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Posted
45 minutes ago, valcon767 said:

 

have you tried Commonwealth Captives (https://www.loverslab.com/files/file/14493-commonwealth-captives/) ?

it has an add-on for more female captives (https://www.loverslab.com/files/file/19169-commonwealth-captives-more-female-captives/)

 

and i use Settlers of the Commonwealth (only found 31) as provisioners (https://3dnpc.com/wiki/fallout-mods/fallout-4/settlers-of-the-commonwealth/)

they work really well (for me) by doing that

 

 

Thank you for the pointers in best intentions. :)

Even though I do use CC and it has been super helpful to grow a herd.

The add on for more captive looks doesnt seem agree with the texture I have loaded so I am limited to the normal set. but I do not wish to derail Grim's thread .😌

Posted
1 hour ago, Theoroth said:

Would it be possible to add an MCM option to disable random hucow conversions for settlers?

 

I am going to make an item craftable in the workbench that you can give them to make them immune.

 

 

Posted
1 hour ago, GrimGrim31 said:

 

Part of the reason not to add more unique cows at the traders is that these four cows will have unique dialogue that I will probably continue once they are at settlements.  I don't want to do that for lots and lots of them.  Four is difficult enough.

 

 

 Thank you I did not know they had unique dialogue.

I am already enjoying the extra dialogue with Hope.

Posted
32 minutes ago, katrina.balanchuk said:

 Thank you I did not know they had unique dialogue.

I am already enjoying the extra dialogue with Hope.

 

The unique dialogue for the new cows available at the traders will be version 1.6.0.

 

I haven't added any new dialogue for Hope.  She has had about 356 lines of dialogue since the initial beta, which is the most dialogue of any character in this mod except for the player character.

 

 

Posted
17 minutes ago, katrina.balanchuk said:

 

Will that be only when you buy them ?

I ask because I already have them in the herd.

 

Yes, at least for now.  I plan to add settlement dialogue for them in a later version.

Posted
2 hours ago, GrimGrim31 said:

 

I am going to make an item craftable in the workbench that you can give them to make them immune.

 

 

Fair enough, though I meant in addition to that. How regular will these random conversions be?

Posted (edited)

I have an issue I formerly thought came from another mod. Some settlements get completely fucked up. Finch and Abernathy Farm lose most of the walls, Red Rocket loses its roof and in Sanctuary the road blinks in and out of existence.

 

DId a check with new playthroughs disabling most of my mods. It's this one that causes this. Most likely in conjunction with another one. Most likely a compatibility issue. But I'm not even sure how exactly this would happen. Your mod doesn't seem to touch roads and the Red Rocket roof. Any ideas?

Edited by Adormus
Posted (edited)
14 minutes ago, Adormus said:

I have an issue I formerly thought came from another mod. Some settlements get completely fucked up. Finch and Abernathy Farm lose most of the walls, Red Rocket loses its roof and in Sanctuary the road blinks in and out of existence.

 

DId a check with new playthroughs disabling most of my mods. It's this one that causes this. Most likely in conjunction with another one. Most likely a compatibility issue. But I'm not even sure how exactly this would happen. Your mod doesn't seem to touch roads and the Red Rocket roof. Any ideas?

 

It wont be "this one" specifically causing this but merely the change in your load order caused by an addtional mod.

I leanred enough over the past 2 years running tons of mods to know that only specific types of mods can cause this ( anyhting that changes landscape or breaks precombines) a quest mod that neither adds nor subtracts structures or landscapes does not.

 

I would run autoloot again on the off chance it fixes it.

 

If you have Diamond City Expansion and/or scrap everything and/or Commonwealth deep clean and remodel and/or any cleaning settlements mod, and some others, these issues can and do occur unless your laod order is just right.

Consider opening  a seperate thread form this one in technical support.

 

Edited by katrina.balanchuk
Posted (edited)
32 minutes ago, Adormus said:

I have an issue I formerly thought came from another mod. Some settlements get completely fucked up. Finch and Abernathy Farm lose most of the walls, Red Rocket loses its roof and in Sanctuary the road blinks in and out of existence.

