LarryJD8822 Posted August 29, 2024 Posted August 29, 2024 2 minutes ago, GrimGrim31 said: 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. you don't have to, I've already changed them all, I just wanted to point that out to you
nonofyodambiznes Posted August 29, 2024 Posted August 29, 2024 54 minutes ago, GrimGrim31 said: 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. was thinking something more like milking human kindness but no problem, whatever you're comfortable with 👍
izzyknows Posted August 29, 2024 Posted August 29, 2024 @GrimGrim31 I noticed that cows I collar will remove them, even from inventory, when returning a few days later. It's really random as to which ones remove them. I've got 4 cloned female Raiders and 3 removed their collars. Hope removed hers but was in her inventory. The Bulls seem to have no issue keeping the collars on. V1.17.1 btw.
GrimGrim31 Posted August 29, 2024 Author Posted August 29, 2024 1 hour ago, LarryJD8822 said: you don't have to, I've already changed them all, I just wanted to point that out to you I have to change them anyway. They are much better with mipmaps.
GrimGrim31 Posted August 29, 2024 Author Posted August 29, 2024 (edited) 2 hours ago, izzyknows said: @GrimGrim31 I noticed that cows I collar will remove them, even from inventory, when returning a few days later. It's really random as to which ones remove them. I've got 4 cloned female Raiders and 3 removed their collars. Hope removed hers but was in her inventory. The Bulls seem to have no issue keeping the collars on. V1.17.1 btw. I will check the scripts. The collars are supposed to be unremovable for NPCs once equipped but maybe I changed a setting. I haven't seen cows completely lose their collars/restraints in any of my recent playthroughs over the last year or so. Sometimes an NPC with a default outfit will wear it again in the base game but the cloned cows only have the collar in their default outfit so that seems unlikely to be the problem. It is funny though how changing an outfit removes all of the other clothing completely from an NPC's inventory. You can see it happen if you equip the Vault-Tec Security Guard outfit on a settler. Edit: It looks like the default outfit for hucows is no outfit. I think I did that so no one would randomly get a vault-tec collar if they didn't want one. I will try changing it back to the cow outfit. The collars are locked once the reset milking function happens each day. They are also locked if you collar NPCs while they are sleeping. I can try making the collars autolock when equipped and see how that works out. Edited August 29, 2024 by GrimGrim31
LarryJD8822 Posted August 29, 2024 Posted August 29, 2024 testet the new 8 at a time , so far so good, but they all start at the same time and are shorter in time and in the background somewhere a mutant has grabbed a gunner, funny.. I loaded an old save where all 24 bulls are still alive, and they haven't done anything to the 8 female settlers in 12 gamehours , in my settlement with 4 bulls and 12 hucows and 10 female settlers there's a lot going on and the body change serum for males still doesn't work but I managed to get the AM overlay for my old version of AM, I just copied the bodytalk texture and renamed it to _GrimGrim31_BullSet_AM.dds and overwrote it, 2k now
tinkerbelle Posted August 29, 2024 Posted August 29, 2024 1 hour ago, GrimGrim31 said: I will check the scripts. The collars are supposed to be unremovable for NPCs once equipped but maybe I changed a setting. Did the other cows keep the restraints in their inventory or did the collars disappear completely? I haven't seen this happen in any of my recent playthroughs. Sometimes an NPC with a default outfit will wear it again in the base game but the cloned cows only have the collar in their default outfit so that seems unlikely to be the problem. It is funny though how changing an outfit removes all of the other clothing completely from an NPC's inventory. You can see it happen if you equip the Vault-Tec Security Guard outfit on a settler. Edit: It looks like the default outfit for hucows is no outfit. I think I did that so no one would randomly get a vault-tec collar if they didn't want one. The collars are locked once the reset milking function happens each day. They are also locked if you collar NPCs while they are sleeping. I can try making the collars autolock when equipped and see how that works out. I've noticed that hucows tend to lose their collars and cuffs when they sleep. If I approach a sleeping hucow who has removed their collars and cuffs that a dialogue option to collar them comes up (it will add cuffs, too).
Dudemer Posted August 29, 2024 Posted August 29, 2024 Here is the male version of the body For BodyTalk I'm going to download the latest version of Atomic Muscle soon tm. Human-Cattle-body_V13.0.zip 1
GrimGrim31 Posted August 29, 2024 Author Posted August 29, 2024 5 minutes ago, Dudemer said: Here is the male version of the body For BodyTalk I'm going to download the latest version of Atomic Muscle soon tm. Human-Cattle-body_V13.0.zip 10.02 MB · 0 downloads Cool, I am working on the fetish dialogue framework right now but I can look at this later. Atomic Muscle is a better body for bulls. It allows a massive ball sack like real bulls.
