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Posted
41 minutes ago, GrimGrim31 said:

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.

Silly me, I went through the front door.  Never occurred to me to go on top of the building.  I'm pretty certain that there was a quest marking inside the building, as well.  I can't remember if the quest marker disappeared once I found the item (terminal?  I'm old and forgetful).

 

Thanks for explaining some things for me.  After asking my questions, I tried being a hucow again and was sort of surprised to see new dialogue with hucow farmers and the guy manning the shelves (I think I had given him a bucket, too).  I was pleasantly surprised that my character couldn't open a hucow gate.  I'm not having much luck getting hucows to remain in their stalls, some seem to use the stalls, some refuse to use the stalls.  This was where a stall had a hucow bed and feed trough with some corn and tatos, and where I had workshop assigned the cow to the bed and tried to assign them to the trough in the stall.

 

One thing I've noticed, which might or might not be a problem.  These days I make Red Rocket station my first home and it became my test hucow dairy.  Later I decided to help Preston after all and when I set up sanctuary I added a "barn" for hucows and appropriate furniture.  I've noticed hucows and hubulls moving from their home settlement to the other, maybe returning to their home settlement, maybe not.  I've read somewhere that Red Rocket and Sanctuary are the same cell, but I avoid programming details.

 

Posted (edited)

1.9.0 Trying the new dialogue options with a settler. Got milked :thumbsup: (in the future maybe we'll have milking animation and effects). 

 

Request to have sex, didn't hook to AAF sex  

On sneak, there's an option for blowjob but no AAF sex either

So far no random sex yet (maybe I haven't play tested long enough. Right now it's just 1 player hucow and 1 new male farmer settler) 

I have most settings on except for cow hunger 

 

I think unlike the wasteland dairy milking device (too mechanicy) the oppai milk pasties feels more appropriate (or maybe players can use this on their own)

https://www.nexusmods.com/fallout4/mods/40562

 

Found this looks pretty cool (Skyrim)

 

For the ear tag, maybe someone would be able to make a yuge piercing that goes on one side? Would be pretty cool. 

 

Cow bikini 

https://www.nexusmods.com/fallout4/mods/43413

 

66303286498b5.image.jpg

Edited by 4nln415
Posted (edited)
47 minutes ago, tinkerbelle said:

Silly me, I went through the front door.  Never occurred to me to go on top of the building.  I'm pretty certain that there was a quest marking inside the building, as well.  I can't remember if the quest marker disappeared once I found the item (terminal?  I'm old and forgetful).

 

Thanks for explaining some things for me.  After asking my questions, I tried being a hucow again and was sort of surprised to see new dialogue with hucow farmers and the guy manning the shelves (I think I had given him a bucket, too).  I was pleasantly surprised that my character couldn't open a hucow gate.  I'm not having much luck getting hucows to remain in their stalls, some seem to use the stalls, some refuse to use the stalls.  This was where a stall had a hucow bed and feed trough with some corn and tatos, and where I had workshop assigned the cow to the bed and tried to assign them to the trough in the stall.

 

One thing I've noticed, which might or might not be a problem.  These days I make Red Rocket station my first home and it became my test hucow dairy.  Later I decided to help Preston after all and when I set up sanctuary I added a "barn" for hucows and appropriate furniture.  I've noticed hucows and hubulls moving from their home settlement to the other, maybe returning to their home settlement, maybe not.  I've read somewhere that Red Rocket and Sanctuary are the same cell, but I avoid programming details.

 

 

I just changed the marker to the door at Med-Tek so hopefully, no one else even thinks about the top of the building.

 

Any hucow that is assigned to a settlement should be assignable to stall troughs and hucow beds (or other beds if you choose not to use the No HuCow furniture beds in the mod).  If a hucow cannot be assigned to a settlement (because it is an NPC that does not have the WorkshopNPCscipt) then it cannot be assigned to a bed, the exam table, or the stall trough.  In that case, you would have to use the HuCow Clone Serum Syringe on them to make them assignable (but never use this syringe on companions or other essential characters).

