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Posted

Version 1.7.0. is now available. 

 

Based on feedback that Rhode Island Red was not trading with you, I went through her functions and dialogue and (hopefully) fixed the problem.  It works for me but let me know how well trading with her works for you now.

 

Changes in Version 1.7.0.

 

  • Fixed Rhode Island Red (see note above).  Note that Red will not gather cows for potential purchase now until you agree to trade with her via dialogue.
  • Fixed Emily so that she no longer crawls after she is cured
  • Revised the invisible trough mat so that the name is also invisible and no one can activate the mat.

There were other minor fixes that I can't even remember this early in the morning.  Today, I plan to work on the stages of transformation for NPCs (which was my plan for yesterday before I decide to fix Red instead).

Posted (edited)

Missing Masters.. XDI.esm

XDI is built into Fallout: London (I've read).

I guess I can try installing XDI and just use the master and mess around with the load order ^^

 

(edit: Boston / Fallout 4 Main Game is still all available in Fallout London. with console / mod)
❤️

Edited by Bohri
Posted
31 minutes ago, katrina.balanchuk said:

downlaoded and installed version 1.7

Havent seen Red in a while.

 

Since I could not offer her any merchanidse successfuly I sent her away "....please leave"

Would she be coming back sometime?

 

Yes, she will eventually return.

 

Posted

kinda complicated/weird issue: I have boston Breeders installed, maybe yo know it, and made one of the npcs a Hucow and made her follow me. So far so good (how many Cows can follow me at once?). But i couldn't sent her "home". Using the cure made her change back, gave her her dialogue back but she still behaved like a cow. and she remained in the middle of nowhere. IS there any way to sent Hucows to select settlements?

Posted (edited)
28 minutes ago, command88+ said:

kinda complicated/weird issue: I have boston Breeders installed, maybe yo know it, and made one of the npcs a Hucow and made her follow me. So far so good (how many Cows can follow me at once?). But i couldn't sent her "home". Using the cure made her change back, gave her her dialogue back but she still behaved like a cow. and she remained in the middle of nowhere. IS there any way to sent Hucows to select settlements?

 

EDIT:  I don't think there is a limit to how many cows can follow you unless you reach the limit of the reference collection which is around 999.

 

Did you use the HuCow Serum Syringe or the HuCow Clone Serum Syringe on the NPC?

 

When you cured her, what hucow behavior did she use?  Was she crawling?

 

The HuCow Serum Syringe is only for use on NPCs that already have the NPCWorkshopScript attached.  From your description, it appears that you used it on an NPC that does not have that script so they cannot be assigned to settlements.

 

The HuCow Clone Serum Syringe will clone the NPC and the clone will have the NPCWorkshopScript attached so you can send the clone to a settlement.  The downside of the clone is that is a new actor so it no longer has the actor's original voice type, keywords, and packages.

 

 

Edited by GrimGrim31
Posted
1 hour ago, GrimGrim31 said:

The HuCow Clone Serum Syringe will clone the NPC and the clone will have the NPCWorkshopScript attached so you can send the clone to a settlement.  The downside of the clone is that is a new actor so it no longer has the actor's original voice type, keywords, and packages.

 

I haven't tried the clone serum yet.  Does it work like most mods which clone actors, i.e., clone actor, delete original?  Or does it clone the actor and keep the original as they were?

 

Posted
50 minutes ago, tinkerbelle said:

I haven't tried the clone serum yet.  Does it work like most mods which clone actors, i.e., clone actor, delete original?  Or does it clone the actor and keep the original as they were?

 

 

It works like other mods such as Just Business and Human Resources.  The actor gets cloned and the original is deleted.  It is the best way to get an actor with the WorkshopNPC script attached and clean of anything that will cause dialogue and package conflicts.

 

Posted
16 minutes ago, fred200 said:

Corollary question:

What happens when a cloned NPC is cured?

They are a lot like a new settler but without the dialogue about their backs and feet hurting.

Posted
2 hours ago, GrimGrim31 said:

They are a lot like a new settler but without the dialogue about their backs and feet hurting.

 

"You know what I call a good day? One that ends without four empty stomachs."

Posted
8 minutes ago, vaultbait said:

 

"You know what I call a good day? One that ends without four empty stomachs."

 

Don't make me want to write my own Settler complaint dialogue!  😆

Posted
16 minutes ago, vaultbait said:

 

"You know what I call a good day? One that ends without four empty stomachs."

