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Posted (edited)
1 hour ago, LarryJD8822 said:

which house do you mean, in my case they use in all houses (AUR rebuild sanctuary) human cattle is above this mod or ?

 

Screenshot2024-08-28122240.png.78ff395c43fe9714de0895e6f1b03445.png

 

It is the ruined house to the left of the traffic circle in Sanctuary when you are facing East (see Red Arrow pointing down at the house).

 

Rebuild Sanctuary, by Aurelianis, is in my load order after Human Cattle.  I don't think any other mod in my list does anything with navmesh in Sanctuary.

 

Screenshot2024-08-28130232.png.b9162d35425c49465c254c9882b60b8f.png

 

Often, the two residents of the house stand in the doorway or near it instead of sleeping at night.  Sometimes, one of them will sleep while the other one waits in the doorway.

 

 

Edited by GrimGrim31
Posted (edited)
54 minutes ago, GrimGrim31 said:

 

Screenshot2024-08-28122240.png.78ff395c43fe9714de0895e6f1b03445.png

 

It is the ruined house to the left of the traffic circle in Sanctuary when you are facing East (see Red Arrow pointing down at the house).

 

Rebuild Sanctuary, by Aurelianis, is in my load order after Human Cattle.  I don't think any other mod in my list does anything with navmesh in Sanctuary.

 

i have no problem with this house  , get in sanctuary placed some funiture in it , after 5 min 2 settler and all 5 campanion walked in and sit down , all to the front door , don't know if the side door works

load Rebuild Sanctuary, by Aurelianis, at the very botom ,its a god mod

 

I recommend this mod, crimsonrider has defined the furniture as relax, the settlers go there immediately, for test purposes this is good, but not for permanent gameplay because they only concentrate on this furniture https://www.nexusmods.com/fallout4/mods/20703

 

what beds do they have and how are they positioned

 

 

I recommend this mod https://www.nexusmods.com/fallout4/mods/72138 and turn it off in console "CQF MMB_Handler TurnOffAutoBedSearch" ==> Turns off Auto Bed Search (the improved AI will target the settler's assigned bed only, and if the settler can't access the bed (it's completely unreachable), Failsafe Sandboxing will be activated instantly)

 

To test this properly I only built beds on the 4th floor and it works

Edited by LarryJD8822
Posted

The house worked well for me when I first repaired it.  There were four settlers living in it then.  I am not sure when it started having problems.

 

Screenshot2024-08-28132006.png.63d9de5c30ea65f4ac3a8282850bfeea.png

 

I use a modified version of the vaultbed that I created for Human Cattle.  Hucows cannot sleep in it and it has a pillow added.

 

The bed locations are shown in the pics.  

 

Screenshot2024-08-28131943.png.9d6d2876c2df415f1dce579d8a47e444.png

 

Screenshot2024-08-28131925.png.f0a3d91fbdbd2b9648a5db6470f0633d.png

Posted

LOL, I fixed the problem and both settlers are sleeping now.  It wasn't the navmesh.

 

All I had to do was close the door and reopen it.  Both settlers walked inside and went to sleep.  For some reason, they were behaving as if the door was closed and they could not open it themselves.   Weird!

Posted (edited)

vanilla doors or mod doors

i editet my post above you should use thes mods

 

not Weird, its BETHESDA i dont use vanilla doors , i use only doors from Workshop rearranged or G2M workshop

 

 

Edited by LarryJD8822
Posted
2 hours ago, LarryJD8822 said:

6518.3 hours of play time

Rookie! 😜

Spoiler

DesktopScreenshot2024_08.28-14_36_58_91.png.72a55264f491d08ece865c56c799a17c.png

 

What xEdit quick clean does is change the "Deleted" flag to the proper "initially Disabled" flag, sets the "enable parent" to "opposite", "any cell" with "Player" as the reference, and moves the item 30K below ground.

Which means... when player loads into the game (any cell) the items are initially disabled aka not rendered, and moved below ground or minus 30K which is out of the render distance.

Items that are "initially Disabled" are not rendered, but, if xyz mod is including it, it wont break that mod, talking about trash here.

Also, "initially Disabled" items that are in their original location can still be used by NPC's and via scripts telling AAF to use it. JB has several cases of this. Pretty kool trick if ya ask me. But it's also why it's important to at least move the items out of the playable area.

