GrimGrim31 Posted July 31, 2024 Author Posted July 31, 2024 53 minutes ago, Skelletoncz said: You're right. Places, my mistake. Apparently I don't know how to properly use the trough for feeding. After using it, there is no sign of saturation. And I can't see the changes even when checking pip-boy. Aaron's equipment cannot be changed. Is it so thoughtful? They are attacking now. First, they should use the baton to drive the HuCow away. If that doesn't help, lock it in the enclosure for a while. Finally sell or kill. I personally prefer the baton attack you created. At this moment, they attack with everything they have at hand. You were correct that the trough was not feeding the player, but the trough was placing the mat. The player feeding script is not connected with the place mat. It is on the feed trough. I fixed it in Version 1.0.9. I will add dialogue for Aaron so that you can change his equipment. 1
GrimGrim31 Posted July 31, 2024 Author Posted July 31, 2024 (edited) 16 hours ago, Omegaisotrump2 said: Put the vault collar and shackles on my character but when i try to remove the apparel it says it cannot be removed. How do i remove them? The player hucow cannot remove the restraints. I will add a way for an NPC to remove them, probably Sturges. You can also use the console but you will have to find the specific FORMID in your playthrough. Type in help _Vault-Tec_CollarSet_Neck 0 and that should show you the FORMID Then type in Removeitem FORMID Edited July 31, 2024 by GrimGrim31 1
izzyknows Posted July 31, 2024 Posted July 31, 2024 56 minutes ago, GrimGrim31 said: The player hucow cannot remove the restraints. I will add a way for an NPC to remove them, probably Sturges. You can also use the console but you will have to find the specific FORMID in your playthrough. Type in help _Vault-Tec_CollarSet_Neck 0 and that should show you the FORMID Then type in Removeitem FORMID Will that also remove the attached script (GrimGrim31:_VaultTecCollarScript)? I know it doesn't with Devious Devices and breaks things.
GrimGrim31 Posted July 31, 2024 Author Posted July 31, 2024 1 hour ago, izzyknows said: Will that also remove the attached script (GrimGrim31:_VaultTecCollarScript)? I know it doesn't with Devious Devices and breaks things. I don't think that it will matter since the collar script does nothing to restrict the player. It only plays a sound when the collar is equipped. 1
JB. Posted July 31, 2024 Posted July 31, 2024 (edited) @GrimGrim31 Well, I've been playing around a bit and as far as I can see it's not possible to include the four-legged animations via soft compatibility. You have to do it by hard. But if you want, you can to send me your latest version I'll make the race and keyword adjustments, and I'll send it back to you with the necessary files for you to package it in your mod. It should not take more than an hour. And I'll write you a couple of functions that I use to kick the animation. The animation is permanent as long as the NPC or player has the keyword. You remove it and they can go back to normal walking. 7 hours ago, GrimGrim31 said: Crawling on all fours that is not considered sneaking is not currently possible in this mod. It would take days of work to make that happen and I don't think it is worth the time or effort Edited July 31, 2024 by JB. 5
Olmech Posted August 1, 2024 Posted August 1, 2024 On 7/30/2024 at 6:21 PM, GrimGrim31 said: I think Version 1.0.9. will fix this. The Bull Aggression is so strong now that I have to make certain factions allies of the HuCow Faction or there will be fighting They also attack Hope, but not Rhode Island Red.
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 44 minutes ago, Olmech said: They also attack Hope, but not Rhode Island Red. I will fix that too in Version 1.0.9. She should be an ally of the bulls now.
