GrimGrim31 Posted July 21, 2024 Posted July 21, 2024 Human Cattle Beta Version (WIP) View File 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 in a mailbox in Sanctuary) 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, Ten Pines) 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. You can track hucows by selecting that option in the MCM and then making that quest active in your Pip-Boy. Due to a limitation in the game, only the first 100 cows can be tracked. I have had over 300 cows at one time during playtesting. I am sure someone will reach the 999 cow limit of the reference collection but I hope the rest of you will be more cautious. 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. 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 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 07/20/2024 Category Quests Requirements FO4, all DLCs, Extended Dialogue Interface (XDI), and AAF 8
lee3310 Posted July 21, 2024 Posted July 21, 2024 Congratulation. Glad you saw this project through. I read the description, very promising. I only have one question for you: Spoiler You hear about that farm run by ghouls? Isn't that somethin'. 😝 3
4nln415 Posted July 21, 2024 Posted July 21, 2024 (edited) So how do you naturally start the mod and start learning about the "experiment?" Congrats btw. Love seeing all these new quest mods coming out. Slowly exploring the build objects, some seems to be missing textures Edited July 21, 2024 by 4nln415
DaHALOSHOCK Posted July 21, 2024 Posted July 21, 2024 I could be wrong but i didn't see a way to start the quest in the mod Description nor does it automatically activate after loading a save.
Miauzi Posted July 21, 2024 Posted July 21, 2024 Nice to see this idea implemented in a mod ❤️ I used a slightly different look for the "milk cow" in my blog story: Spoiler I "played" with this mod
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 5 hours ago, lee3310 said: Congratulation. Glad you saw this project through. I read the description, very promising. I only have one question for you: Reveal hidden contents You hear about that farm run by ghouls? Isn't that somethin'. 😝 Thanks! I must have started and stopped working on this mod three or four times, but I never like leaving a project unfinished so I finally bore down and got 'er done. Thanks for answering questions about odd topics. 1
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 4 hours ago, 4nln415 said: So how do you naturally start the mod and start learning about the "experiment?" Congrats btw. Love seeing all these new quest mods coming out. Slowly exploring the build objects, some seems to be missing textures Thanks, I enjoy making quests. Let me know what objects are missing textures. I will fix them and update the mod download. I have no way of knowing about this unless people tell me since everything looks normal on my computer, which means there are textures hiding out in Overwrite or in another mod that I have in my load list that you do not. 1
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 3 hours ago, DaHALOSHOCK said: I could be wrong but i didn't see a way to start the quest in the mod Description nor does it automatically activate after loading a save. The quest starts when you move into the cell on the map where the NPCs are located or by reading a holotape message left behind by one of the NPCs. Look in the mailboxes of Sanctuary for a clue.
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 1 hour ago, Miauzi said: Nice to see this idea implemented in a mod ❤️ I used a slightly different look for the "milk cow" in my blog story: Reveal hidden contents I "played" with this mod I took a long look at Mad Science's cow body. I like it a lot but the body only looks right when the cows walk on two legs and they cannot wear the restraints set properly because their ankles are very different from humans. I even made my own modification of the body so that the armband isn't visible and I thought about adding support for Mad Science so that you could turn NPCs into the Mad Science version of a hucow. It was included in one of my early versions but I dropped it before finishing the mod. 1
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 2 hours ago, DivineDefiance said: how do you start the quest? Look for clues in the mailboxes of Sanctuary. If you already scrapped them, look for another mailbox that is not scrappable.
Miauzi Posted July 21, 2024 Posted July 21, 2024 Vor 41 Minuten sagte GrimGrim31: Ich habe einen langen Blick auf den Kuhkörper von Mad Science geworfen. Mir gefällt es sehr gut, aber der Körper sieht nur dann richtig aus, wenn die Kühe auf zwei Beinen laufen und sie die Fesseln nicht richtig tragen können, weil ihre Knöchel ganz anders sind als die von Menschen. Ich habe sogar meine eigene Modifikation des Körpers vorgenommen, sodass die Armbinde nicht sichtbar ist, und ich habe darüber nachgedacht, Unterstützung für Mad Science hinzuzufügen, damit man NPCs in die Mad Science-Version eines Hucow verwandeln kann. Es war in einer meiner frühen Versionen enthalten, aber ich habe es gelöscht, bevor ich die Mod fertiggestellt habe. How does the milking actually take place? For my blog story, I tried to support a lot of the imagined "role play" at least visually and had focused on this "construction" In my story, my character comes up with the idea of capturing the raider bosses and re-educating them via the "Raider Reform School". In this context, the harnesses mentioned above are used - even if they don't drain milk from the wearers (in terms of their mechanics). The "Mad Science" mod mentioned above was only used for one application - simply a "roll play" idea. Of course, my own mind is already working again... I capture my (female) raider bosses via "Human Resources". But they aren't "normal" settlers. How could it work with your mod to turn the raider bosses into -> useful milk cows?
