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Posted
9 hours ago, MysticDaedra said:

I'm curious if there is something in the quest that turns the PC into a hucow temporarily (or permanently?) or "tricks" the player character into injecting herself or something along those lines. Something dubcon that gives the player a personal stake in finding the cure? Or is it really just all NPCs with an optional and not heavily integrated (in the gameplay and quest/story) player hucow feature? Looking for something along the lines of Being a Cow from Skyrim (I'm aware that this mod doesn't change bodies the same way, looking for the story aspect of noncon transformation then being forced to seek out a cure). NSFW quests and stories for Fallout 4 are so rare, so I'm thinking about giving this one a try, but I'd like to know how far to temper my expectations. I did read the description, but I don't feel like that really answered my question.

No it doesn't. Good idea for an option. 👌

I've used the MCM to become a HuCow before leaving the vault so I could do exactly what you described.

You're followers can transition to a HuCow, but only one at a time. I like to give them the immunity pills at about the second stage, really depends on body weight.

BTW, you can give them the immunity pills and it stops the transition at the current stage, and you can immanently take the pills back so you only need to craft one.

Posted
1 hour ago, izzyknows said:

No it doesn't. Good idea for an option. 👌

I've used the MCM to become a HuCow before leaving the vault so I could do exactly what you described.

You're followers can transition to a HuCow, but only one at a time. I like to give them the immunity pills at about the second stage, really depends on body weight.

BTW, you can give them the immunity pills and it stops the transition at the current stage, and you can immanently take the pills back so you only need to craft one.

I've enjoyed playing with this mod, but I fear the main thing it lacks is player character (PC) hucow role playing.  I've done some "stories" but I need to do most of the manipulating and trying to justify what goes on.

Things that would really make this mod shine are:

    PC being yanked into a sex animation by a bull or settler.  Even if it had a yes/no box popup in case you needed to do something else right now.

    PC randomly being shot by accident or malice by a hucow injector.

    NPC camps (raiders, gunners, future settlements) wanting a hucow for the milk and other things.  Guess what, PC, you're elected.  Sort of Raider Pet Cow.

    Future Settlement NPCs thinking how nice it would be to have a hucow.  Abernathy farm sounds ideal, but others would work.

    Vault 111 did more than freeze you, they got a hold of some Vault 134 equipment and prepped you for when they leave the vault.

 

Still, I like this mod.  I've made hucow farms, hucow-ified the wasteland or just a few raider/gunner camps.  There's just not a lot for a hucow PC.

 

Posted
57 minutes ago, tinkerbelle said:

I've enjoyed playing with this mod, but I fear the main thing it lacks is player character (PC) hucow role playing.  I've done some "stories" but I need to do most of the manipulating and trying to justify what goes on.

Things that would really make this mod shine are:

    PC being yanked into a sex animation by a bull or settler.  Even if it had a yes/no box popup in case you needed to do something else right now.

    PC randomly being shot by accident or malice by a hucow injector.

    NPC camps (raiders, gunners, future settlements) wanting a hucow for the milk and other things.  Guess what, PC, you're elected.  Sort of Raider Pet Cow.

    Future Settlement NPCs thinking how nice it would be to have a hucow.  Abernathy farm sounds ideal, but others would work.

    Vault 111 did more than freeze you, they got a hold of some Vault 134 equipment and prepped you for when they leave the vault.

 

Still, I like this mod.  I've made hucow farms, hucow-ified the wasteland or just a few raider/gunner camps.  There's just not a lot for a hucow PC.

 

All very good ideas! At least I think so. ;)

 

Posted (edited)
On 12/12/2024 at 8:44 PM, tinkerbelle said:

I've enjoyed playing with this mod, but I fear the main thing it lacks is player character (PC) hucow role playing.  I've done some "stories" but I need to do most of the manipulating and trying to justify what goes on.

Things that would really make this mod shine are:

    PC being yanked into a sex animation by a bull or settler.  Even if it had a yes/no box popup in case you needed to do something else right now.

    PC randomly being shot by accident or malice by a hucow injector.

    NPC camps (raiders, gunners, future settlements) wanting a hucow for the milk and other things.  Guess what, PC, you're elected.  Sort of Raider Pet Cow.

    Future Settlement NPCs thinking how nice it would be to have a hucow.  Abernathy farm sounds ideal, but others would work.

    Vault 111 did more than freeze you, they got a hold of some Vault 134 equipment and prepped you for when they leave the vault.

 

Still, I like this mod.  I've made hucow farms, hucow-ified the wasteland or just a few raider/gunner camps.  There's just not a lot for a hucow PC.

