GrimGrim31 Posted April 27, 2021 Author Posted April 27, 2021 Today was a great leap forward in my adventures in modding. I took a good look at the scripts that LextalionisRex uses for his mod, Chef - Cooking Hunger and Expanded Food, for three meat drying racks. I wanted to learn how he added the raw meat to the racks and handled drying the meat, as well as his functions to keep the player from putting the wrong items on the racks and giving items back to the player if the racks are full. I used BAE to unpack his BA2 files and since he does not include script source files (.PSC) in his mod, I used Champollion to turn his compiled scripts (.PEX files) into source files that I can read in Notepad ++. The two scripts that I was interested in were ArtisanHanging and MeatDryingRack. Champollion did a pretty good job but messed up the struct array names which took me about twenty minutes to figure out and correct. Chef Mod by LextalionisRex: CHEF - Cooking Hunger and Expanded Food at Fallout 4 Nexus - Mods and community (nexusmods.com) The key new things that I learned about were structs and the PlaceatNode ObjectReference function. Structs allow you to simplify referencing variables of different types that are related in some way. Then you can call the variable using the struct name.variable name. And I had to use struct arrays so I got further reinforcement in arrays. And then I learned to fill in the properties for the struct arrays in Creation Kit. The PlaceatNode function allows new objects to be positioned at a specific location in or on another object as long as you have NiNodes on the object mesh where you want the new object(s) to be placed. You use the text names of the NiNodes to reference them in the script and you can see and edit those text names using NifSkope. Structs (Papyrus) - Creation Kit PlaceAtNode - ObjectReference - Creation Kit So I went through LextalionisRex's script and figured out what I needed for my own scripts for my Vault-Tec refrigerator. My scripts allow the player to place crates of HuCow milk into the refrigerator and they get positioned on one of the three racks. The player can take the racks and they will be removed from the refrigerator shelves. Empty racks, half full racks, full racks, and racks of empty bottles can also be placed or taken. The player is not allowed to put other objects in the refrigerators or to put more than three racks in them. To make the refrigerators work, I added three NiNodes - one for each shelf and named the shelves UpperShelf, MiddleShelf, and BottomShelf in NifSkope. The NiNodes originate from the 0, 0, 0 position and you can set the X, Y, Z and rotation of the nodes. I didn't need any rotation so I just adjusted the Z value to raise or lower the NiNodes and then adjusted the Y value to allow the milk crates to rest closer to the front of the fridge so they would not clip the back wall. The milk crates are placed as activators that use the same crate NIF files as my Potion milk crate items. They also use the same in game names so the player will never notice the difference. Because they are activators, it takes a small script on the activators to allow the player to pick them up, add the potion version of the crate to the player's inventory, and delete the activator version of the crate from the refrigerator. TL:DR: I learned from LextalionRex's scripts how to fix my issues with my Vault-Tec refrigerator. Now the milk crates fill it and can be removed and it all happens seamlessly in game. The good news for everyone is that it finally finishes my work on refrigerators for this mod. Yes, go ahead and be happy!
Farsh-nuke Posted May 2, 2021 Posted May 2, 2021 I just want to say that this is an interesting read and I certainly think this mod will be interesting lorewise and fun to use alongside Raider Reform School and Wasteland Dairy Framework 1
VonHelton Posted May 3, 2021 Posted May 3, 2021 On 4/1/2021 at 11:25 AM, GrimGrim31 said: So if anyone wanted to know how to solve the X,Y,Z repositioning problem. I fixed the issue with [UAP] BP70 - Missionary by changing the Z value for the male to -42. Um, I hate to tell you this, but you didn't actually fix the problem. The file you altered is from Ulfberth's mod, not BP70's mod. It only works if you have Ulfberth's mod installed. Otherwise, your fix does nothing, because that file literally does not exist. The file you seek is rxl_bp70_anims_animationdata.xml
GrimGrim31 Posted May 4, 2021 Author Posted May 4, 2021 16 hours ago, VonHelton said: Um, I hate to tell you this, but you didn't actually fix the problem. The file you altered is from Ulfberth's mod, not BP70's mod. It only works if you have Ulfberth's mod installed. Otherwise, your fix does nothing, because that file literally does not exist. The file you seek is rxl_bp70_anims_animationdata.xml LOL, it fixed the problem for me because I do have UAP installed and so should anyone else that followed the latest guide on installing AAF. But if it helps to clarify the issue for you or anyone else, you have to change the X, Y, Z on whichever animationdata.xml file your anims are using. If you change X, Y, or Z and the actors are not changing position in the game, you are not changing the right animationdata.xml file. A patch like UAP or Indarello's may have an animationdata.xml "overwriting" the one that you are editing. You will have both files in your AAF data folder but UAP will "overwrite" some original animationdata.xml files from other mods. This doesn't affect the original files' data. It just means that UAP's data takes precedence when it is loaded after an anim mod in your plugin order. Indarello's patch, on the other hand, overwrites the animationdata.xml files in your data folder so it permanently changes them (usually by deleting almost all of the data in the original anim mode file). You should not use both patches and the UAP patch is the only one recommended for use by the AAF install guide. I have used both patches individually on different playthroughs. Each worked well for me but they affect your anims and sounds in their own unique way. Spoiler has the link to the AAF install guide and both patches for reference: Latest AAF install guide: [AAF] Up-To-Date Adult oriented setup guide (16/Apr/2021) - Advanced Animation Framework - LoversLab UAP: (UAP) Ultimate AAF Patch - Framework & Resources - LoversLab Indarello's Patch: Patch for animations (Squirt/Cum Effects, cum overlays, stages, fixes) - Sex Effects - LoversLab