GrimGrim31 Posted August 29, 2024 Author Posted August 29, 2024 (edited) 1 hour ago, LarryJD8822 said: testet the new 8 at a time , so far so good, but they all start at the same time and are shorter in time and in the background somewhere a mutant has grabbed a gunner, funny.. I loaded an old save where all 24 bulls are still alive, and they haven't done anything to the 8 female settlers in 12 gamehours , in my settlement with 4 bulls and 12 hucows and 10 female settlers there's a lot going on and the body change serum for males still doesn't work but I managed to get the AM overlay for my old version of AM, I just copied the bodytalk texture and renamed it to _GrimGrim31_BullSet_AM.dds and overwrote it, 2k now Which settlement? Is it one of the base game settlements or a mod created settlement? The script checks for the LocTypeWorkshopSettlement keyword for the settlement. If the settlement lacks that keyword, no bull sex and no settler sex. I will check the Just Body morph script again. I probably polled the wrong actor base. Edited August 29, 2024 by GrimGrim31
GrimGrim31 Posted August 29, 2024 Author Posted August 29, 2024 (edited) 1 hour ago, tinkerbelle said: I've noticed that hucows tend to lose their collars and cuffs when they sleep. If I approach a sleeping hucow who has removed their collars and cuffs that a dialogue option to collar them comes up (it will add cuffs, too). Yes, you can collar sleeping NPCs if you have a collar/restraint set in your inventory or if the sleeper has one in theirs. It works on settlers and sleeping enemies too. Edited August 29, 2024 by GrimGrim31
GrimGrim31 Posted August 30, 2024 Author Posted August 30, 2024 Version 1.18.0. is now available for download. Changes are: Added the missing script for the water trough. Added all tattoo textures mipmaps. Fixed the Just Body Morph syringe script. Revised the Fetish quest so that it is easier for the player to speak with fetish and bliss NPCs and resume their dialogue regarding hucows. Gave the female hucow a default outfit. Made the vault-tec restraint sets lock on NPCs when equipped. Conditioned the fetish NPC dialogue so that some options disappear once they are already used with that actor. Fixed the "try mooing" dialogue. Gave the fetish NPC voiced dialogue for their transformation stages. With all of the other stuff to work on, I did not get to Doctor Hope's dialogue today. Maybe I will have time tomorrow. I thought of a way to spread the bull sex scenes out randomly over the course of the day but it will require quite a bit of script work and at least one new timer, maybe several of them. The current loop to check is one game hour long. More randomization would require a timer that restarts every 10-15 minutes or so. 5
izzyknows Posted August 30, 2024 Posted August 30, 2024 Haven't updated yet.. so... I think I "might" have figured out the restraints getting removed.. at least a little. If they're collared while sleeping, the restraints are removed. If you use the trade menu, to manually give & equip them, they seem to stay on. At lest it's working with the 12 cows in Sanctuary. Bulls, for whatever reason, almost never remove them. Seen 1 so far.
TheShadowHunter Posted August 30, 2024 Posted August 30, 2024 Hey @GrimGrim31 great mod, I'm having a lot of fun with it, I just wanted to make a small request, could you make the animation mats assignable? Because for some reason my settlers don't use them.
LarryJD8822 Posted August 30, 2024 Posted August 30, 2024 14 hours ago, GrimGrim31 said: Which settlement? Is it one of the base game settlements or a mod created settlement? The script checks for the LocTypeWorkshopSettlement keyword for the settlement. If the settlement lacks that keyword, no bull sex and no settler sex it is a modsettlement and have the LocTypeWorkshopSettlement keyword, before the update it works , They randomly chose settlers or companions, how far is their search area? Do the bulls have times when they are not searching. I will send them somewhere else and try it there, because there are also 2 map markers that show different numbers of settlers
GrimGrim31 Posted August 30, 2024 Author Posted August 30, 2024 1 hour ago, TheShadowHunter said: Hey @GrimGrim31 great mod, I'm having a lot of fun with it, I just wanted to make a small request, could you make the animation mats assignable? Because for some reason my settlers don't use them. Which animation mats? The mats for the butcher, clipboard, and syringe animations are assignable. The hucow mats are not assignable, but hucows and actors transforming into hucows will use them. 1
GrimGrim31 Posted August 30, 2024 Author Posted August 30, 2024 10 hours ago, izzyknows said: Haven't updated yet.. so... I think I "might" have figured out the restraints getting removed.. at least a little. If they're collared while sleeping, the restraints are removed. If you use the trade menu, to manually give & equip them, they seem to stay on. At lest it's working with the 12 cows in Sanctuary. Bulls, for whatever reason, almost never remove them. Seen 1 so far. Weird since the collar function makes the collar/restraints unremovable by the NPCs, but the trade menu option doesn't (until version 1.18.0). The bulls had a default outfit with the collar/restraints. The cows will have this default outfit from version 1.18.0. onwards.
