LarryJD8822 Posted August 27, 2024 Posted August 27, 2024 (edited) 47 minutes ago, GrimGrim31 said: Cows will stop moving when the game engine is overloaded. Maybe you have too many scripts running at the same time or too many NPCs in the loaded area. You can start them moving again by talking to them and telling them "Nevermind." That dialogue has a script attached that tells them to evaluate their package. They should start moving. Cows should sleep for ten hours every night. What beds are you using for them? Are they restrained when they are awake? Sex scenes for bulls are limited to one bull at a time. I can increase that. You must have teleported to a new settlement when the game was selecting the female actor for the bull. I should be able to fix that process and just have the sex scene cancelled if the player leaves the settlement. There is currently a 40 percent chance of a bull sex scene every two game hours. I can change this system to a 40 percent chance per bull and allow the first eight bulls selected to start sex scenes. That will get a bit crazy like Human Resources but players can control it by having fewer bulls or turning off the random sex scenes in the MCM. Red buys bulls or cows. She randomly selects nine that she likes. I may add some options to her trading so that you can recommend other cows to her and she can accept or refuse. She really wants the cows because the people in Rhode Island need the milk so don't expect her to want many bulls. im in Murkwater there an no other NPC , and no cows only bulls and 8 females (32 i and a companion total 34) in Sanctuary i have 56 NPC (30 from Human resources 26 Settler) +20 customer +4 Nomads + random minutemans and random stuff from NPC Travel +random attacs and have no problem in a mod settlement called lakeside cabin i have 50 settler +10 from Human resources and customer, no problem another mod settlement called Charles View Amphitheater i had in total 55 NPC + 20 customer ,+ many NPC around and no problem i dont teleported to an other settlement i was walking (not running) i play in survival mode. I can only teleport via the institute and I use that very rarely ""That will get a bit crazy like Human Resources but players can control it by having fewer bulls or turning off the random sex scenes in the MCM."" 👍👍👍 im totaly fine with Red , but if she visit Murkwater , she only can by bulls , the question is ,will she even come by if there is no hucow and the bull farm exists for another reason, not just insemination, they are actually NPCs that I want to get rid of, so I will slaughter them Edited August 27, 2024 by LarryJD8822
LarryJD8822 Posted August 27, 2024 Posted August 27, 2024 (edited) I have another question: if I make, say, Kay or Deb from Bunkerhill into a Hucow and then heal them at some point, can I still trade with them? Do they still have their dialogues and go to their places? or if i clone a male to a hucow what happens when I heal her/him , nevermind I'll try that now Edited August 27, 2024 by LarryJD8822
Dudemer Posted August 27, 2024 Posted August 27, 2024 13 hours ago, GrimGrim31 said: @Dudemer I tried your CBBE body with the two sliders tonight. This pic is my hucow preset for CBBE using bodymorphs. It's nice but the breasts seem too small and it uses a lot of sliders. The second pic is my preset with your body growth slider at 70 percent. The breasts are much larger and the legs and body are thicker. The arms look unchanged. The third pic is my hucow preset with 70 percent of your body change slider and 70 percent of your growth slider. Much thicker and huge tracts of land...um...breasts. The last pic is all CBBE sliders at zero except for your two sliders at 80 percent. Decent body that is noticeably thicker than the default zero body and the breasts are much larger than my hucow preset. It is nice that it only requires two slider changes to get to this body. The Body Changes slider is a replacement for the Hucow Body Morph preset you use and a way to make a more unique body for Hucows to use. The slider was made as a recreation from what I assume you where going for with the Hucow Body Morphs I saw so far, And a way making a Base to build on for effect sliders Like the Growth slider any other sliders to come. The body change slider is also what I consider a Bloat Slider and a Form slider. a Bloat slider is best explained as a slider made to look as good as it can get at it's maximum Percentage and by proxy Great at Mid ranges like 50% or 30%. A Form slider is just that, It changes the base form of the body. Now that can go any where from my _CowMorph_ slider for my Cow Morphs in MSFD or it can be the 7Base body sliders from CBBE. More impotently the sliders them selves give a chance for simpler scripting and more room for other effects. Like sound effect queues for different Stages of the Transformation or for when a hucow need to be milk Or when they just Shat on Your nicely cleaned Linoleum Floors! [:( Anyways let me know if you want any new effect sliders or want some changes to the Body Changes or the Growth slider. give me Ref images I can make any thing happen. P.s. I also thought on the High Functioning Hucow idea and here is what I came up with I thought on how to do this through making the Punishment Crop that's already in the mod a teaching tool, Through Carrot and Stick tactics. I think Hope would be the best test case in this regard. She after repeated failed attempts of her experiential research then would try to have you to help her take her notes more seriously. At first of only having sex with her when she takes her notes. evolving after you ask to see her notes and seeing their just nonsense scribbles and drawing of lewd acts.