greg100 Posted December 31, 2024 Posted December 31, 2024 12 minutes ago, GrimGrim31 said: Â Is Doctor Moreau and his party there or have you already completed the quest to cure Emily? Â Â i read he holo tape the quest tell to go there so i try both fast travel and by foot to get there as soon as i get near the building the game crashes Â
lot3kwizadora Posted December 31, 2024 Posted December 31, 2024 (edited) ok thanks for info but to clarify, build some of the workshop items and Dr Hope will show up or are they back at Vault 81 ? Â Edited December 31, 2024 by lot3kwizadora
GrimGrim31 Posted January 1, 2025 Author Posted January 1, 2025 20 hours ago, lot3kwizadora said: ok thanks for info but to clarify, build some of the workshop items and Dr Hope will show up or are they back at Vault 81 ?  Doctor Hope is separate from Doctor Moreau and company. She will show up randomly at one of your settlements if it has hucows. Doctor Moreau is back at Vault 81 once the quest is completed, and he finishes his return journey to the vault. The others go with him unless you recruit Dennis and/or Lloris. 1
awson Posted January 2, 2025 Posted January 2, 2025 How to highlight a cow for sale to the character RED? She is asking me if I am ready to sell her cows, but I couldn't do it because I didn't see a way.
greg100 Posted January 2, 2025 Posted January 2, 2025 On 12/30/2024 at 10:37 PM, GrimGrim31 said: Â Is Doctor Moreau and his party there or have you already completed the quest to cure Emily? Â Â yes they are there but thats where the quest maker tells me to go to. Â
GrimGrim31 Posted January 2, 2025 Author Posted January 2, 2025 (edited) 2 hours ago, greg100 said: yes they are there but thats where the quest maker tells me to go to.   There may be a mod conflict causing your game to crash when you try to go to Finch Farm. Do you have any mods that affect Finch Farm besides Human Cattle? Edited January 2, 2025 by GrimGrim31
GrimGrim31 Posted January 3, 2025 Author Posted January 3, 2025 23 hours ago, awson said: How to highlight a cow for sale to the character RED? She is asking me if I am ready to sell her cows, but I couldn't do it because I didn't see a way. Â Is she with you in a settlement that has hucows in it?
awson Posted January 3, 2025 Posted January 3, 2025 9 minutes ago, GrimGrim31 said: 9 minutes ago, GrimGrim31 said: Â Is she with you in a settlement that has hucows in it? Yes. She came with a Brahmin and offered to buy up to 5 cows from me. If I agree, the quest begins: Sell the Cows or Refuse. If I refuse, Red says: Then I'll ask about selling again later. After some time, she starts the dialogue about buying cows from me again. Â
izzyknows Posted January 3, 2025 Posted January 3, 2025 7 hours ago, awson said: If I agree, the quest begins: The 5 cows should be hanging around her, and talking to them should bring up the option to sell. Basically she gathers them up and you choose which to sell. If I'm not mistaken, you might be able to select any of your cows... but don't quote me on that. 1
katrina.balanchuk Posted January 3, 2025 Posted January 3, 2025 On 7/21/2024 at 4:36 AM, GrimGrim31 said:   What will your next mod be about? Supermutants, I want more for the big, green, meanies. They seem to be a comic foil for the Player Character right now, and I think they can be better. And they do love a good hucow. Maybe I can even teach them how to use soap? Submitter GrimGrim31 Submitted 07/20/2024 Category Quests Requirements FO4, all DLCs, Extended Dialogue Interface (XDI), and AAF   Played this Hucow mod a lot. Any peek on when we muight see this other mod you mention?
