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Posted
6 hours ago, katrina.balanchuk said:

 

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.

 

 

It is possible to use other collars.  Would it be better to choose them in the MCM or in a drop down menu in game?

 

The cows are supposed to have a "Stay" command.  Maybe I need to examine it to make sure it works better?  I haven't worked with it in a long time.

 

The cows should only leave the assigned stall trough at night when they sleep.  Where are they going and what time of day are they doing it?

 

Red and Luci exist because I thought it would be wrong to have only men buy and sell hucows.  When I went through the hucow stories on Literotica, there appear to be women who enjoy hucows but they want to be the Dom not the hucow.  And women farmers/ranchers seem logical given that a lot of women enjoy raising livestock and are pretty successful at it.  Since the hucows produce such an important life-saving product, it seems natural that some women would want to help their settlements by raising hucows.  But when I add hucow merchants that you can create in your settlements, you can assign only men to those stores, if you wish.

 

 

Posted
6 hours ago, Skelletoncz said:

 

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

 

Was it a Vault-Tec restraint set and did it disappear entirely or end up unequipped in the cow's inventory?

 

I can't fix the problem until I can identify how it happens and I need more information to narrow it down.

 

 

Posted
17 minutes ago, GrimGrim31 said:

Was it a Vault-Tec restraint set and did it disappear entirely or end up unequipped in the cow's inventory?

 

I can't fix the problem until I can identify how it happens and I need more information to narrow it down.

 

It was a Vault-Tec kit. Equipped via conversation.
Now I quit the game and went back to the settlement. Setler-HuCow has everything set up right.

Posted

Speaking for pretty much no one - I don't care what you do with decorative items like collars and restraints.

Important things to me are cow stages, cow dialogs, and gradual degradation.

I think Hope is great - when I can get her to progress.

I would love to see more unique characters. I would love to have Ellen on my farm.

And if you get the urge - cow quests would be great to. Go rescue this person who is afflicted with HuCow Frenzy or something.

In other words - tell us a story. I don't care if you use ink or crayon.

Posted (edited)
3 hours ago, GrimGrim31 said:

 

1)Would it be better to choose them in the MCM or in a drop down menu in game?

 

2)The cows are supposed to have a "Stay" command.  Maybe I need to examine it to make sure it works better?  I haven't worked with it in a long time.

 

3)The cows should only leave the assigned stall trough at night when they sleep.  Where are they going and what time of day are they doing it?

 

4)Red and Luci exist because I thought it would be wrong to have only men buy and sell hucows.  When I went through the hucow stories on Literotica, there appear to be women who enjoy hucows but they want to be the Dom not the hucow.  And women farmers/ranchers seem logical given that a lot of women enjoy raising livestock and are pretty successful at it.  Since the hucows produce such an important life-saving product, it seems natural that some women would want to help their settlements by raising hucows.  But when I add hucow merchants that you can create in your settlements, you can assign only men to those stores, if you wish.

 

 

 

Thank you for you fast response!

 

1) I think to lock a design in via MCM would be helpful. If its in game crafting differnet designs its less immersive IMO. The MCM "sets the world" so to speak. And then you just follow the world's items. If that makes any sense :)

 

2) The "Stay " command is only available while we move them. For example after buying or for selling. Once they are assigned in settlement, a "stay" command no longer is available to us. 

 

3) I have a feed trough and a leaf bed in each stall. Cows are assigned to both. Yet they still leave and congregate. usually at night and usually behind the house with the power Armor. It is generic Fallout 4 settler behaviour. Someone made a mod to turn it off, "No midnight cult" it is called. But results are mixed.

 

4) No problem :)

Edited by katrina.balanchuk
Posted (edited)

I know I asked a couple of times before and I think you are too busy for something this small, it since no reply before: 😌

But if other gifted members of this community could adress this nit I am picking:

 

The Security Punishment baton seems too much like a solid wood baton to me in the sound it makes. And also its look. It always seems like using it is uneccessarily brutal. I always fear if this was real, something would be broken.

So I never use it.

I do however use a Zaz (sp?) leather punishment crop I found in a raider location from the up-to-no-good mod.

It does not make such a bruutal sound, but more like a twack! sound. 

Which fits its look and sounds much less destrcutive to the victim.

 

I dont use the regular punishment baton because it feels too destrcutive to me unlike this crop.

 

If someone could make a patch or an option to replace the punishment baton with the zaz leather crop, or something like it, with the same functionality as the punishment baton, it would be good and immersive IMHO.

No rancher wants to damage the livestock.

 

But right now, the zaz crop does not behave with the good features of the punishment baton, which are minimal real damage and the livestock stops moving and assumes a passive postion. 

Right now the zaz crop at random (maybe a random critical?) causes a lot of HP damage and causes the target, the hucow, then go hostile and with them the entire settlement.