(oh she getting the Crop) After about three times of her giving you actual notes on her experiences as a hucow she will become a High High Functioning hucow at that point you can give her tasks as a HF hucow.(maybe Studying the other hucows and helping in their care.) I think at this point Hope will be one of the only hucows that will be able to freely be Both a HF and a Normal hucow. She'll go from walking around and talking about hucows to being apart of the herd when she wants to play the part. HF hucows would act like normal settlers and still make milk like normal hucows. But if they don't have anything to do they'll devolve into Normal hucows again. to keep the HF hucows you'll need to make them a farmer or a worker on your settlements. to create them you'll only need a Crop equipped to have the training options open up, Talk to a normal hucow and give them a task and see if they complete it. This might be a great way of adding funny and sexy moments to the mod on top of having HF hucows. And beyond your training of hucows you can give this Crop to a HF hucow to have them train other hucows in turn by a signing the normal hucows of you choosing to a custom hucow training desk. ( I Imagine hucow training school settlements, Man this is getting Orwellen.) 1
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 57 minutes ago, LarryJD8822 said: I have another question: if I make, say, Kay or Deb from Bunkerhill into a Hucow and then heal them at some point, can I still trade with them? Do they still have their dialogues and go to their places? or if i clone a male to a hucow what happens when I heal her/him , nevermind I'll try that now Turning a unique NPC into a hucow usually removes their unique voicetype. Cloning any NPC completely removes the original NPC and replaces them with a clone that has the WorkshopNPCscript. The clone has a hucow or bull voicetype. I might be able to change the process so that the NPC keeps a record of their original voice and reverts to it when they are cured. A cloned NPC could be made to retain a record of the original NPC voicetype and revert to it when the clone NPC is cured.
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 (edited) 1 hour ago, LarryJD8822 said: im in Murkwater there an no other NPC , and no cows only bulls and 8 females (32 i and a companion total 34) in Sanctuary i have 56 NPC (30 from Human resources 26 Settler) +20 customer +4 Nomads + random minutemans and random stuff from NPC Travel +random attacs and have no problem in a mod settlement called lakeside cabin i have 50 settler +10 from Human resources and customer, no problem another mod settlement called Charles View Amphitheater i had in total 55 NPC + 20 customer ,+ many NPC around and no problem i dont teleported to an other settlement i was walking (not running) i play in survival mode. I can only teleport via the institute and I use that very rarely ""That will get a bit crazy like Human Resources but players can control it by having fewer bulls or turning off the random sex scenes in the MCM."" 👍👍👍 im totaly fine with Red , but if she visit Murkwater , she only can by bulls , the question is ,will she even come by if there is no hucow and the bull farm exists for another reason, not just insemination, they are actually NPCs that I want to get rid of, so I will slaughter them Teleporting is not the issue. The issue is changing Player location while the game is filling the alias for the bull's sex partner. You changed location from Murkwater to Quincy and the game selected the bull while you were in Murkwater and the female actor when you were in Quincy. The female actor should return to Quincy, but I think I can fix the actor selection process so that it doesn't happen again. Red will visit a settlement that has only 9 bulls and buy all of them. She probably should not do that lore wise but the mod will currently allow it. She also is limited right now to only visiting one settlement over and over again. I will change that eventually so she will appear at different settlements over the course of a playthrough. Edited August 27, 2024 by GrimGrim31
LarryJD8822 Posted August 27, 2024 Posted August 27, 2024 7 minutes ago, GrimGrim31 said: Turning a unique NPC into a hucow usually removes their unique voicetype. Cloning any NPC completely removes the original NPC and replaces them with a clone that has the WorkshopNPCscript. The clone has a hucow or bull voicetype. I might be able to change the process so that the NPC keeps a record of their original voice and reverts to it when they are cured. A cloned NPC could be made to retain a record of the original NPC voicetype and revert to it when the clone NPC is cured. that was just a question, you don't have to change that, I can live with it, what matters to me is that it becomes/remains a settler
LarryJD8822 Posted August 27, 2024 Posted August 27, 2024 so solved my Bull problem , had hard work while others smoke without feelings Spoiler
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 Another solution would have been to use the clone syringe serum on the bulls. It turns them into cows.