 

Yes, hucows (including the player) are not able to open the stall gates (after the very first try).  It can help with immersion.  The player is also unable to use most of the No HuCow furniture in the mod.  I think the exceptions are the workbenches.

 

Red Rocket and Sanctuary are not the same cell but they are both loaded at the same time.  Hucows should not be moving between them.  They function like settlers and settlers don't normally move between the settlements.  This is strange behavior, I wonder if anyone else has this problem?  Have you seen them crossing the bridge and crawling along the road to Red Rocket?  The cows in Sanctuary will move up and down the Sanctuary roads to get to feeding areas in the front lawns of some of the ruined houses. 

 

 

Edited by GrimGrim31
Posted
45 minutes ago, 4nln415 said:

Found this looks pretty cool (Skyrim)

 

That's also included in the FO4 conversions I linked to earlier, since Barbarous Continent uses it as well.

 

Another well-known one in the same vein is Oppai Milk Pasties (which I think Wasteland Dairy Framework utilizes).

Posted
21 minutes ago, GrimGrim31 said:

 

I just changed the marker to the door at Med-Tek so hopefully, no one else even thinks about the top of the building.

 

Any hucow that is assigned to a settlement should be assignable to stall troughs and hucow beds (or other beds if you choose not to use the No HuCow furniture beds in the mod).  If a hucow cannot be assigned to a settlement (because it is an NPC that does not have the WorkshopNPCscipt) then it cannot be assigned to a bed, the exam table, or the stall trough.  In that case, you would have to use the HuCow Clone Serum Syringe on them to make them assignable (but never use this syringe on companions or other essential characters).

 

Yes, hucows (including the player) are not able to open the stall gates (after the very first try).  It can help with immersion.  The player is also unable to use most of the No HuCow furniture in the mod.  I think the exceptions are the workbenches.

 

Red Rocket and Sanctuary are not the same cell but they are both loaded at the same time.  Hucows should not be moving between them.  They function like settlers and settlers don't normally move between the settlements.  This is strange behavior, I wonder if anyone else has this problem?  Have you seen them crossing the bridge and crawling along the road to Red Rocket?  The cows in Sanctuary will move up and down the Sanctuary roads to get to feeding areas in the front lawns of some of the ruined houses. 

 

 

 In my first hucow playthrough I noticed cows from Sanctuary moving to Abernathy on thier own as well.

 

Incidentally, The conversion speed of my NPC is so slow now .

Its been at least a full game week if not 2 or even 3 and she still only tells me about how boobs feeling funny, feeling warm, etc, but she hasnt converted.

Perhpas when that conversion speed was changed maybe the pendulum swung too far.

Posted (edited)
1 hour ago, tinkerbelle said:

Thanks for explaining some things for me.  After asking my questions, I tried being a hucow again and was sort of surprised to see new dialogue with hucow farmers and the guy manning the shelves (I think I had given him a bucket, too). 

 

Was this with version 1.9?

It was the first time I had not immedetly downloaded the new version, since it seemed to be almost exclusively about men turning into hucows and thier dialogue about it.

This wasnt so interesting to me, since for me the HuCow paradigm would be about usefulness in a dairyfarm and thats about milk production which what the cows do and they are female.

Did you speak to the ranchers as a hucow or as a "Bull"?

 

Downloaded 1.9 and installed it just now. :)

Edited by katrina.balanchuk
Posted
1 hour ago, 4nln415 said:

1.9.0 Trying the new dialogue options with a settler. Got milked :thumbsup: (in the future maybe we'll have milking animation and effects). 

 

Request to have sex, didn't hook to AAF sex  

On sneak, there's an option for blowjob but no AAF sex either

So far no random sex yet (maybe I haven't play tested long enough. Right now it's just 1 player hucow and 1 new male farmer settler) 

I have most settings on except for cow hunger 

 

I think unlike the wasteland dairy milking device (too mechanicy) the oppai milk pasties feels more appropriate (or maybe players can use this on their own)

https://www.nexusmods.com/fallout4/mods/40562

 

Found this looks pretty cool (Skyrim)

 

For the ear tag, maybe someone would be able to make a yuge piercing that goes on one side? Would be pretty cool. 