GrimGrim31 Posted May 4, 2021 Author Posted May 4, 2021 Progress on the mod has slowed down lately. I worked on the HuCow serum syringe ammunition and tested it in game. Getting the effects that I want also involves creating a main quest with dialogue and a script attached. The serum syringe has its own script that makes the changes to each actor hit. So far, the syringe works very well. It is almost too good because it takes human enemies out of combat with one shot and it is game breaking when you are playing the game to complete quests. It changes human enemies which means they won't give you items or dialogue that you may need to complete quests. To remedy this issue, I will probably tweak the serum syringes so that they won't affect Essential actors or special characters but I have to let it work on Protected actors in order to affect Settlers. That will break radiant quests where you have to speak to a Settler to finish a quest. I also need to weaken the serum so you are not taking Legendary enemies out by the handful. Other issues to solve are listed below: Knockdown anim for the actors hit by the serum. I want the actor to be knocked down and unable to stand until the player allows it. I tried using the anim EssentialDown.hkt and it was great at knocking down the actor and keeping them down but they would never get back up. So I turned that anim into an idle and tried to use the script function setrestrained() to keep the actor down but so far the actor completes the idle and then stands up and moves around. I will try a few other ideas and if they don't pan out, I will ask for help on Nexus. Cloned actors are not wearing the right clothes. The serum works by creating a clone of the actor hit by the syringe and then removing the original actor. There are two reasons to create a clone. First, it avoids aggro issues and second, it allows the new HuCow to have a WorkshopNPC script attached which is essential for assigning that actor to a settlement. I looked at cloning and equipment swap scripts written by EgoBallistic for the AAF mod and by ignoto_virum for the Just Business mod. My adjusted cloning script works. I get perfectly good clones with all of the equipment of the original actor, who are whisked away to a quiet dark room and killed (as is usual for mods that create lasting clones of actors unlike AAF which creates a temporary doppleganger). The problem is that the clones are not wearing all of their armor/clothing. I am not sure where my script goes wrong because AAF seems to do a good job of reclothing actors. I know there is an armor body slot precedence issue that may be the reason for half-naked actors but if AAF can work so can my script. I just have to figure it out. Dialogue. Creating the dialogue trees in the main quest for the mod has been challenging. I have watched a few of Kinggath's tutorials and created several scenes so far. Unfortunately, I still have to get the dialogue to work. The conditions are set but I still have to finish something in the dialogue so that it functions. I am not sure if I need to add voice files or something else like the right actor voices. I will go back through the tutorials and compare my dialogue to other mods to see what I am missing. The scenes are not very complicated. I just want the player to talk to NPCs injected by the serum and have options to leave them, allow the NPC to stand, or move forward to other dialogue to put restraints on the NPC and/or tattoo them. Once the NPC is standing, the player will have dialogue to tell the NPC to follow them, to trade with them, etc. I set up a follower package in the Creation Kit and tested it. At one point, I had 14 NPCs following me. I also wrote all of the script fragments so that the dialogue options will trigger the right effects. Links in spoiler to Kinggath's dialogue tutorials on YouTube. Kinggath's dialogue tutorials: Bethesda Mod School: Dialogue 101 - Basics - Setting up a Custom Voiced NPC - YouTube Bethesda Mod School: Dialogue 102 - Generate Lip Sync Data Automatically - YouTube Bethesda Mod School: Dialogue 103 - Randomize and Condition Dialogue - YouTube Bethesda Mod School: Dialogue 104 - Basic Scenes and Player Dialogue - YouTube Bethesda Mod School: Quest Making 106/Dialogue 105: Using Dialogue in Quests - YouTube Bethesda Mod School: Dialogue 106: Simulating Deeper Dialogue Trees and Jumping Between Scenes - YouTube Bethesda Mod School: Dialogue 107: Speech Checks (Including Multiple in a row) - YouTube Bethesda Mod School: Dialogue 108: Multiple NPCs in Dialogue Scenes - YouTube Bethesda Mod School: Tools 102 - Reusing Dialogue with Voice File Reference Tool 2 - YouTube Bethesda Mod School: Creation Kit 109 - Convert NPCs to Recruitable Settlers - YouTube 1
GrimGrim31 Posted November 21, 2021 Author Posted November 21, 2021 (edited) Winter is back and so am I. As I began playing FO4 again, I found little annoying things that I wanted to fix so back to modding again. Only I had to relearn how to do a lot of it. Fortunately this thread and my written notes helped a lot. Since keeping a record is useful for me, I will add some notes of recent changes even though they are very basic. 1) Added a second version of the Player HuCow Chip that does not make the player bald. This was simply a copy of the first chip with the equip slot changed from hair to eyes. I already used that method for the two versions of the NPC HuCow Chip so it was quick and easy to add one for the player. 2) Created a leaf bed for HuCows to sleep on outside. I already disabled the happiness penalty for sleeping outside and I already had a small rug sleeping mat for HuCows to sleep on but I wanted a leaf bed because it looks more natural and fits in with any type of soil and vegetation. The rug sleeping mat was textured to look like dirt with small rocks which did not always match the ground in many of the settlements. The leaf bed was just a copy of the rug that used a copy of one of the leafpile NIFs from data/meshes/landscape/forest. I had to use NifSkope to add collision (copied from the small rug) to the leaf pile so that it would function correctly in settlement build mode. Spoiler 3) Used GIMP to take six of my favorite tattoos for HuCows and merge them into one combined tattoo. Edited my .json and _en.txt files for my Vault-Tec tattoos and created a new BGEM using Material Editor and put the new tattoo .dds file into data/textures/overlays/GrimGrim31. This took longer than projects 1) and 2) because I had forgotten where my .json, _en.txt, and .dds files were stored in the FO4 game data folder. Just so that I remember the next time: the .json file is in data/F4SE/plugins/F4EE/overlays/Vaulttecexp134tattoos.esp the _en.txt file is in data/interface/translations the .dds file is in data/textures/overlays/GrimGrim31 the .bgem file is in data/materials/overlays/GrimGrim31 4) Used Outfit Studio to redo the malebody.NIF that I created before so that the male pubes would stop rising in a bayonet point under the penis during an erection. I just added the three pubic meshes to a new BodyTalk2 Swimmer body and exported it as a new malebody.NIF in data/meshes/actors/characters/characterassets Spoiler Edited December 27, 2021 by GrimGrim31 3
GrimGrim31 Posted December 10, 2021 Author Posted December 10, 2021 (edited) I am getting slow at posting updates but I have been quite busy trying things in the game. I started a new game with only one settlement to use as my "Experimental Station 134". I have mostly been working on scripts for my syringes, implant chips, as well as some holotapes for one of the NPCs (Doctor Moreau). I also added three animation mats and a modified version of the wooden horse from the Torture Devices mod to use as a temporary milking station. 