GrimGrim31 Posted January 3, 2025 Author Posted January 3, 2025 6 hours ago, katrina.balanchuk said:  Played this Hucow mod a lot. Any peek on when we muight see this other mod you mention?   I have not started the Supermutant mod yet. I still have things to do for Human Cattle but I don't work much on mods during the winter.   1
GrimGrim31 Posted January 10, 2025 Author Posted January 10, 2025 I started another playthrough to check the quest again. I didn't experience any issues with it but I did discover that Doctor Hope's dialogue after you fuck her the first time has some errors because I was able to talk her all the way into becoming a hucow in that one conversation and that is not correct.  While testing, I decided to add some more dialogue and a few changes so that you can make Emily, Doctor Duff, and Professor Scara into hucows at one of your settlements. I think it was already possible with Emily but I gave her voiced dialogue for her hucow responses. Duff and Scara needed the workshop NPC script added to them and I also gave them voiced hucow response dialogue.  Now I have them all at Sanctuary in special hucow pens.   Duff and Scara are in their own pen. Scara is in the foreground. I reversed her trough later so that she is not crammed up against the fence.    Emily shares a pen with four other hucows. I suppose that I should add some dialogue for her and maybe for Aaron and Lloris when they encounter her as a hucow again.  I don't have a lot of time to work on things but maybe I will make it possible to add Geneva (Diamond City mayor's secretary) as a hucow. She doesn't have anything to do once you buy Home Plate from her.  I also should expand the dialogue for the Commonwealth Captive that slowly transforms into a hucow while travelling with the player.   6
LarryJD8822 Posted January 11, 2025 Posted January 11, 2025 I actually just wanted to test something, I mainly use the CBBE body, but with the KFT - Kziitd Fetish Toolset also fusiongirl, I noticed that the HuCow morphs don't work with it, I have both esp active cbbe and fusiongirl (only with one record), with family planning the morphs work with both bodies.  Is that an either/or query in your script? and the first winns?  I also installed SS2 with my new run, and have the problem that the CC HuCows are in the captive faction or something. I just get a message box like with captured : release : do not release : free shared items  I accidentally released one, she's gone, but she's still producing milk, a lot of milk is collecting in the starlight drive-in workshop.  and maybe you can also do a check up so that human resource slaves don't have a HuCow fetish, or a dialogue like "Not you", or a trade dialogue so that I can give her the immunity pills, now I always have to use Carazy's multi-tool weapon Another thing, if you have a Ghoul CC with you long enough, she will also become a HuCow  And another thing you should look closely at which NPCs from the main game should become HuCows. just a few examples Geneva (Diamond City mayor's secretary) is needed by I think Depravity for a scene. And then she is your secretary. There are also references to Colette, Darla, Emorgene, Roxy, Rowdy, Magnolia...  Scara can work on Liberty Prime https://fallout.fandom.com/wiki/Professor_Scara  I honestly don't like it when assigned settlers or CC settlers that I have painstakingly assigned develop a HuCow fetish I like the idea better that, for example, visitors come to the settlement if there are more than 3 HuCows in the settlement and show interest, or if there are 3 settlements with more than 10 HuCows, NPCs spawned randomly in the world will speak to you. Since there are already dealers for HuCows in DC and GN, there should also be at least 2 HuCow farms, and it would also be nice if the purchasable HuCows respawned, preferably from a LVL  I can create the 2 farms, as an addon maybe, I can place items and create Npcs, and navmesh, but I can't link them or do a quest