 

 I especially like the idea of raiders camps "asking" hucows to "participate" in their economic and entertainment well being.

Also this could be both ways maybe a mechanic could be found for player male charatcer to sell hucows at raider camps or the female PC to get a "surpise invitation to help out".

Edited by katrina.balanchuk
Posted
6 hours ago, MysticDaedra said:

I tried search for this, but didn't find an answer. Do hucow's bodies transform, or do I need to inject them with the body serum in addition to the regular hucow serum?

Injecting someone with the hucow serum, either with the syringe rifle or the hucow workbench, is enough to transform their bodies ... usually.  I've had a few NPCs not transform completely and they weren't unique NPCs.  But for the most part, NPCs do, er, blossom.

 

Posted
9 hours ago, MysticDaedra said:

Not sure what happened, at one point I had both syringe types in the rifle, then the game CTD.

The syringer is a bit of a weird weapon. You can have multi ammo types loaded at once, but it will only shoot the first listed. It really needs to be fixed so loading a new ammo type will auto remove the current type.

Your Buffout4 log would be of better use. The papyrus doesn't show diddly on a CTD.

Posted (edited)
On 12/13/2024 at 3:44 AM, tinkerbelle said:

I've enjoyed playing with this mod, but I fear the main thing it lacks is player character (PC) hucow role playing.  I've done some "stories" but I need to do most of the manipulating and trying to justify what goes on.

Things that would really make this mod shine are:

    PC being yanked into a sex animation by a bull or settler.  Even if it had a yes/no box popup in case you needed to do something else right now.

    PC randomly being shot by accident or malice by a hucow injector.

    NPC camps (raiders, gunners, future settlements) wanting a hucow for the milk and other things.  Guess what, PC, you're elected.  Sort of Raider Pet Cow.

    Future Settlement NPCs thinking how nice it would be to have a hucow.  Abernathy farm sounds ideal, but others would work.

    Vault 111 did more than freeze you, they got a hold of some Vault 134 equipment and prepped you for when they leave the vault.

 

Still, I like this mod.  I've made hucow farms, hucow-ified the wasteland or just a few raider/gunner camps.  There's just not a lot for a hucow PC.

 

 

 

+Placing a Settler in sanctuary would be a good way to start the quest (someone like Carla, NR eyebot). Let's say a Hucow farmer discovers PC who is a lost and clueless female wandering alone in Sanctuary sees an opportunity to capture and tame her and begin the story: (1) Player becomes the #1 Hucow (or not) assisting with the settlement building process or (2) farmer/hucow act as follower traveling/trading economy to other settlements, then links up to the doctor quest (cure?) since it's quite far away from beginner zone. (3) I'm not sure there's transformation phases but I'm sure than can be slowly written in. 

 

The bulls or farmers coming to milk or have sex (random whipping) with female cows could work like harassment or autonomy (random period of time pass). I don't have big enough farm to play test it but that's how I feel it should be (automated self-sustaining resource (milk) producing?).

 

Still trying to figure out a lot of the mechanics and what all the items do. 

If you're a farmer (or as a cow I guess), what reason would you have to punish the cows? Just now seeing the baton/whip stuff. 

and I think after the milking animation I have to enter pipboy to get out of it.

I guess it would be cool if the feed trough just satisfies your hunger or attract the cows to feed on them (well the farmer did fill it)

I suppose it's incorrect usage to use the hucow disguise? 

When's the earliest one can get a syringe rifle without cheating? Diamond City? 

Edited by 4nln415
Posted
10 hours ago, izzyknows said:

The syringer is a bit of a weird weapon. You can have multi ammo types loaded at once, but it will only shoot the first listed. It really needs to be fixed so loading a new ammo type will auto remove the current type.

Your Buffout4 log would be of better use. The papyrus doesn't show diddly on a CTD.

Ah, of course, sorry! Attached is the Buffout4 log. This just occurred again, this time I've narrowed it down to removing the crawl syringes from the rifle. Doing so causes the instant CTD.

crash-2024-12-18-09-08-17.log

Posted (edited)

@tinkerbelle @4nln415 It is possible to integrate this mod with other mods indirectly i did it before with jet but i removed the mod with the patches i made cuz of a sneak camera and AAF detection problems im tracking the mod for any future updates, the way it can be done is by adding the Hucow injector effect to one of the chems in the game that way if u use mods that apply chems to the player, like when the raiders use drugs on the player in RSE II Abduction you may end up been a hucow, this would be a workaround thou i do not know if NPCs can use the syringer. But this may have side effects:

 

  • 1) It basically in a way make the altered chem a Hucow serum since every altered chem will have the effect so if you use said chem a lot in the game u will become a hucow a lot. kinda give it "Jet will help me win but i ill end up a hucow is it worth it" kinda thing.
  • 2) If u have a mod that make NPCs use chems if they used altered chem they will turn into hucows so if a raider used Jet mid fight the raider will become a hucow. but not cloned one but kinda feel funny from roleplay side like they took a risk but it backed fired and they end up a hucow same goes for u but its 100% hucow chance actually since the effect is added to the altered chem.
Edited by Mr Zombie Brain
Posted (edited)

Tested as a human cattle, the initial (2nd part) join minuteman dialogue with Preston seems unable to progress. 