 

The only way you can "delete" anything in the game is to remove it in the main game file. Not a good idea. LOL

As to why deleted items respawn, dunno, never got a solid answer.

Posted
2 hours ago, GrimGrim31 said:

@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.

 

 

Thanks for checking! Appreciate it!

Let me know when ya get that "HuCow slow transition pill" read for testing. ;)

Just kidding.. sorta 😜

 

Posted (edited)
56 minutes ago, izzyknows said:

Rookie! 😜

  Reveal hidden contents

DesktopScreenshot2024_08.28-14_36_58_91.png.72a55264f491d08ece865c56c799a17c.png

 

 

you show-off,you need another hobby

 

56 minutes ago, izzyknows said:

What xEdit quick clean does is change the "Deleted" flag to the proper "initially Disabled" flag, sets the "enable parent" to "opposite", "any cell" with "Player" as the reference, and moves the item 30K below ground.

Which means... when player loads into the game (any cell) the items are initially disabled aka not rendered, and moved below ground or minus 30K which is out of the render distance.

Items that are "initially Disabled" are not rendered, but, if xyz mod is including it, it wont break that mod, talking about trash here.

Also, "initially Disabled" items that are in their original location can still be used by NPC's and via scripts telling AAF to use it. JB has several cases of this. Pretty kool trick if ya ask me. But it's also why it's important to at least move the items out of the playable area.

 

The only way you can "delete" anything in the game is to remove it in the main game file. Not a good idea. LOL

As to why deleted items respawn, dunno, never got a solid answer.

I checked this earlier, but at the moment I'm actually only checking the textures, for the correct compression mipmaps and the correct resolution, a texture with 2048x2047 ends in an ctd , and I can not understand why DDS files are not saved properly

 

like @GrimGrim31 s _GrimGrim31_BullSet_AM.dds 6144x6144(4096x4096 or 8192x8192 compressed with alpha BC2/DXT3 and mipmaps) uncompressed 48mb or Arms_BarCode_d.dds 4096X3996(4096x4096) thats a NO GO.  CTD if you unpack the BA2 archive,  2 4 6 8 16 32 64 128 256 512 1024 2048 4096 8192 16384 that should be the resolution nothing else , doesnt matter as it is 8x2048 or 4096x256 and so on , i compressed the _GrimGrim31_BullSet_AM.dds to 2048x2048 that sadly ruins the complet texture , ist small and rotatet on the actor

Edited by LarryJD8822
Posted (edited)
54 minutes ago, LarryJD8822 said:

you show-off,you need another hobby

 

I checked this earlier, but at the moment I'm actually only checking the textures, for the correct compression mipmaps and the correct resolution, a texture with 2048x2047 ends in an ctd , and I can not understand why DDS files are not saved properly

 

like @GrimGrim31 s _GrimGrim31_BullSet_AM.dds 6144x6144(4096x4096 or 8192x8192 compressed with alpha BC2/DXT3 and mipmaps) uncompressed 48mb or Arms_BarCode_d.dds 4096X3996(4096x4096) thats a NO GO.  CTD if you unpack the BA2 archive,  2 4 6 8 16 32 64 128 256 512 1024 2048 4096 8192 16384 that should be the resolution nothing else , doesnt matter as it is 8x2048 or 4096x256 and so on , i compressed the _GrimGrim31_BullSet_AM.dds to 2048x2048 that sadly ruins the complet texture , ist small and rotatet on the actor

 

The Arms_BarCode_d.dds should be 4096x4096 so I fixed it for update 1.17.0.  All of the tattoos are compressed using BC3/DXT5 since it was the closest setting to the tutorial that I followed when I first made the tattoos.  All should have mipmaps generated.

 

The _GrimGrim31_BullSet_AM.dds is made for Atomic Muscle which uses 6144x6144 for its Base_malebody_d.dds texture.  BodyTalk uses 2048x2048.  I don't know why Ulfberto uses the unorthodox texture size.  I can try resizing my tattoo to a standard size with the tattoos still correctly positioned over the Atomic Muscle texture.  I think that is possible.

 

EDIT:  Yes, I can export the Bullset tatttoo for Atomic Muscle as a 4096x4096.  That will be part of 1.17.0.

