GrimGrim31 Posted August 12, 2024 Author Posted August 12, 2024 6 hours ago, fred200 said: 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. Yes, I playtested more today and discovered that the slow transformation was not getting beyond Stage 2 because of a script condition error. Fixed it for Version 1.10.0 The transformation dialogue issue should be fixed as well. I had to take the NPC out of the transformation group and its associated keyword after the transformation was complete. I haven't looked into the Rename Anything issue with NG FO4. I am glad that you are staying on top of it and sharing what you learn about it. 1
GrimGrim31 Posted August 12, 2024 Author Posted August 12, 2024 4 hours ago, LarryJD8822 said: 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? Reveal hidden contents why do we need the annoying Professor Goodfeels? I hate him! is there a point why the lights were edited? Reveal hidden contents another thing ,xedit shows broken precombines for the DLC content Reveal hidden contents 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 I don't want to make this mod an ESM. It seems a strong step for such a light mod. The lights are edited so that they are always powered. You can delete my edits in FO4Edit if you prefer the original unpowered lights. The animations mats restrict hucows from using them so that they don't lean against walls or smoke cigarettes. If you don't like that, you can delete my edits in FO4Edit. The pre-placed hucow animation mats at some of the settlements are intended to save players a lot of time. They can put cows there and they will immediately do things instead of just standing in place. It also saves on settlement build limits because the pre-placed mats do not appear to count against the limits. If you don't like them, delete them in FO4Edit and use the build menu mats that you can place on your own. I love the Mr. Handy at Sunshine Tidings so he gets to live forever. If you want to remove him in your playthrough, there are easy ways for you to do that. You can even shoot him yourself before you settle there. Or you can just delete my edit in FO4Edit that makes him protected. I removed the Nuka World edits, those are left over from a time when I was working on another mod. This mod has little to do with Nuka World unless you decide to make the Red Rocket there into a cow farm. I have said many times already why the hucows are human cows and not cow humans. It is my vision for the mod. Maybe Dudemer or someone else can make a mod or patch that makes the human cows into cow humans. If I have time, I will ask the creators of the Skyrim mod BAC for permission to use some of their assets but that is way down on the workflow list right now. CTDs have not been a problem for me other than the occasional fast travel crash but I get those when I play without mods too. 1
fred200 Posted August 12, 2024 Posted August 12, 2024 Have to add an opinion here. A bunch of us like the mod just like it is. Even if we don't say much. New suggestions are always welcome I am sure, but never mistake them as a general request for change. Just keep doing what you do so well. Fixes, dialog, NPCs, and Quests. 4
GrimGrim31 Posted August 12, 2024 Author Posted August 12, 2024 Version 1.10.0. is available. Changes are: Fixed the dialogue for the male hucow farmers that prevented the sex scene with a player hucow. Fixed the stage progression for the slow transformation so it would go beyond stage 2. Fixed the issue where transformation idle dialogue still happened after the NPC became a hucow. Made the Fetish NPC use the slow transformation when you give the NPC a little serum. Removed the Nuka-World edits that were artifacts from previous mod making. I am still troubleshooting the random hucow trader that shows up at your cow farms to find out why she would only buy one cow from Fred. Once I fix that, I plan to add some more dialogue for a few of the NPCs that are slowly transforming into hucows (especially the Commonwealth Captive follower transition and the Fetish NPC) and I may add dialogue for the player to talk to these NPCs while they are transitioning. 3
fred200 Posted August 12, 2024 Posted August 12, 2024 Last time Red showed up - two cows had the sell dialogue. So I was able to sell two. Point being: It is not a hard failure after the first sale. 1