Edited by 4nln415
Posted

PS: About that syringe that turns males into females (presumably for better hucow exploitation), 

There are some locations that IMHO have too many males that I would like to balance.

Nothing crazy just looking to get to 50/50 in "civilian" (not Brotherhood, not MinuteMen, not raider ) locations.

 

How is the new look determined?

does it pull from a pool of vanilla presets?

Or of my exisitng presets?

Or some other database like Commonwealth Captives does?

Are the new NPCs then unique coded (how else would the have changes appearance?) or still non uniques?

Posted

Thanks for the mod, but is there a spoiler guide for the "quest". I play with large list and it is possible either something has overwritten/conflicting and moving at night is near impossible due to the forest and darkness. So seeing things is very difficult.  I don't know if another mod is increasing NPC aggro detection range but anyone at Finch farm is aggroing the super mutties over at the radar station and Dr Moreau is wandering off around hunting everything in sight (bugs and local raiders). Besides this inconvenience, I'll summarise where I am with it.

 

Quest started ok, got the initial note from the sanctuary mail box. Followed marker to the ironworks where emily was and Dr Moreau. Then asked me to go to his assistant Lloris over in finch farm. Then the quest markers stopped.  "stage search parson creamery for clues.."

I knew where Parson Creamery was since I completed the Cabot quest but I searched around and used the terminal, quest complete - no markers. Headed off in a NW direction I assumed ?

Only thing NW of there is a small listening post that I can't do anything with at this stage -  all terminals are inaccessible. Only other further NW is the edge of the physical map, maybe Theta bunker at a push (I think that is added by OAR/Depravity maybe (quest to return a paladin ends there) so I doubt you mean there.

 

Appreciate if there is a guide somewhere in the thread but could you please point to it or a guide if there is one ?

Enjoying it so far otherwise.

Thanks

 

Posted
2 hours ago, lot3kwizadora said:

Thanks for the mod, but is there a spoiler guide for the "quest". I play with large list and it is possible either something has overwritten/conflicting and moving at night is near impossible due to the forest and darkness. So seeing things is very difficult.  I don't know if another mod is increasing NPC aggro detection range but anyone at Finch farm is aggroing the super mutties over at the radar station and Dr Moreau is wandering off around hunting everything in sight (bugs and local raiders). Besides this inconvenience, I'll summarise where I am with it.

 

Quest started ok, got the initial note from the sanctuary mail box. Followed marker to the ironworks where emily was and Dr Moreau. Then asked me to go to his assistant Lloris over in finch farm. Then the quest markers stopped.  "stage search parson creamery for clues.."

I knew where Parson Creamery was since I completed the Cabot quest but I searched around and used the terminal, quest complete - no markers. Headed off in a NW direction I assumed ?

Only thing NW of there is a small listening post that I can't do anything with at this stage -  all terminals are inaccessible. Only other further NW is the edge of the physical map, maybe Theta bunker at a push (I think that is added by OAR/Depravity maybe (quest to return a paladin ends there) so I doubt you mean there.

 

Appreciate if there is a guide somewhere in the thread but could you please point to it or a guide if there is one ?

Enjoying it so far otherwise.

Thanks

 

The occasional lack of quest markers is a choice by the author of the mod.  Personally, I feel that people who don't want quest markers can just turn them off by not selecting or deselecting quests in the journal.

There's a small trailer north-west and a short distance from the Parson's creamery.  If I recall, the listening post is a little bit too far.  Once you enter the trailer, walk softly and carry the biggest gun you have.

 

Posted

Thanks, had a reload and fast travelled back to Parsons. Upon arriving Jan Van Wooton ghoul appeared and we had a chat. Other than not pointing to the quest told me to keep out the terminal and he had a farm somewhere. Llores now gave me a holotape 134. Played it but nothing added markers or updates to the quest journal.

Eventually found the trailer. Bit further past the Signal outpost (Miller terminal) and in a "valley".


Great now to "find the cure". Talking to Llores he says nothing after defeating the "surprise". (BTW playing with the toughened deathclaws mod doesn't help even with party of 5 companions). They all got downed while I took pop shots from the trailer. I'm level 16 doing this quest for reference).
 