GrimGrim31 Posted January 11, 2025 Author Posted January 11, 2025 (edited) 5 hours ago, LarryJD8822 said: I actually just wanted to test something, I mainly use the CBBE body, but with the KFT - Kziitd Fetish Toolset also fusiongirl, I noticed that the HuCow morphs don't work with it, I have both esp active cbbe and fusiongirl (only with one record), with family planning the morphs work with both bodies.  Is that an either/or query in your script? and the first winns?  I also installed SS2 with my new run, and have the problem that the CC HuCows are in the captive faction or something. I just get a message box like with captured : release : do not release : free shared items  I accidentally released one, she's gone, but she's still producing milk, a lot of milk is collecting in the starlight drive-in workshop.  and maybe you can also do a check up so that human resource slaves don't have a HuCow fetish, or a dialogue like "Not you", or a trade dialogue so that I can give her the immunity pills, now I always have to use Carazy's multi-tool weapon Another thing, if you have a Ghoul CC with you long enough, she will also become a HuCow  And another thing you should look closely at which NPCs from the main game should become HuCows. just a few examples Geneva (Diamond City mayor's secretary) is needed by I think Depravity for a scene. And then she is your secretary. There are also references to Colette, Darla, Emorgene, Roxy, Rowdy, Magnolia...  Scara can work on Liberty Prime https://fallout.fandom.com/wiki/Professor_Scara  I honestly don't like it when assigned settlers or CC settlers that I have painstakingly assigned develop a HuCow fetish I like the idea better that, for example, visitors come to the settlement if there are more than 3 HuCows in the settlement and show interest, or if there are 3 settlements with more than 10 HuCows, NPCs spawned randomly in the world will speak to you. Since there are already dealers for HuCows in DC and GN, there should also be at least 2 HuCow farms, and it would also be nice if the purchasable HuCows respawned, preferably from a LVL  I can create the 2 farms, as an addon maybe, I can place items and create Npcs, and navmesh, but I can't link them or do a quest  The script looks for CBBE first. If it is installed, the script skips FG. If it allowed both, you would get both sets of morphs and that might look quite odd.  All hucows other than the player are in the captive faction. That keeps enemies from killing them before you can tell them to follow you or add them to settlements (when they are protected). Although dogs will still attack them. I am not sure why dogs don't respect the captive faction. I can change this so that the hucow faction provides the same protection as the captive faction and you won't have problems with SS2 and the captive faction.  I am not sure I understand your Human Resource question. Do you want HR slaves to be automatically immune to the hucow fetish?  The choice of making base game NPCs into hucows is a player choice. All I will do is give some of them voiced dialogue and the ability to be assigned to settlements if the player chooses to make them hucows using the Hucow Serum Syringe (which does not clone them). There might be some players that make every NPC in the game into hucows but I probably will not make voiced dialogue for all of them. Dialogue is a slow process. Magnolia, Colette, Roxy, and Rowdy are safe for now. Carla cannot become a settler unless you use the clone syringe and that would ruin her as a trader. I have used the Hucow Serum Syringe on Carla and the female caravan guards. It makes them hucows but they still have their original voices and dialogue and just crawl about their normal business.  I can create an MCM option to turn off the hucow fetish chances so that assigned settlers will no longer ask you to become hucows.  Visitors and hucow farms are too much work right now. Even small dialogue takes several hours per NPC and I don't have many hours to dedicate to modding at the moment.   Edited January 11, 2025 by GrimGrim31 1
LarryJD8822 Posted January 11, 2025 Posted January 11, 2025 1 hour ago, GrimGrim31 said:  The script looks for CBBE first. If it is installed, the script skips FG. If it allowed both, you would get both sets of morphs and that might look quite odd.  All hucows other than the player are in the captive faction. That keeps enemies from killing them before you can tell them to follow you or add them to settlements (when they are protected). Although dogs will still attack them. I am not sure why dogs don't respect the captive faction. I can change this so that the hucow faction provides the same protection as the captive faction and you won't have problems with SS2 and the captive faction.  I am not sure I understand your Human Resource question. Do you want HR slaves to be automatically immune to the hucow fetish?  The choice of making base game NPCs into hucows is a player choice. All I will do is give some of them voiced dialogue and the ability to be assigned to settlements if the player chooses to make them hucows using the Hucow Serum Syringe (which does not clone them). There might be some players that make every NPC in the game into hucows but I probably will not make voiced dialogue for all of them. Dialogue is a slow process. Magnolia, Colette, Roxy, and Rowdy are safe for now. Carla cannot become a settler unless you use the clone syringe and that would ruin her as a trader. I have used the Hucow Serum Syringe on Carla and the female caravan guards. It makes them hucows but they still have their original voices and dialogue and just crawl about their normal business.  