valcon767 Posted February 13 Posted February 13 umm i just have to mention (last game as i do not have one yet this game) i did find another use for supermutants i use Wasteland Dairy Framework/Wasteland Offspring and was able to assign supermutants (after they grew up) to work as guards, scavenger stations and farmers (not to mention they would get female settlers pregnant leading to more sm kids).
TheNewGal Posted February 27 Posted February 27 Hey so I decided to ignore this for my current playthrough and it kinda screwed me since everyone and their monther is wanting me to clear out colostrum cave. So far I've managed to just ignore it and fail the quest safely by just ignoring it but now it's a settlement quest I can't ignore. I need to uninstall this mod but either the debug option for safe uninstallation doesn't work right or the game is already too dead-set on this location and even uninstalling won't do anything anymore. What's the right way to uninstall the mod during a playthrough or is there a better way skip out on colostrum cave?
vaultbait Posted February 27 Author Posted February 27 43 minutes ago, TheNewGal said: Hey so I decided to ignore this for my current playthrough and it kinda screwed me since everyone and their monther is wanting me to clear out colostrum cave. So far I've managed to just ignore it and fail the quest safely by just ignoring it but now it's a settlement quest I can't ignore. I need to uninstall this mod but either the debug option for safe uninstallation doesn't work right or the game is already too dead-set on this location and even uninstalling won't do anything anymore. What's the right way to uninstall the mod during a playthrough or is there a better way skip out on colostrum cave? I think what you're saying is settlers are asking you to clear out the ghouls there, as a settlement or minutemen quest? I'd have to look up the quest IDs, but it should be possible to set the quest to completed or failed through the game console. The uninstall option is meant for running immediately before exittting the game and then deactivating or removing the plugin/mod. I don't know if it will end an in-progress settlement quest though (I'm assuming not without some extra work in the mod). I'll make a note to figure out and implement a config toggle for switching any of the mod's settlement quest locations off (and force-ending them if they're running).
TheNewGal Posted February 28 Posted February 28 I've gotten it as both but this time it was indeed a Minutemen quest. After some fishing I was able to finish it using the console but this was the 4th time I got sent there I think. I assume that the game already chose the location it wanted to send me beforehand so the uninstall option didn't help. Bit of feedback though idk if the debug button actually does anything since there's no feedback on the UI, A little message would be good
vaultbait Posted February 28 Author Posted February 28 7 minutes ago, TheNewGal said: Bit of feedback though idk if the debug button actually does anything since there's no feedback on the UI, A little message would be good Thanks! I'm surprised I missed that, but testing just now looks like I must have (or it's broken, possibly). I've made myself a note to make it work like Unhealthy Craving, where you get a pop-up messagebox that tells you to exit MCM and then a second messagebox letting you know it's safe to uninstall the mod.
vranina Posted February 28 Posted February 28 It happened to me, even twice. The Minutemen gave me a quest to kill the ghouls in the cave. What did I do? I unloaded myself so that I wouldn't be overloaded without a backpack, took off all my clothes, unmarked my weapon and climbed into the pit. Then, followed by my companion and the super mutants, I went in to the ghouls. I put on my armor, picked up my weapon and just killed the ghouls. Then I took off my clothes, unmarked my weapon and calmly left the cave.
vranina Posted February 28 Posted February 28 A video on the topic from me. It may seem strange to you, since I was trying not to include anything adult in the frame. Since YouTube is not sure that I am 18+, they treat me like a child.
shmungus Posted February 28 Posted February 28 On 2/12/2026 at 1:07 PM, vaultbait said: I mean, I do know of one other use for them in settlements... breeding your human female settlers to make yet still more super mutants. But it's a good point, I wonder if we can come up with some better way to reward the player for continuing to help expand the super mutant population in the Commonwealth. Maybe they should venture out more instead of all sticking around as "settlers" in a traditional sense. Would you lead raids like nuka-world on non allied settlements or even foes of the super mutant? (i.e. mainly BOS and raiders but also the other factions. A little funny subverting some BOS ladies into doing the thing they hate.) Or would it just be like talking to the mutants and telling them to go there for a bit? If of course you were planning on expanding the mod like that.