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 26 minutes ago, LarryJD8822 said: that was just a question, you don't have to change that, I can live with it, what matters to me is that it becomes/remains a settler Yes, a cured hucow/bull becomes a settler, albeit one that does not complain.
LarryJD8822 Posted August 27, 2024 Posted August 27, 2024 4 minutes ago, GrimGrim31 said: Another solution would have been to use the clone syringe serum on the bulls. It turns them into cows. Man, I wasn't sure if I could do this without problems the Can of STFU mean realy "shut the fuck up" settlement quest too ? i have to put this in the settler item LVL list does the trader dialog still work if they have it in their inventory
izzyknows Posted August 27, 2024 Posted August 27, 2024 2 hours ago, LarryJD8822 said: Sanctuary i have 56 NPC (30 from Human resources 26 Settler) +20 customer +4 Nomad Keep in mind, the further you go over 300 game wide settlers, of any kind, will start causing the engine to mess things up. This is just a engine limitation and mainly due to console limitations that's carried over to PC. Also, each settlement has a limitation of 256 assigned objects. Exceeding that will instantly break the AI (sandboxing) in that settlement. A single farmer takes up 7 slots, a merchant takes 2 slots, a guard takes 4. Exceeding the hard limitations of the engine (not the set limitations you see in game) in a settlement will cause seemingly unrelated issues to start popping up. Quest & dialogue glitches, more than normal, doors being hard to open, NPC's not teleporting when stuck on an object, again more than normal, NPC's dying in combat without being attacked, NPC sandboxing failing, etc At the extreme end, it will corrupt your save beyond repair. And, one floor tile with broken navmesh will stop an entire settlement from going to bed. Bugthesda at one point had a 1/4 floor tile with messed up navmesh, is how we found that issue. Replace the tile with a different one, every NPC almost instantly started pathing again. Which goes to show how stupid the engine is written. LOL
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 1 hour ago, LarryJD8822 said: Man, I wasn't sure if I could do this without problems the Can of STFU mean realy "shut the fuck up" settlement quest too ? i have to put this in the settler item LVL list does the trader dialog still work if they have it in their inventory The Can of STFU is one of the simplest items but one of my very favorites. All it does is remove the NPC from two factions: WorkshopDialogueFaction and FarmerGenericDialogue. Yes, it is a problem for the workshop vendors. Don't give one to workshop vendors.
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 1 hour ago, izzyknows said: Keep in mind, the further you go over 300 game wide settlers, of any kind, will start causing the engine to mess things up. This is just a engine limitation and mainly due to console limitations that's carried over to PC. Also, each settlement has a limitation of 256 assigned objects. Exceeding that will instantly break the AI (sandboxing) in that settlement. A single farmer takes up 7 slots, a merchant takes 2 slots, a guard takes 4. Exceeding the hard limitations of the engine (not the set limitations you see in game) in a settlement will cause seemingly unrelated issues to start popping up. Quest & dialogue glitches, more than normal, doors being hard to open, NPC's not teleporting when stuck on an object, again more than normal, NPC's dying in combat without being attacked, NPC sandboxing failing, etc At the extreme end, it will corrupt your save beyond repair. And, one floor tile with broken navmesh will stop an entire settlement from going to bed. Bugthesda at one point had a 1/4 floor tile with messed up navmesh, is how we found that issue. Replace the tile with a different one, every NPC almost instantly started pathing again. Which goes to show how stupid the engine is written. LOL I need to learn how to fix navmesh. The Rebuild Sanctuary mod seems to have a broken navmesh for one of the ruined houses once you repair it. The house has two doors and the settlers struggle to get inside. They usually just stand on the front steps or near them. Every once in a while, one of them will reach their bed inside and sleep.