I can create an MCM option to turn off the hucow fetish chances so that assigned settlers will no longer ask you to become hucows.  Visitors and hucow farms are too much work right now. Even small dialogue takes several hours per NPC and I don't have many hours to dedicate to modding at the moment.    I dont think so ,most slider ar named different family planning works with 3 body typs, Spoiler           float power = (akMonth * FPFP_Global_Power.getValue() * 0.015 * Utility.RandomFloat(0.8, 1.2)) * Math.Sqrt(NumChildren)        float maxMorphValue = FPFP_Global_Power.getValue() / 5.0        ; CBBE        BodyGen.SetMorph(Ourself, true, "PregnancyBelly", FPFP_Keyword, power + OrigValue("PregnancyBelly"))        BodyGen.SetMorph(Ourself, true, "DoubleMelon", FPFP_Keyword, (power/2) + OrigValue("DoubleMelon"))        BodyGen.SetMorph(Ourself, true, "BigButt", FPFP_Keyword, Math.Min((power/2) + OrigValue("BigButt"), maxMorphValue))        ; Fusion Girl        BodyGen.SetMorph(Ourself, true, "Belly Pregnant", FPFP_Keyword, power + OrigValue("Belly Pregnant"))        BodyGen.SetMorph(Ourself, true, "Boobs Yuge", FPFP_Keyword, (power/2) + OrigValue("Boobs Yuge"))        BodyGen.SetMorph(Ourself, true, "Bum Chubby", FPFP_Keyword, Math.Min((power/2) + OrigValue("Bum Chubby"), maxMorphValue))        If (FPFP_Global_BodyType.GetValue() == 1)            BodyGen.SetMorph(Ourself, true, "Waist Size", FPFP_Keyword, Math.Min((power/2) + OrigValue("Waist Size"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Waist Line", FPFP_Keyword, Math.Min(power/2 + OrigValue("Waist Line"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Back Size", FPFP_Keyword, Math.Min(power/2 + OrigValue("Back Size"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Back Arch", FPFP_Keyword, Math.Min((power/2) + OrigValue("Back Arch"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Boobs Top Slope", FPFP_Keyword, Math.Min((power/2) + OrigValue("Boobs Top Slope"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Hips Upper Width", FPFP_Keyword, Math.Min((power/4) + OrigValue("Hips Upper Width"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Hips Size", FPFP_Keyword, Math.Min((power/2) + OrigValue("Hips Size"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Legs Chubby", FPFP_Keyword, Math.Min((power/2) + OrigValue("Legs Chubby"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "Arms Chubby", FPFP_Keyword, Math.Min((power/2) + OrigValue("Arms Chubby"), maxMorphValue))        EndIf        ; JaneBod        BodyGen.SetMorph(Ourself, true, "Pregnant", FPFP_Keyword, (power) + OrigValue("Pregnant"))        BodyGen.SetMorph(Ourself, true, "BreastSize",FPFP_Keyword, (power/2) + OrigValue("BreastSize"))        BodyGen.SetMorph(Ourself, true, "CheekWider", FPFP_Keyword, Math.Min((power/2) + OrigValue("CheekWider"), maxMorphValue))        BodyGen.SetMorph(Ourself, true, "GluteLowerFatOut", FPFP_Keyword, Math.Min(power/2 + OrigValue("GluteLowerFatOut"), maxMorphValue))        BodyGen.SetMorph(Ourself, true, "GluteLowerHeightDown", FPFP_Keyword, Math.Min(power/4 + OrigValue("GluteLowerHeightDown"), maxMorphValue))        If (FPFP_Global_BodyType.GetValue() == 1)            BodyGen.SetMorph(Ourself, true, "BreastsNaturalTypeSeven", FPFP_Keyword, Math.Min((power/2) + OrigValue("BreastsNaturalTypeSeven"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "NippleShapeLargerSeven", FPFP_Keyword, Math.Min((power/2) + OrigValue("NippleShapeLargerSeven"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "WaistWidth", FPFP_Keyword, Math.Min((power/2) + OrigValue("WaistWidth"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "WaistDepthOut", FPFP_Keyword, Math.Min((power/2) + OrigValue("WaistDepthOut"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "LoveHandles", FPFP_Keyword, Math.Min((power/2) + OrigValue("LoveHandles"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "HipFatter", FPFP_Keyword, Math.Min((power/2) + OrigValue("HipFatter"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "ThighSize", FPFP_Keyword, Math.Min((power/2) + OrigValue("ThighSize"), maxMorphValue))            BodyGen.SetMorph(Ourself, true, "UpperArmSize", FPFP_Keyword, Math.Min((power/2) + OrigValue("UpperArmSize"), maxMorphValue))        EndIf or what have i to change? something in the spoiler like _UseBodyMorphs.GetValue() == 1  Spoiler If bCBBEinstalled && _UseBodyMorphs.GetValue() == 