 

Edited by katrina.balanchuk
Posted (edited)
3 hours ago, fred200 said:

Speaking for pretty much no one - I don't care what you do with decorative items like collars and restraints.

Important things to me are cow stages, cow dialogs, and gradual degradation.

I think Hope is great - when I can get her to progress.

I would love to see more unique characters. I would love to have Ellen on my farm.

And if you get the urge - cow quests would be great to. Go rescue this person who is afflicted with HuCow Frenzy or something.

In other words - tell us a story. I don't care if you use ink or crayon.

 

or maybe a quest where someone asks you to make a hucow of the daughter(s?) of his business rival to embarrass him.

Edited by katrina.balanchuk
Posted
26 minutes ago, katrina.balanchuk said:

I know I asked a couple of times before and I think you are too busy for something this small, it since no reply before: 😌

But if other gifted members of this community could adress this nit I am picking:

 

The Security Punishment baton seems too much like a solid wood baton to me in the sound it makes. And also its look. It always seems like using it is uneccessarily brutal. I always fear if this was real, something would be broken.

So I never use it.

I do however use a Zaz (sp?) leather punishment crop I found in a raider location from the up-to-no-good mod.

It does not make such a bruutal sound, but more like a twack! sound. 

Which fits its look and sounds much less destrcutive to the victim.

 

I dont use the regular punishment baton because it feels too destrcutive to me unlike this crop.

 

If someone could make a patch or an option to replace the punishment baton with the zaz leather crop, or something like it, with the same functionality as the punishment baton, it would be good and immersive IMHO.

No rancher wants to damage the livestock.

 

But right now, the zaz crop does not behave with the good features of the punishment baton, which are minimal real damage and the livestock stops moving and assumes a passive postion. 

Right now the zaz crop at random (maybe a random critical?) causes a lot of HP damage and causes the target, the hucow, then go hostile and with them the entire settlement.

 

 

I can make a crop that doesn't leave marks and uses the softer sound.  That isn't very difficult.

 

Posted (edited)
56 minutes ago, katrina.balanchuk said:

 

Thank you for you fast response!

 

1) I think to lock a design in via MCM would be helpful. If its in game crafting differnet designs its less immersive IMO. The MCM "sets the world" so to speak. And then you just follow the world's items. If that makes any sense :)

 

2) The "Stay " command is only available while we move them. For example after buying or for selling. Once they are assigned in settlement, a "stay" command no longer is available to us. 

 

3) I have a feed trough and a leaf bed in each stall. Cows are assigned to both. Yet they still leave and congregate. usually at night and usually behind the house with the power Armor. It is generic Fallout 4 settler behaviour. Someone made a mod to turn it off, "No midnight cult" it is called. But results are mixed.

 

4) No problem :)

 

1)  OK, I will try it with an MCM option but I will have to put conditions in because only players with Devious Devices will have that collar set.

 

2)  Hmm...OK, I can add a Stay command in the settlement.  That won't be difficult, it just takes time.

 

3)  I wonder what causes this problem.  All of my settlement actors sleep at night except at Abernathy Farm.  The Bedcheck function helps, because now I can see which actor owns which bed and figure out if an actor owns multiple beds (in which case the actor will not sleep because the AI never chooses between the beds).

 

 

Edited by GrimGrim31
Posted
3 hours ago, fred200 said:

Speaking for pretty much no one - I don't care what you do with decorative items like collars and restraints.

Important things to me are cow stages, cow dialogs, and gradual degradation.

I think Hope is great - when I can get her to progress.

I would love to see more unique characters. I would love to have Ellen on my farm.

And if you get the urge - cow quests would be great to. Go rescue this person who is afflicted with HuCow Frenzy or something.

In other words - tell us a story. I don't care if you use ink or crayon.

 

Emily will eventually have an option to join your settlements.  The framework already exists but there is no dialogue to support it yet.

 

Posted
16 hours ago, GrimGrim31 said:

here is today's Human Cattle tip

 

I sense a future update will add HuCow Tipping as a mini-game.

Posted
23 minutes ago, vaultbait said:

 

I sense a future update will add HuCow Tipping as a mini-game.

 

😄  I did encounter a hucow that was sleeping standing up.  FO4 is weird sometimes.  Last night, I was testing something and Doctor Hope was sleeping with her eyes open.  It was a little creepy.

 

 

Posted

I feel like I'm missing a few things.

 

1)  Which NPCs do I talk with to see the "bed check" dialogue?  I have given milking buckets to a number of male settlers and I have one male settler working the hucow shelves item (I forget what it's called).  Nobody has the "bed check" dialogue.

 

2)  I haven't figured out how to manipulate hucows onto the examination table.  Trying to workshop assign male settlers puts them on the table, but none of the functions do anything, including release from the table.  I've tried the "Follow me" dialogue option and the "bring them to the table" option on the table, but nothing happens.