1) Syringer Rifle Body Morph Syringes. The syringer rifle currently has three syringes that modify BodyGen morphs for any female actor hit by one of the syringes. Bodygen morphs are unique for male and female actors but it is possible to have the syringes work on both genders by simply writing the different conditions and morph settings into the script for each syringe. So far, I have only included the morphs for females. The three syringes basically are a Zero body like the standard game settings body type. If you make all of the sliders zero in LooksMenu, you get the skinniest body shown in the image above. The middle body type is my standard HuCow body syringe. It varies a bit from actor to actor depending on where their body type is set in the body triangle in the Looks Menu. The extreme body (biggest one) in the pic above is my third syringe but it was an experiment and I am going to significantly change that body type. The source (.PSC) script for BodyGen lists the scripting commands and explains what they do so it is a good place to start if you want to script body morph changes. I was a bit puzzled at first using the SetMorph function because I thought it would simply set the value (slider number) for each morph to the value that I wrote into the script, but in practice this did not happen consistently. The syringes worked better after I added a line with the RemoveAllMorphs function first before setting the morphs that I wanted. The downside is that RemoveAllMorphs will also remove any morphs added by other mods in game such as morphs from sex and pregnancy. I am not sure yet if there is a better way. The Zerobody syringe is just one that uses the RemoveMorphsByKeyword function to remove all morphs added by my syringes (one uses a HuCow keyword and the other uses an ExtremeBody keyword). This reverts the actor body back to the default (whatever you have set using BodySlide) and does not affect morphs added by other mods in game. I have not decided yet whether to add more body types but at least I know how to do it now. 2) Three Animation Mats. I wanted to add some darker elements to the mod for people that like that direction so I added three animation mats suitable for using around a table with a body or injured actor. In the photo above you can see one actor using the Butcher animation and one using the Pen and Clipboard animation. I also created a mat for the Syringe animation. These are all buildable in Workshop Mode like the animations mats in many other mods. I am trying to make the actors only stay in the animations for a few hours a day but even though I changed the work setting in the properties to normal work hours, the actors are not yet consistently leaving the mats in the evening. It may function correctly in a new game or after loading a clean save but I have not tried this yet. I am thinking about making a modified version of the table with a body already on it in the correct position or maybe as an assignable resource object for a living actor. Right now, I just built the table and put a dead Just Business slave on top of it. As a result, the body moves around a lot as actors bump the table or whenever I fast travel to the settlement. 3) Five Holotapes with Doctor Moreau's logs of the experiment. I wanted to add holotapes with project records by Doctor Moreau just to provide some background information. I will probably include them in his inventory in the mod so that players can pickpocket them. Making Terminal holotapes (no audio just text on screen) is easy in the Creation Kit. You just have to remember that each holotape is really two forms, an Item Holotape (see subcategory Holotape under Items) and a Terminal Item (see subcategory Terminal under World Objects. The Holotape is connected to the text information using the Data dropdown menu shown in the image above. The Holotape form is the one that you use in game. I may add more holotapes later. It isn't very difficult. It is more challenging to keep them from getting knocked off the table but the OCDecorator mod fixed that for me. 4) Updating my implant chip scripts. I made a few changes to add keywords to HuCow actors, make them killable by NPC enemies (not protected or essential), make them cowardly so they run from all combat, and add some HuCow meat to their inventory (another dark dark element for those that like it). I also figured out how to dry HuCow meat on the CHEF drying racks but that will not be part of my mod because it requires changing the CHEF mod and I do not want to make any changes to other mods other than for my own playthroughs. Everything that dries on those racks ends up as a one-kind-fits-all meat jerky item anyway. If you want a simple fix, just use a naming mod to change the name of the drying meat while it is hanging on the rack. I use the Rename Anything mod and it works fine for me. What's Next? I have started on the main quest, particularly the aliases for it. I probably need to simply my original plan in order to get the quest rolling along. I am also considering what packages to build and which ones to adapt from the large existing library of packages. Whenever possible, I prefer to use something that already exists instead of adding more memory hogging scripts and items to the mod. Questions, comments, ideas? Feel free to post them. Edited December 10, 2021 by GrimGrim31 3
GrimGrim31 Posted December 15, 2021 Author Posted December 15, 2021 (edited) I decided to go back and finish an old project that had always frustrated me in the past. I wanted to use the Nuka World Thirst Zapper as a Super Soaker to clean cum overlays off of my NPCs. I use the Wash Out That Cum (WOTC) mod to clean up my player character and it works great with CWSS' bathroom fixtures and also when swimming. However, the WOTC mod's clean up features for NPCs did not always work and was a pain in the ass to use (the WOTC letters that you are supposed to give to NPCs, for example). So I wanted to simply squirt the NPCs with water until they were clean. In the past, I did not have enough knowledge to make the Zapper work as a cum overlay cleaner. I spent a lot of time reading through WOTC's scripts, and many scripts from overlay mods and Crazy's Crazy Gun scripts. After I gave up and moved to making my own overlays and learning how to use Bodygen with scripts as well as making magic effects work with the Syringer Gun, I finally had enough knowledge to make the Thirst Zapper function as I wished. I used part of Megaururu's script for cleaning NPCs as well as his string of cum overlays (much easier to copy/paste than to type in 72 overlay names). I used Crazy's methodology for the weapon. He used an Enchantment on the weapon, a Spell that cast the Magic Effect that used the cleaning script, and two Magic Effects: one that simply called the casting spell and the other that activated the cleaning script. Unfortunately, Crazy's method did not work for me. While the script functioned perfectly when I used it in a Syringe, it did not activate when I used the Thirst Zapper. The script finally worked when I used the Enchantment on the Thirst Zapper's water explosion. This meant removing the existing stagger Enchantment, but I did not miss it. Now my NPC's can be cleaned of any lingering cum overlays (which sometimes stay forever in spite of setting AAF so that the overlays disappear after a certain amount of time). Edited December 15, 2021 by GrimGrim31 2
GrimGrim31 Posted December 15, 2021 Author Posted December 15, 2021 (edited) Today's project was making a table that NPCs will lie down on. I had been using a Vault table and simply placed a dead body on top of it. This worked OK but the body kept sliding around every time I came back to the settlement. I took a look through existing game assets and remembered that there was a patient lying down in the Far Harbor DLC. A quick review revealed an animfurn called DLC03AnimFurnDeathBedFever and a bed, DLC03_SickInBed. This was a good start but I wanted to use the table. I made a copy of the Vault table for my mod .esp and added the keywords for the animfurn, actor scaling, workshop work object, animfacearchetype, and FurnitureCantWait to hopefully speed up the actor's use of the table when assigned to it. I modified the interaction point for the table so that the actor would be higher in the animation to match the height of the table. Then I added the PrisonerShackles script and used it to restrain the actor and make them stay on the table 24 hours a day. It is all a simple mashup of existing assets. There are a lot of nice things already in the game and other mods and it is fun to find a new way to use them. It should be possible to use the same animfurn on a different bed or a gurney but that is not a project that I feel like pursuing now. Edited December 15, 2021 by GrimGrim31 3