 

Cow bikini 

https://www.nexusmods.com/fallout4/mods/43413

 

 

It looks like I cock blocked the male hucow farmers so that you can't request sex from them via dialogue.  It happens sometimes when I have to change settings in order to generate lip files.  Fixed it for Version 1.10.0.

 

The blowjob button should show up when you are close enough to a male NPC.  If it only shows up when you are sneaking, there is something else wrong.  Does your character need to be milked?

 

Someone else will have to find ways to use all of the items that you linked.  I am not a fan of the milk pasties, I am running out of time for mod making this year, and I have a lot of work to do on the ear tags that already exist in the mod.  They fit perfectly on one ear type but not the other four?  I will have to dedicate a day to sorting that out, and I may have to create a different ear tag mesh for each ear type.  I also want to make a variant of the ear tag that has a large yellow plastic tag attached to the metal ear piercing.

 

 

 

 

Posted (edited)
4 minutes ago, GrimGrim31 said:

 

It looks like I cock blocked the male hucow farmers so that you can't request sex from them via dialogue.  It happens sometimes when I have to change settings in order to generate lip files.  Fixed it for Version 1.10.0.

 

The blowjob button should show up when you are close enough to a male NPC.  If it only shows up when you are sneaking, there is something else wrong.  Does your character need to be milked?

 

Someone else will have to find ways to use all of the items that you linked.  I am not a fan of the milk pasties, I am running out of time for mod making this year, and I have a lot of work to do on the ear tags that already exist in the mod.  They fit perfectly on one ear type but not the other four?  I will have to dedicate a day to sorting that out, and I may have to create a different ear tag mesh for each ear type.  I also want to make a variant of the ear tag that has a large yellow plastic tag attached to the metal ear piercing.

 

 

 

 

 

Speaking just for myself, please dont spend too much time on decorations and drive the plot forward instead 😌

Extra and fanciful decorations could come when all else, like plot and dialogues and the supermutant expansion are complete 😻

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

 In my first hucow playthrough I noticed cows from Sanctuary moving to Abernathy on thier own as well.

 

Incidentally, The conversion speed of my NPC is so slow now .

Its been at least a full game week if not 2 or even 3 and she still only tells me about how boobs feeling funny, feeling warm, etc, but she hasnt converted.

Perhpas when that conversion speed was changed maybe the pendulum swung too far.

 

The conversion speed is broken until you use Version 1.9.0. because the transformation start time actor value was broken until that version (so broken in Version 1.8.0.).  So the NPC may never get out of the 1st stage of transformation.  Version 1.9.0. fixes the actor value for new transformations but does not help NPCs that are already transforming.  The solution for them is to use the HuCow Serum Syringe to fully convert them, then cure them at the exam table, and then start the transformation process over by injecting them at the table with hucow serum.

 

 

Posted
2 minutes ago, katrina.balanchuk said:

 Was this with version 1.9?

No, it was with V1.08, I tried things out last night (for me anyway) with V1.08 .  I just downloaded V1.9 (looks like I'll need V1.10 when it's available.

 

All Modders please note:  leading zeros have an important role in the computer world.  In the case of this mod, V1.10 will sort before V1.2 and after V1.1, without the leading zero for V1.02 .  I'm just nitpicking, but it will make life easier for many folks.

 

Posted
22 minutes ago, GrimGrim31 said:

The blowjob button should show up when you are close enough to a male NPC.  If it only shows up when you are sneaking, there is something else wrong.  Does your character need to be milked?

The settler was a farmer I don't think he was a hucow?

The dialogue option for milking does appear. After that it will be replaced by the check bed option 

1.8 and 1.9 the blowjob option only appear in sneak mode for me (it shows up on the side like quick trade [Steal, Blowjob]). 

Posted
12 minutes ago, 4nln415 said:

The settler was a farmer I don't think he was a hucow?

The dialogue option for milking does appear. After that it will be replaced by the check bed option 

1.8 and 1.9 the blowjob option only appear in sneak mode for me (it shows up on the side like quick trade [Steal, Blowjob]). 