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 Version 1.0.9 is now available for download. Changes are listed below: Fixed the feed trough so that it reduces HuCow Hunger. Added dialogue for Aaron as a settler so that you can trade with him Added dialogue for Sturges so that he can remove the hucow tattoos and the restraints set Made more factions into allies and friends of the HuCow Faction so that the bulls will stop attacking factions that are usually friendly to the player. Cleaned up the mesh for the feed trough. The corn stalks should fit correctly and nothing should clip through the sides or bottom of the trough Changed hucow, cure, and hucow clone syringe scripts so that they function correctly if the player injects them using the Pipboy inventory. 4
izzyknows Posted August 1, 2024 Posted August 1, 2024 4 hours ago, GrimGrim31 said: Version 1.0.9 is now available for download. The HuCow Stall Trough is missing. TGM just in case I was missing something. Spoiler
Skelletoncz Posted August 1, 2024 Posted August 1, 2024 38 minutes ago, izzyknows said: The HuCow Stall Trough is missing. TGM just in case I was missing something. It was no longer in version 1.08. It will automatically assign itself to the channels. Therefore, there is no need to place it manually. 1
katrina.balanchuk Posted August 1, 2024 Posted August 1, 2024 (edited) On 7/30/2024 at 2:32 AM, GrimGrim31 said: I experimented a bit with ways to make a hucow stall. The example in the pic above is on a normal sized wood floor so it could easily be snapped to other wooden floor pieces. The three walls and the floor would be one piece and then you would have to add the trough, the leaf bed, and the gate. The trough is an assignable item and I am working out the framework that would keep a cow at the stall when they are assigned. I will test it a bit. Let me know what you think about this size stall or whether it should be smaller/bigger. Is a carpeted floor something that people want, or do you want something with hay or straw on it or maybe a dirt floor? Again thank you so much for this mod. It is fantastic and among the most amusing ones we had in a while! As for the stall I like it and it looks great. but it seems just a slight bit too generous, given the spirit of this mod. I wouldnt mind having one, that is just a bit smaller, where I can keep the "bad ones" For example the girl that helps the hardware store raiders to lure people to her death. I have her in the herd. She is a terrible person so I am not in a "lets give her a wonderful free ranging life" kind of mood with her. So could there also be one with a door or other function, that actually prevents her from ;leaving the stall at all? maybe include her own water acess somehow. I think they are still NPCs who can teleport even if surrounded by such walls right? And maybe this could maybe somehow be prevented? Also from reading in this thread ( not the entire one though real life limits my time) I understand the cow restraints keep her from equipping a weapon yes? I think thats great and hope we dont lose that feature with any updates, but I notice from this thread it seems to be a controversial feature. Maybe it could be a toggle in the MCM? Also are we suposed to eventullay cure Hope ? Will that unlock intersting anf fun special dialog with her? If not I will just keep her as she is. Edited August 1, 2024 by katrina.balanchuk
katrina.balanchuk Posted August 1, 2024 Posted August 1, 2024 (edited) On 7/27/2024 at 6:52 PM, GrimGrim31 said: The ghoul guy won't take the player away in this mod. The player cannot be sold right now. Maybe in the final version but that would make the mod as restrictive for the player as JB's mod, Commonwealth Slavers, and I'm not sure I want to make it that restrictive. Maybe I will just include options for role play that the player can choose to follow or not. Doctor Hope shows up randomly at a settlement that has at least 10 hucows living in it. The Supermutant mod doesn't exist yet and the spit roast is not ready. The hucow dealers won't have cows until you sell them some. I will give them some cows to start with eventually but there are other things to work on first. I want to take the time to make some unique NPC cows and not just generate a random generic settler or use one of EgoBallistic's Commonwealth Captive setters. My 2 cents: I like the idea of a supermutant mod where they activly keep such herds, because in a sense they are a competing , "ethnic group" for lack of a better term, so it seems normal that they might want to get women from another group for exploiting for commerce and sex. As an opportunity to give some content to a female player character if playing as hucow. but I shudder when a "spit roast" is mentioned. Anything having to do with anything what is called "snuff" as an integral part, would really destroy the light hearted nature of this mod in my mind and may "jump the shark", if you know what I mean Just my 2 cents Edited August 1, 2024 by katrina.balanchuk 1