MrNicoras Posted December 15, 2021 Posted December 15, 2021 Thanks for the updates. I'm very curious to see where this project goes. 2
Farsh-nuke Posted December 15, 2021 Posted December 15, 2021 5 minutes ago, MrNicoras said: Thanks for the updates. I'm very curious to see where this project goes. Same, especially since in the time since he first started posting about it I've begun writing my own take on the hucow idea
GrimGrim31 Posted December 27, 2021 Author Posted December 27, 2021 (edited) It is almost two weeks since my last update. I have been busy but spent my modding time trying new things instead of updating here. Now, I think I should make a hasty record of what I have been working on and which projects are still in progress. I need a bit more organization and prioritization. One of the first things that I did was to figure out a way to use the Crawl on all Fours animation for Fallout 4 mod that was recently added here on LoversLab.. It is intended for the Player and any companions but it is possible to apply it to other NPCs. I decided to apply it to HuCows that are assigned to settlements. The methodology is basic. Create a package that uses the Always Sneak Flag. Add the package to a RefCollectionAlias and then find a way to add actors to that Reference Collection. They will only use the package until you exit the current game. When you load the game to play again, the actors will no longer be following any packages assigned in the previous game. I think that I can change this using an OnLoad Event but that is a future project. EDIT: It turns out that the actors will continue to use the package each time I reloaded the game. That is good news. Spoiler You may have noticed the green objective flags hovering above the heads of the HuCows in my screenshot. I spent a lot of time reading through all of the files from ignotum_virum's mod Just Business learning how the mod author manipulated actors and quests. One of his mod features that I am incorporating in my mod is the tracking of NPCs. His mod does it for slaves while mine does it for the HuCows. It turned out to be fairly simple to make them trackable. The quest has a RefCollectionAlias for all HuCows in the game. The RefCollectionAlias has the box checked for Quest Object. The Quest Objectives tab has an Objectives Index number so that I can turn the tracking on and off using the index. Next, I set up an MCM for my mod that has the option to turn tracking on or off. This is done in a config.json file (as are all MCMs) in the Fallout 4 Data/MCM/Config folder. The .json points to an MCM quest in my mod .esp that has a script that activates the main quest objective index using the script function SetObjectiveDisplayed pointing to the index number that I used. Then you just go into your Pipboy in the game and activate the tracking, just like you do for Just Business. That allows you to see flags for all of the actors in the RefCollectionAlias on your compass and on the PipBoy map. If you are close enough to see the actors in game, you will see the green objective flag hovering over their heads. Spoiler Using ignotum_vitrum's methodology for his Slave Control System holotape was a much bigger challenge. Creating the forms for the Terminals and the holotape were relatively easy since I had already made holotapes for my NPC, Doctor Moreau. There was a bit of learning about how to create lists but the most important two new things to learn were tokens and script fragments. Tokens are generic text lines in the terminal that you expect to replace with specified text such as names, values, work roles, etc. You enter them in the terminal's item text and the generic text lines will display in game until you replace them with specific text using scripts or script fragments. Screenshots are in the spoiler below. Spoiler You can set conditions on each index (line) of Item Text which would allow you to have text that can only be seen when quests are completed or any other event that might be identified by adding a new Keyword to the Player. But what I needed to do in this project was replace Token names with specific NPC names, settlement names, and values for the last time a HuCow was milked and how many times a HuCow was milked in the last 24 hours. So how do you replace the Token text with specific text? ignotum_vitrum used Message forms created in Creation Kit and then altered the text for each Message form using script functions. Then a script would replace the Token text with the newly updated Message forms. The script was attached to a quest that exists just for the Human Cow Control System. Examples of the Message forms and the script are in the spoiler below. Spoiler The Message forms are Strings so you have to convert any other variable type into a String before you use the SetName function to change the Message form to your new desired String of text. It is fairly easy in a script to cast a different variable type such as an Integer or Float as a String. For names of NPCs, you have to use the GetDisplayName function and use it on the NPC's actor/object reference. Once you have your new Message, you use the AddTextReplacementData function to replace the Token with your new Message. If you look at my script in the spoiler, you can see where I used the script function baseTerminal.AddTextReplacementData("HuCowName", _HuCowName). This replaces the Token "HuCowName" with my new Message, _HuCowName, on the terminal that is displaying the holotape that has my script attached to it. If you have multiple instances of the Token, it would replace all of them. So for a list of names, each Token has a unique number and each replacement Message also has a corresponding number, to make it easy to keep track of them. Getting more comfortable with Script Fragments was the other big challenge of the last two weeks. When I first started modding, I had no idea what a script fragment was and I mistakenly thought they were just short scripts. I even created my own small scripts with all of the green Fragment lines and named the script files using the Fragment naming convention. I still have to go back and redo those before I finish this mod project but for now the shame remains. I finally learned that fragments are created automatically in Creation Kit when you use the Papyrus Fragment editors that exist for many forms including Terminals, Perks, Dialogue, Quests, and Packages. You can compile them quickly using the Papyrus Fragment editor and if you have set up your source and script folders correctly, the .psc and .pex files will automatically populate in the correct folders. The Papyrus Fragment editor uses the same functions and events that you use in normal scripts. It can be a bit trickier than a normal script to set up properties. Many people recommend starting your fragment by just typing in a simple command and then compiling the fragment. Then you hit OK until you can save your .esp so that the new script fragment is saved. Then go back in to the Papyrus Fragment editor to the Advanced tab and use the Edit Script button. That should open up your script fragment and you can then add any properties. But unlike normal scripts, add the properties at the bottom of the fragment below the line that says, ";END FRAGMENT CODE - Do not edit anything between this and the begin comment". See in next spoiler for my fragment