 

 

Edited by GrimGrim31
Posted (edited)

Version 1.17.0. is now available for download.

 

Changes are:

 

  • Changed the random sex quests so that up to eight bulls can start scenes at the same time. 
  • Restructured the random sex quests so that the male and female actors are always from the same location to prevent distance issues when the player changes locations during the actor selection process. 
  • Modified the hucow water trough so that the player can use it in 3rd person (no more T-pose). 
  • Edited player to hucow dialogue to eliminate some silent dialogue for the bulls and make the player use "Go on home now" instead of "Go home".
  • Fixed the image size of the Arms_Barcode_d.dds and _GrimGrim31_Bullset_AM.dds tattoo textures to prevent CTDs.

 

 

Edited by GrimGrim31
Posted (edited)

@GrimGrim31
Did you add a notification, top left "One Hour Timer....Game Time is...." something to that effect?

I just updated to 1.17 and it started showing.

Edited by izzyknows
Posted

Yeah, I'm getting the same thing as Izzyknows, except in the top right, about game time. It also only started after I updated this mod.

Posted
27 minutes ago, izzyknows said:

@GrimGrim31
Did you add a notification, top left "One Hour Timer....Game Time is...." something to that effect?

I just updated to 1.17 and it started showing.

 

5 minutes ago, Erebea said:

Yeah, I'm getting the same thing as Izzyknows, except in the top right, about game time. It also only started after I updated this mod.

 

Yes, it is a debug notification that I need to turn off.  I also need to fix the bullset tattoo because it is not working at size 4096 x 4096.  It looks fine in Gimp but not in game.

 

You should see a lot more bull sex going on.  Settlers will also have sex more often although not as frequent as the bulls.

Posted (edited)

Version 1.17.1. is just a quick update to remove the debug.notifications and return the bull set of tattoos for Atomic Muscle to 6144 x 6144 pixels.  The 4096 x 4096 pixel size does not work and an 8192 x 8192 version also failed.  I don't know why Ulfberto made Atomic Muscle use such an odd texture size.  I assume it was so he could fit an extra detailed penis texture on there.  The 6144 x 6144 pixel tattoo works in the BA2.  It also works loose for me in my data file.  I don't know why it works, it just works.

 

Screenshot2024-06-24144057.png.04c1bcaed2c2f6895fbe892ff51139d0.png

Edited by GrimGrim31
Posted
1 hour ago, GrimGrim31 said:

You should see a lot more bull sex going on.  Settlers will also have sex more often although not as frequent as the bulls.

Boy are they! They;re breeding like rabbits on crack. LOL!

Seriously though.. they're working very well. 👌

Posted

Hi there! First I just want to say that I love this mod and am having a lot of fun with it. 
However, I made it through the quest and was able to cure Emily but didn’t get any Hucow serum from Dr. Moreau. Also when I try to build the troughs and exam tables in sanctuary, none of the items are appearing in the build system. I have all of the required mods downloaded but I don’t see a Human Cattle category when trying to build stuff. Is there something I’m missing? Thank you again for creating this mod!

Posted
8 hours ago, nonofyodambiznes said:

are there any quest updates? it would be nice if that ghoul had a meat farm and he would take player as a slave if she was a cow when she meets him or anything else involving player slavery

 

No new quests yet.  I haven't gotten to the point where I start expanding the player hucow interactions with NPCs.  Player slavery is well covered in Commonwealth Slavers.  Doing something like that in way that is consistently immersive requires a lot of changes to the base game.

Posted

 

13 hours ago, GrimGrim31 said:

Version 1.17.1. is just a quick update to remove the debug.notifications and return the bull set of tattoos for Atomic Muscle to 6144 x 6144 pixels.  The 4096 x 4096 pixel size does not work and an 8192 x 8192 version also failed.  I don't know why Ulfberto made Atomic Muscle use such an odd texture size.  I assume it was so he could fit an extra detailed penis texture on there.  The 6144 x 6144 pixel tattoo works in the BA2.  It also works loose for me in my data file.  I don't know why it works, it just works.

ok, i use his body mesh and leitos original texture i have a very old version but it works