Olmech Posted March 1 Posted March 1 Typically when I play this mod...I try to complete it and get out as quickly as possible. but I got to thinking, wheres the fun in that? So I installed a mod to make West Everett a settlement. I dropped a salvage bot and a tidy bot down to collect resources. With all the junk in West Everett, you accumulate quite a lot of material quickly without really having to do anything but make babies. So then I built a small house with all the amenities of home including bathroom and workbenches. I became a slave through the Abduction mod and set the payback to freedom through sex very low. Never get free through sex. But I set it a little higher to gain freedom through combat and help quests. but as I found out...I die a lot doing that lol. It was then that I remember I had the CC Settlement Assault mod installed. So I built the attractors and bingo...raiders and gunners start showing up to donate gear through supermutant annihilation. I also have this other mod installed called Hunted Encounters that most of the time is an incredible annoyance as they show up at the most inopportune times. However, after level 40ish, you start having these Titans show up in really nice x-01 power armor. Have knockout Framework installed which allows you to remove power armor from downed NPCs. Thanks to Hammer rendering him unconscious, I have a set. Was able to build it up with junk and loot gathered in West Everett over next 8-9 days. I did take the creative liberty of spawning paint to make it green. Hammer seems to approve. Only have three fusion cores though. A lust crazed mutie showed up as I was fishing down at the river to get supplies for the road. Buffed his stats through console (he would live long outside West Everett without doing so. Named him Bazooka and he is kind of like a companion you didnt ask for but got anyway. He will follow you to the ends of the Earth and is basically invulnerable. So I am going to continue playing as a convert to mutantism. Great fun. Much more so than I trhought. 4
Leowulf Posted March 13 Posted March 13 I reinstalled, and all of the sudden, on the latest game version, this mod and Wasteland Dairy Framework play nicely together.
vaultbait Posted March 13 Author Posted March 13 4 minutes ago, Leowulf said: I reinstalled, and all of the sudden, on the latest game version, this mod and Wasteland Dairy Framework play nicely together. Interesting, I tried to stick to FPE functionality that FPER/WDF supports, though for users of that mod I did include some of the magazines in the lounge (those related to pregnancy, I think?). I wonder why it wasn't working for you before? Anyway, I've been successfully testing most of the features in MHK and my other mods with FO4 AE (.191) since December, but some of the optional dependencies take some work to get going (far fewer as the weeks advance) so let me know if anyone's hitting problems and I can try to help fill in the blanks in those areas.
Leowulf Posted March 15 Posted March 15 On 3/13/2026 at 7:01 PM, vaultbait said: Interesting, I tried to stick to FPE functionality that FPER/WDF supports, though for users of that mod I did include some of the magazines in the lounge (those related to pregnancy, I think?). I wonder why it wasn't working for you before? Anyway, I've been successfully testing most of the features in MHK and my other mods with FO4 AE (.191) since December, but some of the optional dependencies take some work to get going (far fewer as the weeks advance) so let me know if anyone's hitting problems and I can try to help fill in the blanks in those areas. I have to assume at this time that the issues I was having before were a vanilla bug related to the builds of the NG versions of Fallout 4 that have somehow been corrected in the AE build. After the checking that you and I both did, nothing else would make sense.