Just another user speaking up.  I get the blowjob option while not sneaking.  For a more intimate experience, the first "talk" option will open up dialogue which includes a choice for "Please fuck me" (or some such verbiage).

 

What? No dinner and movie first?  OK, here's some hay and a video of "Debbie does the Dairy".

 

Posted
1 hour ago, GrimGrim31 said:

 

The conversion speed is broken until you use Version 1.9.0. because the transformation start time actor value was broken until that version (so broken in Version 1.8.0.).  So the NPC may never get out of the 1st stage of transformation.  Version 1.9.0. fixes the actor value for new transformations but does not help NPCs that are already transforming.  The solution for them is to use the HuCow Serum Syringe to fully convert them, then cure them at the exam table, and then start the transformation process over by injecting them at the table with hucow serum.

 

 

 

OK I did as instructed. :)

 

Still enjoying the mod immensly,. but...the conversion speed is still a bit too slow for gaming IMHO.

And the syringer and exam table conversions are also slowed correct?

From what I thought I saw at least.

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

 

OK I did as instructed. :)

 

Still enjoying the mod immensly,. but...the conversion speed is still a bit too slow for gaming IMHO.

And the syringer and exam table conversions are also slowed correct?

From what I thought I saw at least.

 

The syringes are still instant transformation.  The slow transformation should take around 24 hours of game time.

 

You can start a slow transformation of an NPC at the exam table when you inject them with serum or via conversation with an NPC that has a hucow fetish or one that wants to be a hucow to escape post-traumatic stress disorders.

 

Edited by GrimGrim31
Posted
51 minutes ago, GrimGrim31 said:

 

The syringes are still instant transformation.  The slow transformation should take around 24 hours of game time.

 

You can start a slow transformation of an NPC at the exam table when you inject them with serum or via conversation with an NPC that has a hucow fetish or one that wants to be a hucow to escape post-traumatic stress disorders.

 

 Thank you :)

Posted (edited)

I really like the mod,but the voice of Nora is off putting.It doesnt sound even remotely similar to Nora. Isnt it possible to use the voice of the Nora voice actor with AI ?

Edited by Battlecry
Posted
On 8/11/2024 at 2:32 PM, katrina.balanchuk said:

 

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.

hi i was on 1.8

tnx for tip

Posted (edited)
1 hour ago, Battlecry said:

I really like the mod,but the voice of Nora is off putting.It doesnt sound even remotely similar to Nora. Isnt it possible to use the voice of the Nora voice actor with AI ?

 

Possible?  Maybe.  Practical?  No.  Free?  No.

 

ElevenLabs AI can replicate an existing voice.  I tried it on Codsworth and Sturges when I upgraded my ElevenLabs.  The results were mixed.  Codsworth sounds pretty close but I think the robot reverb probably helps with his voice.  Sturges doesn't quite sound like Sturges.

 

I can experiment when I get time.  I still have nine voice slots left.  If I use one for Nate and one for Nora, that will leave seven for my next mod.  I won't be redoing the 578 lines again though.  Life is too short for that shit.

 

 

 

Edited by GrimGrim31
Posted
17 minutes ago, GrimGrim31 said:

 

Possible?  Maybe.  Practical?  No.  Free?  No.

 

ElevenLabs AI can replicate an existing voice.  I tried it on Codsworth and Sturges when I upgraded my ElevenLabs.  The results were mixed.  Codsworth sounds pretty close but I think the robot reverb probably helps with his voice.  Sturges doesn't quite sound like Sturges.

 

I can experiment when I get time.  I still have nine voice slots left.  If I use one for Nate and one for Nora, that will leave seven for my next mod.  I won't be redoing the 578 lines again though.  Life is too short for that shit.

 

 

 

 

Only speaking for myself, I for one, love the voice for the female character and wish the entire game voice could be repalced with those. and maybe some settlers to boot. It goes well with the looks I chose when I play and the preserts i put on female NPCs.