 

so I will edit the _GrimGrim31_BullSet_AM.dds for myself so that it fits

if you save a DDS with 2048x2048 with mipmaps it has 5.33 MB,yours has 4 MB,

if you have a DDS with 4096x4096 it has 21.6 MB, yours has 16 MB,

so most of it without mipmaps, if you load a texture with mipmaps with gimp you will see the mipmaps

 

Screenshot2024-08-29172305.png.a059849dd2639d389b98735c91f7a5ad.png

 

 

if you want to save a DDS with gimp you always have to use "export to", not "save as"

if you dont have an apha chanel export as DXT1

 

 

Screenshot2024-08-29174425.png.2eb1f4cb6693d6182821571c5aeaf8dc.png

 

here a list of all textures without mipmaps


 

Spoiler

_GrimGrim31_BullSet.dds

Arm_Left_BarCode_d.dds

Arm_LeftM_BarCode_d.dds

Arm_Right_BarCode_d.dds

Arm_RightM_BarCode_d.dds

Arms_BarCodeM_d.dds

Arms_Left_VaultPropertyM_d.dds

Arms_Right_VaultPropertyM_d.dds

Arms_VaultPropertyM_d.dds

Butt_Left_BarCode_d.dds

Butt_Right_BarCode_d.dds

Front_BarCode_d.dds

Front_BarCodeM_d.dds

Front_VaultProperty_d.dds

Front_VaultPropertyM_d.dds

Gages_Bitch_d.dds

HighBack_AbernathyFarm_d.dds

HighBack_BarCode_d.dds

HighBack_BarCodeM_d.dds

HighBack_FinchDairy_d.dds

HighBack_MinuteManCow_d.dds

HighBack_ParsonCreamery_d.dds

HighBack_RedRocket_d.dds

HighBack_SanctuaryFarm_d.dds

HighBack_Sunshine_d.dds

HighBack_SupermutantDizCow_d.dds

HighBack_SupermutantProperty_d.dds

HighBack_VaultCow_d.dds

HighBack_VaultPropertyM_d.dds

LowBack_BarCode_d.dds

LowBack_BarCodeM_d.dds

BldCarpetDecoGreenClean01_d.DDS

 

Posted
7 hours ago, command88+ said:

which AAF plugins do you recommend?

 

That is a very broad question.  I have used most of them and how do you define AAF plugin?  Is it all mods that have AAF as a requirement?

 

My current list is very small because most AAF mods do a lot of things to the player that take up time and my playtests don't allow time for those interactions.  So most AAF mods other than AAF itself and the mods required to run the animations are turned off.  I have Commonwealth Captives active but none of Ego's other mods are active because they slow down my playtesting (Violate with Devious Devices allowed is a huge time sink!).

 

Which ones are in my usual list when I am not playtesting?

 

All 28 of the mods listed in The Fucking Manual.  My Farelle animations mod is updated though to fix problems.

 

All of EgoBallistic's mods except Spectators although I don't always turn on Bad End - Purgatory and Dirty Sex.

 

For TwistedTrebia's mods, I use Sexual Harrassment and Sex Attributes (when playing as a female).

 

I used to enjoy Tentacus' Hardship mod but rarely activate it now.  The four pimps do add some interesting NPCs to the Commonwealth and I kind of miss not seeing them in game.

 

I always use the cum overlay mods by Nebuchadnezzer2 and SpicyDorito.

 

I always use the Captive Tattoos mod by JB although I don't use many of the tattoos.  There are so many of them.

 

I always use Stripper Pole although I don't often use the poles.  The Slog is my favorite spot for a party pad/strip club but the ghouls aren't too happy about it.

 

I used to use Human Resources a lot but I prefer Just Business now.  I guess that I am burnt out on hookers and chems.

 

I always use Get Dirty and all of the cleaning mods, including my own.  These are not technically AAF mods but you need them to clean up after the sex.

 

I haven't tried the RSE mods, MCG, or Boston Breeder since people told me they were somewhat broken when I started using sex mods.  I dropped InvictusBlade's mods because I tried Family Planning Redux and Wasteland Dairy Framework and they were glitchy and sometimes broken for me.  They also add a lot of features that don't appeal to me.  

 

I tried Indarello's patches but they aren't fully compatible with the mods in The Fucking Manual so I dropped his stuff a few years ago.