example. Spoiler You may be asking yourself, why not just finish the whole fragment before saving it? The nutty thing about fragments is that you cannot add a property to them until you have saved them but, perversely, if a fragment requires a property, you are unable to compile it and save it. So that is why you make a simple one line non-property fragment to save so that you can go back in and finish the whole script including the properties. Remember to fill your properties once you have finished the script and saved it. There is a Properties button right there on the Papyrus Fragment editor. You will often need to reference script names in fragments to call functions from those scripts. Make sure you type those script names exactly as they are in your files. You may also need to cast to scripts but that is a conversation for another day. Many thanks to egoballistic, spicy_doritos, and especially to Niston for their help with my questions about mod things over the last two weeks. The journey continues, in much part, because of their answers. Also grateful to ignotum_vitrum for his mod, Just Business, which has taught me a lot. Until the next update, dona nobis pacem... Edited March 3, 2022 by GrimGrim31 2
GrimGrim31 Posted March 3, 2022 Author Posted March 3, 2022 (edited) Yeeesh! It has been a long time since my last entry here. The bad news is that I am not going to remember all of the new things that I have added since then. The good news is that I have pretty much been working non-stop on my mod in 2022. I just have not paused to document any of that work here in this blog. I had some challenges when I changed my Mod Manager from Vortex to MO2 and it took a while to get used to how to edit scripts when they are stored by MO2. My main esp also got corrupted so I had to use a backup which meant a lot of things were lost and had to be recreated. All of it is restored now so I am plodding ahead again. While I cannot cover everything that I have worked on in 2022, I will try to add as much as I can over time. I am still working on the quests and their dialogue but my main effort lately has been the travel and sandbox packages for Doctor Moreau and his small band of Vault-Tec wannabes as they travel across the Commonwealth looking for a way to reverse the HuCow serum. At this point, some of you are asking why would you want to reverse it? Well, have no fear, the mod will allow you to use the serum to your heart's content on NPCs and the player character but also allow you to cure anyone afflicted/(blessed?) by the serum. I placed Doctor Moreau's group in the Commonwealth and their travel packages are working. I also figured out their default outfits and starting gear. They still need dialogue. I have also created copies of a lot of vanilla furniture and workbenches with conditions added to them so that HuCows cannot use them. The player is also unable to use them (even if the player is not a hucow). These are useful for replacing items at settlements that you don't want your HuCows to use. I did the same thing for a lot of the vanilla game invisible markers so your hucows will not be repairing Sanctuary or leaning up against walls. For further immersion, I created an alternate version of the deer fence gate that hucows and Dogmeat cannot open. The player character is also unable to open it if the PC is a hucow. Most recently, I learned from Snapdragon how to capture video using the Avidemux video editor. Nebuchadnezzer2 gave me a link to the free software on FossHub, a site that didn't try to add a lot of other software or give me a bunch of registration requirements. So I can add a few video clips here from time to time to better show what I am up to. Spoiler Download Avidemux latest release (fosshub.com) Snapdragon and Bugler55 also helped me to trigger facial morphs. I wanted the PC and NPCs to open their mouths whenever they moo. There are several occasions in the mod when this occurs. I had the sounds working fine but the actors were not opening their mouths so I wanted to fix that. Using AAF and MFGmorphs, I finally achieved the effect I wanted. Fallout4 2022-02-27 mooface_edit.mp4 I also used AAF in the mod so that HuCow bulls in settlements will sometimes get horny and find female HuCows to mate. It's random and not frequent but it does happen. The anims selected always have the Doggystyle tag. I may expand this so that settlers identified as HuCow farmers will also have random sex with the female HuCows but I have not decided whether or not to do that. It is possible that the bulls will select the PC for sex, if the PC is a hucow. That came as a bit of shock when I was in settlement build mode. Hotkeys have also gotten a lot of attention lately. I have keys to use the KneelSit idle, to end idles, to poop (yes, that is a feature albeit one that I had some misgivings about), to moo, and to give blowjobs (long story but added because I have a cum addiction for the PC added by another mod). These Hotkey actions along with the crawl on all fours sneak and the ability of the PC to graze on flora in the Commonwealth really allow the PC to just function as a HuCow whenever you take a break from saving the Commonwealth. I think it is a sufficient range of animalistic behaviors at this point but let me know if you have other ideas about it. I am also adding invisible markers to every settlement so that HuCows stationed there will roam and graze. This takes some time to get the markers at the correct Z position so that the actors are not hovering above ground level. I have to add some HuCows to each new settlement to verify that each marker is correctly positioned. It is an excruciatingly slow process but worth it. I hate having the HuCows just crowd around the feed and water troughs in a settlement or just stand around. HuCow milking is still a problem. I created a work station to allow you to assign settlers to take care of the HuCows. Once assigned, they are supposed to milk them, organize the new bottles of milk, and sell the bottles for caps whenever a settlement has a large quantity of milk. Sometimes this works as intended and sometimes it doesn't. I have to troubleshoot the scripts to find out why it breaks down. The workers also refill the HuCow feed troughs in the settlement because HuCows eat a lot! The medical examination table is almost perfect. It allows you to assign an NPC and then do things to them. You can open their inventory, strip them, use LooksMenu (useful for applying tattoos), give them an ear tag, equip the Vault-Tec restraint set, shave their heads, inject them with HuCow serum, cure them, and/or slaughter them. The main issue yet to solve is why the travel package is not working consistently so that assigned settlers move to the table and lie down. I created a workaround for now so that you can assign a settler and then click on the table and select an option to immediately bring the settler to the table. You might have to do it a few times to get the settler restrained but it works. Well, back to modding. I will try to update this blog more frequently in future. Edited March 3, 2022 by GrimGrim31 2