GrimGrim31 Posted August 27, 2024 Author Posted August 27, 2024 I am testing a new version of the random sex scenes that should allow up to eight bulls to have sex simultaneously and also fixes the issue with the sex scene actors getting selected in separate locations.
katrina.balanchuk Posted August 27, 2024 Posted August 27, 2024 3 hours ago, izzyknows said: Keep in mind, the further you go over 300 game wide settlers, of any kind, will start causing the engine to mess things up. This is just a engine limitation and mainly due to console limitations that's carried over to PC. What if those extra settlers are in DLCs or in New Lands mods maps not sharing in the Commonwleath map?
izzyknows Posted August 28, 2024 Posted August 28, 2024 6 minutes ago, katrina.balanchuk said: What if those extra settlers are in DLCs or in New Lands mods maps not sharing in the Commonwleath map? Doesn't make a difference. The engine can only handle so many "permanent" NPC records. New lands, Old lands, new interior settlements... they're all the same records with different location entries. Look at this way. You have 25 words on a single page and have to find 5 specific words. Not a bit deal. Now, you have 500 words scattered on 4 thousands pages and you have to find 30 specific words in less than a second. But you also have to correct its spelling at the same time, and in Bugthesda's case they can spell. On a side note, all interior cells are located at 0,0,0 the game world center. Removing the interior flag will cause it to spawn at Camp Kendal. Makes a nasty mess and can muck up a save. LOL
izzyknows Posted August 28, 2024 Posted August 28, 2024 2 hours ago, GrimGrim31 said: I need to learn how to fix navmesh. The Rebuild Sanctuary mod seems to have a broken navmesh for one of the ruined houses once you repair it. The house has two doors and the settlers struggle to get inside. They usually just stand on the front steps or near them. Every once in a while, one of them will reach their bed inside and sleep. It's not hard to fix navmesh. Unless the CK says it's fine, and it even tests & looks fine but is actually broke. Or NPC's can path one direction but not the other because a tri is actually overlapping another. At the base of the stairs in South Boston PD is a perfect example. They can go up but not down. Or was it down but not up... anyway. Sometimes this is intentional to in order to keep NPC's in an area. It's like trash, they use it to coverup a plethora of dirty sins. If ya need help I'd be happy to break.... errr fix it for ya.
katrina.balanchuk Posted August 28, 2024 Posted August 28, 2024 (edited) 35 minutes ago, izzyknows said: Doesn't make a difference. The engine can only handle so many "permanent" NPC records. New lands, Old lands, new interior settlements... they're all the same records with different location entries. Look at this way. You have 25 words on a single page and have to find 5 specific words. Not a bit deal. Now, you have 500 words scattered on 4 thousands pages and you have to find 30 specific words in less than a second. But you also have to correct its spelling at the same time, and in Bugthesda's case they can spell. On a side note, all interior cells are located at 0,0,0 the game world center. Removing the interior flag will cause it to spawn at Camp Kendal. Makes a nasty mess and can muck up a save. LOL I'ver had extreme issues at Camp Kendall before. 1 fps. Albeit also on relatively new started games. (My current computer is real new and strong, I am assured by my nephew among the best money can buy for gaming.) Edited August 28, 2024 by katrina.balanchuk
izzyknows Posted August 28, 2024 Posted August 28, 2024 1 hour ago, katrina.balanchuk said: I'ver had extreme issues at Camp Kendall before. 1 fps. There was/is a mod called Commonwealth Cleanup that deleted stuff which you never do because all those deleted items will respawn at 0,0,0 aka Camp Kendall. xEdit has a quick clean feature that will fix the deleted items properly.
izzyknows Posted August 28, 2024 Posted August 28, 2024 @GrimGrim31 Lets try this in the correct forum! 🤦♂️ Is there a console command to make a CC start the transition into a HuCow? I'd like to use it on occasion, since I really enjoy the process. 😆 Oh... if you give the immune pills to one that has started the transition, it stops at the current stage but doesn't cure it. Unless you're supposed to nail em with the cure serum afterwords.