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 (edited) Milking is an option when the player has the knowledge (a perk) and is close enough to a hucow that the "Milk" activation button shows up. Note that hucows can only be milked when they have milk so new hucows may take a few hours before you can milk them. There are visual cues that a hucow is ready to milk. Her udders will be a bit larger and will be lactating. You will see white droplets on the lower portion of the udders. I use existing animations because there is not a perfect milking animation yet but I have thought about making a paired animation for that and adding it in a future update. Raider bosses are easily captured using the Syringer weapon and the Hucow clone serum syringe. This will turn the raiders into perfect hucows that you can assign to your settlements where you can make a lot of caps selling the milk. Note that male raiders are turned into females by the serum. Note that the syringes are not available until you complete the quest. If there is enough interest, I can add them as an MCM option in a future update. If you are really in a hurry, you can console them. Search in the console for "syringe" and add the hucow serum syringe or hucow clone serum syringe items to the player. The syringes make the Syringer, the most overpowered weapon in Fallout 4. There is also a version of the Hucow serum that will not change NPCs quite as much. This version should only be used on settlers, Commonwealth Captives, or Just Business slaves because they already have a script attached to them so that they can be assigned to settlements. So if you want to keep male raiders as males, use Just Business to make them slaves, and then use the version of Human Cattle's Hucow serum that doesn't clone the NPC. Edited July 21, 2024 by GrimGrim31 1
Miauzi Posted July 21, 2024 Posted July 21, 2024 Vor 9 Minuten sagte GrimGrim31: Melken ist eine Option, wenn der Spieler über das nötige Wissen verfügt (ein Vorteil) und nah genug an einem Hucow ist, dass die Aktivierungsschaltfläche „Milken“ angezeigt wird. Beachten Sie, dass Hucows nur gemolken werden können, wenn sie Milch haben. Daher kann es einige Stunden dauern, bis neue Hucows gemolken werden können. Ich verwende vorhandene Animationen, daher gibt es noch keine perfekte Melkanimation, aber ich habe darüber nachgedacht, dafür eine gepaarte Animation zu erstellen und sie in einem zukünftigen Update hinzuzufügen. Raider-Bosse lassen sich leicht mit der Syringer-Waffe und der Hucow-Klon-Serumspritze fangen. Dadurch werden die Raider zu perfekten Hucows, die Sie Ihren Siedlungen zuweisen können, wo Sie durch den Verkauf der Milch viele Kronkorken herstellen können. Beachten Sie, dass männliche Räuber durch das Serum in weibliche verwandelt werden. Es gibt auch eine Version des Hucow-Serums, die NPCs nicht ganz so stark verändert. Diese Version sollte nur für Siedler, Commonwealth-Gefangene oder Just-Business-Sklaven verwendet werden, da ihnen bereits ein Skript beigefügt ist, damit sie Siedlungen zugewiesen werden können. Wenn Sie also männliche Räuber als Männer behalten möchten, verwenden Sie Just Business, um sie zu Sklaven zu machen, und verwenden Sie dann die Version des Hucow-Serums von Human Cattle, die den NPC nicht klont. That's right - there is still this "stun gun" (Syringer) with its various special ammunition 😎
vranina Posted July 21, 2024 Posted July 21, 2024 The mod has a serious bug that makes it impossible to play. I included for a test random sex and to excite the player. After I waited, fatigue appeared (although I'm not playing survival), which did not allow the heroine to run, and was not removed from sleep. Sory for google translate.