1        BodyGen.SetMorph(PlayerREF, isFemale, "Breasts", Heifer, 0.64)        BodyGen.SetMorph(PlayerREF, isFemale, "BreastTopSlope", Heifer, 0.50)          BodyGen.SetMorph(PlayerREF, isFemale, "NippleShape", Heifer, 0.56)        BodyGen.SetMorph(PlayerREF, isFemale, "7B Upper", Heifer, 0.60)        BodyGen.SetMorph(PlayerREF, isFemale, "Butt", Heifer, 0.20)        BodyGen.SetMorph(PlayerREF, isFemale, "ButtCrack", Heifer, 0.30)        BodyGen.SetMorph(PlayerREF, isFemale, "AppleCheeks", Heifer, 0.30)        BodyGen.SetMorph(PlayerREF, isFemale, "7B Lower", Heifer, 0.60)        BodyGen.SetMorph(PlayerREF, isFemale, "NippleDown", Heifer, 1.00)        BodyGen.SetMorph(PlayerREF, isFemale, "NippleLength", Heifer, 0.83)        BodyGen.SetMorph(PlayerREF, isFemale, "NippleSize", Heifer, 0.57)        BodyGen.SetMorph(PlayerREF, isFemale, "BreastCenter", Heifer, 0.75)        BodyGen.SetMorph(PlayerREF, isFemale, "BreastCenterBig", Heifer, 0.25)        BodyGen.SetMorph(PlayerREF, isFemale, "BreastHeight", Heifer, 0.20)        BodyGen.SetMorph(PlayerREF, isFemale, "HipBack", Heifer, 0.20)        BodyGen.SetMorph(PlayerREF, isFemale, "Ankles", Heifer, 0.25)                 BodyGen.SetMorph(PlayerREF, isFemale, "MuscularButt", Heifer, 0.50)        BodyGen.SetMorph(PlayerREF, isFemale, "MuscularLegs", Heifer, 0.50)        BodyGen.SetMorph(PlayerREF, isFemale, "CalfSize", Heifer, 0.35)        BodyGen.SetMorph(PlayerREF, isFemale, "Thighs", Heifer, 0.25)          BodyGen.SetMorph(PlayerREF, isFemale, "BreastGravity2", Heifer, 0.25)        BodyGen.SetMorph(PlayerREF, isFemale, "LegShape", Heifer, 0.00)        BodyGen.SetMorph(PlayerREF, isFemale, "ChubbyLegs", Heifer, 0.40)        BodyGen.SetMorph(PlayerREF, isFemale, "BreastsNewSH", Heifer, 0.60)        BodyGen.SetMorph(PlayerREF, isFemale, "MuscularArms", Heifer, 0.50)              BodyGen.SetMorph(PlayerREF, isFemale, "Waist", Heifer, 0.30)        BodyGen.SetMorph(PlayerREF, isFemale, "BackArch", Heifer, 0.25)        BodyGen.SetMorph(PlayerREF, isFemale, "Belly", Heifer, 0.15)    ElseIf bFGinstalled && _UseBodyMorphs.GetValue() == 1        BodyGen.SetMorph(PlayerREF, isFemale, "Boobs Yuge", Heifer, 0.64)        BodyGen.SetMorph(PlayerREF, isFemale, "Boobs Big", Heifer, 0.64)        BodyGen.SetMorph(PlayerREF, isFemale, "Boobs Gravity", Heifer, 0.50)        BodyGen.SetMorph(PlayerREF, isFemale, "Nipples Length", Heifer, 1.0)        BodyGen.SetMorph(PlayerREF, isFemale, "Nipples Down", Heifer, 1.0)        BodyGen.SetMorph(PlayerREF, isFemale, "Nipples Shape", Heifer, 1.0)        BodyGen.SetMorph(PlayerREF, isFemale, "Nipples Perkiness", Heifer, 0.50)        BodyGen.SetMorph(PlayerREF, isFemale, "SeveNBase Bombshell", Heifer, 1.0)        BodyGen.SetMorph(PlayerREF, isFemale, "BreastHeight2", Heifer, 0.50)    EndIf    If _UseBodyMorphs.GetValue() == 1        BodyGen.UpdateMorphs(PlayerREF)    EndIf  I'm not 100% sure if it's SS2, but it's the only thing that's been added  Yes i want HR slaves automatically be immune, but other player may not  a MCM option to turn off the hucow fetish would be nice
GrimGrim31 Posted January 13, 2025 Author Posted January 13, 2025 (edited) I created two new MCM options:  One option lets you turn off the random chance that a settler will ask you about becoming a hucow.  The other option lets you turn off the random chance that a Commonwealth Captive following you will start transforming into a hucow. If you turn this option off, any CC follower already in the transformation process will stop transforming and revert to a normal CC follower.  I already changed the hucow transformation so that new hucows are no longer joining the Captive Faction, but I also modified the hucow faction so that it has the same friendly factions as the Captive Faction.  I also fixed Doctor Hope's dialogue so that she doesn't turn into a hucow in a single conversation.  Still working on hucow dialogue for some of the unique game NPCs. Right now, I am working on Overseer Barstow so that she will have voiced hucow dialogue once she turns the Vault 88 Overseer position over to the player.  At that point in my playthrough, I usually make her a hucow making milk in Vault 88 so that she is still productive for Vault-Tec albeit in my experiment, not one of hers.  Once I finish her dialogue, I will upload Human Cattle version 1.22.    Edited January 13, 2025 by GrimGrim31 3