GrimGrim31 Posted August 28, 2024 Author Posted August 28, 2024 (edited) 9 hours ago, izzyknows said: @GrimGrim31 Lets try this in the correct forum! 🤦♂️ Is there a console command to make a CC start the transition into a HuCow? I'd like to use it on occasion, since I really enjoy the process. 😆 Oh... if you give the immune pills to one that has started the transition, it stops at the current stage but doesn't cure it. Unless you're supposed to nail em with the cure serum afterwords. Go ahead and use the cure serum to finish them. I will fix the pill script so that it removes the stage keywords. The body morphs are supposed to remain. Edited August 28, 2024 by GrimGrim31 1
Mr Zombie Brain Posted August 28, 2024 Posted August 28, 2024 (edited) Is there a way to hook this mod with mods like Violate, Raider pet, RSE Abduction? it would work great as an option to turn to a Hucow other then self injecting, like with the drugging option one of the possible drugs for the raiders to use on the player is the Hucow Serum? I tried it after RSE abduction triggered after combat defeat turning into a hucow while abducted work great with the scenario, it would really fit with mods like RSE Abduction, Raider pet, Violate, chance to drug and turn the player to a Hucow and let them deal with it. Edit: if i for example made a patch for lets say Jet and added this effect to it "_PlayerUsesHuCowSerumInjector "HuCowSerum Injector Effect" [MGEF:090A5058]" will the player turn into a Hucow if i use Jet? Edit2: the Patch worked using jet turn the player into Hucow NPCs dont use jet do they? i hope not i know they do Jet Animations sometimes but thats just an idle animation no? now need to test it with other mods that drug the player Edited August 28, 2024 by Mr Zombie Brain
GrimGrim31 Posted August 28, 2024 Author Posted August 28, 2024 1 hour ago, Mr Zombie Brain said: Is there a way to hook this mod with mods like Violate, Raider pet, RSE Abduction? it would work great as an option to turn to a Hucow other then self injecting, like with the drugging option one of the possible drugs for the raiders to use on the player is the Hucow Serum? I tried it after RSE abduction triggered after combat defeat turning into a hucow while abducted work great with the scenario, it would really fit with mods like RSE Abduction, Raider pet, Violate, chance to drug and turn the player to a Hucow and let them deal with it. Edit: if i for example made a patch for lets say Jet and added this effect to it "_PlayerUsesHuCowSerumInjector "HuCowSerum Injector Effect" [MGEF:090A5058]" will the player turn into a Hucow if i use Jet? Edit2: the Patch worked using jet turn the player into Hucow NPCs dont use jet do they? i hope not i know they do Jet Animations sometimes but thats just an idle animation no? now need to test it with other mods that drug the player Anything that uses that magic effect with a spell that uses delivery method "self" will affect the player, when the player uses the item with that effect. I would like to have enemies occasionally turn the player into a hucow. The issues with using Violate, Raider Pet, or RSE Abduction to do it is that I would probably have to write a patch for them. That takes a lot of time because I would have to understand the mechanics of those mods pretty well to make sure my patch doesn't break them. I am somewhat already familiar with Violate and Raider Pet but have zero experience with RSE Abduction as most people have warned me not to use any RSE mods. 1
LarryJD8822 Posted August 28, 2024 Posted August 28, 2024 (edited) 19 hours ago, izzyknows said: Keep in mind, the further you go over 300 game wide settlers, of any kind, will start causing the engine to mess things up. This is just a engine limitation and mainly due to console limitations that's carried over to PC. Also, each settlement has a limitation of 256 assigned objects. Exceeding that will instantly break the AI (sandboxing) in that settlement. A single farmer takes up 7 slots, a merchant takes 2 slots, a guard takes 4. Exceeding the hard limitations of the engine (not the set limitations you see in game) in a settlement will cause seemingly unrelated issues to start popping up. Quest & dialogue glitches, more than normal, doors being hard to open, NPC's not