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 4 hours ago, izzyknows said: The HuCow Stall Trough is missing. TGM just in case I was missing something. Reveal hidden contents The stall components are not ready yet. I was busy with the other changes and did not have the time to finish the snapping points and alternative floors. I hope to have the stall included for Version 1.1.0. 1
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 3 hours ago, katrina.balanchuk said: Again thank you so much for this mod. It is fantastic and among the most amusing ones we had in a while! As for the stall I like it and it looks great. but it seems just a slight bit too generous, given the spirit of this mod. I wouldnt mind having one, that is just a bit smaller, where I can keep the "bad ones" For example the girl that helps the hardware store raiders to lure people to her death. I have her in the herd. She is a terrible person so I am not in a "lets give her a wonderful free ranging life" kind of mood with her. So could there also be one with a door or other function, that actually prevents her from ;leaving the stall at all? maybe include her own water acess somehow. I think they are still NPCs who can teleport even if surrounded by such walls right? And maybe this could maybe somehow be prevented? Also from reading in this thread ( not the entire one though real life limits my time) I understand the cow restraints keep her from equipping a weapon yes? I think thats great and hope we dont lose that feature with any updates, but I notice from this thread it seems to be a controversial feature. Maybe it could be a toggle in the MCM? Also are we suposed to eventullay cure Hope ? Will that unlock intersting anf fun special dialog with her? If not I will just keep her as she is. I am pleased that you are enjoying the mod so far. I can make a smaller stall or let players build a smaller one using modular walls. I don't think cows assigned to the trough will leave it but I am still playtesting it and I will add some variety to the actions of cows in the stalls. NPC hucows cannot equip weapons. They use their fists in combat. The issue in the thread was that players were accidentally injecting themselves with syringes intended for use on NPCs so the player hucow was also unable to use weapons. I fixed that in Version 1.0.9. Players can use the syringes to inject themselves but the syringes will trigger the player hucow functions instead of the NPC hucow functions in that situation. You can cure Hope on the exam table or with a syringe, if you wish. She starts her research again and may end up as a cow again in a recurring cycle. It allows the player to keep her at whatever stage is desired and hear all of her dialogue. She is one of my two favorite characters in my mod. I may add a few more NPCs that slowly turn into hucows in future versions. No one seems to have noticed the hucow fetish NPC or the Commonwealth Captive follower NPC that slowly transforms. I guess that no one has triggered the process for them yet. 1
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 3 hours ago, katrina.balanchuk said: My 2 cents: I like the idea of a supermutant mod where they activly keep such herds, because in a sense they are a competing , "ethnic group" for lack of a better term, so it seems normal that they might want to get women from another group for exploiting for commerce and sex. As an opportunity to give some content to a female player character if playing as hucow. but I shudder when a "spit roast" is mentioned. Anything having to do with anything what is called "snuff" as an integral part, would really destroy the light hearted nature of this mod in my mind and may "jump the shark", if you know what I mean Just my 2 cents The supermutants in my next mod will "keep" hucows around their camps. It is not intended to be a "snuff" mod and I plan to keep it as lighthearted as Human Cattle, which means there are some elements that players can use for darker roleplay but I will not force anyone to use those elements. 3
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 Today, I hope to finish the modular stall pieces. They should be in Version 1.1.0. JB has kindly provided his crawling function (and very generously performed the labor to add the necessary components) to Human Cattle. I will try to integrate that into the mod today and test it. Version 1.1.0. will also include a few more voiced lines for Codsworth, when he is a hucow farmer. I also fixed the Battlebabe dialogue so she can heal female player characters. 5