 

Did a check with new playthroughs disabling most of my mods. It's this one that causes this. Most likely in conjunction with another one. Most likely a compatibility issue. But I'm not even sure how exactly this would happen. Your mod doesn't seem to touch roads and the Red Rocket roof. Any ideas?

 

As you said, this mod does nothing to roads or the Red Rocket roof or the walls at Finch Farm.  Human Cattle adds invisible mats at Sanctuary, Abernathy Farm, Sunshine Tidings, Ten Pines, and some other settlements but I have never seen an issue with walls and roofs disappearing.  How many ESP files do you have in your load order?  Once you exceed 253 of them (ESP files not mods), not all ESPs in your load order get loaded.

 

I will doublecheck this mod again in FO4Edit and do another Quick Auto Clean., just in case, for Version 1.6.0.

 

 

 

Edited by GrimGrim31
Posted (edited)
49 minutes ago, Theoroth said:

Fair enough, though I meant in addition to that. How regular will these random conversions be?

 

Very rarely.  Most players haven't even noticed a conversion yet and if you never talk to the first settler who is interested, there won't be another one.

 

EDIT:  When the NPCs ask you about it, you can always choose not to let them become hucows.  The only inevitable transformation is if you have a female Commonwealth Captive follower who starts to transform.  And you can always cure any settler that does transform.

 

 

Edited by GrimGrim31
Posted
25 minutes ago, GrimGrim31 said:

 

As you said, this mod does nothing to roads or the Red Rocket roof or the walls at Finch Farm.  Human Cattle adds invisible mats at Sanctuary, Abernathy Farm, Sunshine Tidings, Ten Pines, and some other settlements but I have never seen an issue with walls and roofs disappearing.  How many ESP files do you have in your load order?  Once you exceed 253 of them (ESP files not mods), not all ESPs in your load order get loaded.

 

I will doublecheck this mod again in FO4Edit and do another Quick Auto Clean., just in case, for Version 1.6.0.

 

 

 

 

Yeah, tried it with a different load out. No problems. It's not your mod, it's a combination of mods. Damn, this will take some time. I'm at ~220 ESPs currently.

 

Thanks for the reply, though.

Posted

Don't know if it's come up, but worth keeping in mind from a story tie-in perspective that as far as Diamond City NPC dialogue is concerned, Clarence and Ann Codman are cattle ranchers (owning Codman Family Farms) and supply the brahmin meat sold by Polly at Choice Chops.

Posted
2 hours ago, vaultbait said:

Don't know if it's come up, but worth keeping in mind from a story tie-in perspective that as far as Diamond City NPC dialogue is concerned, Clarence and Ann Codman are cattle ranchers (owning Codman Family Farms) and supply the brahmin meat sold by Polly at Choice Chops.

 

Naa...cant be. Ann Codman was one of the first hucows I made. She provides a lot of milk and has become much more tolerable lol.

Posted
3 hours ago, GrimGrim31 said:

 

Very rarely.  Most players haven't even noticed a conversion yet and if you never talk to the first settler who is interested, there won't be another one.

 

EDIT:  When the NPCs ask you about it, you can always choose not to let them become hucows.  The only inevitable transformation is if you have a female Commonwealth Captive follower who starts to transform.  And you can always cure any settler that does transform.

 

 

Cool, forgot about the part that NPCs talk to the player about it. Looking forward to future updates.

Posted

Version 1.6.0. is now available.  Only a few things added but I wanted to publish them since I am working on the staged slow transformation of NPCs next and that may take a while.

 

  • Add Immunity pills craftable in the Chem workbench so you can protect selected settlers from the hucow serum.  Just trade it into their inventory.  Note that it does not protect the player.  This item will get more important when my next mod is made since attackers may have weapons with hucow serum.
  • Added dialogue for the four cows for sale at the hucow traders at Diamond City and Goodneighbor.  The dialogue only exists when they are for sale there.  I may add unique dialogue to them once they are assigned to settlements and I may add events (settlement raids) that happen because you have some of those cows.

 

 

Posted (edited)
11 hours ago, GrimGrim31 said:

Version 1.6.0. is now available.  Only a few things added but I wanted to publish them since I am working on the staged slow transformation of NPCs next and that may take a while.