lilololl Posted July 21, 2024 Posted July 21, 2024 (edited) hi, I found a tap at Sanctuary Hills, and read it, but don‘t have any quest pop up, so I searched the Semler area as directed, but can't find anything. and looking forward to more information about Supermutants. Edited July 21, 2024 by lilololl
llab314159 Posted July 21, 2024 Posted July 21, 2024 (edited) Sup, I've tried the mod but I found a problem. For some reason Commonwealth Captives disables my Scrap Everything and since I build in Sunshine Tidings it places the houses back to where they are in vanilla. Since Scrap Everything gets disabled I can't scrap them. I'm currently trying to get around but I will probably just use the disable command to do it. I thought captives was optional because of the text. Anything will help. Problem seems to be with the things that have been placed I also noticed that with the mod installed opening the workshop will crash the game. Edited July 21, 2024 by llab314159 New Info
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 (edited) 4 hours ago, vranina said: The mod has a serious bug that makes it impossible to play. I included for a test random sex and to excite the player. After I waited, fatigue appeared (although I'm not playing survival), which did not allow the heroine to run, and was not removed from sleep. Sory for google translate. Did you turn on the MCM options for Cum Addiction? It is turned off by default. If you turn it on, your character will have to give blowjobs to male NPCs a few times a day or else suffer from a loss of strength and an inablility to run. There is also a setting for Cow Hunger. If you turn it on, your hucow player character has to eat plants many times a day or lose health. Turn these settings off in the MCM to stop the bad effects. Edited July 21, 2024 by GrimGrim31 1
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 3 hours ago, lilololl said: hi, I found a tap at Sanctuary Hills, and read it, but don‘t have any quest pop up, so I searched the Semler area as directed, but can't find anything. and looking forward to more information about Supermutants. You read Doctor Moreau's tape and did not receive a quest in your Pip Boy?
GrimGrim31 Posted July 21, 2024 Author Posted July 21, 2024 (edited) On 7/21/2024 at 1:08 PM, llab314159 said: Sup, I've tried the mod but I found a problem. For some reason Commonwealth Captives disables my Scrap Everything and since I build in Sunshine Tidings it places the houses back to where they are in vanilla. Since Scrap Everything gets disabled I can't scrap them. I'm currently trying to get around but I will probably just use the disable command to do it. I thought captives was optional because of the text. Anything will help. I didn't think anyone still used Scrap Everything. It's not a good mod. But I don't understand why Commonwealth Captives disables it. I will ask EgoBallistic about it. Edited July 24, 2024 by GrimGrim31
vranina Posted July 21, 2024 Posted July 21, 2024 57 minutes ago, GrimGrim31 said: Did you turn on the MCM options for Cum Addiction? It is turned off by default. If you turn it on, your character will have to give blowjobs to male NPCs a few times a day or else suffer from a loss of strength and an inablility to run. There is also a setting for Cow Hunger. If you turn it on, your hucow player character has to eat plants many times a day or lose health. Turn these settings off in the MCM to stop the bad effects. Thanks, I thought this was a bug.
antoniut Posted July 21, 2024 Posted July 21, 2024 Hi there. I'm interested in this mod, but not tested yet. Anybody knows if "Cum Addiction" and "Cow Hunger works on female companions? Thanks
valcon767 Posted July 21, 2024 Posted July 21, 2024 installed and did very very limited look at it the feed trough by Luci in Diamond City is missing textures. installed and loaded game (in Sanctuary) and found the tape in mailbox. read the holotape and nothing happens. quest does not start (this was when i went to DC and discovered the missing texture). holotape does mention he is near Salem (with 6 possible settlement locations and even more other sites i cheated) very limited time to play so i loaded FO4Edit and figured out where Dr. Moreau was (Finch Farm). when approaching the farm the quest does start. ran out of time to look at it today and with wanting to finish another mod's storyline (Commonwealth Captives and it can get along but better to wait to install CC to play this). will report more when i actually play through it a bit.
rubber_duck Posted July 21, 2024 Posted July 21, 2024 2 hours ago, GrimGrim31 said: You read Doctor Moreau's tape and did not receive a quest in your Pip Boy? Pretty much the same thing happens on my end - found and read the holotape, yet no quest starts for some reason. I didn't check Salem area, though - is the quest supposed to start the moment you load the holotape or do you actually have to go to Salem for it to start? Also, and this might not be the fault of this mod, but ever since I installed it my companions started behaving odd. At the moment, I have 3 companions traveling with me - Ivy (a classic companion, and 2 Gun For Hire squadmates; pretty much glorified combat followers). For some weird reason, after I installed this mod they started constantly entering and then exiting the sneak mode. It's most noticeable in dialogue - I'd start the dialogue and they would stand straight, but immediately when camera focuses on my character - they'd enter sneak mode. They can still talk, though, but this is something that hasn't happened before. Perhaps it's a script lag or something?
AWHA2 Posted July 21, 2024 Posted July 21, 2024 Are there plans to add more transformation visuals like skin overlays and horns/hooves? I don't know if this is doable, but Being a Cow from Skyrim has a bunch of assets that would be perfect for this.
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