teleporting when stuck on an object, again more than normal, NPC's dying in combat without being attacked, NPC sandboxing failing, etc At the extreme end, it will corrupt your save beyond repair. And, one floor tile with broken navmesh will stop an entire settlement from going to bed. Bugthesda at one point had a 1/4 floor tile with messed up navmesh, is how we found that issue. Replace the tile with a different one, every NPC almost instantly started pathing again. Which goes to show how stupid the engine is written. LOL maybe on console or with a HDD , i have a M2 SSD an 3 jear old i7 32 gig ram and a RTX 3080 my FO4 data folder has a size of 300 GB, 260 GB are mods distributed over 25,804 folders with 342,644 files in total i have now 2219 Settler in 80 Settlements ,i own 103 Settlements of total 121 , my savegame ist about 630 hours and the nomads mod placed alot of new NPC s (i have the setting protcted also they mostly Knocked out with knockout framework i rob them and let them walk around nude) 😈, also NPC Travel with alot of new NPCs and only very minor problems, but after almost 10 years of FO4 and 6518.3 hours of play time, I know when something goes wrong, I'm almost done with all the quests, let me think, I think 4 quests from mods didn't work, and for Boston Breeder I used the console a lot, but it was also the first time I had it in the game, and I also did something wrong, or rather this mod works differently, with AFT and CC and HR you sometimes have a lot of followers that you don't want with youall the time (record 32) and spawn too far forward in a building...so run back to the door to trigger the mod , by the way AFT and Boston Breeder dont work nice together. Only two things are strange in the current playthrough: when I tell companions to sit down, they usually stay seated, but as soon as I swap with a settler or load the injector, they stand up and follow me. Raiders that I have recruited as settlers via CAP and then respawn are sometimes friendly to me but aggressive towards other raiders, but I like that. if you have fiddlers green as a mod settlement and 3DNPC (tales of the commonwealth) and you are supposed to talk to the quest giver, do it (settlement quest), I didn't do it, the little girl was the quest giver and as we all know you can't save her or save her and everyone is gone, I can't complete this quest, whatever, I won't get any new Preston Garvey crap for it either everything else you have listed has never happened to me 17 hours ago, GrimGrim31 said: I am testing a new version of the random sex scenes that should allow up to eight bulls to have sex simultaneously and also fixes the issue with the sex scene actors getting selected in separate locations. 👍great 17 hours ago, GrimGrim31 said: I need to learn how to fix navmesh. The Rebuild Sanctuary mod seems to have a broken navmesh for one of the ruined houses once you repair it. The house has two doors and the settlers struggle to get inside. They usually just stand on the front steps or near them. Every once in a while, one of them will reach their bed inside and sleep. which house do you mean, in my case they use in all houses (AUR rebuild sanctuary) human cattle is above this mod or ? 15 hours ago, izzyknows said: On a side note, all interior cells are located at 0,0,0 the game world center. Removing the interior flag will cause it to spawn at Camp Kendal. Makes a nasty mess and can muck up a save. LOL can you explain this in more detail, deleted things spawn at 0.0.0 I've had a problem for years that's exactly at 0.0.0 in interior cells, nobody goes there, especially parsons without AAF I can't get jack to the right place, what exactly does xedit change and which function do I have to use, I have the same thing at memory den, shroud manor and the office from GFH and homeplate Edited August 28, 2024 by LarryJD8822
GrimGrim31 Posted August 28, 2024 Author Posted August 28, 2024 @izzyknows I checked the script and there is not a clean way to trigger the Commonwealth Captive to transform via console. Adding keywords alone doesn't do enough since the transformation also has a timer actor value and the actor is removed from Commonwealth Captives and brought completely into Human Cattle. 1
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