Sampon Posted September 12, 2024 Posted September 12, 2024 *if there is a cow and a bull.... then how is the question of breeding reproduction? your breeding and reproduction is limited or those offspring will end up on the street... ? so is the family planning method a failure here or does the own vaccine eliminate the child and elderly actors? in the case of perpetual fuck activity and mating, it is almost impossible not to have a pregnancy.... unless all the characters are infertile....
GrimGrim31 Posted September 13, 2024 Author Posted September 13, 2024 2 hours ago, Sampon said: *if there is a cow and a bull.... then how is the question of breeding reproduction? your breeding and reproduction is limited or those offspring will end up on the street... ? so is the family planning method a failure here or does the own vaccine eliminate the child and elderly actors? in the case of perpetual fuck activity and mating, it is almost impossible not to have a pregnancy.... unless all the characters are infertile.... The mod does not limit breeding in any way because pregnancy is provided by another mod, Family Planning Enhanced. There is nothing that prevents hucows from mating with hucows that are genetically related to them. That is a heavy topic that is beyond the scope of this mod. In real life, farmers have to keep careful records and work hard to prevent inbreeding among their livestock. In this game, you would have to separate hucows in different settlements to prevent them from having sex with related hucows. Sex with child actors is not possible with AAF but it does not prevent adults who are related from having sex. FO4's relationship system isn't very good. You can establish that actors are related but not much more than that. FO4 doesn't have many elderly actors. I don't think AAF limits them in any way.
Sampon Posted September 13, 2024 Posted September 13, 2024 well ... the child is the end product of breeding. The reproductions. On the other hand, free sex activity can produce "results"... or not? otherwise, the FPE (breeding program) is too complicated and quite detailed.... ... proper setup is quite beyond my capabilities...so, that's why I asked. it seemed to me that the population could increase significantly in a few days of playing... with a bunch of kids. then the rapid growing up into adulthood.... causes an oversupply of labor which requires some form of extermination.... ... displacement or civil war.
izzyknows Posted September 13, 2024 Posted September 13, 2024 @GrimGrim31 Just noticed that if you have the Sandman perk it overrides the Collar option while HuCows are asleep. You get the Sandman kill option even when standing, but only for HuCows, humans there is no Sandman option, at all. I had it maxed out before I noticed it, so, maybe it only effects the max level? Probably not, but I can't attest to the lower levels.
asasdi Posted September 13, 2024 Posted September 13, 2024 On 9/10/2024 at 7:18 AM, GrimGrim31 said: Hello, do you have the MCM option turned on to use this mod's body morphs? Human Cattle supports Fusion Girl and CBBE so the morphs should work if the MCM option is turned on unless your version of Fusion Girl uses different slider names. Hello again , sorry for late respond , just wanted to let you know my problem solved , i changed back to cbbe and also i saw a warning in aaf admin that was telling i dont have looks menu morph handeling , i cheked in looks menu page on nexus and downloaded the version with my f4se version and the warning with aaf admin solved , so i dont know witch one solved my problem cause i did them at same time 2
LarryJD8822 Posted September 14, 2024 Posted September 14, 2024 On 9/2/2024 at 9:56 PM, JB. said: Try this. https://www.nexusmods.com/fallout4/mods/22351?tab=files Specifically: "Standing Female Animation replacer fix" There are no camera changes in the script for walking on all fours, but there is something called “ChangeAnimArchetype”, which is something Real Handcuffs also makes use of when you are handcuffed. I saw how, when handcuffed, my camera ended up like yours. I'm not quite sure why, but this fix fixed it. That was a long time ago, today I am no longer able to replicate that bug. If I had to point the finger at any culprit, it would be some gun mod. I have found a better way to reset the camera completely, a console comand player.caa animarchetypeplayer now my 3rd person aim is back
LarryJD8822 Posted September 14, 2024 Posted September 14, 2024 I have a plan for NukaTown, I want to make it HuCowTown. If I now clone all NPCs that are not needed for quests, will they stay in HuCowTown? Or will they disappear? Like settlers who are spawned through the console and are not assigned to a settlement. all females with the hucow clone serum, and all males with the (allow bull) serum so that I can take them with me later if I want The day before yesterday I cloned them all and sent them to spectacle island, there were over 80 hucows, but unfortunately the last (20) savegames were broken, all (lasting) bodymorphs from FPE had disappeared, except for Npcs that were pregnant, and I had to go back to a point where everything was still OK