katrina.balanchuk Posted August 1, 2024 Posted August 1, 2024 (edited) 5 hours ago, GrimGrim31 said: No one seems to have noticed the hucow fetish NPC or the Commonwealth Captive follower NPC that slowly transforms. I guess that no one has triggered the process for them yet. Just ran into both of them today. I am doing 90% of my play with this mod as a man since it seems to fit better and be very empowering for the player character. Otherwise I often try to play as a younger version of myself but for a female character there seems not to much content (yet). Added NPC dialogue could do a lot for a female character, NPC traders threatening to take you into inventory, random NPCs on street wanting to milk you, contemptous remarks from female NPCs ranging from making light hearted fun of your thickend body and low status to being very mean and full of contempt, very leering remarks from male NPCs, etc etc Either way great mod!!!! Edited August 1, 2024 by katrina.balanchuk 1
katrina.balanchuk Posted August 1, 2024 Posted August 1, 2024 (edited) 52 minutes ago, GrimGrim31 said: The supermutants in my next mod will "keep" hucows around their camps. It is not intended to be a "snuff" mod and I plan to keep it as lighthearted as Human Cattle, which means there are some elements that players can use for darker roleplay but I will not force anyone to use those elements. Will it conflict with Commonwealth captives? I have commonwelath captives and up to no good ( both for realism as a lawless environment like this, is sure to result in sich shenigans) Also: The baton seems a bit too brutal to me. it makes such a strong wooden sound as if I am damaging bones. The baton is intended to get them back home after they wander off right? I once used it on a cow who had wandered away form Sanctruary to where i knew some wild dangerous dogs were. So I tried to get her back to Sanct. by using the baton and it worked. but still.. Could there maybe be a lighter leather or bamboo crop of some kind, that makes maybe several twack sounds, instead of one big thud that sounds like it might break bones? So I dont have to feel so guilty when I use it? Edited August 1, 2024 by katrina.balanchuk
katrina.balanchuk Posted August 1, 2024 Posted August 1, 2024 (edited) On 8/1/2024 at 12:31 PM, GrimGrim31 said: 1)Today, I hope to finish the modular stall pieces. They should be in Version 1.1.0. 2)JB has kindly provided his crawling function (and very generously performed the labor to add the necessary components) to Human Cattle. I will try to integrate that into the mod today and test it. 3)Version 1.1.0. will also include a few more voiced lines for Codsworth, when he is a hucow farmer. I also fixed the Battlebabe dialogue so she can heal female player characters. 1) Thats great! 2) So awesome!!!! 3) hmmm, maybe I need to do a restart then, I am running a fast start mods that skips the early quests (both MM and Codsworth) and both Prestons party and Codsworth dont exist in game at all. It would also feel soo weird to have this going on in Sanctuary with Preston around since he is such a good guy. Or would Curie do as well? She is also a Mr Handy and I have her with me as this quest steers one to Vault 81 reliably. 3b) Robots are suppend to clean up the poop right? I have Curie in the settlement but I dont seem to notice any cleanup. But then again it is a farm so.. 4) About the Supermutant keeping hucow herds, presumably for milk/commerce and sex.. Maybe it could even be something for a male charatcer if he is on good terms with some of those supermutant camps as a "fellow hucow " farmer to enage in some peaceful commerce and sell / buy hucows with them. Or maybe the male character could even get them started in the business by selling them some cows from one farmer to another (SM) farmer. A Peaceful SM could show up at your farm and make a business proposal and you agree to sell under condition the girls are not for food but milk and sex exploitation only. Or a female charatcer , hucow or not, could trick NPC girls and sell them to the SMs to help the SMs get started and appreciate humans in a less violent way? Maybe even after getting cornered by them and she makes the proposal to save her life and then it takes on a life of its own, as some SM camps now get a taste for human milk , and the caps to be earned and the sex and then become peaceful dairy farmers. That would really serve the greater good if some SM tribes went form killing humans to become hucow farmers. Just ideas, thanks for reading, now I will stop, so I dont distract you form the actual modding.. 😌 Edited August 2, 2024 by katrina.balanchuk
kingmoss881 Posted August 1, 2024 Posted August 1, 2024 Is it possible to make the serum affect non-human races? An example being either the Proto-Argonian race or one of the other furry races on the Nexus, mainly through F4Edit.
