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Posted
2 hours ago, command88+ said:

where can i sell hucows? wasn't there a trader in DC?

 

One in DC and one in Goodneighbor.  There is also a roving trader that may show up at one of your settlements.

Posted
8 hours ago, Krazyone said:

Emogene looks like she's fitting in well to Settlement life, in the Screenshots... 🙂

 

Idea... If you have Family Planning Enhanced Redux installed... infected pregnant women, should birth Human Cattle, Brahmin, or Brahmiluff ( non violent AI versions ).

 

I will not support Family Planning Enhanced Redux.  It makes my head hurt too much.

Posted
7 hours ago, fred200 said:

Where is the Emogene dialog tucked?

I checked pretty much every mod Quest. She does not have her own Quest, and it is not in any of the obvious places.

Like Dr Hope, I like to check the dialog trees to make sure I have not missed anything. Like Emogene going full HuCow.

 

Fred, Emogene's new dialogue is in the _HuCowFollower Quest.

 

She doesn't go full HuCow but she takes some serum and hides as a hucow from her irritating family and their spies.  When someone is as old as Emogene, they get tired of a lot of bullshit.

 

 

 

 

Posted
16 minutes ago, fred200 said:

Emogene might be a bit surprised - I strapped her to the exam table and injected her.

Curious to see where it goes from there.

 

An extreme example of aged beef (after all, she's hundreds of years old).

Posted
12 hours ago, GrimGrim31 said:

 

I will look at the restraint issue later today.  The auto attach to the player is also something that I can change.  It is probably a condition check issue for the Reset Milking function.

 

EDIT:  Which restraint set is invisible?

 

Which collar shows up and is sometimes invisible?

 

I checked the mod and cannot see what would cause these issues.  The vault-tec restraint set meshes are part of the BA2 and the vault-tec restraint set should only attach itself to the player if the player is a hucow and has the set in the player inventory when the reset milking function is called once per day.  I can change the reset milking function but that won't fix your issue if the restraint set is equipping itself automatically and staying equipped so that you cannot remove it.  And changing the function will not help if the issue is with a collar or restraint that is not the mod's vault-tec restraint set.

 

Do the cows have any other armor/clothing/race modification item equipped besides the collar or restraint set?  If they have an armor item that also uses the neck slot, that will cause a conflict because the NPC cannot unequip the vault-tec restraint set so it will stay equipped, and the NPC will have two items fighting over the neck slot.

 

 

its a steel collars . I thought it ws a new addtions because it does not look like the tradional wastland collar nor like your vaultec set.

whichever restraint is worn vault tec or steel collar is invisible.

 

The cows have only CBBE, no other collar (I think)

I have to go back and check if there was something else but i dont recall. 😌

Posted
2 hours ago, katrina.balanchuk said:

 

its a steel collars . I thought it ws a new addtions because it does not look like the tradional wastland collar nor like your vaultec set.

whichever restraint is worn vault tec or steel collar is invisible.

 

The cows have only CBBE, no other collar (I think)

I have to go back and check if there was something else but i dont recall. 😌

 

The steel collar is probably a Devious Device item but there is nothing in Human Cattle that uses that collar.

 

I don't have any idea why the collars or restraints would be invisible.  The meshes and textures are in the archive.   The vault-tec restraint set in Human Cattle is unique and doesn't rely on any other mod for meshes, material, or textures.  I am puzzled.

Posted
2 hours ago, fred200 said:

Emogene might be a bit surprised - I strapped her to the exam table and injected her.

Curious to see where it goes from there.

 

There is no dialogue for her transformation stages because that wasn't the storyline that I was creating for her.  If I get time, I might go back and add some transformation dialogue for her but I am running out of time.  Today is the 20th and my software subscriptions will end at the end of August.  At that point, I might still add non-dialogue stuff to Human Cattle but will not give it full time attention again until next summer.  The supermutant mod will have to wait.

 

 

 

 

Posted
11 hours ago, GrimGrim31 said:

 

One in DC and one in Goodneighbor.  There is also a roving trader that may show up at one of your settlements.

i used the serum via syringe on a few raiders, i can order them to follow me but can't sell them. do they need any equipment to be sellable?

Posted
8 hours ago, GrimGrim31 said:

 

The steel collar is probably a Devious Device item but there is nothing in Human Cattle that uses that collar.

 

I don't have any idea why the collars or restraints would be invisible.  The meshes and textures are in the archive.   The vault-tec restraint set in Human Cattle is unique and doesn't rely on any other mod for meshes, material, or textures.  I am puzzled.

 

Maybe I will send you screenshots soon. But it is not a big deal to me. I am just giving you information this is not a complaint :)

Posted
On 8/17/2024 at 8:09 PM, GrimGrim31 said:
  • Added support for the Recruit Emogene Cabot as Settler mod so that she can hide from her family in your settlement wearing a hucow disguise.  Her dialogue starts once she arrives at the settlement from Goodneighbor.

 

umm will this work with the ESL version or does it need to be the ESP version?

 

Posted
12 hours ago, GrimGrim31 said:

 

There is no dialogue for her transformation stages because that wasn't the storyline that I was creating for her.  If I get time, I might go back and add some transformation dialogue for her but I am running out of time.  Today is the 20th and my software subscriptions will end at the end of August.  At that point, I might still add non-dialogue stuff to Human Cattle but will not give it full time attention again until next summer.  The supermutant mod will have to wait.

 

 

 

 

Happy B day !

which software do you mean? elvenlabs? how much does it cost per month
Posted
1 hour ago, valcon767 said:

 

umm will this work with the ESL version or does it need to be the ESP version?