GrimGrim31 Posted August 30, 2024 Author Posted August 30, 2024 2 hours ago, LarryJD8822 said: it is a modsettlement and have the LocTypeWorkshopSettlement keyword, before the update it works , They randomly chose settlers or companions, how far is their search area? Do the bulls have times when they are not searching. I will send them somewhere else and try it there, because there are also 2 map markers that show different numbers of settlers I did not change the start conditions so this is puzzling. The bulls search the entire loaded area but only females in the same location as the bull are selected. The bulls search from 10 AM until 10 PM.
LarryJD8822 Posted August 30, 2024 Posted August 30, 2024 @GrimGrim31 I was just thinking about something, how about if you change Kelly the Bramin seller to a Hucow seller, I don't need any Bramins and you don't even have to create dialogues, so that she has maybe 2-4 hucows with her
LarryJD8822 Posted August 30, 2024 Posted August 30, 2024 (edited) 9 minutes ago, GrimGrim31 said: The bulls search from 10 AM until 10 PM. i was in the settlemen vorm 11PM to 11AM that explains everything, I will go there during the day. Edited August 30, 2024 by LarryJD8822
GrimGrim31 Posted August 30, 2024 Author Posted August 30, 2024 28 minutes ago, LarryJD8822 said: @GrimGrim31 I was just thinking about something, how about if you change Kelly the Bramin seller to a Hucow seller, I don't need any Bramins and you don't even have to create dialogues, so that she has maybe 2-4 hucows with her I am reluctant to change a base game vendor and I don't like her much. Maybe I can create a new vendor that sells hucows at one of the campsites but that seems a luxury and there are many basic things still to finish. 1
manta28 Posted August 30, 2024 Posted August 30, 2024 (edited) Hi,Just a few questions trying to see if maybe have a mod conflict, is a hucow farmer anyone you give the hucow bucket to ,and do you have to crouch to milk the hucow and for sex option to work it only works if crouch.i have the sex option turned on in the mcm but i have never seen any settler or npc with the bucket have sex with any of the hucows they only milk them ,the male bulls seem to be working correctly they have sex with settlers and hucows, Edited August 30, 2024 by manta28
GrimGrim31 Posted August 30, 2024 Author Posted August 30, 2024 53 minutes ago, manta28 said: Hi,Just a few questions trying to see if maybe have a mod conflict, is a hucow farmer anyone you give the hucow bucket to ,and do you have to crouch to milk the hucow and for sex option to work it only works if crouch.i have the sex option turned on in the mcm but i have never seen any settler or npc with the bucket have sex with any of the hucows they only milk them ,the male bulls seem to be working correctly they have sex with settlers and hucows, Yes, a hucow farmer is a settler that receives the hucow farmer bucket. No, there is no requirement to crouch for the activation buttons for milking, fucking, or getting/giving a blowjob. As of Version 1.18.0. random sex scenes can involve almost any settler, not just hucow farmers, but the scenes only happen once every four game hours during daytime for the settlers (8 AM until midnight) and have a random chance of starting. Settlers only fuck hucows and NPCs disguised as hucows or turning into them.
izzyknows Posted August 31, 2024 Posted August 31, 2024 11 hours ago, LarryJD8822 said: @GrimGrim31 I was just thinking about something, how about if you change Kelly the Bramin seller to a Hucow seller, I don't need any Bramins and you don't even have to create dialogues, so that she has maybe 2-4 hucows with her Kelly sells synth Brahman, so she's an Institute operative. As for your xEdit question, just use the Quick clean... waaaaay easier than by doing it manually. Not to mention it only takes a couple seconds for it run. Just remember to back up the mod first, normal sutff I know.
TheShadowHunter Posted August 31, 2024 Posted August 31, 2024 16 hours ago, GrimGrim31 said: Which animation mats? The mats for the butcher, clipboard, and syringe animations are assignable. The hucow mats are not assignable, but hucows and actors transforming into hucows will use them. Quote The mats for the butcher, clipboard, and syringe animations are assignable. Yes, they are not working, there is no option to assign settlers to them and the NPCs are not using them automatically. Spoiler
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