Posted
21 minutes ago, GrimGrim31 said:

 

Possible?  Maybe.  Practical?  No.  Free?  No.

 

ElevenLabs AI can replicate an existing voice.  I tried it on Codsworth and Sturges when I upgraded my ElevenLabs.  The results were mixed.  Codsworth sounds pretty close but I think the robot reverb probably helps with his voice.  Sturges doesn't quite sound like Sturges.

 

I can experiment when I get time.  I still have nine voice slots left.  If I use one for Nate and one for Nora, that will leave seven for my next mod.  I won't be redoing the 578 lines again though.  Life is too short for that shit.

 

 

 

Ah ok,I understand

Posted (edited)

1.09, clean run, male not hucow

Fetish and exam table cows simply don't finish conversion. I have to shoot them with a syringe to finish the job.

My companion, Heather, occasionally gets aggro (aggressive bull?) and I have to use the console to calm her down and save the settlement.

Finally made her a cow, just to avoid the issue.

Dr. Hope is mostly progressing nicely. Not sure how to recognize the 4 stages. I currently have to remind her that she is Dr Hope. Launched her with an AAF scene.

 

Conversion dialog (thoughts) continue even after conversion is complete.

 

Rename Anything is seriously broken on current Fallout 4 releases. There is a fixed version of the DLL available on Discord:

https://discord.com/invite/5EFXRWjUHC

 

Now all my Raider captures are correctly named HuCow.

Edited by fred200
Posted (edited)

hi,

first of all, google translate German-English, I would like to try this mod so bad, but
 

don't punish me for my questions and my requests,  first of all the question, can you make an ESM out of this, don't get me wrong but your mod has to be about Spring Cleaning, for me, I love my clean settlements.

Are the cowmarkers scrapable?

why were all thirstZapper initially disabled?

do I need all NPCs with the tag persistent? specifically do I need a new savegame?

why do some animations have a cow keyword,I think so that they don't use the animation,correct?

Spoiler

Screenshot2024-08-12184633.png.fc662cf9eadd276009305caed43389b2.png

 

why do we need the annoying Professor Goodfeels? I hate him!

 

is there a point why the lights were edited?

 

Spoiler

Screenshot2024-08-12184805.png.5174717746ebd2713e75eefcbcb7a8b5.png

 

another thing ,xedit shows broken precombines for the DLC content

 

 

Spoiler

Screenshot2024-08-12184508.thumb.png.ba2f5599264126242bae12bddfec49d7.png

 

 

I know that I can simply delete some things (with xedit) like all the placed cowmarkers and the lights, and I can fix the broken precombines with a patch, and I can also make a patch for a few other things,

but I would have to edit the esp again after every update to delete the cowmarkers, that's exactly why we need an ESM, or please let us place the markers ourselves where we want to place them.

Another thought that makes the game more realistic for me: 200 years of mutation and radioactivity, what can happen? Make the COW a COW, yes, but also with the right skin (brown, white-brown, white-black, etc.)

 

one more thing at the end not only Commonwealth Captives is a potential cow maker, try this one https://www.nexusmods.com/fallout4/mods/59938

 

sorry forgot, I have over 1000 mods running and almost never a CTD (in 500h gaming 3or 4 times) want it to stay that way.

 

THX Larry

Edited by LarryJD8822
Posted
1 hour ago, LarryJD8822 said:

but I would have to edit the esp again after every update to delete the cowmarkers,

Not if you made a patch. The only ones you'd need to add to the patch would be any newly added ones. IF any new ones were added.

That's why you make a patch. Edit it once to your liking and, for the most part.... done.

 

1 hour ago, LarryJD8822 said:

why do some animations have a cow keyword,I think so that they don't use the animation,correct?

So only HuCows can use the animations.

The keyword in this example, is part of a condition to only allow HuCows to use the animation.

 

1 hour ago, LarryJD8822 said:

another thing ,xedit shows broken precombines for the DLC content

Not an issue in that area, carry on! ;) Oh, IF you're using PRP delete that garbage and save yourself a lot of headaches and patches. Bloody stupid idea for a modded game.

 

 

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