katrina.balanchuk Posted August 13, 2024 Posted August 13, 2024 (edited) 13 hours ago, fred200 said: Last time Red showed up - two cows had the sell dialogue. So I was able to sell two. Point being: It is not a hard failure after the first sale. - A bit more data on that: She showed up 3 or 4 times. Have not seen her in at least a game week or two (I told her to leave last time as the no matter how hard I tried the sell dialog never showed and she was just standing around restarting the orginal conversation). One time though after I gave up and fast traveled out of the cell to do something else, after I returned, she was still there and suddenly I was able to sell her 3 cows (dialogue showed up for 3 of them) After that it was broken again and I did not see her since in that particlar playthrough - I am thinking of adding this mod to my good-guy playthrough (as opposed to my rougher guy playthrough who is already a hocow rancher tycoon). But I have this questions. If I dont start the original quest yet, will random settlement girls still have a fetish? and will any random convert, Captives or otherwise? I may want to hold those events at arms lenght until I have enough settlements built up in a new playthrough before I see those effects of the mod. But I do like the access to the vaultec 134 build menu in the meantime to prepare my settlements. This is just a question, not an ask or even a suggestion. - About the traders in GN and DC: They sell the cows for less, than they buy them from us. They charge me only 200+ caps and when I sell they give me over 400. Is this a glitch or intentional to be us free repeat money? Its the opposite of how trading usually works in the game (and real world). So I feel guilty selling them anything and later rebuying it because it seems every tansactions is losing them money. Speaking of money, here is a respectful suggestion: if the hucow trader were to inventory respawn, of (female) hucows, I would buy from them again and again ,to support their business and sell them hucows from my stock that look too bitchy for me, like former raiders or the like. So proper full commerce in the hucows. The respawns dont need to have different dialogues (so it saves you work). They can just have the same dialogue again and again its ok. (but hopefully still unique IDs, so i can change their looks) Enjoying the mod and grateful for everything you do. Edited August 13, 2024 by katrina.balanchuk
GrimGrim31 Posted August 13, 2024 Author Posted August 13, 2024 Rhode Island Red doesn't show up very often unless you get lucky. I spent most of yesterday fixing her scripts and quest. It needed extensive work since I have changed the way she works a lot since this beta was first published. Thanks for telling me about the illogical trader sale price for the cows. I forgot to update their buy price when I updated their sale price. Making a pool of unique hucows for sale is not on my current list of things to do since I still have a lot of fundamental things to work on. Now that Rhode Island Red is fixed, I need to take a look at the stalls and why the cows are not staying in them. Then I want to add dialogue and take a long look at my old system for player hucows to have involuntary interactions with farmers. 2
valcon767 Posted August 13, 2024 Posted August 13, 2024 just a usage report (RL stuff had me almost unable to play at all for a bit there) started on 1.50 (ish) read tape (which did start initial quest) on 1.70 and have upgraded to 1.10.0 did not get very far in mod yet (just cured Emily). holotape started initial quest from Pip-boy (1.70). quest ran fine all the way to where i am now. current save game is outside Vault 81 and Dr. Moreau and (cured) Emily are there. was able to milk Emily after curing, once so far and have not tried again just yet. the bit at the trailer was a (nice) surprise. Spoiler my fights are usually over very quickly one way or the other, but not this one. without that trailer it would have been over almost as fast as it begins. Nora started the quest at level 14 and has taken 0 combat perks (have taken carry weight and build perks), so she had issues with the fight. total of 3 legendary deathclaws vs Nora and Lloris at start of fight. Nora - Powerful Automatic Assault Rifle (989 rounds), Hardened Combat Rifle (549 rounds), 10mm Advanced Recon Pistol (650 rounds), and a .44 Magnum (69 rounds) Lloris had 3 frag grenades, and a 10mm hardened pistol (25 rounds) spent a long time hiding in trailer and sniping when i could, Lloris kept running outside throwing grenades (like a crazy man). 