rilieAP Posted March 20 Posted March 20 (edited) Glad to see you're back and looking at continuing the work on this awesome mod. I was messing around with things and figured out how to make the behemoths from SMR work with Mommy-O I added MHK as a master to SMR, and then added the MHK_PheromoneFaction to the Behemoth_SuperMutantFaction that SMR adds. I went ahead and made a quick conflict resolution patch for it. Spoiler I did a quick test and they are not hostile when on Mommy-O, previously both were hostile (pic with Irradiated Behemoth from SMR). Spoiler Feel free to either add this as a download for others or mention it on the main page and link to this post. Once again, welcome back, can't wait to see what comes next!! MHK vs SMR CR.7z Edited March 20 by rilieAP 1
vaultbait Posted March 20 Author Posted March 20 27 minutes ago, rilieAP said: Glad to see you're back and looking at continuing the work on this awesome mod. I was messing around with things and figured out how to make the behemoths from SMR work with Mommy-O I added MHK as a master to SMR, and then added the MHK_PheromoneFaction to the Behemoth_SuperMutantFaction that SMR adds. I went ahead and made a quick conflict resolution patch for it. Reveal hidden contents I did a quick test and they are not hostile when on Mommy-O, previously both were hostile (pic with Irradiated Behemoth from SMR). Reveal hidden contents Feel free to either add this as a download for others or mention it on the main page and link to this post. Once again, welcome back, can't wait to see what comes next!! MHK vs SMR CR.7z 359 B · 0 downloads Good stuff! I need to test again whether the AE build of RobCo Patcher has fixed its faction handling, but if so I should be able to ship default compatibility configs for mods like SMR without needing a bunch of separate plugins. Thanks for the suggestion! 2
rilieAP Posted March 20 Posted March 20 6 minutes ago, vaultbait said: I need to test again whether the AE build of RobCo Patcher has fixed its faction handling, but if so I should be able to ship default compatibility configs for mods like SMR without needing a bunch of separate plugins. Thanks for the suggestion! The mutants from Supermutants Shall Inherit the Earth & Forced Evolution are effected by Mommy-O by default afaik. Looking in xedit, it looks like they don't have their own new faction, they are part of the standard SM faction, while SMR adds a new faction for behemoths for some reason. I'm not sure what other major SM overhauls there are, but between those 3, they add a huge amount of variety to them across the Commonwealth. Robco patching would be very cool though! 1
yokito78 Posted March 25 Posted March 25 I have a question: have you considered any alternative ways to start the mod—like placing more traps in the wasteland, or having super mutants and women offering you food or weapons? Actually, it would be great if other mods like Nuke Ride, Commonwealth Captives, etc., were to start that way too. I'm just letting you know in case you're interested in creating a mod like that.
vaultbait Posted March 25 Author Posted March 25 7 hours ago, yokito78 said: I have a question: have you considered any alternative ways to start the mod—like placing more traps in the wasteland, or having super mutants and women offering you food or weapons? Actually, it would be great if other mods like Nuke Ride, Commonwealth Captives, etc., were to start that way too. I'm just letting you know in case you're interested in creating a mod like that. Yes, the currently barred exits in the cave complex will lead to other exterior encampments, and one of my plans for the breeding patrols is to have them be able to abduct you. Normally it would be to return you to captivity, but could also initiate the first abduction in lieu of interacting with the trapped safe. At the moment the safe serves a couple of additional purposes though: the more obvious is that it's where you can reclaim your old belongings after you escape (so need to decide how that would be handled if nabbed elsewhere), but more subtly it serves as a feature switch with most of the mod's functionality disabled until such time as the player interacts with it (so that if you don't want all the related stuff running in a particular playthrough you can just ignore the safe and go do other things until you're ready). Those could of course be solved through additional documentation and MCM options, but it all comes down to prioritizing development work.
yokito78 Posted March 25 Posted March 25 Well, one option would be to set a point of interest where the trap is triggered, and another way to activate the mod would be to place settlers in cities or areas with people and use it as a form of harassment—with an event where they offer you food or a weapon, both of which are traps to trigger the mod, and the way to avoid it is to refuse the offer.
Jadek Posted March 26 Posted March 26 Hi, First, thanks for your work and this mod. NG version 1.10.1984 I wanted to try this mod. But when I activate it with Robco patcher and Wasteland Dairy Framework, the game crashes when it tries to load the save. It seems that Robco patcher is my problem on 1.10.1984 . Is that a known issue or did i messed something up ? Should i consider downgrade my game to 1.10.163 to get better stability ?
vaultbait Posted March 26 Author Posted March 26 3 hours ago, Jadek said: Hi, First, thanks for your work and this mod. NG version 1.10.1984 I wanted to try this mod. But when I activate it with Robco patcher and Wasteland Dairy Framework, the game crashes when it tries to load the save. It seems that Robco patcher is my problem on 1.10.1984 . Is that a known issue or did i messed something up ? Should i consider downgrade my game to 1.10.163 to get better stability ? Are you sure that's your game version? I haven't seen anyone ever mention the existence of a 1.10.1984. I've been using 1.11.191.0 (Anniversary Edition), which is the current latest release of Fallout 4 version available on Steam, with no problem.
