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Posted
3 hours ago, GrimGrim31 said:

Hucow farmers are NPCs that you have given a farmer's bucket. 

 

So what is the significance of the hucow framing station?

I assgned settler to them thinking that would be it.

Or are those responsible for filling the troughs?

Based on this thread I now make the buckets and give them out to my ranchers

Posted
On 8/9/2024 at 8:12 PM, Dudemer said:

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.

If I read you correctly, HCBV is transforming actors via node scaling instead of using morphs? Wouldn't this create compatibility problems?

Posted

hi

good mod

but some issues.

1.transformation for settlers is too slow or not happening. (i gave it 1 week in game)

2.renameing cows wont happen with table. (i think its an issue with rename anything for ng. and yes i downloaded the last dll file for rename anything)

3.cant buy cows from trader.

4.game crash when fast travel to ArcJet Systems  .(i disabled the mod and it didn't happen any more)

5. cant see assigned settlers milk any cow.

 

tnx again for the mod.

Posted (edited)
5 hours ago, mike1368 said:

hi

good mod

but some issues.

1.transformation for settlers is too slow or not happening. (i gave it 1 week in game)

2.renameing cows wont happen with table. (i think its an issue with rename anything for ng. and yes i downloaded the last dll file for rename anything)

3.cant buy cows from trader.

4.game crash when fast travel to ArcJet Systems  .(i disabled the mod and it didn't happen any more)

5. cant see assigned settlers milk any cow.

 

tnx again for the mod.

 

1. yes after the latest update the pendulum swung perhaps too far and now the transforming girls never seem to get it, while repeating the same lines again and again. (Before the latest update some folks had felt the transformation was too sudden. But i agree its so slow it never seems to happen or maybe I need to wait more game time.

2. Known to the author

3. Which version are you on? the laest updated added some good ones ( albeit no replenishment))

5. Just assigning your ranchers/farmers,to the Hucow worktables is not enough. You have to craft and give them huccow milk buckets into thier inventory.

Edited by katrina.balanchuk
Posted
6 hours ago, katrina.balanchuk said:

 

So what is the significance of the hucow framing station?

I assgned settler to them thinking that would be it.

Or are those responsible for filling the troughs?

Based on this thread I now make the buckets and give them out to my ranchers

 

The hucow care station will do the same thing for an assigned settler that the hucow farmer's bucket does.  It makes the assigned settler a hucow farmer.  The bucket is a better option but I kept the hucow care station in the mod because I like the way it looks.  You can simply use it as a decorative piece of furniture in your settlement.  

 

 

Posted
3 hours ago, AWHA2 said:

If I read you correctly, HCBV is transforming actors via node scaling instead of using morphs? Wouldn't this create compatibility problems?

 

I am not sure what Dedumer meant by his statement.  Human Cattle uses bodygen morphs to change the bodies of actors.  Maybe the issue is that Human Cattle's morphs for CBBE will change the Mad Science Cow Body, because the slider names are the same, and the end result won't look right.  Mad Science just adds new sliders to the existing CBBE sliders.

 

 

Posted (edited)
1 hour ago, mike1368 said:

hi

good mod

but some issues.

1.transformation for settlers is too slow or not happening. (i gave it 1 week in game)

2.renameing cows wont happen with table. (i think its an issue with rename anything for ng. and yes i downloaded the last dll file for rename anything)

3.cant buy cows from trader.

4.game crash when fast travel to ArcJet Systems  .(i disabled the mod and it didn't happen any more)

5. cant see assigned settlers milk any cow.

 

tnx again for the mod.

 

1.  Settler transformation had an issue with the start time actor value.  I fixed it and that fix is part of Version 1.9.0.

 

2.  The renaming function is as robust as it can be now.  If it doesn't work with NG, I can't fix that.  The Rename Anything mod author has to fix it.  But my renaming function doesn't rely on just Rename Anything.  What are you expecting the table rename to do?  It just names the actor "HuCow" or "Bull".  If you were expecting it to allow you to choose your own name, that is not what it does.