It's actually 1 stomach, with 4 compartments. And lordy is it heavy before being drained!! LOL

Posted
3 hours ago, GrimGrim31 said:

They are a lot like a new settler but without the dialogue about their backs and feet hurting.

 

I am guessing they are still cloned, and any unique dialogue - and quests - are gone for good?

Posted
10 minutes ago, fred200 said:

 

I am guessing they are still cloned, and any unique dialogue - and quests - are gone for good?

 

Yes, once they are cloned the original actor is gone.  Don't use the Clone syringe on any actor that is necessary for a quest.

Posted

Screenshot2024-08-08202101.png.ffe1d846f3681ec0ce9b0a880574a960.png

 

I am hard at work on the gradual transformation process of NPCs into hucows so there won't be another update until I get done with that.  The framework was done today but I have a lot of dialogue to work on tomorrow.  I also spent part of the day on other tweaks, mainly eliminating Papyrus errors thrown by the table and the Bed Check function.  Since I won't post an update tonight, I shared a pic of my desk setup for Doctor Hope, while she is researching.  She is sitting in the living room of the Player's original house looking out at the street.

 

Screenshot2024-08-08204101.png.be5c1132e7932f69845c81e77a5f90d7.png

 

And here is today's Human Cattle tip.  Did you know that you can collar sleeping actors with the Vault-Tec restraints?  You have to have restraint sets in your inventory (which you can craft at the Chem workbench) in order to collar sleepers.  Just get close enough to them to see the activation button for "Collar" and use it.  It is the fastest way to collar new cows.

 

If anyone has a collar that they prefer instead of the Vault-Tec set provided in Human Cattle, let's talk about it here in this forum.  I can probably set up a way to substitute your favorite set for the Vault-Tec set at the Table and for collaring your sleepers.  Another option may be a popup menu of all available collars in the player's inventory.

 

 

Posted

I've bin lurking and seeing how this mod bin coming along so far, And If you need help turning base game assets into usable Toys, Devices or just Like to use MSFD assets Feel Free to ask. Great Job So Far.

Posted
11 minutes ago, Dudemer said:

I've bin lurking and seeing how this mod bin coming along so far, And If you need help turning base game assets into usable Toys, Devices or just Like to use MSFD assets Feel Free to ask. Great Job So Far.

 

Thanks!  I thought you have given up mod making since it has been a while since MSFD was updated.

 

I am sure a lot of Human Cattle players are using your hucow body, which is why Human Cattle has an option to disable crawling.  Most of the items in Human Cattle will work with MSFD but I probably should add a special restraint set for that body.  The troughs don't work quite right since the MSFD body doesn't look quite right when kneeling.

 

I also considered making the MSFD body yield more milk due to the extra udders.

 

 

 

Posted
11 minutes ago, GrimGrim31 said:

 

Thanks!  I thought you have given up mod making since it has been a while since MSFD was updated.

 

I am sure a lot of Human Cattle players are using your hucow body, which is why Human Cattle has an option to disable crawling.  Most of the items in Human Cattle will work with MSFD but I probably should add a special restraint set for that body.  The troughs don't work quite right since the MSFD body doesn't look quite right when kneeling.

 

I also considered making the MSFD body yield more milk due to the extra udders.

 

 

 

I've Updated MSFD recently. and I am working on a patch for your mod as well, Honestly I've thinking on making a custom version of my Cow Morph for your mod for some time now.

Posted
1 hour ago, GrimGrim31 said:

And here is today's Human Cattle tip.  Did you know that you can collar sleeping actors with the Vault-Tec restraints?  You have to have restraint sets in your inventory (which you can craft at the Chem workbench) in order to collar sleepers.  Just get close enough to them to see the activation button for "Collar" and use it.  It is the fastest way to collar new cows.

Not sure about the latest version, but collaring a Hucow while sleeping works great, but they all disappear (the restraints not the hcows) when returning to the settlement later. They're not even in their inventory.

In the middle of a project so can't really test the latest version.. but will!

Posted
48 minutes ago, izzyknows said:

Not sure about the latest version, but collaring a Hucow while sleeping works great, but they all disappear (the restraints not the hcows) when returning to the settlement later. They're not even in their inventory.

In the middle of a project so can't really test the latest version.. but will!

 

That's a new one.  Anyone else having this problem with the Vault-Tec restraints disappearing when you leave the settlement?

