrim is not fallout2 - you need to fight to play and do many quest's. Well this mod must be transparent. Debuffs/buffs sound's cool - IHMO real cow should fight with 2h weapon's and heavy armors - and it's a point. I can't favorize only one of build. So I finally decided to ignore any restriction's/super powers and (de)buff's. FAQ It's seems that slaveTats doesynt work in this mod. Did you download (current version) tats-pack from download section? I have pointer "in road", Paul not going to add new items on me! Scroll down and check requirements section, then check position "important" - Zaz8.0 - do you see? Great! You need Zaz8.0 or plus. Can you prepare a version for (random animal here)? No - i have no personal interest for it. Maybe i will use part of this mod in future, becouse i'm going to prepare special version of Devious Traning part - related with Pony Play - If I decided to do it, I will upload clean and friendly for developers version here as "resource". Maybe. Hooves, Udders etc. seems poor Perhaps. Use your force and do something better. Send me. I will be grateful and community will be grateful too I'm not going to become 3d expert. I did more than i can. Bodyslade, give us bodyslade!!11one one one I have better idea, Use your force and prepare bodyslade package. Send me. I will be grateful and community will be grateful too I'm not going to learn it. Zaz 8.0?! Yes, 8.0 or 8.0plus. Without it you can forget about Paul's service and in future about some quest part's. Your risk. Can you add more transformations? I could. I'm count on community help with 3d models and textures. Check hand hooves - it's my 3d level. Now, when you understand... Found misspeling, btw. your grammar sucks I know - i can't fix my english. I spend additional time to prepare long dialogue tree, write few book's etc. I know but I'm not currious about learn next few years english. I did all what was possible to supply good quality texts. Did you found mistake? I'm going to add in extra text files source text, you can correct it and send me back. I will be grateful and community will be grateful too I had choice - do nothing or upload mod with poor english. I'm "grammar nazi" - so I understand your point of view. Help me with text, let's make this world great again! Could you remove hand hooves Yes, soon Your favorite option is avaliable in MCM! What's about Soulgem Oven III? Unfortunately I still waiting for support and help. I love this mod but from some reason I can't plug my mod, something is wrong on my or SGO3 side Maybe small API? , I want to use your mod in my mod. Send me PM, I can add some function's SendEvent's etc. What's with male's? Never tested it, maybe works - I don't restricted gender in my mod. I think that every character that is registable in MME should work's in BAC too. Cow with penis is bull, right? I don't judge If you find some issues with male's let me know via PM or support topic. I will try to help You with it. I talk only about basic mechanic's. I'm not going to prepare extra models for male's. If you want - prepare it and send me. I will add it! This mod work's with NPC? Should, I never tested it a lot. But IHMO all basic transformation's work's! Some people report me problem's with detection. I'm planing to check it but I need details first (and time). Mod response will slowdown with many NPC's (limit is 32?), well please don't create cattle army. What the hell is hardcore mode?! It's mean's that if my mod add item to slot, this slot will be locked. For example, you can't equip boot's when you wear hooves. It's a hardcore babe! Perfect way to conflict's and spam-report . Hardcore is recomended but turned off in default setting's. SlaveTats on face not appear Enable face tats in .ini file. More here. Requirements: Milk Mod Economy and all dependencies. NetImmerse Override Important: Zaz Animation Pack 8.0 by t.ara I'm using new, amazing furnutures from this package, without it you will never finish quest's. Edit: If You from some reason not going to update Zaz - ok, i made fix that could give back compatibility - but i'm not going to test it. For short test you need to run Hammerheart quest and then on 14th or higher transformation stage ask him for horseshoe - if scene works good - ( you can take a place in stable and wait for his service ) - ok, all works fine - let me know about it. Soft Requirements (but recommended) SlaveTats SLIF Biggest plans for future: -On all four animation (as event related with milk and/or random attributes) -Remove SlaveTat's and use Nio/ SKSE functions, I'm almost sick when i need to wait for new fur. -Mix some transform item (horns and ears) to save some slot's -Comments, comments, comments! -One time play Skyrim as player, without console hacks, debugs etc... ( Inever finish this game ! ) Credits SPECIAL THANKS For @DirtyAxiom, He made wonderful textures (tats) and bodyslide for udders. Mate! You are the best!! For @DarkRose - Text's correction's - translate from my english to real english! For @Arthacs - bodyslide's models (not tested a lot yet) For @w234aew - udder's model's For @zax for support and tips For @stobor for tips For @botticelli for comment's translations and correction's For @Hæretic for models and textures For @LinksSword for support and tips and Screens For @RandomInternetGuy_ for books translation's (from my english to english) For @CopaceticEmu & @sanaret & @scarebear2403 & @LinksSword & @funkalla & @Cammy & @alexblah & @TheFedaykin for cool gameplay screenshot's I have problem to list all great person here. If you think that i should add you let me know, dont be scared. I probably just forget about it becouse i spend more time in Creation Kit than on this forum and from time to time i dont remember why i applay something in mod, im focused on my work not sources (i'm sorry). So feel free to spank me Heretical Resources HDT Dragon Tails Calyps Animal Ears HDT Tails Wearable -
[mod] [CK2] Crusader Milk (A Dark World Fantasy submod)
Triskelia posted a topic in Crusader Kings 2