izzyknows Posted January 13, 2025 Posted January 13, 2025 3 hours ago, GrimGrim31 said: I created two new MCM options: Â One option lets you turn off the random chance that a settler will ask you about becoming a hucow. Â How hard would it be to make a "pill" to start the transition to a HuCow? That way we could give it to any NPC we want, and get to watch them change. Be it a follower or some NPC we "visit" on occasion. I think a pill would be ideal as it wouldn't aggro like shooting them with the syringer. Â On another note, I found an issue with the player being a HuCow. Made her a HuCow just before leaving the vault. When wearing the Vault-tec restraints, if another mod like, violate or sexual harassment or Latex Cursed Collar, etc. tries to equip restraints on the player, they don't equip but stay in the inventory. You cannot drop the items as they will just respawn and will keep trying to equip. If you go back to human, and manually (the correct way) get out of them, they'll re equip in a never ending loop. This happens with Devious Devices and KFT restraints.
GrimGrim31 Posted January 14, 2025 Author Posted January 14, 2025 1 hour ago, izzyknows said: How hard would it be to make a "pill" to start the transition to a HuCow? That way we could give it to any NPC we want, and get to watch them change. Be it a follower or some NPC we "visit" on occasion. I think a pill would be ideal as it wouldn't aggro like shooting them with the syringer.  On another note, I found an issue with the player being a HuCow. Made her a HuCow just before leaving the vault. When wearing the Vault-tec restraints, if another mod like, violate or sexual harassment or Latex Cursed Collar, etc. tries to equip restraints on the player, they don't equip but stay in the inventory. You cannot drop the items as they will just respawn and will keep trying to equip. If you go back to human, and manually (the correct way) get out of them, they'll re equip in a never ending loop. This happens with Devious Devices and KFT restraints.  A pill that you drop into their inventory would be fairly simple as long as no new dialogue was needed.  I can change the Vault-tec restraints script so that it doesn't keep locking. That will be less immersive but will prevent interference with other mods.   1
izzyknows Posted January 14, 2025 Posted January 14, 2025 5 hours ago, GrimGrim31 said:  A pill that you drop into their inventory would be fairly simple as long as no new dialogue was needed.  I can change the Vault-tec restraints script so that it doesn't keep locking. That will be less immersive but will prevent interference with other mods.   A pill has it's advantages. Simple and reuses the original dialogue. Would probably need the allow Bulls version? or both. I really dunno why the restraints do that. The slot they use? Boston Devious Helper, for example, locks the Bimbo Collar on, but you can still use gags, hoods, corsets etc. Never got into the slot nightmare to much. Always ended up breaking other shite! LOL
GrimGrim31 Posted January 14, 2025 Author Posted January 14, 2025 (edited) 13 hours ago, izzyknows said: A pill has it's advantages. Simple and reuses the original dialogue. Would probably need the allow Bulls version? or both. I really dunno why the restraints do that. The slot they use? Boston Devious Helper, for example, locks the Bimbo Collar on, but you can still use gags, hoods, corsets etc. Never got into the slot nightmare to much. Always ended up breaking other shite! LOL  My Vault-Tec restraints use the Neck slot (slot 50) unless you choose to use the alternate version that use Unnamed slot 57.   My scripts are a little overzealous since they lock the restraints on the actor and prevent the actor from unequipping them. If the player is a hucow and is carrying the restraints in their inventory, the script will equip the restraints when the hucow resets for milking. This script was necessary for NPCs because the cows occasionally unequip their restraints when they are settlers. I am not sure why that happens but it was annoying. I used to have separate functions for the player hucow and the rest of the herd but at some point, I lumped the player hucow in with the rest for all hucow functions.  I will fix these issues by making the player hucow an exception to the normal rule. So the player can unequip the restraints easily and the Reset Milking function will not lock the restraint onto the player when he/she is carrying a set in their inventory.   Edited January 14, 2025 by GrimGrim31 2
izzyknows Posted January 14, 2025 Posted January 14, 2025 1 hour ago, GrimGrim31 said: I will fix these issues by making the player hucow an exception to the normal rule. Kool! Something else, when the player is a HuCow, or wearing the restraints maybe, they be in the captive faction until drawing a weapon, then put back into it when holstering it. Beggar Whore does that and is a fun way to mingle with the enemy. It's really more of a cheat than anything immersive. Although, a HuCow shouldn't invoke to much concern, other than a quick fuck or free milk. Normal enemies randomly milking/banning the player? The longer the player is a HuCow the more of "prize" she's seen as. Just rambling!! 1