Emily has crawled her way to the slog from the ironworks and Dr Moreau - still looking for him. Maybe this is the NPC Travels mod doing this. (Never used it before now).

Wooton has wandered off somehere now too - maybe back to his "farm".

 

Maybe, as a suggestion, allow us to make a tracker/widget at the chem station to allow us to track the NPCs and maybe the quest items please ?

Posted
15 hours ago, lot3kwizadora said:

Thanks, had a reload and fast travelled back to Parsons. Upon arriving Jan Van Wooton ghoul appeared and we had a chat. Other than not pointing to the quest told me to keep out the terminal and he had a farm somewhere. Llores now gave me a holotape 134. Played it but nothing added markers or updates to the quest journal.

Eventually found the trailer. Bit further past the Signal outpost (Miller terminal) and in a "valley".


Great now to "find the cure". Talking to Llores he says nothing after defeating the "surprise". (BTW playing with the toughened deathclaws mod doesn't help even with party of 5 companions). They all got downed while I took pop shots from the trailer. I'm level 16 doing this quest for reference).
 

Emily has crawled her way to the slog from the ironworks and Dr Moreau - still looking for him. Maybe this is the NPC Travels mod doing this. (Never used it before now).

Wooton has wandered off somehere now too - maybe back to his "farm".

 

Maybe, as a suggestion, allow us to make a tracker/widget at the chem station to allow us to track the NPCs and maybe the quest items please ?

Once you have the cure items, a marker will appear for Doctor Moreau so that you can find him.  If you killed the surprise, but you have not yet located the cure items inside the trailer, Lloris will remain standing inside the trailer and no new quest marker will appear.  Find the cure items inside the trailer and read the note that is with them.

 

 

Posted
On 12/23/2024 at 3:35 AM, katrina.balanchuk said:

PS: About that syringe that turns males into females (presumably for better hucow exploitation), 

There are some locations that IMHO have too many males that I would like to balance.

Nothing crazy just looking to get to 50/50 in "civilian" (not Brotherhood, not MinuteMen, not raider ) locations.

 

How is the new look determined?

does it pull from a pool of vanilla presets?

Or of my exisitng presets?

Or some other database like Commonwealth Captives does?

Are the new NPCs then unique coded (how else would the have changes appearance?) or still non uniques?

It chooses from a pool of 40 presets.

Posted (edited)

Thanks, went back to the trailer and found the items in a small cooler. Went back to the doc who is wandering the commonwealth in my game. Eventually caught up. Gave him the items waited some time and returned once the notice/quest updated. However, after chat saying "he can cure emily", got a fade to black and then nothing, He was gone from immediate area. I used console to teleport to him and he is sprinting off somewhere. If I catch him, he only says thanks for helping and there is no quest update or clue as to where to go/what to do next. I managed to talk to Lloris and ask him what he is going to do next and I sent him to sanctuary. Whether or not he turns up there I don't know yet.

 

Still feels there is something else to do or someone to chat to?

 

Edited by lot3kwizadora
Posted
On 12/29/2024 at 10:24 AM, lot3kwizadora said:

Thanks, went back to the trailer and found the items in a small cooler. Went back to the doc who is wandering the commonwealth in my game. Eventually caught up. Gave him the items waited some time and returned once the notice/quest updated. However, after chat saying "he can cure emily", got a fade to black and then nothing, He was gone from immediate area. I used console to teleport to him and he is sprinting off somewhere. If I catch him, he only says thanks for helping and there is no quest update or clue as to where to go/what to do next. I managed to talk to Lloris and ask him what he is going to do next and I sent him to sanctuary. Whether or not he turns up there I don't know yet.

 

Still feels there is something else to do or someone to chat to?

 

 

You completed the quest and should have received XP for it along with the usual Fallout 4 Quest Complete popups/notifications.  He and the others should be walking back home to Vault 81.    That is the end of the quest.  It was intended to introduce characters, concepts, and the stuff provided by the mod so that it wouldn't just be a dump of new items.  I got rather attached to the quest characters as well as Dr. Hope so I kept expanding them and their dialogue.

 

You should have access to everything in the mod now.  You can also ask one of the guards, Aaron, to join a settlement.  I may eventually make the other three characters (Dennis, Dr. Moreau, and Emily) recruitable but right now they stay at Vault 81.

 

 

 

 

Posted
On 12/29/2024 at 6:58 AM, greg100 said:

when i get near flinch farm my game crashe

why?

 

Is Doctor Moreau and his party there or have you already completed the quest to cure Emily?

 

 

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