 

 

Posted (edited)
6 hours ago, GrimGrim31 said:

 

 

If anyone has a collar that they prefer instead of the Vault-Tec set provided in Human Cattle, let's talk about it here in this forum.  I can probably set up a way to substitute your favorite set for the Vault-Tec set at the Table and for collaring your sleepers.  Another option may be a popup menu of all available collars in the player's inventory.

 

 

 

Does this offer extend to maybe giving us the choice to pick what we use for tatoos package?

 

I am not  a huge friend of tatoos and I imagine tatooing barcodes real world would be exteme difficult unless you had a machine.i want to keep it wasteland immersive so all the barcodes and the vault tec property (i am not vault tec) is not so immersive for me. :)

 

Maybe just a couple of brands would fit the wasteland so much better than a barcodes?

I also like the "property of xxx dairy farm" tatoos, since they look like could have been applied with a black magic marker (which makes more sense to me than intricate tatoos, maybe in the future they have a tatoos marker or tatoo sharpie?

 

Or maybe there could be a machine to build that adds what we preselected want all at once, ??

or it could be part of the "process Function" preselected a preselected set?

 

If it was a option in "Process" to apply preselected overlay packets , different form the current one, would be nice.

 

Of course this is just a humble ask when oyur more important work is done, if you have time and are in mood for it.

You do more than we deserve already :)

Edited by katrina.balanchuk
Posted (edited)
3 hours ago, GrimGrim31 said:

 

That's a new one.  Anyone else having this problem with the Vault-Tec restraints disappearing when you leave the settlement?

 

 

 

1)Does collaring a sleeping cow give you the ability to command her even if she is outside your settlement and not "yours"?

Would that make me a criminal Cattle wrangler? Or probably if they are free of restraints and markings, then they are considered unowned.

 

I have not found any free ones in the "wild" yet though but now I will go looking.

 

 

I did put restraints on others and when they mounted the processing table and i took off thier "clothes" the restraints disappeared.

But I think I saw them land on ground under table with the clothes and she would get new ones in processing.

 

2) I think the vault tec set is fine.

 

But ..... if I had my choice,.....and since you ask... I would prefer something more wastelandish.

Like simple iron collar, like the one called "makeshift collar" that we see craftable in DD mods.

 

The ability to "lock " the cows to a location via collar, within say a few feet would also be great.

 

Maybe then the collar should look like a shock collar? Maybe just named "hucow control collar'. or something.

or maybe it could be with a chain from collar to a craftable ring in the ground?

 

But this is just more work for you so please I only said it since you asked for input on the restraints :)

 

My cows still leave the assigned stalls on many occasaions and congregate at another spot in the settlement. even though I have a patch "no midnight cult" that is supposed to prevent that.

 

But maybe that is just a more authentic rancher experience .... :)

 

3) Speaking of wastlandish, when Red appears again I will give her a more rough and tough wastelandish outfit, more appropiate to her wasteland cattle rancher line of work. I will also SLM her a more rough apperance too. I think maybe a man would have better for her role ? hope you dont mind I say this. Not meaning to critize in any way. 

I realize most who play this are men and they prefer to interact with female NPCs and thats why red is a girl.

So no complaints from me :)

Am just grateful for the mod.

Edited by katrina.balanchuk
Posted
4 hours ago, GrimGrim31 said:

That's a new one.  Anyone else having this problem with the Vault-Tec restraints disappearing when you leave the settlement?

 

So I lost my collar at HuCow. Settler started as HuCow Fetish.

Posted
6 hours ago, katrina.balanchuk said:

 

Does this offer extend to maybe giving us the choice to pick what we use for tatoos package?

 

I am not  a huge friend of tatoos and I imagine tatooing barcodes real world would be exteme difficult unless you had a machine.i want to keep it wasteland immersive so all the barcodes and the vault tec property (i am not vault tec) is not so immersive for me. :)

 

Maybe just a couple of brands would fit the wasteland so much better than a barcodes?

I also like the "property of xxx dairy farm" tatoos, since they look like could have been applied with a black magic marker (which makes more sense to me than intricate tatoos, maybe in the future they have a tatoos marker or tatoo sharpie?

 

Or maybe there could be a machine to build that adds what we preselected want all at once, ??

or it could be part of the "process Function" preselected a preselected set?

 

If it was a option in "Process" to apply preselected overlay packets , different form the current one, would be nice.

 

Of course this is just a humble ask when oyur more important work is done, if you have time and are in mood for it.

You do more than we deserve already :)

 

A custom tattoo package is complicated, almost a mod in itself.  It might be possible to make a menu choice in the process function to apply a user made preset but it would require the user to use a specific preset name.

 

 

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