GrimGrim31 Posted January 16, 2025 Author Posted January 16, 2025 On 1/14/2025 at 8:40 AM, izzyknows said: Kool! Something else, when the player is a HuCow, or wearing the restraints maybe, they be in the captive faction until drawing a weapon, then put back into it when holstering it. Beggar Whore does that and is a fun way to mingle with the enemy. It's really more of a cheat than anything immersive. Although, a HuCow shouldn't invoke to much concern, other than a quick fuck or free milk. Normal enemies randomly milking/banning the player? The longer the player is a HuCow the more of "prize" she's seen as. Just rambling!!  I think that would be used more as a cheat, as you mentioned. And it would be more work than I can devote time to at the moment.  Enemy and/or NPCs in general will gradually get more interactions with the player hucow but I haven't drafted the framework for that yet. When I playtested settler (hucow farmer) interactions with the player hucow, it created lots of problems. While it was immersive, the interactions often happened when the player wanted to build or craft or just move about for quest related purposes. It ended up being a real pain in the ass. I plan on using an MCM option, in the future, to enable/disable those interactions so the player can get business done when they want.   1
katrina.balanchuk Posted January 17, 2025 Posted January 17, 2025 On 1/16/2025 at 2:23 AM, GrimGrim31 said:  I think that would be used more as a cheat, as you mentioned. And it would be more work than I can devote time to at the moment.  Enemy and/or NPCs in general will gradually get more interactions with the player hucow but I haven't drafted the framework for that yet. When I playtested settler (hucow farmer) interactions with the player hucow, it created lots of problems. While it was immersive, the interactions often happened when the player wanted to build or craft or just move about for quest related purposes. It ended up being a real pain in the ass. I plan on using an MCM option, in the future, to enable/disable those interactions so the player can get business done when they want.    I can imagine a lot of derogratory comments from NPCs ( in diifferent ways form men and women) towards the PC if she is a hucow. 1
GrimGrim31 Posted January 17, 2025 Author Posted January 17, 2025 Human Cattle version 1.22.0. is uploaded now.  The changes (that I can remember) are:  Added pills to transform NPCs into hucows  Added a little more dialogue for Doctor Duff, Professor Scara, and the Mechanist if you transform (not clone) them  Removed hucows from the captive faction, gave the hucow faction the same friends as the captive faction, and removed the player from the hucow faction.  Added two new MCM options so you can turn off settlers asking you to become hucows and/or turn off Commonwealth Captive followers slowly turning into hucows.  Made the Vault-Tec restraints stop locking on the player hucow to avoid issues with other mods that use restraints.  Doctor Duff, the Mechanist, and Professor Scara have the WorkshopNPCscript now so you can assign them to settlements once they are hucows.    I am slowly adding the slow transformation voiced dialogue to NPC voicetype folders. Until an NPC gets those files, you will see their dialogue in text subtitles but you will not hear anything. So far, I have only added the files to the generic settler voices (femaleeventoned, femaleboston, femalerough) and the Mariner and Sandra Lee in Far Harbor, which might give you a clue where my current playthrough is happening right now.  The pills are constructible in the Chem Workbench. To use them, you place them into an NPC's inventory. This should be possible in sneak mode, if you are a good pickpocket, but I am lazy and use Crazy's multitool pistol to open NPC's inventories. Two of the pills are the instant clone type (one that allows bulls and one that turns all NPCs into female hucows) and the third is the slow hucow transformation (over several game days). WARNING: don't use the clone pills on NPCs that you need to complete quests.  The main advantage to the pills is that you don't trigger a combat alarm so they work a lot better in Diamond City or The Institute, for example.   5
nonofyodambiznes Posted January 18, 2025 Posted January 18, 2025 any news about the upcoming supermutant mod? maybe with some cannibal content?
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