GrimGrim31 Posted March 16, 2022 Author Posted March 16, 2022 (edited) It's been 13 days since the last update and I spent most of that time working on the quest that is part of my mod. I was able to get every stage working with dialogue, triggers, objective and stage changes, etc. All of the dialogue is silent, of course, using the Silent Voice Generator by Enter_77 that is hosted on Nexus to generate FUZ files for the actor voices so their lips move during dialogue. Spoiler Silent Voice Generator at Fallout 4 Nexus - Mods and community (nexusmods.com) Getting the dialogue to work was one of the biggest hurdles because I seem to have missed learning a simple but vital step: actors need a greeting to start the dialogue scenes. You have to set the appropriate conditions to make sure that specific greeting only happens when you want it to, but then the quest scene will start and the dialogue flows... For the longest time, until I figured out that simple step, all I could get to work were one line greetings by actors when my PC got close enough to them. So having unlocked working dialogue, I spent a lot of time creating it for my mod quest and learning through trial and error how to set the right conditions, connect scenes together, and use packages in the scenes. I learned, painfully, that dialogue lines need to be less than 120 characters. The CK will accept 149 characters but lines that long tend to have issues with silent voices and the actors walk away before saying their full line. I also learned other simple but critical tasks to use trigger boxes on the map to make things happen and I did a bit of set decorating in a few map locations to add a bit more flavor to the quest. I didn't add much and it is mostly at locations that most other mods don't use (nothing new added at the FPS drop locations in the Sanctuary settlement triangle or in Boston, for example). I am referring to quest objects since I have added HuCow idle markers at a lot of settlements so that settlers that are HuCows will actually do something besides stand around. I figured out how to reward the PC at the end of the quest with XP and caps and learned how to make the screen fade to black and then return to normal. The XP dump is the easiest. Just set it on the opening page (Quest Data tab) of the Quest and pick what level of XP to award. The drop down menu lists a lot of crap but just scroll down to XP entries (hint: they all start with "XP"). The caps payoff is just a function line in the Quest Stage fragment. I already have the MiscObject Caps001 in my main quest script properties so the function line was just " Game.GetPlayer().AddItem(HuCowMainQuest.Caps001, 1000)" to give the player one thousand caps. Just make sure your fragment has a property for either the MiscObject Caps 0001 or a property for the quest script that has a property for the caps. And don't forget to fill the properties for the fragment (and the quest script). The screen fade to black is covered in the Creation Kit Wiki. The function is named FadeOutGame. Spoiler FadeOutGame - Game - Creation Kit Now it is time to figure out what still has to be done to get this mod completed. 1) I have to finish a lot of dialogue for the NPC that can travel with the PC on the quest. 2) I have to figure out why the ActorRefs are not getting added to factions while they are in the ReferenceAliases. The factions are included on the ReferenceAlias so this is a puzzle. 3) I have to solve the name changing of five actors. SetName works in some instances but not others. These are unique actors so changing the ActorBase name in game is not an issue. 4) I have to figure out what enemies to add to the quest locations. I left them out during earlier development so I could test all of the quest stages without having big fights at each location. 5) I want to work out what the NPCs do after the quest is over. I don't want them to simply vanish. I will probably add the option to recruit them as settlers while also allowing them to return to their original home and exist there for the rest of the game. 6) I have to figure out the milking functions where settlers do the milking instead of the player having to go around and take care of every NPC HuCow. The function is not working as intended but will take a while to troubleshoot so I have ignored it so that I could make more progress with the rest of the mod. 7) Decide whether to include random sex between the settlers and any HuCows assigned to that settlement. It seems a bit cringe but this is LL so probably not a problem for 90% of you. On the other hand, there are other mods that allow you to generate random NPC sex so the only advantages of including it in this mod is maybe some relevant pre/post coital dialogue and the limitation of the sex animation scenes to those more likely for human/HuCow sex. I could also include a scene where a female settler has to deal with a randy bull with several different outcomes. ? Decide whether to add features from some of my personal playthough ESPs to this mod. I use hunger, thirst, fatigue, and a cum addiction (might change it to oral sex addiction) for my PC. A lot of the immersive character for the PC as a HuCow comes from needing to satisfy those cravings/needs. The HuCow PC's immunity to radiation is also a lot more powerful ability when you have to forage in the wasteland. I also have an ESP for my personal playthroughs that adds a lot of dialogue for NPCs to react/comment on the PC as a HuCow (and/or as a slave). Right now, none of that dialogue is in the HuCow mod and I will have to decide whether to include any of it. I suppose I can build the FOMOD to pass the decision off to you so you can include/exclude those additional features. I have lost track of how many months I have spent learning to mod. Six? It has gotten a lot easier since the first baby steps and I see more things that I want to learn. I guess I will have to leave some of those new things for the next mod so that I can finally get this one across the finish line. Spoiler Just a note to remind myself later. Started learning in mid-March 2021. Stopped in May. Started again in November of 2021. So roughly seven months spent learning how to make a mod. I have no idea how many hours. If it takes 10,000 hours to be an expert, I probably will have to create mods for three more years at the same pace I am running at now. Edited March 20, 2022 by GrimGrim31 3
GrimGrim31 Posted March 20, 2022 Author Posted March 20, 2022 Just a quick update to keep notes for myself as I try to finish this mod. Of the 8 items still on my task list: Items 3, 4, and 5 are completed. Item 2 is a problem with Alias Keywords as well as the factions. My workaround will be to add the factions and keywords in scripts to ensure the ActorRefs get them. Tomorrow's work will probably be completely focused on item 1 so that I can complete the dialogue, generate the FUZ files for all of it, and then organize it in the appropriate voice folders. 1) I have to finish a lot of dialogue for the NPC that can travel with the PC on the quest. 2) I have to figure out why the ActorRefs are not getting added to factions while they are in the ReferenceAliases. The factions are included on the ReferenceAlias so this is a puzzle. 3) I have to solve the name changing of five actors. SetName works in some instances but not others. These are unique actors so changing the ActorBase name in game is not an issue. 4) I have to figure out what enemies to add to the quest locations. I left them out during earlier development so I could test all of the quest stages without having big fights at each location. 