 

3.  The travelling trader NEVER sells cows.  She only buys them.  She desperately needs them for the people of Rhode Island that are suffering from radiation.

 

4.  FO4 will crash occasionally when fast travelling.  I don't think Human Cattle makes that happen any more often or any less often.

 

5.  There is no milking animation yet.  So the settlers will approach the cow, the cow will kneel, the milking sound will start, and you will get a notification message that the cow was milked by the farmer.  And you get milk in the workbench.  I don't know if I will get to new animations in this mod before I take a break for the winter.  Animations and Animfurns are the last thing that I will do for this mod.  If none of that is happening, you may not have assigned any settlers as hucow farmers.  Ordinary settlers do nothing for the cows.  You have to give the settlers a hucow farmer's bucket, one per settler.  The buckets are craftable in the Chem Workbench.

 

 

 

 

 

 

 

Edited by GrimGrim31
Posted

Version 1.9.0. is available for download.

 

Changes are: 

 

  • Idle dialogue added for male NPCs while transforming into hucows
  • Body morph changes added for male NPCs while transforming into hucows
  • Fixed the transformation start time actor value for hucow transformation
  • Added a Vault-Tec restraint set variant for Mad Science cow bodies.  This is just the restraints without the ankle manacles.  Can be equipped to Mad Science cow body NPCs on the exam table.
Posted
7 hours ago, savagesonic22 said:

Hello great mod, just a question I am at med tek and the marker is on top of the building and i cant seem to find a way to get in. Any advice on what to do?

 

20240811013709_1.jpg

 

There is only way to end up on top of the building like that.  If you really want to rush through the quest that quickly, why not just use the console to complete the quest.

 

 

Posted
12 hours ago, fred200 said:

V 1.08

Love the gradual HuCow transitions and new dialog!

"Trader" came to Sanctuary and wanted to buy cows. I agreed.

Set of cows all had markers. Good.

First cow I talked to had sell dialog. Sold her. Good.

Rest of cows still had markers, but their only dialog was Lets trade. Bad.

Talked to Trader and said done. They left with their one sold cow.

 

I had a look at Red's functions and the associated perk.  So far, I haven't been able to find or replicate the issue.  I will look again later.

 

I have to change when her objectives are displayed too so I can do that while I am looking for your issue.

 

The Sell/Buy button option should not disappear until you choose the End Trading option in the trading menu.

 

 

Posted (edited)

It would be great if you integrated the mod. When the HuCow transformation starts, this bracelet for double boobs and Cow Ears should be equipped. So that you can really see a visual change. Maybe there will be a milking animation in the future. Currently I equip the NPCs with equipment manually.

 

Cow Ears  

 

 

 

 

Edited by Wolverine_DH
Posted

@GrimGrim31 I found out thanks to another poster on here, that it was inside the building at the terminal. I was confused why the marker was on top of the building. I don't want to skip the quest. I was just wondering if I did something wrong.

Posted
25 minutes ago, savagesonic22 said:

@GrimGrim31 I found out thanks to another poster on here, that it was inside the building at the terminal. I was confused why the marker was on top of the building. I don't want to skip the quest. I was just wondering if I did something wrong.

You didn't. The marker needs to be moved to the door. I forget if it's removed once inside. After the first run I rarely have the quests active and just use the log for clues/instructions.

Posted (edited)
4 hours ago, GrimGrim31 said:

 

I am not sure what Dedumer meant by his statement.  Human Cattle uses bodygen morphs to change the bodies of actors.  Maybe the issue is that Human Cattle's morphs for CBBE will change the Mad Science Cow Body, because the slider names are the same, and the end result won't look right.  Mad Science just adds new sliders to the existing CBBE sliders.

 

 

I just look in the json files that came with human cattle and saw the seeming random numerical codes and thought they were skeletal nodes.({:0} OOpies) Anyways If that's true that they are in fact Morph data, What body morphs are they effecting and to what degree? I've made MSFD bodies with many Sliders to make the main sliders of MSFD morphs. 