 

 

It should work on either version since there is no need for Human Cattle to poll the FORMIDs directly from the Recruit Emogene as a Settler mod.

 

 

Posted (edited)
7 hours ago, command88+ said:

i used the serum via syringe on a few raiders, i can order them to follow me but can't sell them. do they need any equipment to be sellable?

 

Which trader are you trying to deal with?

 

You should be able to tell the trader that you want to do business with them and that will start the sell/buy process.  Each follower (including non-hucows) will have a Sell/Buy activation button option.

 

If the follower is not a hucow, Desi or Luci will "fix" the problem in order to complete the transaction.

 

 

 

 

Edited by GrimGrim31
Posted

good to know, i prefer using esl whenever possible but i had saved a slot just in case.

 

thanks again for the mod

 

Posted (edited)
1 hour ago, LarryJD8822 said:

Happy B day !

which software do you mean? elvenlabs? how much does it cost per month

 

B day?  I am not sure what you mean.

 

I use Elevenlabs for voiced dialogue and the option that I use is $22 per month.  I was able to complete all 2500+ lines of dialogue (it might be quite a bit more now) in less than three months.  But I will stop the service over the winter and use the money for streaming services so I can watch all of the footy that I like to see each season.  I can add non-voiced dialogue and then restart Elevenlabs next summer after football season is over.

 

My subscription to Elevenlabs ends earlier than I thought.  It will end on the 24th of August (three days from now).

 

 

Edited by GrimGrim31
Posted
45 minutes ago, GrimGrim31 said:

 

Which trader are you trying to deal with?

 

You should be able to tell the trader that you want to do business with them and that will start the sell/buy process.  Each follower (including non-hucows) will have a Sell/Buy activation button option.

 

If the follower is not a hucow, Desi or Luci will "fix" the problem in order to complete the transaction.

 

 

 

 

I was trying to sell to Luci, the Hucows around her do have the buy/sell option but the one i brought with me don't . I assume by making them follow me some companion mod kicked in to overwrite the option.

 

Posted
12 minutes ago, GrimGrim31 said:

 

B day?  I am not sure what you mean.

 

I use Elevenlabs for voiced dialogue and the option that I use is $22 per month.  I was able to complete all 2500+ lines of dialogue (it might be quite a bit more now) in less than three months.  But I will stop the service over the winter and use the money for streaming services so I can watch all of the footy that I like to see each season.  I can add non-voiced dialogue and then restart Elevenlabs next summer after football season is over.

 

My subscription to Elevenlabs ends earlier than I thought.  It will end on the 24th of August (three days from now).

 

 

oh damn, I read my 20th, not the 20th, so I thought it was your birthday

Posted
52 minutes ago, command88+ said:

I was trying to sell to Luci, the Hucows around her do have the buy/sell option but the one i brought with me don't . I assume by making them follow me some companion mod kicked in to overwrite the option.

 

 

Who was the follower?  Companions and the Battlebabe cannot be sold.

Posted
7 hours ago, katrina.balanchuk said:

 

Maybe I will send you screenshots soon. But it is not a big deal to me. I am just giving you information this is not a complaint :)

 

No worries.  I would like to stop any restraints and/or collars from disappearing, but I have no idea why it is happening.  Meshes should not appear and then disappear and then appear again later.  That is very puzzling.

 

 

Posted

By the way, if anyone was following this issue:

 

I tried to recreate the male and female player voices in ElevenLabs and they actually worked really well.

 

I used them in the dialogue with Emogene Cabot when the player welcomes Emogene to the settlement and suggests a hucow disguise so Emogene can hide from her family and their spies.

Posted
42 minutes ago, GrimGrim31 said:

 

Who was the follower?  Companions and the Battlebabe cannot be sold.

Random Raiders i caught near fort Hagen. But maybe the second i told them to "follow me" some follower mod (i have a few) kicked in

Posted
1 minute ago, command88+ said:

Random Raiders i caught near fort Hagen. But maybe the second i told them to "follow me" some follower mod (i have a few) kicked in

 

What other follower mods do you have?  The easiest way to check is using the console and look at my follower quest.  If the NPC is a hucow follower, their FORMID should show up in my follower collection.

 

The console command to check is  help "hucowfollowerquest" 0   

 

That will show you the FORMID for the quest.  Then use the console command   sqv QuestFORMID

 

That should pull up all of the refererence aliases, variables, and refcollecionaliases for the quest.

 

Posted

I rescued "Hope" from CC and got the "something looks different" dialogue with her, but then nothing else happens. Is there something else going on?

 

Does this mod inject NPCs into the spawnlist for Commonwealth Captives?

Posted (edited)
1 hour ago, AWHA2 said:

I rescued "Hope" from CC and got the "something looks different" dialogue with her, but then nothing else happens. Is there something else going on?

 

Does this mod inject NPCs into the spawnlist for Commonwealth Captives?

 

I don't know where the name came from.  There are several mods including AAF that randomly assign names to NPCs.  It's not AAF this time though since "Hope" is not one of the possible random names.

 

This mod will randomly take one female Commonwealth Captive that is following the player and start transforming them.  It is a low probability but it can start almost instantly when you have rescued a captive.  I still have to create a similar process for male captives.

 

The process is slow and the dialogue will change every game day but you might not notice unless you talk to the NPC.  After a few game days, the NPC is nearly a complete hucow but will still need to you to acknowledge that fact in dialogue before the NPC finally becomes a cow.  Then you can assign them to a settlement.

 

 

Edited by GrimGrim31

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