5) I want to work out what the NPCs do after the quest is over. I don't want them to simply vanish. I will probably add the option to recruit them as settlers while also allowing them to return to their original home and exist there for the rest of the game. 6) I have to figure out the milking functions where settlers do the milking instead of the player having to go around and take care of every NPC HuCow. The function is not working as intended but will take a while to troubleshoot so I have ignored it so that I could make more progress with the rest of the mod. 7) Decide whether to include random sex between the settlers and any HuCows assigned to that settlement. It seems a bit cringe but this is LL so probably not a problem for 90% of you. On the other hand, there are other mods that allow you to generate random NPC sex so the only advantages of including it in this mod is maybe some relevant pre/post coital dialogue and the limitation of the sex animation scenes to those more likely for human/HuCow sex. I could also include a scene where a female settler has to deal with a randy bull with several different outcomes. ? Decide whether to add features from some of my personal playthough ESPs to this mod. I use hunger, thirst, fatigue, and a cum addiction (might change it to oral sex addiction) for my PC. A lot of the immersive character for the PC as a HuCow comes from needing to satisfy those cravings/needs. The HuCow PC's immunity to radiation is also a lot more powerful ability when you have to forage in the wasteland. I also have an ESP for my personal playthroughs that adds a lot of dialogue for NPCs to react/comment on the PC as a HuCow (and/or as a slave). Right now, none of that dialogue is in the HuCow mod and I will have to decide whether to include any of it. I suppose I can build the FOMOD to pass the decision off to you so you can include/exclude those additional features. 2
GrimGrim31 Posted April 10, 2022 Author Posted April 10, 2022 (edited) I have let time slip away again without updating this blog and it is late so this is a short record that will serve as a placeholder until I have time to expand it. I have mostly finished the quest for my Human Cattle mod. It needs a bit more dialogue for one character and that will finish the quest part. I still have not revisited the milking functions. Most of my time recently was spent producing a mod called More Ways of Washing to give players more ways to wash cum overlays off of their player character as well as NPCs. I'll put the link to the mod in a spoiler in case someone hasn't seen it yet. Spoiler While work on this mod diverted my attention from the Human Cattle mod, it taught me a lot of new things that I will document here in case you or I need that knowledge for other mods down the line. The biggest new lessons were learning to create an ESL-flagged ESP and working more with the Mod Configuration Menu (MCM). ESL-Flagged ESP: There are probably more than one way to create one, but I used FO4 Edit. It is really just three steps once you have FO4 Edit loaded. WARNING: Not every ESP is suitable for conversion into an ESL-Flagged ESP, which is a plugin that doesn't take up a plugin slot. If a plugin makes worldspace edits, do not convert it to an ESL-Flagged ESP. It will cause a CTD when you use that plugin in game. ESPs that don't add, move, or delete objects in the worldspace AND are small file sizes are good candidates for conversion. You can Google ESL-Flagged ESPs to learn more. I am just letting you know to proceed with caution. 1. Right click on the mod that you want to turn into an ESL-Flagged ESP. In the popup menu, choose the option to Compact FormIDs for ESL. In the Warning popup, choose Yes, I'm Absolutely Sure. 2. Click the + sign on the left of your mod in FO4 Edit to expand the list of contents of your mod. Click on the File Header immediately below the name of your mod. Look in the FO4 Edit window on the right side and make sure the tab at the bottom is the View tab. Look in the section under Record Header for the empty column to the right of Record Flags and right click on that empty box. In the popup, choose Edit. In the Warning popup, choose Yes, I'm Absolutely Sure. Go down the list of check boxes to ESL and check the box for it. Then click OK and exit. 3. Close out of FO4 Edit and make sure you choose the options to save the changes to your mod. Now your ESP is an ESL-Flagged ESP. It no longer takes up a plug-in space. You can still view it in FO4 Edit and Edit it in the Creation Kit. However, the FormIDs have changed for your ESP and you may need to make sure that any files that reference FormIDs by number (such as scripts that use Game. GetFormFromFile, MCM jsons, etc.) use the new FormIDs. Most of your scripts and everything internal to the ESP will adapt automatically to the changes (thank goodness!) Mod Configuration Menu (MCM): I created an MCM for the Human Cattle mod and it was fairly easy. However, I didn't know about Neanka's Wiki (link in the spoiler) for MCM then. It makes things a whole lot easier. For the More Ways of Washing mod, I needed the MCM to allow the player to create a custom hotkey and switch a rain showering capability on and off. Setting these up for the washing mod was a lot more difficult than the MCM for Human Cattle. Files/Folders need for an MCM: Your mod will need an MCM folder to hold all of the files that will go in the game's Data/MCM folder. Your MCM folder will have two subfolders: one labelled Config and the other named Settings. The Config folder will hold a folder with your mod name (make it a short, easily remembered name because you will use it for lots of things for the MCM). Inside this folder are three files: a config.json, a keybinds.json (if you use custom hotkeys), and a settings.ini (if you want MCM variables to be read and stored via an ini). Neanka's Wiki has a nice page that discusses setting types, storage, and persistence. The Settings folder is empty but will get an ini file created with your mod name when you run the mod in game. That ini will hold the changing values of your variables that you defined in your settings.ini file. NOTE: If you use MO2, you will find that temporary ini file showing up in an MCM folder in your Overwrite folder along with a Keybinds.json file that holds all of the custom hotkeys that you have created in game. If you don't use MO2, those temporary files are probably showing up in the MCM folder in your Data folder. Your config.json will hold information about your mod and all of the menu information that will format and control your mod's MCM options. Neanka's wiki does a good job of summarizing the options for an MCM so I won't reiterate it here. What the wiki doesn't spell out so well is that your ids used in the config.json correspond with their declarations in your settings.ini and also need the header name that the variable is grouped under in the settings.ini. Your scripts can also reference those variables using commands detailed in Neanka's wiki. Just remember that that variable names also need the header included. An example was my boolean variable for my switcher in the MCM. I named it bAllowShowerPrompt and used the expression bAllowShowerPrompt=1 to set its value as True. This variable was grouped under a header named [Global] in the settings.ini so the variable name that I had to use in my config.json and in my Papyrus script was bAllowShowerPrompt:Global. If you don't include that header name, your controls will not work correctly in the MCM and the value of the variable will not change and will not be saved. Spoiler Home · Neanka/MCM_0.1_AS3 Wiki · GitHub OK, that's my quick update. There are other things that I learned that I will cover in another post so that I can remember them later and you can use any useful bits for yourself. Have a great day (or night)! Edited April 10, 2022 by GrimGrim31 3