 

To explain as example the Cow Morph had taken me about 12 slider to make the first hooves slider by Coalesce the sliders into one. I might have to make tutorials because it sound simpler then it is.

 

Now one thing I would like to say, Is that a slider like 7b Lower it will break the leg of most of my morphs do it being a half body full body slider. To explain the 7base body use to be a skyrim body type or mod that alot of people loved and was incorporated into the base bodyslide files of CBBE as a way for everyone to get the look they liked, And it was added to Fallout 4 Version of CBBE as well. The fallout 4 version of the sliders for 7b are kinda jenk this is because Fallout's CBBE didn't get as much love as skyrim's, 

 

If you use these sliders do so sparingly. now if you want to edit CBBE in the most efficient possible then here are the sliders I would use for each use case.

 

Edit. Actually I'm just going to Make some Ref Presets

Ref_Presets.zip

Edit these Break down at about 2000%

Edited by Dudemer
Posted
3 hours ago, Wolverine_DH said:

It would be great if you integrated the mod. When the HuCow transformation starts, this bracelet for double boobs and Cow Ears should be equipped. So that you can really see a visual change. Maybe there will be a milking animation in the future. Currently I equip the NPCs with equipment manually.

 

Cow Ears  

 

 

I can make it an MCM option in a future update.  It is different than my vision of a hucow for the mod and many players may not want to have a requirement for two more ESPs.

 

 

Posted (edited)
2 hours ago, savagesonic22 said:

@GrimGrim31 I found out thanks to another poster on here, that it was inside the building at the terminal. I was confused why the marker was on top of the building. I don't want to skip the quest. I was just wondering if I did something wrong.

 

It is on top of the building since the location is used as the quest objective, because I don't like pinpointing the objectives.  Fallout 4 makes quests so easy that a three year old can solve them.  There is no mystery and no point in having any clues.  No one has to use their brain.

 

Edited by GrimGrim31
Posted
1 hour ago, Dudemer said:

I just look in the json files that came with human cattle and saw the seeming random numerical codes and thought they were skeletal nodes.({:0} OOpies) Anyways If that's true that they are in fact Morph data, What body morphs are they effecting and to what degree? I've made MSFD bodies with many Sliders to make the main sliders of MSFD morphs. 

 

The json number is the FORMID for the global value that tells the mod whether or not the player wants to use the Bodygen morphs.

 

 

Posted
1 hour ago, izzyknows said:

You didn't. The marker needs to be moved to the door. I forget if it's removed once inside. After the first run I rarely have the quests active and just use the log for clues/instructions.

 

I think the quest objective marker is removed once you find the actual objective inside the building.

 

I can put the marker on the door with a little bit of fiddling around with a new refalias for the door.  If it keeps crazy people off of the building roof, it is probably worth the extra half hour of work and playtesting.

Posted
18 minutes ago, GrimGrim31 said:

It is on top of the building since the location is used as the quest objective, because I don't like pinpointing the objectives.  Fallout 4 makes quests so easy that a three year old can solve them.  There is no mystery and no point in having any clues.  No one has to use their brain.

 

I can't remember, are there "search area" objective markers which highlight a configurable radius? I know FO76 has them, just can't remember if they existed in FO4 as well.

Posted
39 minutes ago, GrimGrim31 said:

 

The json number is the FORMID for the global value that tells the mod whether or not the player wants to use the Bodygen morphs.

 

 

That's good to know thank you.

43 minutes ago, GrimGrim31 said:

 

I can make it an MCM option in a future update.  It is different than my vision of a hucow for the mod and many players may not want to have a requirement for two more ESPs.

 

 

If you have the need for a pair of cow ears, I think make a pair off the bramin model and a hair band from some of the in game armor/clothing maybe the welding goggles.

Posted

Not sure if it's come up already, but FO4 Clothing Conversions From Skyrim has a wearable cow outfit (with ears, collar and bell, boots, etc). Barbarous Continent uses that in its repeatable human milking job. I may have an FG conversion of that outfit somewhere, can't remember if I ever finished it or not.

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