MrCruelJohn Posted September 14, 2024 Posted September 14, 2024 On 9/10/2024 at 9:03 PM, GrimGrim31 said: I will eventually add ways for the NPCs, including bulls, to interact more directly with a hucow player. I have tested much of this before and found that it interfered with a lot of player actions in the settlement and occasionally resulted in the player having to reload the last save because menus were open that could not be closed. This usually happens when the player is in the build menu or a workbench menu and an NPC started a sex scene with the player hucow. I will try to keep that from happening and also allow an MCM option to turn off random player sex with NPCs so that you can keep it turned off while working on settlement building or crafting. Sexual Harassment has that problem - have the hot key to stop the approaches solved that for situations when you don't want an unknown incoming attack. I also use the hotkey to disable before sleeping - cursed collar dreams or dangerous nights becomes a hot mess if you don't shut off the approaches. The interaction with the bulls and the player seems natural - even to capturing a non-hucow player - throwing her in the table and converting - if conditions exist within that settlement - even after making the player a hucow - if there is a stall there, leave her locked in for a round of bulls to assail her (gate can't be opened since too stupid to open) Also, quick question - I had accidentally equiped a babe helmet - well, that speeds it up - I was curious as to what are the things done to the mental (skills) of the player? John
izzyknows Posted September 14, 2024 Posted September 14, 2024 9 hours ago, LarryJD8822 said: I have found a better way to reset the camera completely, a console comand player.caa animarchetypeplayer now my 3rd person aim is back That clears all animations, which means a mod or the game never canceled the animation. Which is really common. I have this is a txt file and it works for a LOT of stuck animations on NPC's. limping, smoking, sitting, sleeping.... caa animarchetypeplayer caf
GrimGrim31 Posted September 14, 2024 Author Posted September 14, 2024 On 9/13/2024 at 4:18 PM, izzyknows said: @GrimGrim31 Just noticed that if you have the Sandman perk it overrides the Collar option while HuCows are asleep. You get the Sandman kill option even when standing, but only for HuCows, humans there is no Sandman option, at all. I had it maxed out before I noticed it, so, maybe it only effects the max level? Probably not, but I can't attest to the lower levels. I have not set any conditions to stop the Sandman perk but I will take a look at it and set conditions so that it isn't used on settlers and hucows. 1
GrimGrim31 Posted September 14, 2024 Author Posted September 14, 2024 7 hours ago, MrCruelJohn said: Sexual Harassment has that problem - have the hot key to stop the approaches solved that for situations when you don't want an unknown incoming attack. I also use the hotkey to disable before sleeping - cursed collar dreams or dangerous nights becomes a hot mess if you don't shut off the approaches. The interaction with the bulls and the player seems natural - even to capturing a non-hucow player - throwing her in the table and converting - if conditions exist within that settlement - even after making the player a hucow - if there is a stall there, leave her locked in for a round of bulls to assail her (gate can't be opened since too stupid to open) Also, quick question - I had accidentally equiped a babe helmet - well, that speeds it up - I was curious as to what are the things done to the mental (skills) of the player? John The Babe Helmet should not affect the player. If it is doing something to the player, let me know.
GrimGrim31 Posted September 14, 2024 Author Posted September 14, 2024 (edited) 12 hours ago, LarryJD8822 said: I have a plan for NukaTown, I want to make it HuCowTown. If I now clone all NPCs that are not needed for quests, will they stay in HuCowTown? Or will they disappear? Like settlers who are spawned through the console and are not assigned to a settlement. all females with the hucow clone serum, and all males with the (allow bull) serum so that I can take them with me later if I want The day before yesterday I cloned them all and sent them to spectacle island, there were over 80 hucows, but unfortunately the last (20) savegames were broken, all (lasting) bodymorphs from FPE had disappeared, except for Npcs that were pregnant, and I had to go back to a point where everything was still OK Hucow NPCs should not disappear. I leave a lot of them all over my playthrough because I don't have room at Sanctuary and I don't want to create more large farms. Sometimes I will use the hucow serum instead of the clone serum because it prevents the bad guys from respawning if the original NPCs are still alive. For example, I transformed all of the BoS at the Police Station and left them there. They don't do much other than just stand there though because they don't have anything to make them sandbox. Edited September 14, 2024 by GrimGrim31
GrimGrim31 Posted September 14, 2024 Author Posted September 14, 2024 On 9/13/2024 at 4:11 AM, Sampon said: well ... the child is the end product of breeding. The reproductions. On the other hand, free sex activity can produce "results"... or not? otherwise, the FPE (breeding program) is too complicated and quite detailed.... ... proper setup is quite beyond my capabilities...so, that's why I asked. it seemed to me that the population could increase significantly in a few days of playing... with a bunch of kids. then the rapid growing up into adulthood.... causes an oversupply of labor which requires some form of extermination.... ... displacement or civil war. If you use FPE with fast birth and allow the children to grow to adulthood fast, yes, you will have a lot more settlers quickly. My mod doesn't deal with that. That is all part of family planning.