Jadek Posted March 27 Posted March 27 21 hours ago, vaultbait said: Are you sure that's your game version? I haven't seen anyone ever mention the existence of a 1.10.1984. I've been using 1.11.191.0 (Anniversary Edition), which is the current latest release of Fallout 4 version available on Steam, with no problem. 100 % - it was the "next gen update 2" version of the game and the latest when i started playing in summer 2025. I've finally downgraded my game and mods to version 1.10.163, and I'm currently playing with your mod.
vaultbait Posted March 27 Author Posted March 27 (edited) 2 hours ago, Jadek said: 100 % - it was the "next gen update 2" version of the game and the latest when i started playing in summer 2025. I've finally downgraded my game and mods to version 1.10.163, and I'm currently playing with your mod. Yeah, the last pre-NG version is 1.10.163 and fairly well-supported by a lot of mods as long as you make sure not to grab versions that say they're only for later NG or AE game releases. The last time I updated this mod was pre-NG anyway, but for the updates I'm working on I plan to try and maintain compatability with pre-NG game and contemporary mod versions for a while still (going so far as to preserve my old pre-NG CreationKit install for plugin work and final Papyrus script recompiles). Edited March 27 by vaultbait
Hermaeus Moron Posted March 31 Posted March 31 Issue 1: Apparently, there are supposed to be tentacle traps in the greater cavern, but nothing ever triggers when my PC wanders through those areas or drinks from the water. Issue 2: The hypno-conditioning has left my character with a RobCo shock collar with a randomized combination code to remove. Apparently, this employs Sexual Harassment integration, and that mod either provides a slip with the code on the master who collared you, with the intent that you kill your master to get it. Unfortunately, my PC's stuck in the Breeding Pit with a bunch of essential flagged super mutants and their pets, and I can't recall which of them added the collar even if I could kill them. How fix?
valcon767 Posted March 31 Posted March 31 2 hours ago, Hermaeus Moron said: Issue 2: The hypno-conditioning has left my character with a RobCo shock collar with a randomized combination code to remove. Apparently, this employs Sexual Harassment integration, and that mod either provides a slip with the code on the master who collared you, with the intent that you kill your master to get it. Unfortunately, my PC's stuck in the Breeding Pit with a bunch of essential flagged super mutants and their pets, and I can't recall which of them added the collar even if I could kill them. How fix? possbile ways to fix 1 - guess the code (yes i know this would be a slow painful process) 2 - pickpocket the note from the person who collared you (if it is a SM they should have the note in thier inventory) 3 - if you have Provocative Perks there is a perk that can sometimes have some enemies drop collar codes (not always the right one) 4 - the collar comes from Real Handucffs (through SH intergration) and there is an option in the RH MCM (think you have to turn debug commands on) that will let you turn RH off which will in turn let you remove the collar. i had to use that option after finishing Commonwealth Slavers due to its collar not being removed properly at the end of the mod.
Hermaeus Moron Posted April 1 Posted April 1 18 hours ago, valcon767 said: possbile ways to fix 1 - guess the code (yes i know this would be a slow painful process) 2 - pickpocket the note from the person who collared you (if it is a SM they should have the note in thier inventory) 3 - if you have Provocative Perks there is a perk that can sometimes have some enemies drop collar codes (not always the right one) 4 - the collar comes from Real Handucffs (through SH intergration) and there is an option in the RH MCM (think you have to turn debug commands on) that will let you turn RH off which will in turn let you remove the collar. i had to use that option after finishing Commonwealth Slavers due to its collar not being removed properly at the end of the mod. Tried the second option, none of the mutants had it. Will give the Provocative Perks and Real Handcuffs methods a try.
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