 

  • Add Immunity pills craftable in the Chem workbench so you can protect selected settlers from the hucow serum.  Just trade it into their inventory.  Note that it does not protect the player.  This item will get more important when my next mod is made since attackers may have weapons with hucow serum.
  • Added dialogue for the four cows for sale at the hucow traders at Diamond City and Goodneighbor.  The dialogue only exists when they are for sale there.  I may add unique dialogue to them once they are assigned to settlements and I may add events (settlement raids) that happen because you have some of those cows.

 

 

The dialogues are so well done!!!!

EDIT: I loaded an earlier save just to hear them.

Edited by katrina.balanchuk
Posted
On 8/5/2024 at 10:22 PM, GrimGrim31 said:

 

If you have been fast travelling around, she will keep moving to find you.  Only God knows where she is on the map now trying to reach you, but if you stay put long enough, she will find you.

She found me at sanctuary Hills (and scared the living hell out of me by suddenly appearing behind me ;-). But what is up with the battlebabes? part of Hopes quest or a random encounter?? (I have a lot of mods, some chance locations so i wanna be sure not to miss something)

Posted (edited)
1 hour ago, aliveagain002 said:

I'm having a problem, also with Doctor Hope, after she arrived and started her Hucow Studying, I can only trade with her and she has no dialogue anymore.
 

 

Did you read my lengthy description of her in an earlier post (page 16 of this forum)?  When she begins studying, she has no dialogue except idles for five game days.  Then she will ask you for some serum.

 

 

 

Edited by GrimGrim31
Posted
34 minutes ago, aliveagain002 said:

I'm having a problem, also with Doctor Hope, after she arrived and started her Hucow Studying, I can only trade with her and she has no dialogue anymore.
 

 

I had same problem.

But after 5 game days passed more dialogue should open up.

Also I noticed once I did sex with her (am a rough and tough mean male rancher in this playthrough) it opend up more dialogue.

I did the AAF sex via SEU not from mod's post-milked cow horniess method.

Mod author has assured us that counts .

 

Posted
3 hours ago, command88+ said:

She found me at sanctuary Hills (and scared the living hell out of me by suddenly appearing behind me ;-). But what is up with the battlebabes? part of Hopes quest or a random encounter?? (I have a lot of mods, some chance locations so i wanna be sure not to miss something)

 

The battlebabe is just something fun and useful that I added to the mod.  A battlebabe is a combination of a medic, a fighter, and a friend with benefits.  You can make any non-hucow female settler or Commonwealth Captive into a battlebabe by giving them the babe helmet that you can craft in the Chem workbench.  Once they equip the helmet and it runs its subroutines, they no longer need it.  I will probably edit the battlebabe a bit more before this mod is finished.  You can only have one battlebabe at a time.

 

 

Posted (edited)
On 8/5/2024 at 2:17 PM, GrimGrim31 said:

All of the NPCs at Finch Farm have a lot of dialogue between the time you first talk to Emily but before you tell Doctor Moreau that you are ready to start the search for a cure.

I went back to an earlier save to find this dialogue among the NPCs.

or did you mean only the Vault 81 party? 

 

I did some thinking and its now obvious to me its the V81 people you were talking about :)

Edited by katrina.balanchuk
Posted

Well. Well.

I started this playthru as a male HuCow.

It certainly made the conversations with Hope easier.

I bullfucked her twice, and she dropped right into Stage 4 HuCow dialog. I have to remind her she is Dr Hope.

She is still dressed, walks vertically, is named Doctor Hope, has all the random Dr Hope thoughts, but really likes to thank me for fucking her.

More than 5 days have passed, and she has not asked for serum.

I can't say I mind this version.

Posted
6 hours ago, GrimGrim31 said:

The battlebabe is just something fun and useful that I added to the mod.  A battlebabe is a combination of a medic, a fighter, and a friend with benefits.  You can make any non-hucow female settler or Commonwealth Captive into a battlebabe by giving them the babe helmet that you can craft in the Chem workbench.  Once they equip the helmet and it runs its subroutines, they no longer need it.  I will probably edit the battlebabe a bit more before this mod is finished.  You can only have one battlebabe at a time.

 

Now if someone would just create Fallout 4 versions of Cattleya's corset and sword from the Queen's Blade (Rurō no Senshi) manga/anime.

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