ImAshametobehere Posted September 14, 2024 Posted September 14, 2024 Yo during the first quest, when I'm in med tech I legit cannot find the object/clue to the serum, and I also cannot find how to craft the serum at the Cem wok bench???
katrina.balanchuk Posted September 14, 2024 Posted September 14, 2024 1 minute ago, ImAshametobehere said: Yo during the first quest, when I'm in med tech I legit cannot find the object/clue to the serum, and I also cannot find how to craft the serum at the Cem wok bench??? Spoiler The Clue is upstairs in a corner office on a terminal
izzyknows Posted September 14, 2024 Posted September 14, 2024 33 minutes ago, GrimGrim31 said: Hucow NPCs should not disappear. The only ones I see disappear (V1.21) are the CC that are transitioning while in tow. Roughly about the time they should be shedding their cloths, poof gone forever. I've even went back to the last known locations and they are goooooone! I think someone cownapped them. Damn HuCow Rustlers!! 🤬 ooo... there's a new faction! 😜 As for the Sandman perk, normally I never use it, not sure why I wasted points on it this time.
MrCruelJohn Posted September 14, 2024 Posted September 14, 2024 Just now, izzyknows said: The only ones I see disappear (V1.21) are the CC that are transitioning while in tow. Roughly about the time they should be shedding their cloths, poof gone forever. I've even went back to the last known locations and they are goooooone! I think someone cownapped them. Damn HuCow Rustlers!! 🤬 ooo... there's a new faction! 😜 As for the Sandman perk, normally I never use it, not sure why I wasted points on it this time. Sounds like an old feature of abductions where the player or companion was kidnapped into RSE Abductions after sleeping.... Could have Hucow farmer wars - the more settlements built, the greater chance of a hucow (and player) would be taken and held in a stall for bull breeding - how long? that's an interesting question. John 1
izzyknows Posted September 14, 2024 Posted September 14, 2024 1 minute ago, MrCruelJohn said: Sounds like an old feature of abductions where the player or companion was kidnapped into RSE Abductions after sleeping.... Could have Hucow farmer wars - the more settlements built, the greater chance of a hucow (and player) would be taken and held in a stall for bull breeding - how long? that's an interesting question. John Sounds kool! But only with far less bugs please! LOL 1
GrimGrim31 Posted September 15, 2024 Author Posted September 15, 2024 4 hours ago, ImAshametobehere said: Yo during the first quest, when I'm in med tech I legit cannot find the object/clue to the serum, and I also cannot find how to craft the serum at the Cem wok bench??? Katrina gave you a hint to find the clue at MedTech Research. You can craft serum syringes in a Chem Workbench after you use the special holotape that you can get in your inventory by using the MCM option or by finding it in game (in an NPC's inventory or on the floor under the desk at Parsons Creamery). Once you have the holotape, run it in your Pipboy or in a terminal.