GrimGrim31 Posted September 11, 2022 Author Posted September 11, 2022 (edited) It is Fall again so I am back to modding. I am finishing up an update to More Ways of Washing (MWoW) but have already started more work on the Human Cattle mod. Last spring I had finished the Doctor Moreau quest so now I want to focus on creating ten to twenty smaller events with assorted NPCs. Ideally, the mod would allow players to experience several different modes: play as a HuCow, create your own HuCow farm or several of them at any of the settlement locations, or just play the Doctor Moreau quest and then ignore HuCows altogether afterwards. You can also just blend all three modes as they are not mutually exclusive. You could be a HuCow at one of your farms or solve the Doctor Moreau quest while playing as one. I am trying not to limit the mod to a particular settlement or storyline. The first thing to do is finish fixing my HuCow farmers so they do their jobs correctly. Then I want to deconflict the Just Business mod because it is a problem when NPCs are Just Business slaves and HuCows at the same time. But I get distracted easily when modding so I already wrote a small repeating quest where an NPC has a fetish about becoming a HuCow and asks you about it. How it ends is up to you but you could go as far as making the NPC a new HuCow or leave them as a fetishist that just acts like a HuCow without really being one. It is a simple dialogue quest but adds a bit more to the overall mod. I also want to further develop the AAF sex act triggers beyond just the Bulls going on a mating spree when they're in the mood. Just not sure whether to make recurring small quests for this or just different random sex acts between a wider range of actors. I don't want to repeat the kind of random stuff that happens in AAF Autonomy or Sexual Harassment so this will take a bit of thinking. The final thought for this first blog update in a while is that I need to figure out the path forward to a beta of the mod. It would still be very rough but the assets and quests would be ready for initial play and feedback. This would mean a prioritization of fixing existing functions, adding the simple quests, and then hanging a beta version here on Lovers Lab. I haven't jotted down any notes on this path forward yet, but I thought I would ask if people prefer a beta or want to wait a long time for a fully polished mod. Edited September 11, 2022 by GrimGrim31 3
GrimGrim31 Posted September 27, 2022 Author Posted September 27, 2022 On 9/23/2022 at 5:02 AM, greg100 said: when can i download this mod? It's not even ready for beta yet. I am still writing the quests and working on the automatic farm workers. I have verified that the work table functions correctly after tweaking the walk package for it. Dialogue is coming along although I need to get the fetish dialogue to work correctly. I also want to learn how to create animobjects and add a few of them. Other modders are explaining how to do that so I hope to start work on them later this week. 3
GrimGrim31 Posted October 14, 2022 Author Posted October 14, 2022 Progress continues on the mod. I spent a few days cleaning up the work that I did on the Doctor Moreau quest because I have learned enough now to resolve a lot of the stuff that didn't work when I put the quest together back in January/February. I was able to deconflict a lot of packages to get NPCs to move where I wanted them when I wanted them to move so the HuCow work table is much improved. I also learned how to apply tattoos individually using AAF so several scripts got updated to add that capability. Dialogue improved in many places in the quest since I know how to use the SceneStayAtSelf package now and am much better at setting conditions in dialogue for the NPCs. I also improved the way that the player activates objects and comments on them. My old method was very inconsistent and the new method fires flawlessly. Another improvement was to allow hidden names of NPCs until the player actually learns their name in game. I dug into the base game quest for the Preston Garvey impersonator and learned how Bethesda hid/changed names and then copied their method. Lately, I have been working on tattoos again. Ulfberto showed me how to use Blender to see how well my 2D tattoos (created in Gimp) lay on a 3D body with full HuCow body morphs. It is a lot faster than adjusting them by going into the game repeatedly. I am still not 100% satisfied with the arm tattoos but they are good enough for a beta so I will get back to working on the new quests tomorrow. I will spend the next few weeks finishing the quests and then spend some time on AnimObjects and maybe Animations. If they prove to be too tough to get working, I will likely publish a beta release without them. I don't use many other mods so the beta should trigger new mod conflicts that we can deal with once we reach that bridge. 6
GrimGrim31 Posted October 16, 2022 Author Posted October 16, 2022 On 10/15/2022 at 6:56 AM, greg100 said: is it compatible with atomic beauty? Probably not compatible in the beta version unless I add an MCM setting so that you can turn off the mod's body morphs which use CBBE values. I need that MCM setting anyway since some players will want to use their own morph settings and not have them changed for HuCow NPCs by my mod. I have never used Atomic Beauty so I don't know of any other conflicts with it unless it has issues with AAF. This is an AAF mod.
greg100 Posted October 17, 2022 Posted October 17, 2022 10 hours ago, GrimGrim31 said: Probably not compatible in the beta version unless I add an MCM setting so that you can turn off the mod's body morphs which use CBBE values. I need that MCM setting anyway since some players will want to use their own morph settings and not have them changed for HuCow NPCs by my mod. I have never used Atomic Beauty so I don't know of any other conflicts with it unless it has issues with AAF. This is an AAF mod. Atomic beauty runs perfect with aaf
GrimGrim31 Posted October 18, 2022 Author Posted October 18, 2022 (edited) I went off on a tangent the last two days of work on the mod. I wanted to find a way to apply the whipped body tattoos from the mod Whipped & Branded. Using a slightly modified toy baton from the mod, Prisoner Shackles, I wrote a script function to apply the two whipped body tattoos randomly using AAF when the player hits a female NPC with the baton. It worked so well that I went around Sanctuary trying it out on every female NPC in sight. 30 NPCs later I wanted a way to remove the whipped body tattoos without using LooksMenu so I added a function to my HuCow treatment table so that you can heal a HuCow using a stimpak. That should have finished this little diversion, but I wanted a way to have the HuCow change position on the table so that it would be lying on its belly instead of lying on its back (which is the normal animfurn that I use for the table). I found an animation from BP70 that was suitable but I needed to work out how to get the actor to use it and then work out the precise positioning and angle for the actor. After a lot of trial and error, I finally got the consistent results that I wanted so I am going to cease work on this diversion and get back to working on new quests tomorrow. I suppose that I should figure out how you can heal the whip marks on non-HuCow NPCs, if you happened to hit one with the baton, but that's not my problem for the foreseeable future. If you decide to create that problem, you can fix it with LooksMenu. I would like to see a wider variety of whipped body tattoos so let me know if there are any out there besides the ones in the Whipped and Branded mod. Edited October 18, 2022 by GrimGrim31 Added photos 4
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