GrimGrim31 Posted August 1, 2024 Author Posted August 1, 2024 51 minutes ago, kingmoss881 said: Is it possible to make the serum affect non-human races? An example being either the Proto-Argonian race or one of the other furry races on the Nexus, mainly through F4Edit. Do they use the same body sliders as humans for FG and/or CBBE?
kingmoss881 Posted August 2, 2024 Posted August 2, 2024 6 hours ago, GrimGrim31 said: Do they use the same body sliders as humans for FG and/or CBBE? Yes, most if not all use cbbe as their bodies.
GrimGrim31 Posted August 2, 2024 Author Posted August 2, 2024 (edited) 1 hour ago, kingmoss881 said: Yes, most if not all use cbbe as their bodies. Then the HuCow serum syringe should work but the HuCow clone syringe will not. You will have to remove the condition on the HuCow serum syringe that makes it only work on HumanRace. But if the furry race does not use the same sliders as FG and CBBE, the body morphs will not work correctly. Edited August 2, 2024 by GrimGrim31 1
aliveagain002 Posted August 2, 2024 Posted August 2, 2024 (edited) Just a few minor things that i noticed no big deal: A. When you get the quest "Sanctuary" you are not able to talk with Sturges again after placing the beds, food and defence objects. B. After finding Doc Burr, LLories clipbord animation break if he gets by the deathclaws and you can not speak with him again without restarting the quest. C. Again after finding Doc Burr when you get back to the "fat doctor" can't remember his name 😀 if you ask him if he's have some serium "after he's finished inspecting the cure" his voiceline is missing. Hope it helps just a bit. Edited August 2, 2024 by aliveagain002
GrimGrim31 Posted August 2, 2024 Author Posted August 2, 2024 Version 1.1.0. is now available and needs a bit of explanation. The additions are significant, especially JB's crawling system that replaces the sneaking crawl from the Crawling on All Fours mod. Replaced the crawling system with JB's system. The Crawling on All Fours mod is no longer needed and you can disable/remove it. That should not cause any problems since it has no scripts or ESP file. Added modular stall items (gate, trough, walls, and floors). Added voiced dialogue for Codsworth as hucow farmer. Fixed Rhode Island Red's active trader identifier. Added Alundra's refrigerator and clean green carpeted floor. Fixed the Battlebabe so that she can heal female player characters. The new crawling system is a big change. Now all hucows, including the player, will crawl if you have that option selected in the MCM. They crawl all of the time unless they have a weapon equipped or unless a hucow is a follower of the player. When you load your current save and use it with Version 1.1.0., all of your crawling cows will be walking. In order to make them crawl using the new system, you will have to shoot them with a crawl syringe that you can make in the Chem workbench. They might walk for a bit after you inject them but will crawl after using any animation mat. If you have my MWoW mod and the Thirst Zapper, you can also shoot them with the zapper to make the cows use the cower animation. That animation will also trigger them to crawl if they have been injected with the crawl syringe. The modular stall items are based on wood or concrete floor pieces and barn walls. You can fit three of the large wall pieces in a U-shape around the floor pieces and then put the stall gate on the fourth side. The wall pieces are single or double sided. You can also split a floor area into two stalls by splitting the area inside the U-shape with another large wall piece or two of them back-to-back for a better fit with the gates. The half size walls are a bit tricky to get to snap. They attach to other walls better than they attach to the floor so you may have to play around a bit with the walls to get the half size walls where you want them. There are three different colors of carpeted floors and a dirt floor. Place the stall trough inside the stall and assign a cow. That cow will stay at the trough unless it is time for bed. If you want them to sleep in the stall, put a hucow bed in the stall and assign the cow to that bed. Otherwise, they will go to their original bed to sleep. 5
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