 

I don't use many mods compared to most modders that have played as many years as I have.  My mod list tends to hover just over 100.  If I get really crazy, it might get as high as 130.

 

 

 

 

 

 

 

 

Posted
1 hour ago, Breesus6890 said:

Hi there! First I just want to say that I love this mod and am having a lot of fun with it. 
However, I made it through the quest and was able to cure Emily but didn’t get any Hucow serum from Dr. Moreau. Also when I try to build the troughs and exam tables in sanctuary, none of the items are appearing in the build system. I have all of the required mods downloaded but I don’t see a Human Cattle category when trying to build stuff. Is there something I’m missing? Thank you again for creating this mod!

 

Doctor Moreau doesn't have any serum to give you right after he cures Emily.  If you visit him at Vault 81 later, he has a cure injector in a cooler in his office.  You can craft serum yourself in a Chem Workbench though, after Emily is cured, because you know the recipe.

 

Screenshot2024-08-29115448.png.87dedd741f489198c51694e498fc697a.png

 

The build menu icon is a rack full of milk bottles and is named Human Cattle.  It will be on the far right side of the build menu.  

 

 

Screenshot2024-08-29115757.png.522fe781f8ddb5d333d8fd0e1d722faa.png

 

There are three icons in the submenu.  The leftmost icon is the submenu for hucow items and the mats for hucow scientists/farmers to use.  The middle icon is for furniture that hucows are not allowed to use (replicates all common furniture in Sanctuary), and the rightmost icon (which should look like a stall trough but sometimes shows up as the milk crate) is for hucow stall items.  If you don't see many items in the submenus, you probably have not run the plans holotape (obtainable via the MCM or from some of the NPCs) in your Pipboy or a terminal yet.

 

 

Posted
25 minutes ago, LarryJD8822 said:

 

ok, i use his body mesh and leitos original texture i have a very old version but it works

 

so I will edit the _GrimGrim31_BullSet_AM.dds for myself so that it fits

if you save a DDS with 2048x2048 with mipmaps it has 5.33 MB,yours has 4 MB,

if you have a DDS with 4096x4096 it has 21.6 MB, yours has 16 MB,

so most of it without mipmaps, if you load a texture with mipmaps with gimp you will see the mipmaps

 

Screenshot2024-08-29172305.png.a059849dd2639d389b98735c91f7a5ad.png

 

 

if you want to save a DDS with gimp you always have to use "export to", not "save as"

if you dont have an apha chanel export as DXT1

 

 

Screenshot2024-08-29174425.png.2eb1f4cb6693d6182821571c5aeaf8dc.png

 

here a list of all textures without mipmaps


 

  Reveal hidden contents

_GrimGrim31_BullSet.dds

Arm_Left_BarCode_d.dds

Arm_LeftM_BarCode_d.dds

Arm_Right_BarCode_d.dds

Arm_RightM_BarCode_d.dds

Arms_BarCodeM_d.dds

Arms_Left_VaultPropertyM_d.dds

Arms_Right_VaultPropertyM_d.dds

Arms_VaultPropertyM_d.dds

Butt_Left_BarCode_d.dds

Butt_Right_BarCode_d.dds

Front_BarCode_d.dds

Front_BarCodeM_d.dds

Front_VaultProperty_d.dds

Front_VaultPropertyM_d.dds

Gages_Bitch_d.dds

HighBack_AbernathyFarm_d.dds

HighBack_BarCode_d.dds

HighBack_BarCodeM_d.dds

HighBack_FinchDairy_d.dds

HighBack_MinuteManCow_d.dds

HighBack_ParsonCreamery_d.dds

HighBack_RedRocket_d.dds

HighBack_SanctuaryFarm_d.dds

HighBack_Sunshine_d.dds

HighBack_SupermutantDizCow_d.dds

HighBack_SupermutantProperty_d.dds

HighBack_VaultCow_d.dds

HighBack_VaultPropertyM_d.dds

LowBack_BarCode_d.dds

LowBack_BarCodeM_d.dds

BldCarpetDecoGreenClean01_d.DDS

 

 

I have time to update these today.  I haven't used that compression before but I will try it.  Yes, everything is exported because otherwise you end up saving as Gimp's default file type.

 

 

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