 

3)  Before the latest update, Rhode Island Red showed up and snagged a number of my hucows.  I had trouble selecting the hucows for Rhode Island Red, but finally got a few selected.

 

4)  I visited the diamond city hucow farmer who had one male hucow and one female hucow, but couldn't buy either one.

 

If you get bored and have time on your hands, just ideas ...

 

A quest called "raider cow" similar to raider pet but the raiders inject the kidnapped PC with serum and then milk her along with other activities one does with hucows.

 

A quest where someone has stolen all/some of your hucows.  Get them back.  Maybe the PC needs to infiltrate the stolen herd as a hucow and the PC finds herself being used as a hucow until she can work out an escape for everyone.  Although it's kind of hard to think as a hucow ...

 

Posted (edited)
1 hour ago, GrimGrim31 said:

 

I can make a crop that doesn't leave marks and uses the softer sound.  That isn't very difficult.

 

Thank you so much!!!!

 

I think the marks are super important for immersion, please dont take them away, it was the wooden "thunk" effect that seemed too brutal to me. I always worried about breaking bones.

Maybe its feminine sensitvity I dont know

 

The ZaZ crop makes marks too at the spot where it hit. They are good marks except they disappear so fast, within seconds. a version of the Zaz crop or something like it would be perfect if it is milded for damage, the marks stay around days not seconds, and guarnteed to not make hucows hostile.

Maybe damage factor 0 or 1?

 

a crop seems like something that can be used regularily without undue harm, especially if it makes a good whip sound, like the one I found does.

(except its risky to use w/o changes, since it does not have the same "milding" effects attached as your punishment baton)

 

I hope it doesnt seem bad, but I always felt such a crop is part of ranching. 

Edited by katrina.balanchuk
Posted (edited)
55 minutes ago, GrimGrim31 said:

 

1)  OK, I will try it with an MCM option but I will have to put conditions in because only players with Devious Devices will have that collar set.

 

2)  Hmm...OK, I can add a Stay command in the settlement.  That won't be difficult, it just takes time.

 

3)  I wonder what causes this problem.  All of my settlement actors sleep at night except at Abernathy Farm.  The Bedcheck function helps, because now I can see which actor owns which bed and figure out if an actor owns multiple beds (in which case the actor will not sleep because the AI never chooses between the beds).

 

 

 

1) Please do whatever is easiest for you.

Dont let the nits I pick get in the way of your bigger projects :)

 

2) That would be great, but again please dont let these nits we pick get in the way of your big projects. I can manage with chasing the cows around, if I know it will lessen delay of your other projects

Edited by katrina.balanchuk
Posted (edited)
4 hours ago, tinkerbelle said:

I feel like I'm missing a few things.

 

1)  Which NPCs do I talk with to see the "bed check" dialogue?  I have given milking buckets to a number of male settlers and I have one male settler working the hucow shelves item (I forget what it's called).  Nobody has the "bed check" dialogue.

 

2)  I haven't figured out how to manipulate hucows onto the examination table.  Trying to workshop assign male settlers puts them on the table, but none of the functions do anything, including release from the table.  I've tried the "Follow me" dialogue option and the "bring them to the table" option on the table, but nothing happens.

 

3)  Before the latest update, Rhode Island Red showed up and snagged a number of my hucows.  I had trouble selecting the hucows for Rhode Island Red, but finally got a few selected.

 

4)  I visited the diamond city hucow farmer who had one male hucow and one female hucow, but couldn't buy either one.

 

If you get bored and have time on your hands, just ideas ...

 

A quest called "raider cow" similar to raider pet but the raiders inject the kidnapped PC with serum and then milk her along with other activities one does with hucows.

 

A quest where someone has stolen all/some of your hucows.  Get them back.  Maybe the PC needs to infiltrate the stolen herd as a hucow and the PC finds herself being used as a hucow until she can work out an escape for everyone.  Although it's kind of hard to think as a hucow ...

 

 

Ask a male hucow farmer but you have to be milked first if that dialogue option is showing when you talk to the male hucow farmer.

 

You should be able to assign hucows to the table just like you assign settlers to guard posts, scavenger stations, or crops.  Then the cow will run to the table and get on it.  Once the cow is laying on the table, you can activate the table by getting close to it so you can use the Begin button.  If the cow is taking too long to reach the table, there is a menu option to bring the cow to the table, which works immediately.  Note: The hucows have to be assigned to the settlement before they can use the table.  Followers and Companions following the player cannot be assigned to the table.

 

To buy the hucows from the traders in Diamond City or Goodneighbor, you have to talk to the trader and agree to do business with them.  That will bring up the sell/buy options on each cow.