2 Deathclaws down and 3rd was almost dead when Lloris hit me with a grenade right after the last Deathclaw threw rubble at me = Violate kicking in and me surrendering. funny part of this was he had caused a regular Deathclaw and a baby that were nearby to join the fight about the time the 2nd dealthclaw was about half wounded. Nora wound up gagged, collared and wearing slave heels. Lloris was in a set of handcuffs (no more grenades and i am not sure if that was a blessing or a curse). (yes i have both DD and KFT also running and Violate can and sometimes does equip restraints). back to sniping from inside the trailer, and baby deathclaw kept running off and coming back so made it a bit easier to finally win the fight. after the fight Nora had same weapons but 12 rounds for assault rifle, 13 rounds for combat rifle, 121 rounds for 10mm pistol, and 2 rounds for the .44 magnum. this is not to say or think the fight needs to be easier. the fight is fine as it is just was my luck to have extras on the other side. brought Dr. Moreau the cure and that is as far as i have made it (so far). really enjoying the mod so have to say thank you for making and sharing it. 2
LarryJD8822 Posted August 13, 2024 Posted August 13, 2024 18 hours ago, GrimGrim31 said: I have said many times already why the hucows are human cows and not cow humans. It is my vision for the mod. I thought about it again, it is a Vault-Tec experiment in your vision not a mutation, sorry, of course that makes sense, and I agree with that. by the way, thanks for your answer, I now know what I can change without getting into trouble 1
GrimGrim31 Posted August 13, 2024 Author Posted August 13, 2024 (edited) 1 hour ago, valcon767 said: just a usage report (RL stuff had me almost unable to play at all for a bit there) started on 1.50 (ish) read tape (which did start initial quest) on 1.70 and have upgraded to 1.10.0 did not get very far in mod yet (just cured Emily). holotape started initial quest from Pip-boy (1.70). quest ran fine all the way to where i am now. current save game is outside Vault 81 and Dr. Moreau and (cured) Emily are there. was able to milk Emily after curing, once so far and have not tried again just yet. the bit at the trailer was a (nice) surprise. Reveal hidden contents my fights are usually over very quickly one way or the other, but not this one. without that trailer it would have been over almost as fast as it begins. Nora started the quest at level 14 and has taken 0 combat perks (have taken carry weight and build perks), so she had issues with the fight. total of 3 legendary deathclaws vs Nora and Lloris at start of fight. Nora - Powerful Automatic Assault Rifle (989 rounds), Hardened Combat Rifle (549 rounds), 10mm Advanced Recon Pistol (650 rounds), and a .44 Magnum (69 rounds) Lloris had 3 frag grenades, and a 10mm hardened pistol (25 rounds) spent a long time hiding in trailer and sniping when i could, Lloris kept running outside throwing grenades (like a crazy man). 2 Deathclaws down and 3rd was almost dead when Lloris hit me with a grenade right after the last Deathclaw threw rubble at me = Violate kicking in and me surrendering. funny part of this was he had caused a regular Deathclaw and a baby that were nearby to join the fight about the time the 2nd dealthclaw was about half wounded. Nora wound up gagged, collared and wearing slave heels. Lloris was in a set of handcuffs (no more grenades and i am not sure if that was a blessing or a curse). (yes i have both DD and KFT also running and Violate can and sometimes does equip restraints). back to sniping from inside the trailer, and baby deathclaw kept running off and coming back so made it a bit easier to finally win the fight. after the fight Nora had same weapons but 12 rounds for assault rifle, 13 rounds for combat rifle, 121 rounds for 10mm pistol, and 2 rounds for the .44 magnum. this is not to say or think the fight needs to be easier. the fight is fine as it is just was my luck to have extras on the other side. brought Dr. Moreau the cure and that is as far as i have made it (so far). really enjoying the mod so have to say thank you for making and sharing it. I am glad that you enjoyed the quest and I am surprised that Lloris was that involved in the fight. Now that you have cured Emily you can recruit a few of the NPCs as settlers. The trailer is part of the original game but I enjoyed making it the centerpiece of a fantastic boss fight. I have tested it with a player character under level 20, another at level 22, and one over level 50. It is never an easy fight and almost unwinnable for a low level PC unless they use God mode or are very careful inside the trailer. I found that the enemies could reach me inside so I had to pay attention to where they were around the sides of the trailer and stay away from them. Patience was critical. I had to wait for the right shot and line up my targets carefully before firing. Sound tactics and a pile of ammo will always win. But you got some extra gribblies so that made it that much more spicey. Anyone who fights that battle in low visibility conditions has an extra challenge. It gets the adrenaline going. Edited August 13, 2024 by GrimGrim31