View File [CK2] Crusader Milk (A Dark World Fantasy submod) A Dark World Fantasy submod GitHub The intent of this mod is to bring hucows and milking into Crusader Kings II. Features So far, not a lot to show as I'm still building the foundations of the mod. Any feedback would be greatly appreciated, especially regarding localisation and game balance. Event chain to research on "Lacteria Mirifica", a mysterious mushroom, and turning yourself or another random woman into a hucow You will need an alchemy building from Dark World in your capital, as well as the knowledge focus or a scientific/esoteric trait (like Erudite, Mystic...) For now, the best way to experience this mod, is to be female and to do the experiments on yourself Lactation framework (Hucows produce milk over time, the amount depending on their breast size) Decision to milk yourself Decision to check your hucow stats (Will be loaded with lots of pretty numbers in the future) Get the "engorged breasts" trait upon reaching full milk capacity (Be nice to your hucow, don't forget to milk her) This mod is fully localised in both English and French. Requirements Crusader Kings II 3.1.0+ (Recommended) Way of Life DLC Dark World Fantasy Dark World Fantasy Module - Dicks & Tits (Recommended) Dark World Tentacles (Adds new ways to become hucow, and to be milked) Compatibility Should be compatible with anything as long as it doesn't conflict with the requirements above Installation To install, copy the "Crusader Milk" folder and the "Crusader Milk.mod" file to your Crusader Kings II "mod" folder Type this in the explorer address bar to access it : %HomePath%\Documents\Paradox Interactive\Crusader Kings II\mod Planned Features Short Term Events making use of the lactation framework Custom rules to alter some aspect of the mod Long Term Ideas Ability to transform more people of your chosing into hucow, and milk them Ability to alter someone breast or milk production (as well as arousal or other atribute) Allow AI to create hucows "Hucow level" "Barn" management Milk Economy Lactacid Addiction Slavery integration Breeding New ambitions related to milk production or number of hucows owned Bloodline for famous hucows Credits dewguru - For the original "Dark World" & "Dark World Reborn" mods lockeslylcrit - For "Dark World Fantasy", the maintained and reworked version of "Dark World" Korbah - For sharing their vanilla-like trait icons templates to the community Herring - For the "Trait Icon Replacements" mod (used for one of my trait icon) Ed86 - For the Skyrim mod "Milk Mod Economy" which gave me the general inspiration for the mod This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Modifications for translations purpose are allowed, as long as I'm notified of it. Submitter Triskelia Submitted 05/01/2019 Category Crusader Kings 2 Requires Dark World Fantasy- 76 replies
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- dark world
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Is there any CC for Hucow for Sims 4
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So recently I experienced the Being A Cow mod made originally by SkyrimFet and then later improved upon by Botticelli and i thought that it hit home upon much of what I liked about Transformation - the desperation as it starts, the gradual loss of humanity, the gradual acceptance as new instincts and desires take root. The captions, sounds and how the curse progressed and how it interacted with the story made the experience quite thrilling. However, upon completion of it (or at least upon my character and Ysolda turning full cow) i was left with a void of trying to find similar mods with other transformations presented in a similar way. I was drawn to Being a Doggy by Huanrenfeng, thinking it would be the same just for dogs but was sorely disappointed that it barely focused on the transformation and just on acting like a dog. I then looked into What am I by Geehral and whilst it was ok, it was clear that this was a mere framework as the transformations were only Tats (and ones that didn't blend well leaving a seam at the neck, hands and feet), didn't feature any physical metamorphic transformations and was sorely missing in captions of my characters thoughts as they occurred. I was quite disheartened by the fact that there really wasn't another BaC styled mods anywhere, I found that AberRational had started to work on one in 2019 here but since 2021 the thread was archived. Which is quite disappointing given the screenshots they provided and the fact that they wanted to hit upon the exact things that make transformations thrilling to me. The Bimbo's of Skyrim mod is probably the closest I could find to the BaC experience, with a similar use of SLiF to make body changes, similar captions with the dreams and the gradual loss of identity instead of humanity. So i guess im looking for mods geared around transformation from one thing into another, this can be human to animal or modest woman to total slut with use of captions to narrate the experience and how my character reacts, are there any mods like that that i've missed or any in active development? I heard someone was making a pony girl mod but I suspect its gonna be similar to Being a Doggy and not on transforming into a horse. I've seen a few Succubus mod's flying around but from what I can tell it's just letting you play a succubus and not centered on the process of becoming a succubus (though i might be mistaken please correct me if I am). Since this is a relatively niche thing, im not expecting to find much that I havent already seen (in terms of Skyrim at least) though i hope that above all else it might get the juices flowing on some mod creators who are willing to take the mantle of such a thing - If things are pretty dry then I would also appreciate if you could let me know of any mods for other games which offer a similar experience. Thankyou! attached below are some screenshots I took from BaC and BoS, I have a LOT more screenshots going over each process of their respective mod's a little more and intend to write captions for them when I have the time (I only discovered the tm command mid way through my BaC playthrough):
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- transformation
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