 

The quest ideas are interesting.  Everyone seems to want more quests but I was planning to finish the framework for this mod and move on to the next one.  The clock of summer is ticking and I tend to stop working on mods once fall arrives.  We will see how much time I have once we reach September.  Quests and dialogues take a lot of time.  I cannot keep putting 12 hour days into working on this mod.  

 

 

Edited by GrimGrim31
Posted

Hi and here is a early patch for MSFD to HCBV. 

 

I open up some of the files that came with HCBV and found that it used skeletal nodes edits instead of confidential body morphs? This means for now if you use these node edits It will break the cow morph body so I would suggest that anyone who uses this patch turn off the Body "Morphs" in Human Cattle's MCM for now.

 

I will be posting this patch with the new MSFD Update soon.

 

Thank you, Have a Nice day.

(MSFD_To_HCBV).zip

Posted
2 hours ago, Dudemer said:

Hi and here is a early patch for MSFD to HCBV. 

 

I open up some of the files that came with HCBV and found that it used skeletal nodes edits instead of confidential body morphs? This means for now if you use these node edits It will break the cow morph body so I would suggest that anyone who uses this patch turn off the Body "Morphs" in Human Cattle's MCM for now.

 

I will be posting this patch with the new MSFD Update soon.

 

Thank you, Have a Nice day.

(MSFD_To_HCBV).zip 8.9 MB · 0 downloads

 

Can you please explain a bit more of what this does?

Does it basically give hucows double set of boobs?

Posted (edited)

Version 1.8.0. is available for download now.

 

Changes are:

 

  • Made NPC transformation into a hucow a staged process if you inject them at the exam table or via dialogue for the Fetish NPC
  • Added idle dialogue for female NPCs to use while slowly transforming (more dialogue to come later for males and for talking directly with the Player)
  • Added an MCM option to use the Devious Devices Makeshift Collar instead of the Vault-Tec restraints when collaring hucows on the exam table or while they are sleeping (requires the Devious Devices mod)
  • Added Zaz's crops (latex and leather) as constructible items in the Chem Workbench.  Requires Zazout 4 or Zazout 4 Repack mod.  These versions of the crops do minimal damage and do not make target actors hostile to the player

 

I will add more staged process dialogue and improve the process for male actors.  I have some research to do first since I haven't looked at Body Talk sliders in a long time.

 

 

Edited by GrimGrim31
Posted (edited)
20 minutes ago, katrina.balanchuk said:

 

Can you please explain a bit more of what this does?

Does it basically give hucows double set of boobs?

Oh sorry. This a patch for my mods version of a hucow. To make it more compatible with human cattle restraints

 

 

Edited by Dudemer
Posted (edited)
22 minutes ago, Dudemer said:

Oh sorry. This a patch for my mods version of a hucow. To make it more compatible with human cattle restraints

 

 

 

I can probably make a set of restraints that will fit on your body and then adjust the Papyrus script so that it checks the actor and applies the correct set of restraints.

 

It is just finding the time now to do things.

 

I will download your most recent body.

 

 

Edited by GrimGrim31
Posted
26 minutes ago, GrimGrim31 said:

 

I can probably make a set of restraints that will fit on your body and then adjust the Papyrus script so that it checks the actor and applies the correct set of restraints.

 

It is just finding the time now to do things.

 

I will download your most recent body.

 

 

Take your time man.

 

Aside from that I've bin thinking on making a new new device for my mod for some time now, A bit of my own take on a makeshift Milker/Suction cup for Cow Morphs I will make them compatible with the base cbbe as well. I'm basically taking the fountain cups from the base game using them as the base of the suction cup. But first I'm going to convert my stretchy vault suit to my other Morphs. 

 

My way of making up new Ideas for my mod is, "Can I do this in outfitstudio Lets Test And See."

 

HaHahaha

 

   

Posted (edited)
8 hours ago, Dudemer said:

Oh sorry. This a patch for my mods version of a hucow. To make it more compatible with human cattle restraints

 

 

 

I respect your great effort for our community, but these images are not my cup of tea.

 

At first I didnt like those images, but now I think its amusing.

Edited by katrina.balanchuk
Posted
1 hour ago, GrimGrim31 said:

Version 1.8.0. is available for download now.

 

Changes are:

 

  • Made NPC transformation into a hucow a staged process if you inject them at the exam table or via dialogue for the Fetish NPC
  • Added idle dialogue for female NPCs to use while slowly transforming (more dialogue to come later for males and for talking directly with the Player)
  • Added an MCM option to use the Devious Devices Makeshift Collar instead of the Vault-Tec restraints when collaring hucows on the exam table or while they are sleeping (requires the Devious Devices mod)
  • Added Zaz's crops (latex and leather) as constructible items in the Chem Workbench.  Requires Zazout 4 or Zazout 4 Repack mod.  These versions of the crops do minimal damage and do not make target actors hostile to the player

 

 

 

 

 

yay!

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