GrimGrim31 Posted September 15, 2024 Author Posted September 15, 2024 4 hours ago, izzyknows said: The only ones I see disappear (V1.21) are the CC that are transitioning while in tow. Roughly about the time they should be shedding their cloths, poof gone forever. I've even went back to the last known locations and they are goooooone! I think someone cownapped them. Damn HuCow Rustlers!! 🤬 ooo... there's a new faction! 😜 As for the Sandman perk, normally I never use it, not sure why I wasted points on it this time. I need to follow up on this disappearance since I haven't experienced it yet. I don't have a theory about this problem yet so I need to try and replicate it. How are you starting the CC NPCs transformation?
izzyknows Posted September 15, 2024 Posted September 15, 2024 (edited) 1 hour ago, GrimGrim31 said: How are you starting the CC NPCs transformation? Naturally. Just whenever one happens to start the process, love it btw, I just let em do their thing. Doesn't happen very often.. unfortunately. 😕 Oh the Sandman thing. You can easily test it with: player.addperk 0004b258;player.addperkperk 001d2490;player.addperkperk 001d2491 then remove them with: player.removeperk 0004b258;player.removeperk 001d2490;player.removeperk 001d2491 Copy & paste the entire line, it's a nested command in the correct order. Is it possible to expand the search radius for the Human cow Control System? Most of my settlements are a bit bigger than vanilla. Not silly big, more like tastefully plump. That, and it never has worked in the Pip-Boy. Works fine in a terminal! Edited September 15, 2024 by izzyknows
LarryJD8822 Posted September 15, 2024 Posted September 15, 2024 4 hours ago, GrimGrim31 said: I need to follow up on this disappearance since I haven't experienced it yet. I don't have a theory about this problem yet so I need to try and replicate it. How are you starting the CC NPCs transformation? I lost them too, but long before I installed Human Cattle, the same thing happened with the vanilla companion. Sometimes they disappeared, I then continued playing, and at some point they were back. a week for the first one, and the other more than a month I use Companion Whistle https://www.nexusmods.com/fallout4/mods/13499, it works almost always, even with CC Companion
LarryJD8822 Posted September 15, 2024 Posted September 15, 2024 @GrimGrim31 I have some questions about your description 3) A helmet that will turn a female settler into a Battlebabe who will follow you into combat, deal damage on your behalf, and heal you for free. She will also help you with your "Morning Wood" problem if you choose that setting in the MCM. She can even become a settler or a hucow in a settlement if you give her a disguise. -what is the disguise I can't find anything in the chemlab ? -I put a helmet on a female gunner (or rather, I don't like helmets, I changed it to glasses, but only the nif), the first thing she did was fall off the bridge (bleed out), i can't stimpack her. -the helmet has no protekt keyword, was removed by aaf -After a few hours I told her "she should work here in the settlement as a settler" but she decided to go back home, I took her helmet off and put it back on, now she's following me again, I guess it doesn't work because she doesn't have a workshop keyword. So do I have to clone her?
GrimGrim31 Posted September 16, 2024 Author Posted September 16, 2024 4 hours ago, LarryJD8822 said: @GrimGrim31 I have some questions about your description 3) A helmet that will turn a female settler into a Battlebabe who will follow you into combat, deal damage on your behalf, and heal you for free. She will also help you with your "Morning Wood" problem if you choose that setting in the MCM. She can even become a settler or a hucow in a settlement if you give her a disguise. -what is the disguise I can't find anything in the chemlab ? -I put a helmet on a female gunner (or rather, I don't like helmets, I changed it to glasses, but only the nif), the first thing she did was fall off the bridge (bleed out), i can't stimpack her. -the helmet has no protekt keyword, was removed by aaf -After a few hours I told her "she should work here in the settlement as a settler" but she decided to go back home, I took her helmet off and put it back on, now she's following me again, I guess it doesn't work because she doesn't have a workshop keyword. So do I have to clone her? You automatically disguise the battlebabe when you tell her to stay in a settlement and work as a hucow. The helmet doesn't need a protect keyword since its effects are applied when it is worn for the first time and remain constant. I can add a keyword though if you just want to see the item on your battlebabe during sex. Yes, the babe has to have the WorkshopNPC script to work as a settler in a settlement so an enemy NPC has to be cloned to get that script because BoS, Raiders, Gunners, and Scavengers do not normally have the script.
GrimGrim31 Posted September 16, 2024 Author Posted September 16, 2024 22 hours ago, izzyknows said: Is it possible to expand the search radius for the Human cow Control System? Most of my settlements are a bit bigger than vanilla. Not silly big, more like tastefully plump. That, and it never has worked in the Pip-Boy. Works fine in a terminal! This puzzles me. Are you asking about the Human Cow Control System or the tracking system? I don't think the Human Cow Control System holotape will work in the Pipboy, but I can take another look at it. I am not sure what you mean about a search radius.
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