GrimGrim31 Posted August 13, 2024 Author Posted August 13, 2024 1 hour ago, LarryJD8822 said: I thought about it again, it is a Vault-Tec experiment in your vision not a mutation, sorry, of course that makes sense, and I agree with that. by the way, thanks for your answer, I now know what I can change without getting into trouble With FO4 edit or the Creation Kit, there are many ways to tailor Human Cattle or any other mod to suit personal tastes. I don't mind explaining the mod so that you can customize it for your own playthroughs. Modding is all about individual choice and customization. 2
fred200 Posted August 13, 2024 Posted August 13, 2024 1.10 - HuCow transformation works great. Like the progress timers - which are probably just for testing. Gave Marcie the serum on the table. Nothing else - still clothed. In a couple of days she had progressed to removing her clothes. Jun is a full HuCow now. 1
katrina.balanchuk Posted August 13, 2024 Posted August 13, 2024 (edited) 17 minutes ago, fred200 said: 1.10 - HuCow transformation works great. Like the progress timers - which are probably just for testing. Gave Marcie the serum on the table. Nothing else - still clothed. In a couple of days she had progressed to removing her clothes. Jun is a full HuCow now. Do those musem 5 have interetsing comments with the Hucow business? I have a mod that gets rid of them so I been playing rancher tycoon without them and I am hesitant to start a new game to hear them, unless they are real good Edited August 13, 2024 by katrina.balanchuk
fred200 Posted August 13, 2024 Posted August 13, 2024 38 minutes ago, katrina.balanchuk said: Do those musem 5 have interetsing comments with the Hucow business? I have a mod that gets rid of them so I been playing rancher tycoon without them and I am hesitant to start a new game to hear them, unless they are real good I have not seen any special dialogue. I think only Curie and the robot have a bit. Crack open the mod in F4Edit and check the Quests. Special dialogue is easy to find.
katrina.balanchuk Posted August 13, 2024 Posted August 13, 2024 35 minutes ago, fred200 said: I have not seen any special dialogue. I think only Curie and the robot have a bit. Crack open the mod in F4Edit and check the Quests. Special dialogue is easy to find. I dont have/use F4edit. Its only been 2 years since I knew what WASD was... I am not a very typical gamer.
fred200 Posted August 13, 2024 Posted August 13, 2024 1 minute ago, katrina.balanchuk said: I dont have/use F4edit. Its only been 2 years since I knew what WASD was... I am not a very typical gamer. Then just go with no other special dialog - yet. If Grim adds more - he will let us know. 1
GrimGrim31 Posted August 13, 2024 Author Posted August 13, 2024 (edited) 2 hours ago, fred200 said: 1.10 - HuCow transformation works great. Like the progress timers - which are probably just for testing. Gave Marcie the serum on the table. Nothing else - still clothed. In a couple of days she had progressed to removing her clothes. Jun is a full HuCow now. Yes, the timer updates are for testing and will be hidden in the next update, if I remember to turn them off. I have spent the afternoon revising the scripts and aliases for the stall troughs and stall cows. I just have to solve the problem of them getting spawned outside the stalls when the player travels into the settlement. Edited August 13, 2024 by GrimGrim31 1
GrimGrim31 Posted August 13, 2024 Author Posted August 13, 2024 1 hour ago, fred200 said: Then just go with no other special dialog - yet. If Grim adds more - he will let us know. I haven't added special dialogue for Mama Murphy, Marcie, Jun, or Preston. Sturges only has dialogue for removing the restraints and/or tattoos. Codsworth has dialogue to scold you if you poop in his settlement and for working as a hucow farmer (yes, robots can do that). I may add some dialogue for the others but I only have 7 voices left on my ElevenLabs account so making any AI voices for those characters will limit the number of unique voices available for my next mod. 1
katrina.balanchuk Posted August 13, 2024 Posted August 13, 2024 25 minutes ago, GrimGrim31 said: I haven't added special dialogue for Mama Murphy, Marcie, Jun, or Preston. Sturges only has dialogue for removing the restraints and/or tattoos. Codsworth has dialogue to scold you if you poop in his settlement and for working as a hucow farmer (yes, robots can do that). I may add some dialogue for the others but I only have 7 voices left on my ElevenLabs account so making any AI voices for those characters will limit the number of unique voices available for my next mod. Please save the voices for more impactful people then 1
izzyknows Posted August 14, 2024 Posted August 14, 2024 Have to agree with @katrina.balanchuk cause for me, Jun & mama only make it about 3 steps out of the museum before Raiders blow their brains out. Preston & Surges have plot armor while Marcie gets turned into a hucow... used to be a cum dumpster locked in a pillory. LOL
Dudemer Posted August 14, 2024 Posted August 14, 2024 (edited) 22 minutes ago, izzyknows said: Have to agree with @katrina.balanchuk cause for me, Jun & mama only make it about 3 steps out of the museum before Raiders blow their brains out. Preston & Surges have plot armor while Marcie gets turned into a hucow... used to be a cum dumpster locked in a pillory. LOL I would add to this point to make nonunique side character voices, For characters who are not significant overarching plots or Story. It make so you have more voices for other mods down the road. Background character all having a Male or Female voice that are the same isn't that much of a problem. Hell just look at Oblivion. Edited August 14, 2024 by Dudemer
valcon767 Posted August 14, 2024 Posted August 14, 2024 (edited) 15 hours ago, GrimGrim31 said: I am glad that you enjoyed the quest and I am surprised that Lloris was that involved in the fight. Now that you have cured Emily you can recruit a few of the NPCs as settlers. good to know about the settlers part. thinking about it now i think what was happening with Lloris was i was in his way for the spot he wanted to get to. reason i say this is in the couple of other fights i had with him following me he mostly shot a couple of times then ran and hid. what he did was throw a grenade or 2 and run into the trailer and he would run into me so then he ran back out to throw another grenade or 2. not really sure and i suppose he could have been trying to engage the baby early on and i just didn't notice it was there for a while. Edited August 14, 2024 by valcon767
izzyknows Posted August 14, 2024 Posted August 14, 2024 11 hours ago, Dudemer said: Background character all having a Male or Female voice that are the same isn't that much of a problem. There's only like 4 different voices for unnamed NPC's. Well 8 with male & female.. you get the point. Reusing the voiced dialogue makes a lot of sense to help cut the size of the game, and the cost. 2
GrimGrim31 Posted August 14, 2024 Author Posted August 14, 2024 (edited) Version 1.11.0. is now available. Changes are: A lot of changes for Rhode Island Red to fix her trading and the way the mod handles her setup and her quest. I figured out that part of her problem was that the game does not allow quest stages to be reused unless you stop and restart the quest, which I did not want to do. So many things that were done via stages had to be rewritten into her quest script. Revisions to the stall trough, its script, the main script, and the stall cow packages to make them use the trough and their nearby bed more frequently and wander less. It is much better now but I still see some wandering in the late evening before bedtime. Unlike the settlers, there is no relaxation package for the cows, so either their old settler package is taking over or the game allows some randomization of sleep time and the cow has a gap in time between their "work" day and when they go to sleep. During that time, they might wander off to anyplace in the settlement that appeals to them. I haven't gotten deep into more dialogue yet but I wanted to get this version out with the fixes for Red and the almost complete fixes for the stall cows before I focus purely on more dialogue. There are other minoir fixes included as well but they aren't worth naming. I fix little things continuously as they pop up during playtesting. Edited August 14, 2024 by GrimGrim31 3
GrimGrim31 Posted August 14, 2024 Author Posted August 14, 2024 I forgot to ask. Is anyone using Atomic Muscle instead of Body Talk for your male body? I haven't made bull body morphs for Atomic Muscle yet but I will make them if lots of people are using that body instead of Body Talk. It isn't that difficult but it will require a look at the mod and its sliders so I can created a bodygen morph set. I used Atomic Muscle several years ago but I no longer have it in my mod library.
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